Integer representation of an angle such that 1024 corresponds to full circle (i.e., 2 * pi). A boolean data type used throughout the Cogl C api. This should be used in conjunction with the %TRUE and %FALSE macro defines for setting and testing boolean values. Type used for storing references to cogl objects, the CoglHandle is a fully opaque type without any public data members. When associating private data with a #CoglObject a callback can be given which will be called either if the object is destroyed or if cogl_object_set_user_data() is called with NULL user_data for the same key. Creates a new #CoglAtlasTexture texture based on data residing in a @bitmap. A #CoglAtlasTexture represents a sub-region within one of Cogl's shared texture atlases. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is being used and can optimize how it is allocated. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>Allocate call can fail if Cogl considers the internal format to be incompatible with the format of its internal atlases.</note> <note>The returned #CoglAtlasTexture is a high-level meta-texture with some limitations. See the documentation for #CoglMetaTexture for more details.</note> A new #CoglAtlasTexture object. Creates a new #CoglAtlasTexture texture based on data residing in memory. A #CoglAtlasTexture represents a sub-region within one of Cogl's shared texture atlases. <note>This api will always immediately allocate GPU memory for the texture and upload the given data so that the @data pointer does not need to remain valid once this function returns. This means it is not possible to configure the texture before it is allocated. If you do need to configure the texture before allocation (to specify constraints on the internal format for example) then you can instead create a #CoglBitmap for your data and use cogl_atlas_texture_new_from_bitmap() or use cogl_atlas_texture_new_with_size() and then upload data using cogl_texture_set_data()</note> <note>Allocate call can fail if Cogl considers the internal format to be incompatible with the format of its internal atlases.</note> <note>The returned #CoglAtlasTexture is a high-level meta-texture with some limitations. See the documentation for #CoglMetaTexture for more details.</note> A new #CoglAtlasTexture object or %NULL on failure and @error will be updated. A #CoglContext width of texture in pixels height of texture in pixels the #CoglPixelFormat the buffer is stored in in RAM the memory offset in bytes between the start of each row in @data. A value of 0 will make Cogl automatically calculate @rowstride from @width and @format. pointer to the memory region where the source buffer resides Creates a #CoglAtlasTexture from an image file. A #CoglAtlasTexture represents a sub-region within one of Cogl's shared texture atlases. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or let Cogl automatically allocate storage lazily. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>Allocate call can fail if Cogl considers the internal format to be incompatible with the format of its internal atlases.</note> <note>The returned #CoglAtlasTexture is a high-level meta-texture with some limitations. See the documentation for #CoglMetaTexture for more details.</note> A new #CoglAtlasTexture object or %NULL on failure and @error will be updated. A #CoglContext the file to load Creates a #CoglAtlasTexture with a given @width and @height. A #CoglAtlasTexture represents a sub-region within one of Cogl's shared texture atlases. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or let Cogl automatically allocate storage lazily. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>Allocate call can fail if Cogl considers the internal format to be incompatible with the format of its internal atlases.</note> <note>The returned #CoglAtlasTexture is a high-level meta-texture with some limitations. See the documentation for #CoglMetaTexture for more details.</note> A new #CoglAtlasTexture object. A #CoglContext The width of your atlased texture. The height of your atlased texture. Describes the layout for a list of vertex attribute values (For example, a list of texture coordinates or colors). The @name is used to access the attribute inside a GLSL vertex shader and there are some special names you should use if they are applicable: <itemizedlist> <listitem>"cogl_position_in" (used for vertex positions)</listitem> <listitem>"cogl_color_in" (used for vertex colors)</listitem> <listitem>"cogl_tex_coord0_in", "cogl_tex_coord1", ... (used for vertex texture coordinates)</listitem> <listitem>"cogl_normal_in" (used for vertex normals)</listitem> <listitem>"cogl_point_size_in" (used to set the size of points per-vertex. Note this can only be used if %COGL_FEATURE_ID_POINT_SIZE_ATTRIBUTE is advertised and cogl_pipeline_set_per_vertex_point_size() is called on the pipeline. </listitem> </itemizedlist> The attribute values corresponding to different vertices can either be tightly packed or interleaved with other attribute values. For example it's common to define a structure for a single vertex like: |[ typedef struct { float x, y, z; /<!-- -->* position attribute *<!-- -->/ float s, t; /<!-- -->* texture coordinate attribute *<!