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[docs] Various gtk-doc updates for Cogl
This hides a number of internal structs and enums from the docs, and moves some functions to more appropriate sections as well as misc description updates (mostly for the vertex buffer api)
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@ -224,61 +224,6 @@ float cogl_color_get_blue (const CoglColor *color);
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*/
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float cogl_color_get_alpha (const CoglColor *color);
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/**
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* cogl_set_source_color:
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* @color: a #CoglColor
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*
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* Sets the source color using normalized values for each component.
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* This color will be used for any subsequent drawing operation.
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*
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* See also cogl_set_source_color4ub() and cogl_set_source_color4f()
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* if you already have the color components.
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*
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* Since: 1.0
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*/
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void cogl_set_source_color (const CoglColor *color);
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/**
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* cogl_set_source_color4ub:
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* @red: value of the red channel, between 0 and 255
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* @green: value of the green channel, between 0 and 255
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* @blue: value of the blue channel, between 0 and 255
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* @alpha: value of the alpha channel, between 0 and 255
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*
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* Sets the source color using unsigned bytes for each component. This
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* color will be used for any subsequent drawing operation.
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*
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* The value for each component is an unsigned byte in the range
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* between 0 and 255.
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*
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* Since: 1.0
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*/
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void cogl_set_source_color4ub (guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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/**
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* cogl_set_source_color4f:
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* @red: value of the red channel, between 0 and %1.0
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* @green: value of the green channel, between 0 and %1.0
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* @blue: value of the blue channel, between 0 and %1.0
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* @alpha: value of the alpha channel, between 0 and %1.0
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*
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* Sets the source color using normalized values for each component.
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* This color will be used for any subsequent drawing operation.
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*
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* The value for each component is a fixed point number in the range
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* between 0 and %1.0. If the values passed in are outside that
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* range, they will be clamped.
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*
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* Since: 1.0
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*/
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void cogl_set_source_color4f (float red,
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float green,
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float blue,
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float alpha);
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G_END_DECLS
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#endif /* __COGL_COLOR_H__ */
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@ -68,7 +68,7 @@ void cogl_material_unref (CoglHandle handle);
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void cogl_material_set_color (CoglHandle material, const CoglColor *color);
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/**
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* cogl_material_set_color:
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* cogl_material_set_color4ub:
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* @material: A CoglMaterial object
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* @red: The red component
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* @green: The green component
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@ -81,11 +81,31 @@ void cogl_material_set_color (CoglHandle material, const CoglColor *color);
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*
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* Since 1.0
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*/
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void cogl_material_set_color4ub (CoglHandle handle,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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void cogl_material_set_color4ub (CoglHandle material,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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/**
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* cogl_material_set_color4f:
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* @material: A CoglMaterial object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* This is the basic color of the material, used when no lighting is enabled.
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_color4f (CoglHandle material,
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float red,
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float green,
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float blue,
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float alpha);
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/**
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* cogl_material_get_color:
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@ -96,7 +116,7 @@ void cogl_material_set_color4ub (CoglHandle handle,
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*
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* Since 1.0
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*/
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void cogl_material_get_color (CoglHandle handle, CoglColor *color);
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void cogl_material_get_color (CoglHandle material, CoglColor *color);
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/**
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* cogl_material_set_ambient:
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@ -125,7 +145,7 @@ void cogl_material_set_ambient (CoglHandle material,
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*
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* Since 1.0
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*/
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void cogl_material_get_ambient (CoglHandle handle, CoglColor *ambient);
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void cogl_material_get_ambient (CoglHandle material, CoglColor *ambient);
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/**
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* cogl_material_set_diffuse:
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@ -153,7 +173,7 @@ void cogl_material_set_diffuse (CoglHandle material,
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*
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* Since 1.0
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*/
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void cogl_material_get_diffuse (CoglHandle handle, CoglColor *diffuse);
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void cogl_material_get_diffuse (CoglHandle material, CoglColor *diffuse);
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/**
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* cogl_material_set_ambient_and_diffuse:
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@ -197,7 +217,7 @@ void cogl_material_set_specular (CoglHandle material,
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*
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* Since 1.0
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*/
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void cogl_material_get_specular (CoglHandle handle, CoglColor *specular);
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void cogl_material_get_specular (CoglHandle material, CoglColor *specular);
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/**
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* cogl_material_set_shininess:
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@ -224,7 +244,7 @@ void cogl_material_set_shininess (CoglHandle material,
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*
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* Since 1.0
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*/
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float cogl_material_get_shininess (CoglHandle handle);
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float cogl_material_get_shininess (CoglHandle material);
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/**
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* cogl_material_set_emission:
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@ -251,7 +271,7 @@ void cogl_material_set_emission (CoglHandle material,
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*
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* Since 1.0
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*/
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void cogl_material_get_emission (CoglHandle handle, CoglColor *emission);
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void cogl_material_get_emission (CoglHandle material, CoglColor *emission);
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/**
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* CoglMaterialAlphaFunc:
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@ -660,18 +680,30 @@ void cogl_material_set_layer_matrix (CoglHandle material,
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gint layer_index,
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CoglMatrix *matrix);
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/**
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/**
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before
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* this material can be used. Normally you shouldn't need to use this
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* function directly since Cogl will do this internally, but if you are
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* developing custom primitives directly with OpenGL you may want to use
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* this.
