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27dbf700d6
Prevent Cogl function names from being mangled when a C++ compiler is being used by adding some missing COGL_{BEGIN,END}_DECLS guards. https://bugzilla.gnome.org/show_bug.cgi?id=728628 Reviewed-by: Neil Roberts <neil@linux.intel.com>
265 lines
9.2 KiB
C
265 lines
9.2 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2014 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*/
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#ifndef __COGL_FRAMEBUFFER_DEPRECATED_H__
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#define __COGL_FRAMEBUFFER_DEPRECATED_H__
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#include <cogl/cogl-macros.h>
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COGL_BEGIN_DECLS
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/**
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* cogl_set_framebuffer:
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* @buffer: A #CoglFramebuffer object, either onscreen or offscreen.
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*
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* This redirects all subsequent drawing to the specified framebuffer. This can
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* either be an offscreen buffer created with cogl_offscreen_new_to_texture ()
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* or in the future it may be an onscreen framebuffers too.
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*
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* Since: 1.2
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* Deprecated: 1.16: The latest drawing apis take explicit
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* #CoglFramebuffer arguments so this stack of
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* framebuffers shouldn't be used anymore.
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*/
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COGL_DEPRECATED_IN_1_16
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void
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cogl_set_framebuffer (CoglFramebuffer *buffer);
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/**
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* cogl_push_framebuffer:
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* @buffer: A #CoglFramebuffer object, either onscreen or offscreen.
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*
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* Redirects all subsequent drawing to the specified framebuffer. This can
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* either be an offscreen buffer created with cogl_offscreen_new_to_texture ()
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* or in the future it may be an onscreen framebuffer too.
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*
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* You should understand that a framebuffer owns the following state:
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* <itemizedlist>
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* <listitem><simpara>The projection matrix</simpara></listitem>
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* <listitem><simpara>The modelview matrix stack</simpara></listitem>
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* <listitem><simpara>The viewport</simpara></listitem>
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* <listitem><simpara>The clip stack</simpara></listitem>
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* </itemizedlist>
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* So these items will automatically be saved and restored when you
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* push and pop between different framebuffers.
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*
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* Also remember a newly allocated framebuffer will have an identity matrix for
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* the projection and modelview matrices which gives you a coordinate space
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* like OpenGL with (-1, -1) corresponding to the top left of the viewport,
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* (1, 1) corresponding to the bottom right and +z coming out towards the
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* viewer.
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*
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* If you want to set up a coordinate space like Clutter does with (0, 0)
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* corresponding to the top left and (framebuffer_width, framebuffer_height)
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* corresponding to the bottom right you can do so like this:
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*
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* |[
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* static void
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* setup_viewport (unsigned int width,
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* unsigned int height,
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* 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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* float z_camera;
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* CoglMatrix projection_matrix;
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* CoglMatrix mv_matrix;
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*
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* cogl_set_viewport (0, 0, width, height);
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* cogl_perspective (fovy, aspect, z_near, z_far);
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*
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* cogl_get_projection_matrix (&projection_matrix);
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* z_camera = 0.5 * projection_matrix.xx;
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*
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* cogl_matrix_init_identity (&mv_matrix);
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* cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
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* cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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* cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
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* cogl_set_modelview_matrix (&mv_matrix);
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* }
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*
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* static void
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* my_init_framebuffer (ClutterStage *stage,
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* CoglFramebuffer *framebuffer,
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* unsigned int framebuffer_width,
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* unsigned int framebuffer_height)
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* {
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* ClutterPerspective perspective;
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*
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* clutter_stage_get_perspective (stage, &perspective);
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*
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* cogl_push_framebuffer (framebuffer);
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* setup_viewport (framebuffer_width,
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* framebuffer_height,
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* perspective.fovy,
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* perspective.aspect,
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* perspective.z_near,
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* perspective.z_far);
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* }
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* ]|
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*
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* The previous framebuffer can be restored by calling cogl_pop_framebuffer()
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*
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* Since: 1.2
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* Deprecated: 1.16: The latest drawing apis take explicit
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* #CoglFramebuffer arguments so this stack of
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* framebuffers shouldn't be used anymore.
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*/
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COGL_DEPRECATED_IN_1_16
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void
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cogl_push_framebuffer (CoglFramebuffer *buffer);
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/**
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* cogl_pop_framebuffer:
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*
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* Restores the framebuffer that was previously at the top of the stack.