-- -->/ } MyVertex; ]| And then create an array of vertex data something like: |[ MyVertex vertices[100] = { .... } ]| In this case, to describe either the position or texture coordinate attribute you have to move <literal>sizeof (MyVertex)</literal> bytes to move from one vertex to the next. This is called the attribute @stride. If you weren't interleving attributes and you instead had a packed array of float x, y pairs then the attribute stride would be <literal>(2 * sizeof (float))</literal>. So the @stride is the number of bytes to move to find the attribute value of the next vertex. Normally a list of attributes starts at the beginning of an array. So for the <literal>MyVertex</literal> example above the @offset is the offset inside the <literal>MyVertex</literal> structure to the first component of the attribute. For the texture coordinate attribute the offset would be <literal>offsetof (MyVertex, s)</literal> or instead of using the offsetof macro you could use <literal>sizeof (float) * 3</literal>. If you've divided your @array into blocks of non-interleved attributes then you will need to calculate the @offset as the number of bytes in blocks preceding the attribute you're describing. An attribute often has more than one component. For example a color is often comprised of 4 red, green, blue and alpha @components, and a position may be comprised of 2 x and y @components. You should aim to keep the number of components to a minimum as more components means more data needs to be mapped into the GPU which can be a bottlneck when dealing with a large number of vertices. Finally you need to specify the component data type. Here you should aim to use the smallest type that meets your precision requirements. Again the larger the type then more data needs to be mapped into the GPU which can be a bottlneck when dealing with a large number of vertices. A newly allocated #CoglAttribute describing the layout for a list of attribute values stored in @array. The #CoglAttributeBuffer containing the actual attribute data The name of the attribute (used to reference it from GLSL) The number of bytes to jump to get to the next attribute value for the next vertex. (Usually <literal>sizeof (MyVertex)</literal>) The byte offset from the start of @attribute_buffer for the first attribute value. (Usually <literal>offsetof (MyVertex, component0)</literal> The number of components (e.g. 4 for an rgba color or 3 for and (x,y,z) position) FIXME Creates a new, single component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constant @value is a single precision floating point scalar which should have a corresponding declaration in GLSL code like: [| attribute float name; |] A newly allocated #CoglAttribute representing the given constant @value. A #CoglContext The name of the attribute (used to reference it from GLSL) The constant value for the attribute Creates a new, 2 component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constants (@component0, @component1) represent a 2 component float vector which should have a corresponding declaration in GLSL code like: [| attribute vec2 name; |] A newly allocated #CoglAttribute representing the given constant vector. A #CoglContext The name of the attribute (used to reference it from GLSL) The first component of a 2 component vector The second component of a 2 component vector Creates a new, 2 component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constants (value[0], value[1]) represent a 2 component float vector which should have a corresponding declaration in GLSL code like: [| attribute vec2 name; |] A newly allocated #CoglAttribute representing the given constant vector. A #CoglContext The name of the attribute (used to reference it from GLSL) A pointer to a 2 component float vector Creates a new matrix attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. @matrix2x2 represent a square 2 by 2 matrix specified in column-major order (each pair of consecutive numbers represents a column) which should have a corresponding declaration in GLSL code like: [| attribute mat2 name; |] If @transpose is %TRUE then all matrix components are rotated around the diagonal of the matrix such that the first column becomes the first row and the second column becomes the second row. A newly allocated #CoglAttribute representing the given constant matrix. A #CoglContext The name of the attribute (used to reference it from GLSL) A pointer to a 2 by 2 matrix Whether the matrix should be transposed on upload or not Creates a new, 3 component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constants (@component0, @component1, @component2) represent a 3 component float vector which should have a corresponding declaration in GLSL code like: [| attribute vec3 name; |] unless the built in name "cogl_normal_in" is being used where no explicit GLSL declaration need be made. A newly allocated #CoglAttribute representing the given constant vector. A #CoglContext The name of the attribute (used to reference it from GLSL) The first component of a 3 component vector The second component of a 3 component vector The third component of a 3 component vector Creates a new, 3 component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constants (value[0], value[1], value[2]) represent