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally
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* cogl_enable will be replaced.
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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gulong
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@ -710,7 +742,7 @@ typedef enum _CoglMaterialLayerType
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/**
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* cogl_material_layer_get_type:
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* @material: A CoglMaterial object
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* @layer_handle: A CoglMaterialLayer handle
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*
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* Currently there is only one type of layer defined:
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* COGL_MATERIAL_LAYER_TYPE_TEXTURE, but considering we may add purely GLSL
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@ -726,7 +758,7 @@ CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer_handle);
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/**
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* cogl_material_layer_get_texture:
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* @layer_handle: A CoglMaterial layer object
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* @layer_handle: A CoglMaterialLayer handle
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*
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* This lets you extract a CoglTexture handle for a specific layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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@ -754,7 +786,7 @@ typedef enum _CoglMaterialLayerFlags
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/**
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* cogl_material_layer_get_flags:
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* @layer_handle: A CoglMaterial layer object
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* @layer_handle: A CoglMaterialLayer layer handle
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*
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* This lets you get a number of flag attributes about the layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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@ -793,44 +825,11 @@ typedef enum _CoglMaterialFlushOption
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* This function commits the state of the specified CoglMaterial - including
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* the texture state for all the layers - to the OpenGL[ES] driver.
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*
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* Normally you shouldn't need to use this function directly, but if you
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* are developing a custom primitive using raw OpenGL that works with
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* CoglMaterials, then you may want to use this function.
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*
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* Since 1.0
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*/
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void cogl_material_flush_gl_state (CoglHandle material,
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...) G_GNUC_NULL_TERMINATED;
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/**
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* cogl_set_source:
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* @material: A CoglMaterial object
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*
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* This function sets the source material that will be used to fill
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* subsequent geometry emitted via the cogl API.
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*
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* Note: in the future we may add the ability to set a front facing
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* material, and a back facing material, in which case this function
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* will set both to the same.
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*
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* Since 1.0
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*/
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/* XXX: This doesn't really belong to the cogl-material API, it should
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* move to cogl.h */
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void cogl_set_source (CoglHandle material);
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/**
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* cogl_set_source_texture:
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* @texture_handle: The Cogl texture you want as your source
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*
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* This is a convenience function for creating a material with the first
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* layer set to #texture_handle and setting that material as the source with
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* cogl_set_source.
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*
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* Since 1.0
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*/
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void cogl_set_source_texture (CoglHandle texture_handle);
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G_END_DECLS
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#endif /* __COGL_MATERIAL_H__ */
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@ -10,9 +10,9 @@ G_BEGIN_DECLS
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* @short_description: Fuctions for initializing and manipulating 4x4
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* matrices.
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*
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* Matrices are used in Cogl to describe affine model-view transforms and
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* texture transforms, and projective transforms. This exposes a utility API
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* that can be used for direct manipulation of these matrices.
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* Matrices are used in Cogl to describe affine model-view transforms, texture
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* transforms, and projective transforms. This exposes a utility API that can
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* be used for direct manipulation of these matrices.
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*/
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@ -22,7 +22,7 @@ G_BEGIN_DECLS
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* A CoglMatrix holds a 4x4 transform matrix. This is a single precision,
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* column-major matrix which means it is compatible with what OpenGL expects.