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* All subsequent drawing will be redirected to this framebuffer.
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*
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* Since: 1.2
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* Deprecated: 1.16: The latest drawing apis take explicit
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* #CoglFramebuffer arguments so this stack of
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* framebuffers shouldn't be used anymore.
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*/
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COGL_DEPRECATED_IN_1_16
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void
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cogl_pop_framebuffer (void);
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/**
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* cogl_set_draw_buffer:
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* @target: A #CoglBufferTarget that specifies what kind of framebuffer you
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* are setting as the render target.
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* @offscreen: If you are setting a framebuffer of type COGL_OFFSCREEN_BUFFER
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* then this is a CoglHandle for the offscreen buffer.
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*
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* Redirects all subsequent drawing to the specified framebuffer. This
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* can either be an offscreen buffer created with
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* cogl_offscreen_new_to_texture () or you can revert to your original
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* on screen window buffer.
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*
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* Deprecated: 1.16: The latest drawing apis take explicit
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* #CoglFramebuffer arguments so this stack of
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* framebuffers shouldn't be used anymore.
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*/
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COGL_DEPRECATED_IN_1_16
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void
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cogl_set_draw_buffer (CoglBufferTarget target,
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CoglHandle offscreen);
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/**
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* cogl_push_draw_buffer:
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*
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* Save cogl_set_draw_buffer() state.
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*
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* Deprecated: 1.16: The latest drawing apis take explicit
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* #CoglFramebuffer arguments so this stack of
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* framebuffers shouldn't be used anymore.
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*/
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COGL_DEPRECATED_IN_1_16
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void
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cogl_push_draw_buffer (void);
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/**
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* cogl_pop_draw_buffer:
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*
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* Restore cogl_set_draw_buffer() state.
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*
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* Deprecated: 1.16: The latest drawing apis take explicit
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* #CoglFramebuffer arguments so this stack of
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* framebuffers shouldn't be used anymore.
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*/
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COGL_DEPRECATED_IN_1_16
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void
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cogl_pop_draw_buffer (void);
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/**
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* cogl_read_pixels:
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* @x: The window x position to start reading from
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* @y: The window y position to start reading from
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* @width: The width of the rectangle you want to read
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* @height: The height of the rectangle you want to read
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* @source: Identifies which auxillary buffer you want to read
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* (only COGL_READ_PIXELS_COLOR_BUFFER supported currently)
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* @format: The pixel format you want the result in
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* (only COGL_PIXEL_FORMAT_RGBA_8888 supported currently)
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* @pixels: The location to write the pixel data.
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*
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* This reads a rectangle of pixels from the current framebuffer where
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* position (0, 0) is the top left. The pixel at (x, y) is the first
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* read, and the data is returned with a rowstride of (width * 4).
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*
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* Currently Cogl assumes that the framebuffer is in a premultiplied
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* format so if @format is non-premultiplied it will convert it. To
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* read the pixel values without any conversion you should either
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* specify a format that doesn't use an alpha channel or use one of
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* the formats ending in PRE.
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*
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* Deprecated: 1.16: Use cogl_framebuffer_read_pixels() instead
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*/
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COGL_DEPRECATED_IN_1_16_FOR (cogl_framebuffer_read_pixels)
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void
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cogl_read_pixels (int x,
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int y,
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int width,
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int height,
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CoglReadPixelsFlags source,
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CoglPixelFormat format,
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uint8_t *pixels);
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/* XXX: Since this api was marked unstable, maybe we can just
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* remove this api if we can't find anyone is using it. */
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/**
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* cogl_framebuffer_get_color_format:
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* @framebuffer: A #CoglFramebuffer framebuffer
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*
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* Queries the common #CoglPixelFormat of all color buffers attached
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* to this framebuffer. For an offscreen framebuffer created with
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* cogl_offscreen_new_with_texture() this will correspond to the format
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* of the texture.
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*
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* This API is deprecated because it is missleading to report a
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* #CoglPixelFormat for the internal format of the @framebuffer since
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* #CoglPixelFormat is such a precise format description and it's
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* only the set of components and the premultiplied alpha status
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* that is really known.
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*
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* Since: 1.8
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* Stability: unstable
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* Deprecated 1.18: Removed since it is misleading
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*/
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COGL_DEPRECATED_IN_1_18
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CoglPixelFormat
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cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
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COGL_END_DECLS
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#endif /* __COGL_FRAMEBUFFER_DEPRECATED_H__ */
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