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d40cdfa3e1
This migrates all the GLX window system code down from the Clutter backend code into a Cogl winsys. Moving OpenGL window system binding code down from Clutter into Cogl is the biggest blocker to having Cogl become a standalone 3D graphics library, so this is an important step in that direction.
1263 lines
37 KiB
C
1263 lines
37 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_H__
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#define __COGL_H__
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#include <glib.h>
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#define __COGL_H_INSIDE__
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#ifdef COGL_ENABLE_EXPERIMENTAL_2_0_API
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#ifndef COGL_ENABLE_EXPERIMENTAL_API
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#define COGL_ENABLE_EXPERIMENTAL_API
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#endif
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#endif
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/* We currently keep gtype integration delimited in case we eventually
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* want to split it out into a separate utility library when Cogl
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* becomes a standalone project. (like cairo-gobject.so)
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*/
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#define _COGL_SUPPORTS_GTYPE_INTEGRATION
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#include <cogl/cogl-defines.h>
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#include <cogl/cogl-object.h>
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#include <cogl/cogl-bitmap.h>
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#include <cogl/cogl-color.h>
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#include <cogl/cogl-fixed.h>
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#include <cogl/cogl-material-compat.h>
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#include <cogl/cogl-matrix.h>
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#include <cogl/cogl-offscreen.h>
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#include <cogl/cogl-primitives.h>
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#ifdef COGL_ENABLE_EXPERIMENTAL_2_0_API
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#include <cogl/cogl2-path.h>
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#include <cogl/cogl2-clip-state.h>
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#else
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#include <cogl/cogl-path.h>
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#include <cogl/cogl-clip-state.h>
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#endif
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#include <cogl/cogl-shader.h>
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#include <cogl/cogl-texture.h>
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-vertex-buffer.h>
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#include <cogl/cogl-enum-types.h>
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#include <cogl/cogl-deprecated.h>
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typedef struct _CoglFramebuffer CoglFramebuffer;
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#if defined (COGL_ENABLE_EXPERIMENTAL_API)
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#include <cogl/cogl-swap-chain.h>
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#include <cogl/cogl-renderer.h>
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#include <cogl/cogl-display.h>
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#include <cogl/cogl-context.h>
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#include <cogl/cogl-buffer.h>
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#include <cogl/cogl-pixel-array.h>
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#include <cogl/cogl-vector.h>
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#include <cogl/cogl-texture-3d.h>
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#include <cogl/cogl-index-array.h>
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#include <cogl/cogl-vertex-array.h>
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#include <cogl/cogl-indices.h>
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#include <cogl/cogl-attribute.h>
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#include <cogl/cogl-primitive.h>
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#include <cogl/cogl-pipeline.h>
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#include <cogl/cogl-framebuffer.h>
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#ifdef COGL_HAS_XLIB
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#include <cogl/cogl-xlib.h>
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#endif
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/* XXX: This will definitly go away once all the Clutter winsys
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* code has been migrated down into Cogl! */
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#include <cogl/cogl-clutter.h>
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#endif
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G_BEGIN_DECLS
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/**
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* SECTION:cogl
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* @short_description: General purpose API
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*
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* General utility functions for COGL.
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*/
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/**
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* cogl_get_option_group:
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*
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* Retrieves the #GOptionGroup used by COGL to parse the command
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* line options. Clutter uses this to handle the COGL command line
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* options during its initialization process.
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*
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* Return value: a #GOptionGroup
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*
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* Since: 1.0
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*/
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GOptionGroup *
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cogl_get_option_group (void);
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/* Misc */
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/**
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* cogl_get_features:
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*
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* Returns all of the features supported by COGL.
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*
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* Return value: A logical OR of all the supported COGL features.
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*
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* Since: 0.8
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*/
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CoglFeatureFlags
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cogl_get_features (void);
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/**
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* cogl_features_available:
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* @features: A bitmask of features to check for
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*
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* Checks whether the given COGL features are available. Multiple
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* features can be checked for by or-ing them together with the '|'
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* operator. %TRUE is only returned if all of the requested features
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* are available.