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*
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* A CoglMatix can represent transforms such as, rotations, scaling,
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* A CoglMatrix can represent transforms such as, rotations, scaling,
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* translation, sheering, and linear projections. You can combine these
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* transforms by multiplying multiple matrices in the order you want them
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* applied.
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@ -38,44 +38,39 @@ G_BEGIN_DECLS
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/**
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* SECTION:cogl-vertex-buffer
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* @short_description: An API for submitting extensible arrays of vertex
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* attributes to OpenGL in a way that aims to minimise
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* copying or reformatting of the original data.
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* attributes to be mapped into the GPU for fast
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* drawing.
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*
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* The Attributes Buffer API is designed to be a fairly raw mechanism for
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* For example to describe a textured triangle, you could create a new cogl
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* vertex buffer with 3 vertices, and then you might add 2 attributes for each
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* vertex:
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* <orderedlist>
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* <listitem>
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* a "gl_Position" describing the (x,y,z) position for each vertex.
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* </listitem>
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* <listitem>
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* a "gl_MultiTexCoord0" describing the (tx,ty) texture coordinates for each
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* vertex.
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* </listitem>
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* </orderedlist>
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*
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* The Vertex Buffer API is designed to be a fairly raw mechanism for
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* developers to be able to submit geometry to Cogl in a format that can be
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* directly consumed by an OpenGL driver and with awareness of the specific
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* hardware being used then costly format conversion can also be avoided.
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* directly consumed by an OpenGL driver and mapped into your GPU for fast
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* re-use. It is designed to avoid repeated validation of the attributes by the
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* driver; to minimize transport costs (considering indirect GLX use-cases)
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* and to potentially avoid repeated format conversions when attributes are
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* supplied in a format that is not natively supported by the GPU.
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*
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* They are designed to work on top of buffer objects and developers should
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* understand that attribute buffers are not that cheap to create but once they
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* have been submitted they can be stored in GPU addressable memory and can
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* be quickly reused.
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* Although this API does allow you to modify attributes after they have been
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* submitted to the GPU you should be aware that modification is not that
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* cheap, since it implies validating the new data and potentially the
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* OpenGL driver will need to reformat it for the GPU.
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*
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* Although this API does allow you to modify attribute buffers after they have
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* been submitted to the GPU you must note that modification is also not that
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* cheap, so if at all possible think of tricks that let you reuse a static
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* buffer. To help with this, it is possible to enable and disable individual
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* attributes cheaply.
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*
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* Take for example attributes representing an elipse. If you were to submit
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* color attributes, texture coordinates and normals, then you would be able
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* to draw an elipses in the following different ways without modifying
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* the vertex buffer, only by changing your source material.
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* <itemizedlist>
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* <listitem>Flat colored elipse</listitem>
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* <listitem>Textured elipse</listitem>
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* <listitem>Smoothly lit textured elipse blended with the color.</listitem>
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* </itemizedlist>
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*
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* Another trick that can be used is submitting highly detailed vertices and
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* then using cogl_vertex_buffer_draw_range_elements to sample sub-sets of
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* the geometry or lower resolution geometry out from a fixed buffer.
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*
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* The API doesn't currently give you any control over the actual OpenGL buffer
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* objects that are created, but you can expect that when you first submit
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* your attributes they start off in one or more GL_STATIC_DRAW buffers.
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* If you then update some of your attributes; then these attributes will
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* normally be moved into new GL_DYNAMIC_DRAW draw buffers.
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* If at all possible think of tricks that let you re-use static attributes,
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* and if you do need to repeatedly update attributes (e.g. for some kind of
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* morphing geometry) then only update and re-submit the specific attributes
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* that have changed.
