/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 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
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only can be included directly."
#endif
#ifndef __COGL_1_CONTEXT_H__
#define __COGL_1_CONTEXT_H__
#include
#include
#include
#include
COGL_BEGIN_DECLS
/**
* cogl_get_option_group:
*
* Retrieves the #GOptionGroup used by Cogl to parse the command
* line options. Clutter uses this to handle the Cogl command line
* options during its initialization process.
*
* Return value: a #GOptionGroup
*
* Since: 1.0
* Deprecated: 1.16: Not replaced
*/
COGL_DEPRECATED_IN_1_16
GOptionGroup *
cogl_get_option_group (void);
/* Misc */
/**
* cogl_get_features:
*
* Returns all of the features supported by COGL.
*
* Return value: A logical OR of all the supported COGL features.
*
* Since: 0.8
* Deprecated: 1.10: Use cogl_foreach_feature() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_foreach_feature)
CoglFeatureFlags
cogl_get_features (void);
/**
* cogl_features_available:
* @features: A bitmask of features to check for
*
* Checks whether the given COGL features are available. Multiple
* features can be checked for by or-ing them together with the '|'
* operator. %TRUE is only returned if all of the requested features
* are available.
*
* Return value: %TRUE if the features are available, %FALSE otherwise.
* Deprecated: 1.10: Use cogl_has_feature() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_has_feature)
CoglBool
cogl_features_available (CoglFeatureFlags features);
/**
* cogl_get_proc_address:
* @name: the name of the function.
*
* Gets a pointer to a given GL or GL ES extension function. This acts
* as a wrapper around glXGetProcAddress() or whatever is the
* appropriate function for the current backend.
*
* This function should not be used to query core opengl API
* symbols since eglGetProcAddress for example doesn't allow this and
* and may return a junk pointer if you do.
*
* Return value: a pointer to the requested function or %NULL if the
* function is not available.
*/
CoglFuncPtr
cogl_get_proc_address (const char *name);
/**
* cogl_check_extension:
* @name: extension to check for
* @ext: list of extensions
*
* Check whether @name occurs in list of extensions in @ext.
*
* Return value: %TRUE if the extension occurs in the list, %FALSE otherwise.
*
* Deprecated: 1.2: OpenGL is an implementation detail for Cogl and so it's
* not appropriate to expose OpenGL extensions through the Cogl API. This
* function can be replaced by the following equivalent code:
* |[
* CoglBool retval = (strstr (ext, name) != NULL) ? TRUE : FALSE;
* ]|
*/
COGL_DEPRECATED
CoglBool
cogl_check_extension (const char *name,
const char *ext);
/**
* cogl_get_bitmasks:
* @red: (out): Return location for the number of red bits or %NULL
* @green: (out): Return location for the number of green bits or %NULL
* @blue: (out): Return location for the number of blue bits or %NULL
* @alpha: (out): Return location for the number of alpha bits or %NULL
*
* Gets the number of bitplanes used for each of the color components
* in the color buffer. Pass %NULL for any of the arguments if the
* value is not required.
*
* Deprecated: 1.8: Use cogl_framebuffer_get_red/green/blue/alpha_bits()
* instead
*/
COGL_DEPRECATED_IN_1_8_FOR (cogl_framebuffer_get_red_OR_green_OR_blue_OR_alpha_bits)
void
cogl_get_bitmasks (int *red,
int *green,
int *blue,
int *alpha);
/**
* cogl_perspective:
* @fovy: Vertical field of view angle in degrees.
* @aspect: The (width over height) aspect ratio for display
* @z_near: The distance to the near clipping plane (Must be positive)
* @z_far: The distance to the far clipping plane (Must be positive)
*
* Replaces the current projection matrix with a perspective matrix
* based on the provided values.
*
* You should be careful not to have to great a @z_far / @z_near
* ratio since that will reduce the effectiveness of depth testing
* since there wont be enough precision to identify the depth of
* objects near to each other.