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*
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* Return value: %TRUE if the features are available, %FALSE otherwise.
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*/
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gboolean
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cogl_features_available (CoglFeatureFlags features);
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/**
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* cogl_get_proc_address:
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* @name: the name of the function.
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*
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* Gets a pointer to a given GL or GL ES extension function. This acts
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* as a wrapper around glXGetProcAddress() or whatever is the
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* appropriate function for the current backend.
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*
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* Return value: a pointer to the requested function or %NULL if the
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* function is not available.
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*/
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CoglFuncPtr
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cogl_get_proc_address (const char *name);
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#ifndef COGL_DISABLE_DEPRECATED
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/**
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* cogl_check_extension:
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* @name: extension to check for
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* @ext: list of extensions
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*
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* Check whether @name occurs in list of extensions in @ext.
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*
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* Return value: %TRUE if the extension occurs in the list, %FALSE otherwise.
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*
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* Deprecated: 1.2: OpenGL is an implementation detail for Cogl and so it's
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* not appropriate to expose OpenGL extensions through the Cogl API. This
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* function can be replaced by the following equivalent code:
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* |[
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* gboolean retval = (strstr (ext, name) != NULL) ? TRUE : FALSE;
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* ]|
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*/
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gboolean
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cogl_check_extension (const char *name,
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const char *ext) G_GNUC_DEPRECATED;
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#endif /* COGL_DISABLE_DEPRECATED */
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/**
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* cogl_get_bitmasks:
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* @red: (out): Return location for the number of red bits or %NULL
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* @green: (out): Return location for the number of green bits or %NULL
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* @blue: (out): Return location for the number of blue bits or %NULL
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* @alpha: (out): Return location for the number of alpha bits or %NULL
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*
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* Gets the number of bitplanes used for each of the color components
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* in the color buffer. Pass %NULL for any of the arguments if the
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* value is not required.
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*/
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void
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cogl_get_bitmasks (int *red,
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int *green,
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int *blue,
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int *alpha);
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/*
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* _cogl_framebuffer_get_red_bits:
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* @framebuffer: a handle for a framebuffer
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*
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* Retrieves the number of red bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.4
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*/
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int
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_cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_get_green_bits:
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* @framebuffer: a handle for a framebuffer
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*
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* Retrieves the number of green bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.4
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*/
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int
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_cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_get_blue_bits:
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* @framebuffer: a handle for a framebuffer
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*
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* Retrieves the number of blue bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.4
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*/
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int
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_cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_get_alpha_bits:
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* @framebuffer: a handle for a framebuffer
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*
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* Retrieves the number of alpha bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.4
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*/
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int
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_cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_perspective:
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* @fovy: Vertical of view angle in degrees.
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* @aspect: Aspect ratio of diesplay
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* @z_near: Nearest visible point
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* @z_far: Furthest visible point along the z-axis
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*
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* Replaces the current projection matrix with a perspective matrix
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* based on the provided values.
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*/
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void
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cogl_perspective (float fovy,
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float aspect,
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float z_near,
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float z_far);
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/**
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* cogl_frustum:
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* @left: Left clipping plane
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* @right: Right clipping plane
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* @bottom: Bottom clipping plane
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* @top: Top clipping plane
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* @z_near: Nearest visible point
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* @z_far: Furthest visible point along the z-axis
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*
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* Replaces the current projection matrix with a perspective matrix
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* for the given viewing frustum.
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*
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* Since: 0.8.2
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*/
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void
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cogl_frustum (float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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/**
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* cogl_ortho:
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* @left: The coordinate for the left clipping plane
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* @right: The coordinate for the right clipping plane
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @near: The <emphasis>distance</emphasis> to the near clipping
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* plane (negative if the plane is behind the viewer)
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* @far: The <emphasis>distance</emphasis> for the far clipping
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* plane (negative if the plane is behind the viewer)
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*
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* Replaces the current projection matrix with an orthographic projection
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* matrix. See <xref linkend="cogl-ortho-matrix"/> to see how the matrix is
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* calculated.