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*/
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/**
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@ -94,7 +89,7 @@ cogl_vertex_buffer_new (guint n_vertices);
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* @attribute_name: The name of your attribute. It should be a valid GLSL
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* variable name and standard attribute types must use one
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* of following built-in names: (Note: they correspond to the
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* built-in names in GLSL)
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* built-in names of GLSL)
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* <itemizedlist>
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* <listitem>"gl_Color"</listitem>
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* <listitem>"gl_Normal"</listitem>
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@ -106,8 +101,7 @@ cogl_vertex_buffer_new (guint n_vertices);
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* "gl_Color::active" or "gl_Color::inactive"
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* @n_components: The number of components per attribute and must be 1,2,3 or 4
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* @gl_type: Specifies the data type of each component (GL_BYTE, GL_UNSIGNED_BYTE,
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* GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT or
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* GL_DOUBLE)
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* GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT or GL_FLOAT)
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* @normalized: If GL_TRUE, this specifies that values stored in an integer
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* format should be mapped into the range [-1.0, 1.0] or [0.1, 1.0]
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* for unsigned values. If GL_FALSE they are converted to floats
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@ -119,32 +113,33 @@ cogl_vertex_buffer_new (guint n_vertices);
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* stride for both attributes is 6. The special value 0 means the
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* values are stored sequentially in memory.
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* @pointer: This addresses the first attribute in the vertex array. (This
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* must remain valid until you call cogl_vertex_buffer_submit)
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* must remain valid until you call cogl_vertex_buffer_submit())
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*
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* This function lets you add an attribute to a buffer. You either use one
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* of the built-in names to add standard attributes, like positions, colors
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* and normals or you can add custom attributes for use in shaders.
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* of the built-in names such as "gl_Vertex", or "glMultiTexCoord0" to add
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* standard attributes, like positions, colors and normals or you can add
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* custom attributes for use in shaders.
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*
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* Note: The number of vertices declared when first creating the vertex
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* buffer is used to determine how many attribute values will be read from the
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* supplied pointer.
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* The number of vertices declared when calling cogl_vertex_buffer_new()
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* determines how many attribute values will be read from the supplied pointer.
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*
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* Note: the data supplied here isn't copied anywhere until you call
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* cogl_vertex_buffer_submit, so the supplied pointer must remain valid
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* until then.
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* (This is an important optimisation since we can't create the underlying
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* OpenGL buffer object until we know about all the attributes, and repeatedly
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* copying large buffers of vertex data may be very costly) If you add
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* attributes after submitting then you will need to re-call
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* cogl_vertex_buffer_submit to commit the changes to the GPU. (Be carefull
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* to minimize the number of calls to cogl_vertex_buffer_submit though)
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* The data for your attribute isn't copied anywhere until you call
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* cogl_vertex_buffer_submit(), so the supplied pointer must remain valid
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* until then. If you are updating an attribute by re-adding it then you will
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* also need to re-call cogl_vertex_buffer_submit() to commit the changes to
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* the GPU. (Be carefull to minimize the number of calls to
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* cogl_vertex_buffer_submit though.)
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*
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* Note: If you are interleving attributes it is assumed that that each
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* interleaved attribute starts no farther than +- stride bytes from the other
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||||
* attributes it is interleved with. I.e. this is ok:
|
||||
* <programlisting>
|
||||
* |-0-0-0-0-0-0-0-0-0-0|
|
||||
* </programlisting>
|
||||
* This is not ok:
|
||||
* <programlisting>
|
||||
* |- - - - -0-0-0-0-0-0 0 0 0 0|
|
||||
* </programlisting>
|
||||
* (Though you can have multiple groups of interleved attributes)
|
||||
*/
|
||||
void
|
||||
@ -162,38 +157,23 @@ cogl_vertex_buffer_add (CoglHandle handle,
|
||||
* @attribute_name: The name of a previously added attribute
|
||||
*
|
||||
* This function deletes an attribute from a buffer. You will need to
|
||||
* call cogl_vertex_buffer_submit to commit this change to the GPU.
|
||||
* call cogl_vertex_buffer_submit() to commit this change to the GPU.
|
||||
*/
|
||||
void
|
||||
cogl_vertex_buffer_delete (CoglHandle handle,
|
||||
const char *attribute_name);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_enable:
|
||||
* @handle: A vertex buffer handle
|
||||
* @attribute_name: The name of the attribute you want to enable
|
||||
*
|
||||
* This function enables a previosuly added attribute
|
||||
*
|
||||
* Since it can be costly to add and remove new attributes to buffers; to make
|
||||
* individual buffers more reuseable it is possible to enable and disable
|
||||
* attributes before using a buffer for drawing.
