/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2011 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * * Authors: * Robert Bragg */ #ifndef __COGL_TEXURE_RECTANGLE_H #define __COGL_TEXURE_RECTANGLE_H #include "cogl-context.h" G_BEGIN_DECLS /** * SECTION:cogl-texture-rectangle * @short_description: Functions for creating and manipulating rectangle * textures for use with non-normalized coordinates. * * These functions allow low-level "rectangle" textures to be allocated. * These textures are never constrained to power-of-two sizes but they * also don't support having a mipmap and can only be wrapped with * %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE. * * The most notable difference between rectangle textures and 2D * textures is that rectangle textures are sampled using un-normalized * texture coordinates, so instead of using coordinates (0,0) and * (1,1) to map to the top-left and bottom right corners of the * texture you would instead use (0,0) and (width,height). * * The use of non-normalized coordinates can be particularly * convenient when writing glsl shaders that use a texture as a lookup * table since you don't need to upload separate uniforms to map * normalized coordinates to texels. * * If you want to sample from a rectangle texture from GLSL you should * use the sampler2DRect sampler type. * * Applications wanting to use #CoglTextureRectangle should first check * for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using * cogl_has_feature(). */ typedef struct _CoglTextureRectangle CoglTextureRectangle; #define COGL_TEXTURE_RECTANGLE(X) ((CoglTextureRectangle *)X) #define cogl_is_texture_rectangle cogl_is_texture_rectangle_EXP /** * cogl_is_texture_rectangle: * @object: A #CoglObject * * Gets whether the given object references an existing * #CoglTextureRectangle object. * * Return value: %TRUE if the object references a * #CoglTextureRectangle, %FALSE otherwise. */ gboolean cogl_is_texture_rectangle (void *object); #define cogl_texture_rectangle_new_with_size \ cogl_texture_rectangle_new_with_size_EXP /** * cogl_texture_rectangle_new_with_size: * @context: A #CoglContext pointer * @width: The texture width to allocate * @height: The texture height to allocate * @internal_format: The desired internal texture format * @error: An optional GError pointer for reporting exceptions * * Allocates a new #CoglRectangle texture with a given @width, @height * and @internal_format. This texture is a low-level texture that * the GPU can sample from directly unlike high-level textures such * as #CoglTexture2DSliced and #CoglAtlasTexture. * * If you want to sample from a rectangle texture from GLSL you * should use the sampler2DRect sampler type. * * Applications wanting to use #CoglTextureRectangle should * first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature * using cogl_has_feature(). * * Returns: A pointer to a newly allocated #CoglRectangle texture * or if the size was too large or there wasn't enough memory * %NULL is returned and @error set. * * Since: 1.10 * Stability: unstable */ CoglTextureRectangle * cogl_texture_rectangle_new_with_size (CoglContext *ctx, int width, int height, CoglPixelFormat internal_format, GError **error); G_END_DECLS #endif /* __COGL_TEXURE_RECTANGLE_H */