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*
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* <figure id="cogl-ortho-matrix">
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* <title></title>
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* <graphic fileref="cogl_ortho.png" format="PNG"/>
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* </figure>
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*
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* <note>This function copies the arguments from OpenGL's glOrtho() even
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* though they are unnecessarily confusing due to the z near and z far
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* arguments actually being a "distance" from the origin, where
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* negative values are behind the viewer, instead of coordinates for
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* the z clipping planes which would have been consistent with the
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* left, right bottom and top arguments.</note>
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*
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* Since: 1.0
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*/
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void
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cogl_ortho (float left,
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float right,
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float bottom,
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float top,
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float near,
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float far);
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#ifndef COGL_DISABLE_DEPRECATED
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/**
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* cogl_viewport:
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* @width: Width of the viewport
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* @height: Height of the viewport
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*
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* Replace the current viewport with the given values.
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*
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* Since: 0.8.2
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*
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* Deprecated: 1.2: Use cogl_set_viewport() instead
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*/
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void
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cogl_viewport (unsigned int width,
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unsigned int height) G_GNUC_DEPRECATED;
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#endif /* COGL_DISABLE_DEPRECATED */
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/**
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* cogl_set_viewport:
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* @x: X offset of the viewport
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* @y: Y offset of the viewport
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* @width: Width of the viewport
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* @height: Height of the viewport
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*
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* Replaces the current viewport with the given values.
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*
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* Since: 1.2
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*/
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void
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cogl_set_viewport (int x,
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int y,
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int width,
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int height);
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/**
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* cogl_push_matrix:
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*
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* Stores the current model-view matrix on the matrix stack. The matrix
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* can later be restored with cogl_pop_matrix().
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*/
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void
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cogl_push_matrix (void);
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/**
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* cogl_pop_matrix:
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*
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* Restores the current model-view matrix from the matrix stack.
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*/
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void
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cogl_pop_matrix (void);
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/**
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* cogl_scale:
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* @x: Amount to scale along the x-axis
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* @y: Amount to scale along the y-axis
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* @z: Amount to scale along the z-axis
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*
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* Multiplies the current model-view matrix by one that scales the x,
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* y and z axes by the given values.
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*/
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void
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cogl_scale (float x,
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float y,
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float z);
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/**
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* cogl_translate:
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* @x: Distance to translate along the x-axis
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* @y: Distance to translate along the y-axis
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* @z: Distance to translate along the z-axis
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*
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* Multiplies the current model-view matrix by one that translates the
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* model along all three axes according to the given values.
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*/
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void
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cogl_translate (float x,
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float y,
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float z);
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/**
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* cogl_rotate:
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* @angle: Angle in degrees to rotate.
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* @x: X-component of vertex to rotate around.
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* @y: Y-component of vertex to rotate around.
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* @z: Z-component of vertex to rotate around.
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*
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* Multiplies the current model-view matrix by one that rotates the
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* model around the vertex specified by @x, @y and @z. The rotation
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* follows the right-hand thumb rule so for example rotating by 10
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* degrees about the vertex (0, 0, 1) causes a small counter-clockwise
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* rotation.
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*/
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void
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cogl_rotate (float angle,
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float x,
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float y,
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float z);
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/**
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* cogl_transform:
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* @matrix: the matrix to multiply with the current model-view
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*
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* Multiplies the current model-view matrix by the given matrix.
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*
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* Since: 1.4
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*/
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void
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cogl_transform (const CoglMatrix *matrix);
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/**
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* cogl_get_modelview_matrix:
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* @matrix: (out): return location for the model-view matrix
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*
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* Stores the current model-view matrix in @matrix.
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*/
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void
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cogl_get_modelview_matrix (CoglMatrix *matrix);
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/**
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* cogl_set_modelview_matrix:
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* @matrix: the new model-view matrix
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*
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* Loads @matrix as the new model-view matrix.
