mutter/clutter/cogl/cogl/cogl-primitives.h
Emmanuele Bassi 5395a7a998 Use begin/end macros in cogl-primitives.h
Protect the people using a C++ compiler from the dark abyss of C code.

http://bugzilla.openedhand.com/show_bug.cgi?id=2049
2010-03-25 09:33:26 +00:00

191 lines
6.8 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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 <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_PRIMITIVES_H
#define __COGL_PRIMITIVES_H
#include <glib.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-primitives
* @short_description: Functions that draw various primitive 3D shapes
*
* The primitives API provides utilities for drawing some
* common 3D shapes in a more convenient way than the CoglVertexBuffer
* API provides.
*/
/**
* cogl_rectangle:
* @x_1: X coordinate of the top-left corner
* @y_1: Y coordinate of the top-left corner
* @x_2: X coordinate of the bottom-right corner
* @y_2: Y coordinate of the bottom-right corner
*
* Fills a rectangle at the given coordinates with the current source material
**/
void
cogl_rectangle (float x_1,
float y_1,
float x_2,
float y_2);
/**
* cogl_rectangle_with_texture_coords:
* @x1: x coordinate upper left on screen.
* @y1: y coordinate upper left on screen.
* @x2: x coordinate lower right on screen.
* @y2: y coordinate lower right on screen.
* @tx1: x part of texture coordinate to use for upper left pixel
* @ty1: y part of texture coordinate to use for upper left pixel
* @tx2: x part of texture coordinate to use for lower right pixel
* @ty2: y part of texture coordinate to use for left pixel
*
* Draw a rectangle using the current material and supply texture coordinates
* to be used for the first texture layer of the material. To draw the entire
* texture pass in @tx1=0.0 @ty1=0.0 @tx2=1.0 @ty2=1.0.
*
* Since: 1.0
*/
void
cogl_rectangle_with_texture_coords (float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2);
/**
* cogl_rectangle_with_multitexture_coords:
* @x1: x coordinate upper left on screen.
* @y1: y coordinate upper left on screen.
* @x2: x coordinate lower right on screen.
* @y2: y coordinate lower right on screen.
* @tex_coords: (in) (array) (transfer none): An array containing groups of
* 4 float values: [tx1, ty1, tx2, ty2] that are interpreted as two texture
* coordinates; one for the upper left texel, and one for the lower right
* texel. Each value should be between 0.0 and 1.0, where the coordinate
* (0.0, 0.0) represents the top left of the texture, and (1.0, 1.0) the
* bottom right.
* @tex_coords_len: The length of the tex_coords array. (e.g. for one layer
* and one group of texture coordinates, this would be 4)
*
* This function draws a rectangle using the current source material to
* texture or fill with. As a material may contain multiple texture layers
* this interface lets you supply texture coordinates for each layer of the
* material.
*
* The first pair of coordinates are for the first layer (with the smallest
* layer index) and if you supply less texture coordinates than there are
* layers in the current source material then default texture coordinates
* (0.0, 0.0, 1.0, 1.0) are generated.
*
* Since: 1.0
*/
void
cogl_rectangle_with_multitexture_coords (float x1,
float y1,
float x2,
float y2,
const float *tex_coords,
int tex_coords_len);
/**
* cogl_rectangles_with_texture_coords:
* @verts: (in) (array) (transfer none): an array of vertices
* @n_rects: number of rectangles to draw
*
* Draws a series of rectangles in the same way that
* cogl_rectangle_with_texture_coords() does. In some situations it can give a
* significant performance boost to use this function rather than
* calling cogl_rectangle_with_texture_coords() separately for each rectangle.
*
* @verts should point to an array of #float<!-- -->s with
* @n_rects * 8 elements. Each group of 8 values corresponds to the
* parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same
* meaning as in cogl_rectangle_with_texture_coords().
*
* Since: 0.8.6
*/
void
cogl_rectangles_with_texture_coords (const float *verts,
unsigned int n_rects);
/**
* cogl_rectangles:
* @verts: (in) (array) (transfer none): an array of vertices
* @n_rects: number of rectangles to draw
*
* Draws a series of rectangles in the same way that
* cogl_rectangle() does. In some situations it can give a
* significant performance boost to use this function rather than
* calling cogl_rectangle() separately for each rectangle.
*
* @verts should point to an array of #float<!-- -->s with
* @n_rects * 4 elements. Each group of 4 values corresponds to the
* parameters x1, y1, x2, and y2, and have the same
* meaning as in cogl_rectangle().
*
* Since: 1.0
*/
void
cogl_rectangles (const float *verts,
unsigned int n_rects);
/**
* cogl_polygon:
* @vertices: An array of #CoglTextureVertex structs
* @n_vertices: The length of the vertices array
* @use_color: %TRUE if the color member of #CoglTextureVertex should be used
*
* Draws a convex polygon using the current source material to fill / texture
* with according to the texture coordinates passed.
*
* If @use_color is %TRUE then the color will be changed for each vertex using
* the value specified in the color member of #CoglTextureVertex. This can be
* used for example to make the texture fade out by setting the alpha value of
* the color.
*
* All of the texture coordinates must be in the range [0,1] and repeating the
* texture is not supported.
*
* Because of the way this function is implemented it will currently
* only work if either the texture is not sliced or the backend is not
* OpenGL ES and the minifying and magnifying functions are both set
* to COGL_MATERIAL_FILTER_NEAREST.
*
* Since: 1.0
*/
void
cogl_polygon (const CoglTextureVertex *vertices,
unsigned int n_vertices,
gboolean use_color);
G_END_DECLS
#endif /* __COGL_PRIMITIVES_H */