*
* Deprecated: 1.10: Use cogl_framebuffer_perspective() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_perspective)
void
cogl_perspective (float fovy,
float aspect,
float z_near,
float z_far);
/**
* cogl_frustum:
* @left: X position of the left clipping plane where it
* intersects the near clipping plane
* @right: X position of the right clipping plane where it
* intersects the near clipping plane
* @bottom: Y position of the bottom clipping plane where it
* intersects the near clipping plane
* @top: Y position of the top clipping plane where it intersects
* the near clipping plane
* @z_near: The distance to the near clipping plane (Must be positive)
* @z_far: The distance to the far clipping plane (Must be positive)
*
* Replaces the current projection matrix with a perspective matrix
* for a given viewing frustum defined by 4 side clip planes that
* all cross through the origin and 2 near and far clip planes.
*
* Since: 0.8.2
* Deprecated: 1.10: Use cogl_framebuffer_frustum() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_frustum)
void
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_ortho:
* @left: The coordinate for the left clipping plane
* @right: The coordinate for the right clipping plane
* @bottom: The coordinate for the bottom clipping plane
* @top: The coordinate for the top clipping plane
* @near: The distance to the near clipping
* plane (negative if the plane is behind the viewer)
* @far: The distance for the far clipping
* plane (negative if the plane is behind the viewer)
*
* Replaces the current projection matrix with an orthographic projection
* matrix. See to see how the matrix is
* calculated.
*
*
*
* This function copies the arguments from OpenGL's glOrtho() even
* though they are unnecessarily confusing due to the z near and z far
* arguments actually being a "distance" from the origin, where
* negative values are behind the viewer, instead of coordinates for
* the z clipping planes which would have been consistent with the
* left, right bottom and top arguments.
*
* Since: 1.0
* Deprecated: 1.10: Use cogl_framebuffer_orthographic() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_orthographic)
void
cogl_ortho (float left,
float right,
float bottom,
float top,
float near,
float far);
/**
* cogl_viewport:
* @width: Width of the viewport
* @height: Height of the viewport
*
* Replace the current viewport with the given values.
*
* Since: 0.8.2
* Deprecated: 1.8: Use cogl_framebuffer_set_viewport instead
*/
COGL_DEPRECATED_IN_1_8_FOR (cogl_framebuffer_set_viewport)
void
cogl_viewport (unsigned int width,
unsigned int height);
/**
* cogl_set_viewport:
* @x: X offset of the viewport
* @y: Y offset of the viewport
* @width: Width of the viewport
* @height: Height of the viewport
*
* Replaces the current viewport with the given values.
*
* Since: 1.2
* Deprecated: 1.8: Use cogl_framebuffer_set_viewport() instead
*/
COGL_DEPRECATED_IN_1_8_FOR (cogl_framebuffer_set_viewport)
void
cogl_set_viewport (int x,
int y,
int width,
int height);
/**
* cogl_push_matrix:
*
* Stores the current model-view matrix on the matrix stack. The matrix
* can later be restored with cogl_pop_matrix().
*
* Deprecated: 1.10: Use cogl_framebuffer_push_matrix() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_push_matrix)
void
cogl_push_matrix (void);
/**
* cogl_pop_matrix:
*
* Restores the current model-view matrix from the matrix stack.
*
* Deprecated: 1.10: Use cogl_framebuffer_pop_matrix() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_push_matrix)
void
cogl_pop_matrix (void);
/**
* cogl_scale:
* @x: Amount to scale along the x-axis
* @y: Amount to scale along the y-axis
* @z: Amount to scale along the z-axis
*
* Multiplies the current model-view matrix by one that scales the x,
* y and z axes by the given values.
*
* Deprecated: 1.10: Use cogl_framebuffer_pop_matrix() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_scale)
void
cogl_scale (float x,
float y,
float z);
/**
* cogl_translate:
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
*
* Multiplies the current model-view matrix by one that translates the
* model along all three axes according to the given values.
*
* Deprecated: 1.10: Use cogl_framebuffer_translate() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_translate)
void
cogl_translate (float x,
float y,
float z);
/**
* cogl_rotate:
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
* @z: Z-component of vertex to rotate around.
*
* Multiplies the current model-view matrix by one that rotates the
* model around the vertex specified by @x, @y and @z. The rotation
* follows the right-hand thumb rule so for example rotating by 10
* degrees about the vertex (0, 0, 1) causes a small counter-clockwise
* rotation.
*
* Deprecated: 1.10: Use cogl_framebuffer_rotate() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_rotate)
void
cogl_rotate (float angle,
float x,
float y,
float z);
/**
* cogl_transform:
* @matrix: the matrix to multiply with the current model-view
*
* Multiplies the current model-view matrix by the given matrix.