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*/
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void
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cogl_set_modelview_matrix (CoglMatrix *matrix);
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/**
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* cogl_get_projection_matrix:
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* @matrix: (out): return location for the projection matrix
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*
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* Stores the current projection matrix in @matrix.
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*/
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void
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cogl_get_projection_matrix (CoglMatrix *matrix);
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/**
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* cogl_set_projection_matrix:
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* @matrix: the new projection matrix
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*
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* Loads matrix as the new projection matrix.
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*/
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void
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cogl_set_projection_matrix (CoglMatrix *matrix);
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/**
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* cogl_get_viewport:
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* @v: (out) (array fixed-size=4): pointer to a 4 element array
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* of #float<!-- -->s to receive the viewport dimensions.
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*
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* Stores the current viewport in @v. @v[0] and @v[1] get the x and y
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* position of the viewport and @v[2] and @v[3] get the width and
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* height.
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*/
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void
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cogl_get_viewport (float v[4]);
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/**
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* cogl_set_depth_test_enabled:
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* @setting: %TRUE to enable depth testing or %FALSE to disable.
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*
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* Sets whether depth testing is enabled. If it is disabled then the
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* order that actors are layered on the screen depends solely on the
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* order specified using clutter_actor_raise() and
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* clutter_actor_lower(), otherwise it will also take into account the
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* actor's depth. Depth testing is disabled by default.
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*
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* Deprecated: 1.4: Use cogl_material_set_depth_test_enabled()
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* instead.
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*/
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void
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cogl_set_depth_test_enabled (gboolean setting);
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/**
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* cogl_get_depth_test_enabled:
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*
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* Queries if depth testing has been enabled via cogl_set_depth_test_enable()
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*
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* Return value: %TRUE if depth testing is enabled, and %FALSE otherwise
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*
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* Deprecated: 1.4: Use cogl_material_get_depth_test_enabled()
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* instead.
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*/
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gboolean
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cogl_get_depth_test_enabled (void);
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/**
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* cogl_set_backface_culling_enabled:
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* @setting: %TRUE to enable backface culling or %FALSE to disable.
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*
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* Sets whether textures positioned so that their backface is showing
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* should be hidden. This can be used to efficiently draw two-sided
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* textures or fully closed cubes without enabling depth testing. This
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* only affects calls to the cogl_rectangle* family of functions and
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* cogl_vertex_buffer_draw*. Backface culling is disabled by default.
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*/
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void
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cogl_set_backface_culling_enabled (gboolean setting);
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/**
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* cogl_get_backface_culling_enabled:
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*
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* Queries if backface culling has been enabled via
|
|
* cogl_set_backface_culling_enabled()
|
|
*
|
|
* Return value: %TRUE if backface culling is enabled, and %FALSE otherwise
|
|
*/
|
|
gboolean
|
|
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().
|
|
*
|
|
* <note>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.</note>
|
|
*/
|
|
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.
|
|
*/
|
|
void
|
|
cogl_disable_fog (void);
|
|
|
|
/**
|
|
* CoglBufferBit:
|
|
* @COGL_BUFFER_BIT_COLOR: Selects the primary color buffer
|
|
* @COGL_BUFFER_BIT_DEPTH: Selects the depth buffer
|
|
* @COGL_BUFFER_BIT_STENCIL: Selects the stencil buffer
|
|
*
|
|
* Types of auxiliary buffers
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
typedef enum {
|
|
COGL_BUFFER_BIT_COLOR = 1L<<0,
|
|
COGL_BUFFER_BIT_DEPTH = 1L<<1,
|
|
COGL_BUFFER_BIT_STENCIL = 1L<<2
|
|
} CoglBufferBit;
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
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
|
|
*/
|
|
void
|
|
cogl_set_source (void *material);
|
|
|
|
/**
|
|
* cogl_get_source:
|
|
*
|
|
* Returns the current source material as previously set using
|
|
* cogl_set_source().
|
|
*
|
|
* <note>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.</note>
|
|
*
|
|
* Return value: The current source material.