|
||||
*
|
||||
* Note: You don't need to call cogl_vertex_buffer_submit after using this
|
||||
* function
|
||||
*/
|
||||
void
|
||||
cogl_vertex_buffer_enable (CoglHandle handle,
|
||||
const char *attribute_name);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_submit:
|
||||
* @handle: A vertex buffer handle
|
||||
*
|
||||
* This function copies all the user added attributes into buffer objects
|
||||
* managed by the OpenGL driver.
|
||||
* This function submits all the user added attributes to the GPU; once
|
||||
* submitted the attributes can be used for drawing.
|
||||
*
|
||||
* You should aim to minimize calls to this function.
|
||||
* You should aim to minimize calls to this function since it implies
|
||||
* validating your data; it potentially incurs a transport cost (especially if
|
||||
* you are using GLX indirect rendering) and potentially a format conversion
|
||||
* cost if the GPU doesn't natively support any of the given attribute formats.
|
||||
*/
|
||||
void
|
||||
cogl_vertex_buffer_submit (CoglHandle handle);
|
||||
@ -203,19 +183,35 @@ cogl_vertex_buffer_submit (CoglHandle handle);
|
||||
* @handle: A vertex buffer handle
|
||||
* @attribute_name: The name of the attribute you want to disable
|
||||
*
|
||||
* This function disables a previosuly added attribute
|
||||
* This function disables a previosuly added attribute.
|
||||
*
|
||||
* Since it can be costly to add and remove new attributes to buffers; to make
|
||||
* individual buffers more reuseable it is possible to enable and disable
|
||||
* attributes before using a buffer for drawing.
|
||||
*
|
||||
* Note: You don't need to call cogl_vertex_buffer_submit after using this
|
||||
* function
|
||||
* You don't need to call cogl_vertex_buffer_submit() after using this function.
|
||||
*/
|
||||
void
|
||||
cogl_vertex_buffer_disable (CoglHandle handle,
|
||||
const char *attribute_name);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_enable:
|
||||
* @handle: A vertex buffer handle
|
||||
* @attribute_name: The name of the attribute you want to enable
|
||||
*
|
||||
* This function enables a previosuly disabled attribute.
|
||||
*
|
||||
* Since it can be costly to add and remove new attributes to buffers; to make
|
||||
* individual buffers more reuseable it is possible to enable and disable
|
||||
* attributes before using a buffer for drawing.
|
||||
*
|
||||
* You don't need to call cogl_vertex_buffer_submit() after using this function
|
||||
*/
|
||||
void
|
||||
cogl_vertex_buffer_enable (CoglHandle handle,
|
||||
const char *attribute_name);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_draw:
|
||||
* @handle: A vertex buffer handle
|
||||
|
@ -435,6 +435,100 @@ void cogl_set_fog (const CoglColor *fog_color,
|
||||
*/
|
||||
void cogl_paint_init (const CoglColor *color);
|
||||
|
||||
/**
|
||||
* cogl_set_source:
|
||||
* @material: A CoglMaterial object
|
||||
*
|
||||
* This function sets the source material that will be used to fill subsequent
|
||||
* geometry emitted via the cogl API.
|
||||
*
|
||||
* Note: in the future we may add the ability to set a front facing material,
|
||||
* and a back facing material, in which case this function will set both to the
|
||||
* same.
|
||||
*
|
||||
* Since 1.0
|
||||
*/
|
||||
void cogl_set_source (CoglHandle material);
|
||||
|
||||
/**
|
||||
* cogl_set_source_color:
|
||||
* @color: a #CoglColor
|
||||
*
|
||||
* Sets the source color using normalized values for each component.
|
||||
* This color will be used for any subsequent drawing operation.
|
||||
*
|
||||
* See also cogl_set_source_color4ub() and cogl_set_source_color4f()
|
||||
* if you already have the color components.
|
||||
*
|
||||
* Since: 1.0
|
||||
*/
|
||||
void cogl_set_source_color (const CoglColor *color);
|
||||
|
||||
/**
|
||||
* cogl_set_source_color4ub:
|
||||
* @red: value of the red channel, between 0 and 255
|
||||
* @green: value of the green channel, between 0 and 255
|
||||
* @blue: value of the blue channel, between 0 and 255
|
||||
* @alpha: value of the alpha channel, between 0 and 255
|
||||
*
|
||||
* This is a convenience function for creating a solid fill source material
|
||||
* from the given color using unsigned bytes for each component. This
|
||||
* color will be used for any subsequent drawing operation.