*
* Since: 1.4
* Deprecated: 1.10: Use cogl_framebuffer_transform() instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_transform)
void
cogl_transform (const CoglMatrix *matrix);
/**
* cogl_get_modelview_matrix:
* @matrix: (out): return location for the model-view matrix
*
* Stores the current model-view matrix in @matrix.
*
* Deprecated: 1.10: Use cogl_framebuffer_get_modelview_matrix()
* instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_get_modelview_matrix)
void
cogl_get_modelview_matrix (CoglMatrix *matrix);
/**
* cogl_set_modelview_matrix:
* @matrix: the new model-view matrix
*
* Loads @matrix as the new model-view matrix.
*
* Deprecated: 1.10: Use cogl_framebuffer_set_modelview_matrix()
* instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_set_modelview_matrix)
void
cogl_set_modelview_matrix (CoglMatrix *matrix);
/**
* cogl_get_projection_matrix:
* @matrix: (out): return location for the projection matrix
*
* Stores the current projection matrix in @matrix.
*
* Deprecated: 1.10: Use cogl_framebuffer_get_projection_matrix()
* instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_get_projection_matrix)
void
cogl_get_projection_matrix (CoglMatrix *matrix);
/**
* cogl_set_projection_matrix:
* @matrix: the new projection matrix
*
* Loads matrix as the new projection matrix.
*
* Deprecated: 1.10: Use cogl_framebuffer_set_projection_matrix()
* instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_set_projection_matrix)
void
cogl_set_projection_matrix (CoglMatrix *matrix);
/**
* cogl_get_viewport:
* @v: (out) (array fixed-size=4): pointer to a 4 element array
* of #floats to receive the viewport dimensions.
*
* Stores the current viewport in @v. @v[0] and @v[1] get the x and y
* position of the viewport and @v[2] and @v[3] get the width and
* height.
*
* Deprecated: 1.10: Use cogl_framebuffer_get_viewport4fv()
* instead
*/
COGL_DEPRECATED_IN_1_10_FOR (cogl_framebuffer_get_viewport4fv)
void
cogl_get_viewport (float v[4]);
/**
* cogl_set_depth_test_enabled:
* @setting: %TRUE to enable depth testing or %FALSE to disable.
*
* Sets whether depth testing is enabled. If it is disabled then the
* order that actors are layered on the screen depends solely on the
* order specified using clutter_actor_raise() and
* clutter_actor_lower(), otherwise it will also take into account the
* actor's depth. Depth testing is disabled by default.
*
* Deprecated: 1.16: Use cogl_pipeline_set_depth_state() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_pipeline_set_depth_state)
void
cogl_set_depth_test_enabled (CoglBool setting);
/**
* cogl_get_depth_test_enabled:
*
* Queries if depth testing has been enabled via cogl_set_depth_test_enable()
*
* Return value: %TRUE if depth testing is enabled, and %FALSE otherwise
*
* Deprecated: 1.16: Use cogl_pipeline_set_depth_state() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_pipeline_set_depth_state)
CoglBool
cogl_get_depth_test_enabled (void);
/**
* cogl_set_backface_culling_enabled:
* @setting: %TRUE to enable backface culling or %FALSE to disable.
*
* Sets whether textures positioned so that their backface is showing
* should be hidden. This can be used to efficiently draw two-sided
* textures or fully closed cubes without enabling depth testing. This
* only affects calls to the cogl_rectangle* family of functions and
* cogl_vertex_buffer_draw*. Backface culling is disabled by default.
*
* Deprecated: 1.16: Use cogl_pipeline_set_cull_face_mode() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_pipeline_set_cull_face_mode)
void
cogl_set_backface_culling_enabled (CoglBool setting);
/**
* cogl_get_backface_culling_enabled:
*
* Queries if backface culling has been enabled via
* cogl_set_backface_culling_enabled()
*
* Return value: %TRUE if backface culling is enabled, and %FALSE otherwise
*
* Deprecated: 1.16: Use cogl_pipeline_get_cull_face_mode() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_pipeline_get_cull_face_mode)
CoglBool
cogl_get_backface_culling_enabled (void);
/**
* cogl_set_fog:
* @fog_color: The color of the fog
* @mode: A #CoglFogMode that determines the equation used to calculate the
* fogging blend factor.