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
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
|
|
*/
|
|
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
|
|
*/
|
|
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
|
|
*/
|
|
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);
|
|
|
|
/**
|
|
* SECTION:cogl-clipping
|
|
* @short_description: Fuctions for manipulating a stack of clipping regions
|
|
*
|
|
* To support clipping your geometry to rectangles or paths Cogl exposes a
|
|
* stack based API whereby each clip region you push onto the stack is
|
|
* intersected with the previous region.
|
|
*/
|
|
|
|
#ifndef COGL_DISABLE_DEPRECATED
|
|
|
|
/**
|
|
* cogl_clip_push_window_rect:
|
|
* @x_offset: left edge of the clip rectangle in window coordinates
|
|
* @y_offset: top edge of the clip rectangle in window coordinates
|
|
* @width: width of the clip rectangle
|
|
* @height: height of the clip rectangle
|
|
*
|
|
* Specifies a rectangular clipping area for all subsequent drawing
|
|
* operations. Any drawing commands that extend outside the rectangle
|
|
* will be clipped so that only the portion inside the rectangle will
|
|
* be displayed. The rectangle dimensions are not transformed by the
|
|
* current model-view matrix.
|
|
*
|
|
* The rectangle is intersected with the current clip region. To undo
|
|
* the effect of this function, call cogl_clip_pop().
|
|
*
|
|
* Deprecated: 1.2: Use cogl_clip_push_window_rectangle() instead
|
|
*/
|
|
void
|
|
cogl_clip_push_window_rect (float x_offset,
|
|
float y_offset,
|
|
float width,
|
|
float height) G_GNUC_DEPRECATED;
|
|
|
|
#endif /* COGL_DISABLE_DEPRECATED */
|
|
|
|
/**
|
|
* cogl_clip_push_window_rectangle:
|
|
* @x_offset: left edge of the clip rectangle in window coordinates
|
|
* @y_offset: top edge of the clip rectangle in window coordinates
|
|
* @width: width of the clip rectangle
|
|
* @height: height of the clip rectangle
|
|
*
|
|
* Specifies a rectangular clipping area for all subsequent drawing
|
|
* operations. Any drawing commands that extend outside the rectangle
|
|
* will be clipped so that only the portion inside the rectangle will
|
|
* be displayed. The rectangle dimensions are not transformed by the
|
|
* current model-view matrix.
|
|
*
|
|
* The rectangle is intersected with the current clip region. To undo
|
|
* the effect of this function, call cogl_clip_pop().
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
cogl_clip_push_window_rectangle (int x_offset,
|
|
int y_offset,
|
|
int width,
|
|
int height);
|
|
|
|
#ifndef COGL_DISABLE_DEPRECATED
|
|
|
|
/**
|
|
* cogl_clip_push:
|
|
* @x_offset: left edge of the clip rectangle
|
|
* @y_offset: top edge of the clip rectangle
|
|
* @width: width of the clip rectangle
|
|
* @height: height of the clip rectangle
|
|
*
|
|
* Specifies a rectangular clipping area for all subsequent drawing
|
|
* operations. Any drawing commands that extend outside the rectangle
|
|
* will be clipped so that only the portion inside the rectangle will
|
|
* be displayed. The rectangle dimensions are transformed by the
|
|
* current model-view matrix.
|
|
*
|
|
* The rectangle is intersected with the current clip region. To undo
|
|
* the effect of this function, call cogl_clip_pop().
|
|
*
|
|
* Deprecated: 1.2: The x, y, width, height arguments are inconsistent
|
|
* with other API that specify rectangles in model space, and when used
|
|
* with a coordinate space that puts the origin at the center and y+
|
|
* extending up, it's awkward to use. Please use cogl_clip_push_rectangle()
|
|
* instead
|
|
*/
|
|
void
|
|
cogl_clip_push (float x_offset,
|
|
float y_offset,
|
|
float width,
|
|
float height) G_GNUC_DEPRECATED;
|
|
|
|
#endif /* COGL_DISABLE_DEPRECATED */
|
|
|
|
/**
|
|
* cogl_clip_push_rectangle:
|
|
* @x0: x coordinate for top left corner of the clip rectangle
|
|
* @y0: y coordinate for top left corner of the clip rectangle
|
|
* @x1: x coordinate for bottom right corner of the clip rectangle
|
|
* @y1: y coordinate for bottom right corner of the clip rectangle
|
|
*
|
|
* Specifies a rectangular clipping area for all subsequent drawing
|
|
* operations. Any drawing commands that extend outside the rectangle
|
|
* will be clipped so that only the portion inside the rectangle will
|
|
* be displayed. The rectangle dimensions are transformed by the
|
|
* current model-view matrix.