|
||||
*
|
||||
* The value for each component is an unsigned byte in the range
|
||||
* between 0 and 255.
|
||||
*
|
||||
* Since: 1.0
|
||||
*/
|
||||
void cogl_set_source_color4ub (guint8 red,
|
||||
guint8 green,
|
||||
guint8 blue,
|
||||
guint8 alpha);
|
||||
|
||||
/**
|
||||
* cogl_set_source_color4f:
|
||||
* @red: value of the red channel, between 0 and %1.0
|
||||
* @green: value of the green channel, between 0 and %1.0
|
||||
* @blue: value of the blue channel, between 0 and %1.0
|
||||
* @alpha: value of the alpha channel, between 0 and %1.0
|
||||
*
|
||||
* This is a convenience function for creating a solid fill source material
|
||||
* from the given color using normalized values for each component. This color
|
||||
* will be used for any subsequent drawing operation.
|
||||
*
|
||||
* The value for each component is a fixed point number in the range
|
||||
* between 0 and %1.0. If the values passed in are outside that
|
||||
* range, they will be clamped.
|
||||
*
|
||||
* Since: 1.0
|
||||
*/
|
||||
void cogl_set_source_color4f (float red,
|
||||
float green,
|
||||
float blue,
|
||||
float alpha);
|
||||
|
||||
/**
|
||||
* cogl_set_source_texture:
|
||||
* @texture_handle: The Cogl texture you want as your source
|
||||
*
|
||||
* This is a convenience function for creating a material with the first
|
||||
* layer set to #texture_handle and setting that material as the source with
|
||||
* cogl_set_source.
|
||||
*
|
||||
* Note: There is no interaction between calls to cogl_set_source_color
|
||||
* and cogl_set_source_texture. If you need to blend a texture with a color then
|
||||
* you can create a simple material like this:
|
||||
* <programlisting>
|
||||
* material = cogl_material_new ();
|
||||
* cogl_material_set_color4ub (material, 0xff, 0x00, 0x00, 0x80);
|
||||
* cogl_material_set_layer (material, 0, tex_handle);
|
||||
* cogl_set_source (material);
|
||||
* </programlisting>
|
||||
*
|
||||
* Since 1.0
|
||||
*/
|
||||
void cogl_set_source_texture (CoglHandle texture_handle);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#undef __COGL_H_INSIDE__
|
||||
|
@ -53,17 +53,15 @@
|
||||
</section>
|
||||
|
||||
<xi:include href="xml/cogl.xml"/>
|
||||
<xi:include href="xml/cogl-primitives.xml"/>
|
||||
<xi:include href="xml/cogl-util.xml"/>
|
||||
<xi:include href="xml/cogl-matrix.xml"/>
|
||||
<xi:include href="xml/cogl-color.xml"/>
|
||||
<xi:include href="xml/cogl-texture.xml"/>
|
||||
<xi:include href="xml/cogl-material.xml"/>
|
||||
<xi:include href="xml/cogl-primitives.xml"/>
|
||||
<xi:include href="xml/cogl-vertex-buffer.xml"/>
|
||||
<xi:include href="xml/cogl-matrix.xml"/>
|
||||
<xi:include href="xml/cogl-shaders.xml"/>
|
||||
<xi:include href="xml/cogl-offscreen.xml"/>
|
||||
<xi:include href="xml/cogl-fixed.xml"/>
|
||||
<xi:include href="xml/cogl-color.xml"/>
|
||||
<xi:include href="xml/cogl-vertex-buffer.xml"/>
|
||||
<xi:include href="xml/cogl-material.xml"/>
|
||||
|
||||
</chapter>
|
||||
|
||||
|
@ -1,6 +1,9 @@
|
||||
<SECTION>
|
||||
<FILE>cogl</FILE>
|
||||
<TITLE>General API</TITLE>
|
||||
COGL_INVALID_HANDLE
|
||||
CoglHandle
|
||||
CoglFuncPtr
|
||||
COGL_PIXEL_FORMAT_24
|
||||
COGL_PIXEL_FORMAT_32
|
||||
COGL_A_BIT
|
||||