* @density: Used by %COGL_FOG_MODE_EXPONENTIAL and by
* %COGL_FOG_MODE_EXPONENTIAL_SQUARED equations.
* @z_near: Position along Z axis where no fogging should be applied
* @z_far: Position along Z axis where full fogging should be applied
*
* Enables fogging. Fogging causes vertices that are further away from the eye
* to be rendered with a different color. The color is determined according to
* the chosen fog mode; at it's simplest the color is linearly interpolated so
* that vertices at @z_near are drawn fully with their original color and
* vertices at @z_far are drawn fully with @fog_color. Fogging will remain
* enabled until you call cogl_disable_fog().
*
* The fogging functions only work correctly when primitives use
* unmultiplied alpha colors. By default Cogl will premultiply textures
* and cogl_set_source_color() will premultiply colors, so unless you
* explicitly load your textures requesting an unmultiplied internal format
* and use cogl_material_set_color() you can only use fogging with fully
* opaque primitives. This might improve in the future when we can depend
* on fragment shaders.
*
* Deprecated: 1.16: Use #CoglSnippet shader api for fog
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_snippet_API)
void
cogl_set_fog (const CoglColor *fog_color,
CoglFogMode mode,
float density,
float z_near,
float z_far);
/**
* cogl_disable_fog:
*
* This function disables fogging, so primitives drawn afterwards will not be
* blended with any previously set fog color.
*
* Deprecated: 1.16: Use #CoglSnippet shader api for fog
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_snippet_API)
void
cogl_disable_fog (void);
/**
* cogl_clear:
* @color: Background color to clear to
* @buffers: A mask of #CoglBufferBit's identifying which auxiliary
* buffers to clear
*
* Clears all the auxiliary buffers identified in the @buffers mask, and if
* that includes the color buffer then the specified @color is used.
*
* Deprecated: 1.16: Use cogl_framebuffer_clear() api instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_framebuffer_clear)
void
cogl_clear (const CoglColor *color,
unsigned long buffers);
/**
* cogl_set_source:
* @material: A #CoglMaterial
*
* This function changes the material at the top of the source stack.
* The material at the top of this stack defines the GPU state used to
* process subsequent primitives, such as rectangles drawn with
* cogl_rectangle() or vertices drawn using cogl_vertex_buffer_draw().
*
* Since: 1.0
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void
cogl_set_source (void *material);
/**
* cogl_get_source:
*
* Returns the current source material as previously set using
* cogl_set_source().
*
* You should typically consider the returned material immutable
* and not try to change any of its properties unless you own a
* reference to that material. At times you may be able to get a
* reference to an internally managed materials and the result of
* modifying such materials is undefined.
*
* Return value: The current source material.
*
* Since: 1.6
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void *
cogl_get_source (void);
/**
* cogl_push_source:
* @material: A #CoglMaterial
*
* Pushes the given @material to the top of the source stack. The
* material at the top of this stack defines the GPU state used to
* process later primitives as defined by cogl_set_source().
*
* Since: 1.6
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void
cogl_push_source (void *material);
/**
* cogl_pop_source:
*
* Removes the material at the top of the source stack. The material
* at the top of this stack defines the GPU state used to process
* later primitives as defined by cogl_set_source().
*
* Since: 1.6
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void
cogl_pop_source (void);
/**
* cogl_set_source_color:
* @color: a #CoglColor
*
* This is a convenience function for creating a solid fill source material
* from the given color. This color will be used for any subsequent drawing
* operation.
*
* The color will be premultiplied by Cogl, so the color should be
* non-premultiplied. For example: use (1.0, 0.0, 0.0, 0.5) for
* semi-transparent red.
*
* See also cogl_set_source_color4ub() and cogl_set_source_color4f()
* if you already have the color components.
*
* Since: 1.0
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
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
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void
cogl_set_source_color4ub (uint8_t red,
uint8_t green,
uint8_t blue,
uint8_t 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
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void
cogl_set_source_color4f (float red,
float green,
float blue,
float alpha);
/**
* cogl_set_source_texture:
* @texture: The #CoglTexture you want as your source
*
* This is a convenience function for creating a material with the first
* layer set to @texture 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:
*
* 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);
*
*
* Since: 1.0
* Deprecated: 1.16: Latest drawing apis all take an explicit
* #CoglPipeline argument so this stack of
* #CoglMaterials shouldn't be used.