|
|
*
|
|
* The rectangle is intersected with the current clip region. To undo
|
|
* the effect of this function, call cogl_clip_pop().
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
cogl_clip_push_rectangle (float x0,
|
|
float y0,
|
|
float x1,
|
|
float y1);
|
|
|
|
/**
|
|
* cogl_clip_push_from_path_preserve:
|
|
*
|
|
* Sets a new clipping area using the current path. The current path
|
|
* is then cleared. The clipping area is intersected with the previous
|
|
* clipping area. To restore the previous clipping area, call
|
|
* cogl_clip_pop().
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
cogl_clip_push_from_path_preserve (void);
|
|
|
|
/**
|
|
* cogl_clip_pop:
|
|
*
|
|
* Reverts the clipping region to the state before the last call to
|
|
* cogl_clip_push().
|
|
*/
|
|
void
|
|
cogl_clip_pop (void);
|
|
|
|
#ifndef COGL_DISABLE_DEPRECATED
|
|
|
|
/**
|
|
* cogl_clip_ensure:
|
|
*
|
|
* Ensures that the current clipping region has been set in GL. This
|
|
* will automatically be called before any Cogl primitives but it
|
|
* maybe be neccessary to call if you are using raw GL calls with
|
|
* clipping.
|
|
*
|
|
* Deprecated: 1.2: Calling this function has no effect
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
cogl_clip_ensure (void) G_GNUC_DEPRECATED;
|
|
|
|
/**
|
|
* cogl_clip_stack_save:
|
|
*
|
|
* Save the entire state of the clipping stack and then clear all
|
|
* clipping. The previous state can be returned to with
|
|
* cogl_clip_stack_restore(). Each call to cogl_clip_push() after this
|
|
* must be matched by a call to cogl_clip_pop() before calling
|
|
* cogl_clip_stack_restore().
|
|
*
|
|
* Deprecated: 1.2: This was originally added to allow us to save the
|
|
* clip stack when switching to an offscreen framebuffer, but it's
|
|
* not necessary anymore given that framebuffers now own separate
|
|
* clip stacks which will be automatically switched between when a
|
|
* new buffer is set. Calling this function has no effect
|
|
*
|
|
* Since: 0.8.2
|
|
*/
|
|
void
|
|
cogl_clip_stack_save (void) G_GNUC_DEPRECATED;
|
|
|
|
/**
|
|
* cogl_clip_stack_restore:
|
|
*
|
|
* Restore the state of the clipping stack that was previously saved
|
|
* by cogl_clip_stack_save().
|
|
*
|
|
* Deprecated: 1.2: This was originally added to allow us to restore
|
|
* the clip stack when switching back from an offscreen framebuffer,
|
|
* but it's not necessary anymore given that framebuffers now own
|
|
* separate clip stacks which will be automatically switched between
|
|
* when a new buffer is set. Calling this function has no effect
|
|
*
|
|
* Since: 0.8.2
|
|
*/
|
|
void
|
|
cogl_clip_stack_restore (void) G_GNUC_DEPRECATED;
|
|
|
|
#endif /* COGL_DISABLE_DEPRECATED */
|
|
|
|
/**
|
|
* cogl_set_framebuffer:
|
|
* @buffer: A #CoglFramebuffer object, either onscreen or offscreen.
|
|
*
|
|
* This redirects all subsequent drawing to the specified framebuffer. This can
|
|
* either be an offscreen buffer created with cogl_offscreen_new_to_texture ()
|
|
* or in the future it may be an onscreen framebuffers too.