@ -12,6 +15,15 @@ COGL_UNPREMULT_MASK
|
||||
CoglPixelFormat
|
||||
CoglBufferTarget
|
||||
<SUBSECTION>
|
||||
cogl_create_context
|
||||
cogl_destroy_context
|
||||
<SUBSECTION>
|
||||
CoglFeatureFlags
|
||||
cogl_get_features
|
||||
cogl_features_available
|
||||
cogl_check_extension
|
||||
cogl_get_proc_address
|
||||
<SUBSECTION>
|
||||
cogl_perspective
|
||||
cogl_frustum
|
||||
cogl_setup_viewport
|
||||
@ -26,6 +38,9 @@ cogl_scale
|
||||
cogl_translate
|
||||
cogl_rotate
|
||||
<SUBSECTION>
|
||||
cogl_get_bitmasks
|
||||
cogl_paint_init
|
||||
<SUBSECTION>
|
||||
CoglClipStackState
|
||||
cogl_clip_set
|
||||
cogl_clip_set_from_path
|
||||
@ -38,32 +53,27 @@ cogl_clip_ensure
|
||||
cogl_enable_depth_test
|
||||
cogl_enable_backface_culling
|
||||
cogl_fog_set
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-util</FILE>
|
||||
<TITLE>Utility API</TITLE>
|
||||
cogl_create_context
|
||||
cogl_destroy_context
|
||||
COGL_INVALID_HANDLE
|
||||
CoglHandle
|
||||
CoglFuncPtr
|
||||
<SUBSECTION>
|
||||
CoglFeatureFlags
|
||||
cogl_get_features
|
||||
cogl_features_available
|
||||
<SUBSECTION>
|
||||
cogl_get_proc_address
|
||||
cogl_check_extension
|
||||
cogl_get_bitmasks
|
||||
cogl_paint_init
|
||||
<SUBSECTION>
|
||||
cogl_set_source
|
||||
cogl_set_source_color
|
||||
cogl_set_source_color4ub
|
||||
cogl_set_source_color4f
|
||||
cogl_set_source_texture
|
||||
<SUBSECTION Private>
|
||||
cogl_util_next_p2
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-primitives</FILE>
|
||||
<TITLE>Primitives</TITLE>
|
||||
<SUBSECTION>
|
||||
cogl_rectangle
|
||||
cogl_rectangle_with_texture_coords
|
||||
cogl_rectangles_with_texture_coords
|
||||
cogl_rectangle_with_multitexture_coords
|
||||
cogl_polygon
|
||||
|
||||
<SUBSECTION>
|
||||
cogl_path_new
|
||||
cogl_path_move_to
|
||||
cogl_path_close
|
||||
@ -85,18 +95,7 @@ cogl_path_fill
|
||||
cogl_path_fill_preserve
|
||||
cogl_path_stroke
|
||||
cogl_path_stroke_preserve
|
||||
cogl_set_source_color
|
||||
cogl_set_source_color4ub
|
||||
cogl_set_source_color4f
|
||||
cogl_set_source_texture
|
||||
cogl_color
|
||||
|
||||
<SUBSECTION>
|
||||
cogl_rectangle
|
||||
cogl_polygon
|
||||
cogl_rectangle_with_multitexture_coords
|
||||
cogl_rectangle_with_texture_coords
|
||||
cogl_rectangles_with_texture_coords
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
@ -132,7 +131,6 @@ CoglBitmap
|
||||
cogl_bitmap_new_from_file
|
||||
cogl_bitmap_free
|
||||
cogl_bitmap_get_size_from_file
|
||||
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
@ -166,13 +164,14 @@ cogl_program_uniform_matrix
|
||||
<FILE>cogl-offscreen</FILE>
|
||||
<TITLE>Offscreen Buffers</TITLE>
|
||||
cogl_offscreen_new_to_texture
|
||||
cogl_offscreen_new_multisample
|
||||
cogl_offscreen_ref
|
||||
cogl_offscreen_unref
|
||||
cogl_is_offscreen
|
||||
cogl_offscreen_blit
|
||||
cogl_offscreen_blit_region
|
||||
cogl_draw_buffer
|
||||
<SUBSECTION Private>
|
||||
cogl_offscreen_new_multisample
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
@ -269,7 +268,6 @@ cogl_color_new
|
||||
cogl_color_copy
|
||||
cogl_color_free
|
||||
cogl_color_set_from_4ub
|
||||
cogl_color_set_from_4d
|
||||
cogl_color_set_from_4f
|
||||
|
||||
<SUBSECTION>
|
||||
@ -294,19 +292,20 @@ cogl_color_get_alpha_float