*/
COGL_DEPRECATED_IN_1_16
void
cogl_set_source_texture (CoglTexture *texture);
/**
* cogl_flush:
*
* This function should only need to be called in exceptional circumstances.
*
* As an optimization Cogl drawing functions may batch up primitives
* internally, so if you are trying to use raw GL outside of Cogl you stand a
* better chance of being successful if you ask Cogl to flush any batched
* geometry before making your state changes.
*
* It only ensure that the underlying driver is issued all the commands
* necessary to draw the batched primitives. It provides no guarantees about
* when the driver will complete the rendering.
*
* This provides no guarantees about the GL state upon returning and to avoid
* confusing Cogl you should aim to restore any changes you make before
* resuming use of Cogl.
*
* If you are making state changes with the intention of affecting Cogl drawing
* primitives you are 100% on your own since you stand a good chance of
* conflicting with Cogl internals. For example clutter-gst which currently
* uses direct GL calls to bind ARBfp programs will very likely break when Cogl
* starts to use ARBfb programs itself for the material API.
*
* Since: 1.0
*/
void
cogl_flush (void);
/**
* cogl_begin_gl:
*
* We do not advise nor reliably support the interleaving of raw GL drawing and
* Cogl drawing functions, but if you insist, cogl_begin_gl() and cogl_end_gl()
* provide a simple mechanism that may at least give you a fighting chance of
* succeeding.
*
* Note: this doesn't help you modify the behaviour of Cogl drawing functions
* through the modification of GL state; that will never be reliably supported,
* but if you are trying to do something like:
*
* |[
* {
* - setup some OpenGL state.
* - draw using OpenGL (e.g. glDrawArrays() )
* - reset modified OpenGL state.
* - continue using Cogl to draw
* }
* ]|
*
* You should surround blocks of drawing using raw GL with cogl_begin_gl()
* and cogl_end_gl():
*
* |[
* {
* cogl_begin_gl ();
* - setup some OpenGL state.
* - draw using OpenGL (e.g. glDrawArrays() )
* - reset modified OpenGL state.
* cogl_end_gl ();
* - continue using Cogl to draw
* }
* ]|
*
* Don't ever try and do:
*
* |[
* {
* - setup some OpenGL state.
* - use Cogl to draw
* - reset modified OpenGL state.
* }
* ]|
*
* When the internals of Cogl evolves, this is very liable to break.
*
* This function will flush all batched primitives, and subsequently flush
* all internal Cogl state to OpenGL as if it were going to draw something
* itself.
*
* The result is that the OpenGL modelview matrix will be setup; the state
* corresponding to the current source material will be set up and other world
* state such as backface culling, depth and fogging enabledness will be sent
* to OpenGL.
*
* No special material state is flushed, so if you want Cogl to setup a
* simplified material state it is your responsibility to set a simple source
* material before calling cogl_begin_gl(). E.g. by calling
* cogl_set_source_color4ub().
*
* It is your responsibility to restore any OpenGL state that you modify
* to how it was after calling cogl_begin_gl() if you don't do this then the
* result of further Cogl calls is undefined.
*
* You can not nest begin/end blocks.
*
* Again we would like to stress, we do not advise the use of this API and if
* possible we would prefer to improve Cogl than have developers require raw
* OpenGL.
*
* Since: 1.0
* Deprecated: 1.16: Use the #CoglGLES2Context api instead
*/
COGL_DEPRECATED_IN_1_16_FOR (CoglGLES2Context_API)
void
cogl_begin_gl (void);
/**
* cogl_end_gl:
*
* This is the counterpart to cogl_begin_gl() used to delimit blocks of drawing
* code using raw OpenGL. Please refer to cogl_begin_gl() for full details.
*
* Since: 1.0
* Deprecated: 1.16: Use the #CoglGLES2Context api instead
*/
COGL_DEPRECATED_IN_1_16_FOR (CoglGLES2Context_API)
void
cogl_end_gl (void);
COGL_END_DECLS
#endif /* __COGL_1_CONTEXT_H__ */