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
cogl_set_framebuffer (CoglFramebuffer *buffer);
|
|
|
|
/**
|
|
* cogl_push_framebuffer:
|
|
* @buffer: A #CoglFramebuffer object, either onscreen or offscreen.
|
|
*
|
|
* Redirects all subsequent drawing to the specified framebuffer. This can
|
|
* either be an offscreen buffer created with cogl_offscreen_new_to_texture ()
|
|
* or in the future it may be an onscreen framebuffer too.
|
|
*
|
|
* You should understand that a framebuffer owns the following state:
|
|
* <itemizedlist>
|
|
* <listitem><simpara>The projection matrix</simpara></listitem>
|
|
* <listitem><simpara>The modelview matrix stack</simpara></listitem>
|
|
* <listitem><simpara>The viewport</simpara></listitem>
|
|
* <listitem><simpara>The clip stack</simpara></listitem>
|
|
* </itemizedlist>
|
|
* So these items will automatically be saved and restored when you
|
|
* push and pop between different framebuffers.
|
|
*
|
|
* Also remember a newly allocated framebuffer will have an identity matrix for
|
|
* the projection and modelview matrices which gives you a coordinate space
|
|
* like OpenGL with (-1, -1) corresponding to the top left of the viewport,
|
|
* (1, 1) corresponding to the bottom right and +z coming out towards the
|
|
* viewer.
|
|
*
|
|
* If you want to set up a coordinate space like Clutter does with (0, 0)
|
|
* corresponding to the top left and (framebuffer_width, framebuffer_height)
|
|
* corresponding to the bottom right you can do so like this:
|
|
*
|
|
* |[
|
|
* static void
|
|
* setup_viewport (unsigned int width,
|
|
* unsigned int height,
|
|
* float fovy,
|
|
* float aspect,
|
|
* float z_near,
|
|
* float z_far)
|
|
* {
|
|
* float z_camera;
|
|
* CoglMatrix projection_matrix;
|
|
* CoglMatrix mv_matrix;
|
|
*
|
|
* cogl_set_viewport (0, 0, width, height);
|
|
* cogl_perspective (fovy, aspect, z_near, z_far);
|
|
*
|
|
* cogl_get_projection_matrix (&projection_matrix);
|
|
* z_camera = 0.5 * projection_matrix.xx;
|
|
*
|
|
* cogl_matrix_init_identity (&mv_matrix);
|
|
* cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
|
|
* cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
|
|
* cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
|
|
* cogl_set_modelview_matrix (&mv_matrix);
|
|
* }
|
|
*
|
|
* static void
|
|
* my_init_framebuffer (ClutterStage *stage,
|
|
* CoglFramebuffer *framebuffer,
|
|
* unsigned int framebuffer_width,
|
|
* unsigned int framebuffer_height)
|
|
* {
|
|
* ClutterPerspective perspective;
|
|
*
|
|
* clutter_stage_get_perspective (stage, &perspective);
|
|
*
|
|
* cogl_push_framebuffer (framebuffer);
|
|
* setup_viewport (framebuffer_width,
|
|
* framebuffer_height,
|
|
* perspective.fovy,
|
|
* perspective.aspect,
|
|
* perspective.z_near,
|
|
* perspective.z_far);
|
|
* }
|
|
* ]|
|
|
*
|
|
* The previous framebuffer can be restored by calling cogl_pop_framebuffer()
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
cogl_push_framebuffer (CoglFramebuffer *buffer);
|
|
|
|
/**
|
|
* cogl_pop_framebuffer:
|
|
*
|
|
* Restores the framebuffer that was previously at the top of the stack.
|
|
* All subsequent drawing will be redirected to this framebuffer.