|
||||
<SECTION>
|
||||
<FILE>cogl-vertex-buffer</FILE>
|
||||
<TITLE>Vertex Buffers</TITLE>
|
||||
CoglVertexBufferAttribFlags
|
||||
COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_MASK
|
||||
COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK
|
||||
cogl_vertex_buffer_new
|
||||
cogl_vertex_buffer_ref
|
||||
cogl_vertex_buffer_unref
|
||||
cogl_vertex_buffer_add
|
||||
cogl_vertex_buffer_delete
|
||||
cogl_vertex_buffer_enable
|
||||
cogl_vertex_buffer_disable
|
||||
cogl_vertex_buffer_submit
|
||||
cogl_vertex_buffer_disable
|
||||
cogl_vertex_buffer_enable
|
||||
cogl_vertex_buffer_draw
|
||||
cogl_vertex_buffer_draw_range_elements
|
||||
<SUBSECTION Private>
|
||||
CoglVertexBufferAttribFlags
|
||||
COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_MASK
|
||||
COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
@ -323,31 +322,29 @@ cogl_matrix_scale
|
||||
<SECTION>
|
||||
<FILE>cogl-material</FILE>
|
||||
<TITLE>Materials</TITLE>
|
||||
CoglMaterial
|
||||
CoglMaterialFlags
|
||||
cogl_material_new
|
||||
cogl_material_ref
|
||||
cogl_material_unref
|
||||
cogl_material_set_ambient
|
||||
cogl_material_get_ambient
|
||||
cogl_material_set_ambient_and_diffuse
|
||||
cogl_material_set_color
|
||||
cogl_material_set_color4ub
|
||||
cogl_material_set_color4f
|
||||
cogl_material_get_color
|
||||
cogl_material_set_ambient
|
||||
cogl_material_get_ambient
|
||||
cogl_material_set_diffuse
|
||||
cogl_material_get_diffuse
|
||||
cogl_material_set_ambient_and_diffuse
|
||||
cogl_material_set_emission
|
||||
cogl_material_get_emission
|
||||
cogl_material_set_specular
|
||||
cogl_material_get_specular
|
||||
cogl_material_set_shininess
|
||||
cogl_material_get_shininess
|
||||
cogl_set_source
|
||||
<SUBSECTION Advanced Blending>
|
||||
CoglMaterialAlphaFunc
|
||||
cogl_material_set_alpha_test_function
|
||||
CoglMaterialBlendFactor
|
||||
cogl_material_set_blend_factors
|
||||
CoglMaterialLayer
|
||||
cogl_material_set_layer
|
||||
cogl_material_remove_layer
|
||||
CoglMaterialLayerCombineFunc
|
||||
@ -358,14 +355,21 @@ cogl_material_set_layer_combine_arg_src
|
||||
CoglMaterialLayerCombineOp
|
||||
cogl_material_set_layer_combine_arg_op
|
||||
cogl_material_set_layer_matrix
|
||||
<SUBSECTION Private>
|
||||
CoglMaterial
|
||||
CoglMaterialFlags
|
||||
CoglMaterialLayerPrivFlags
|
||||
cogl_material_set_layer_alpha_combine
|
||||
cogl_material_set_layer_rgb_combine
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-material-internals</FILE>
|
||||
<TITLE>Material Internals</TITLE>
|
||||
cogl_material_get_cogl_enable_flags
|
||||
CoglMaterialFlushOption
|
||||
cogl_material_flush_gl_material_state
|
||||
cogl_material_flush_gl_alpha_func
|
||||
cogl_material_flush_gl_blend_func
|
||||
cogl_material_flush_gl_state
|
||||
CoglMaterialLayer
|
||||
cogl_material_get_layers
|
||||
CoglMaterialLayerType
|
||||
cogl_material_layer_get_type
|
||||
@ -373,8 +377,4 @@ CoglMaterialLayerFlags
|
||||
cogl_material_layer_get_flags
|
||||
cogl_material_layer_get_texture
|
||||
cogl_material_layer_flush_gl_sampler_state
|
||||
|
||||
<SUBSECTION Private>
|
||||
CoglMaterialLayerPrivFlags
|
||||
</SECTION>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user