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
cogl_pop_framebuffer (void);
|
|
|
|
#ifndef COGL_DISABLE_DEPRECATED
|
|
|
|
/**
|
|
* cogl_set_draw_buffer:
|
|
* @target: A #CoglBufferTarget that specifies what kind of framebuffer you
|
|
* are setting as the render target.
|
|
* @offscreen: If you are setting a framebuffer of type COGL_OFFSCREEN_BUFFER
|
|
* then this is a CoglHandle for the offscreen buffer.
|
|
*
|
|
* Redirects all subsequent drawing to the specified framebuffer. This
|
|
* can either be an offscreen buffer created with
|
|
* cogl_offscreen_new_to_texture () or you can revert to your original
|
|
* on screen window buffer.
|
|
*
|
|
* Deprecated: 1.2: The target argument was redundant since we could look at
|
|
* the type of CoglHandle given instead.
|
|
*/
|
|
void
|
|
cogl_set_draw_buffer (CoglBufferTarget target,
|
|
CoglHandle offscreen) G_GNUC_DEPRECATED;
|
|
|
|
/**
|
|
* cogl_push_draw_buffer:
|
|
*
|
|
* Save cogl_set_draw_buffer() state.
|
|
*
|
|
* Deprecated: 1.2: The draw buffer API was replaced with a framebuffer API
|
|
*/
|
|
void
|
|
cogl_push_draw_buffer (void) G_GNUC_DEPRECATED;
|
|
|
|
/**
|
|
* cogl_pop_draw_buffer:
|
|
*
|
|
* Restore cogl_set_draw_buffer() state.
|
|
*
|
|
* Deprecated: 1.2: The draw buffer API was replaced with a framebuffer API
|
|
*/
|
|
void
|
|
cogl_pop_draw_buffer (void) G_GNUC_DEPRECATED;
|
|
|
|
#endif /* COGL_DISABLE_DEPRECATED */
|
|
|
|
/**
|
|
* CoglReadPixelsFlags:
|
|
* @COGL_READ_PIXELS_COLOR_BUFFER: Read from the color buffer
|
|
*
|
|
* Flags for cogl_read_pixels()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
typedef enum { /*< prefix=COGL_READ_PIXELS >*/
|
|
COGL_READ_PIXELS_COLOR_BUFFER = 1L << 0
|
|
} CoglReadPixelsFlags;
|
|
|
|
/**
|
|
* cogl_read_pixels:
|
|
* @x: The window x position to start reading from
|
|
* @y: The window y position to start reading from
|
|
* @width: The width of the rectangle you want to read
|
|
* @height: The height of the rectangle you want to read
|
|
* @source: Identifies which auxillary buffer you want to read
|
|
* (only COGL_READ_PIXELS_COLOR_BUFFER supported currently)
|
|
* @format: The pixel format you want the result in
|
|
* (only COGL_PIXEL_FORMAT_RGBA_8888 supported currently)
|
|
* @pixels: The location to write the pixel data.
|
|
*
|
|
* This reads a rectangle of pixels from the current framebuffer where
|
|
* position (0, 0) is the top left. The pixel at (x, y) is the first
|
|
* read, and the data is returned with a rowstride of (width * 4).
|
|
*
|
|
* Currently Cogl assumes that the framebuffer is in a premultiplied
|
|
* format so if @format is non-premultiplied it will convert it. To
|
|
* read the pixel values without any conversion you should either
|
|
* specify a format that doesn't use an alpha channel or use one of
|
|
* the formats ending in PRE.
|
|
*/
|
|
void
|
|
cogl_read_pixels (int x,
|
|
int y,
|
|
int width,
|
|
int height,
|
|
CoglReadPixelsFlags source,
|
|
CoglPixelFormat format,
|
|
guint8 *pixels);
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* <note>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().</note>
|
|
*
|
|
* <note>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.</note>
|
|
*
|
|
* <note>You can not nest begin/end blocks.</note>
|
|
*
|
|
* 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
|
|
*/
|
|
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
|
|
*/
|
|
void
|
|
cogl_end_gl (void);
|
|
|
|
G_END_DECLS
|
|
|
|
#undef __COGL_H_INSIDE__
|
|
|
|
#endif /* __COGL_H__ */
|