a 3 component float vector which should have a corresponding declaration in GLSL code like: [| attribute vec3 name; |] unless the built in name "cogl_normal_in" is being used where no explicit GLSL declaration need be made. A newly allocated #CoglAttribute representing the given constant vector. A #CoglContext The name of the attribute (used to reference it from GLSL) A pointer to a 3 component float vector Creates a new matrix attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. @matrix3x3 represent a square 3 by 3 matrix specified in column-major order (each triple of consecutive numbers represents a column) which should have a corresponding declaration in GLSL code like: [| attribute mat3 name; |] If @transpose is %TRUE then all matrix components are rotated around the diagonal of the matrix such that the first column becomes the first row and the second column becomes the second row etc. A newly allocated #CoglAttribute representing the given constant matrix. A #CoglContext The name of the attribute (used to reference it from GLSL) A pointer to a 3 by 3 matrix Whether the matrix should be transposed on upload or not Creates a new, 4 component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constants (@component0, @component1, @component2, @constant3) represent a 4 component float vector which should have a corresponding declaration in GLSL code like: [| attribute vec4 name; |] unless one of the built in names "cogl_color_in", "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where no explicit GLSL declaration need be made. A newly allocated #CoglAttribute representing the given constant vector. A #CoglContext The name of the attribute (used to reference it from GLSL) The first component of a 4 component vector The second component of a 4 component vector The third component of a 4 component vector The fourth component of a 4 component vector Creates a new, 4 component, attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. The constants (value[0], value[1], value[2], value[3]) represent a 4 component float vector which should have a corresponding declaration in GLSL code like: [| attribute vec4 name; |] unless one of the built in names "cogl_color_in", "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where no explicit GLSL declaration need be made. A newly allocated #CoglAttribute representing the given constant vector. A #CoglContext The name of the attribute (used to reference it from GLSL) A pointer to a 4 component float vector Creates a new matrix attribute whose value remains constant across all the vertices of a primitive without needing to duplicate the value for each vertex. @matrix4x4 represent a square 4 by 4 matrix specified in column-major order (each 4-tuple of consecutive numbers represents a column) which should have a corresponding declaration in GLSL code like: [| attribute mat4 name; |] If @transpose is %TRUE then all matrix components are rotated around the diagonal of the matrix such that the first column becomes the first row and the second column becomes the second row etc. A newly allocated #CoglAttribute representing the given constant matrix. A #CoglContext The name of the attribute (used to reference it from GLSL) A pointer to a 4 by 4 matrix Whether the matrix should be transposed on upload or not the #CoglAttributeBuffer that was set with cogl_attribute_set_buffer() or cogl_attribute_new(). A #CoglAttribute the value of the normalized property set with cogl_attribute_set_normalized(). A #CoglAttribute Sets a new #CoglAttributeBuffer for the attribute. A #CoglAttribute A #CoglAttributeBuffer Sets whether fixed point attribute types are mapped to the range 0→1. For example when this property is TRUE and a %COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE type is used then the value 255 will be mapped to 1.0. The default value of this property depends on the name of the attribute. For the builtin properties cogl_color_in and cogl_normal_in it will default to TRUE and for all other names it will default to FALSE. A #CoglAttribute The new value for the normalized property. Describes a new #CoglAttributeBuffer of @size bytes to contain arrays of vertex attribute data and also uploads @size bytes read from @data to the new buffer. You should never pass a %NULL data pointer. <note>This function does not report out-of-memory errors back to the caller by returning %NULL and so you can assume this function always succeeds.</note> <note>In the unlikely case that there is an out of memory problem then Cogl will abort the application with a message. If your application needs to gracefully handle out-of-memory errors then you can use cogl_attribute_buffer_new_with_size() and then explicitly catch errors with cogl_buffer_set_data() or cogl_buffer_map().</note> A newly allocated #CoglAttributeBuffer (never %NULL) A #CoglContext The number of bytes to allocate for vertex attribute data. An optional pointer to vertex data to upload immediately. Describes a new #CoglAttributeBuffer of @size bytes to contain arrays of vertex attribute data. Afterwards data can be set using cogl_buffer_set_data() or by mapping it into the application's address space using cogl_buffer_map(). The underlying storage of this buffer isn't allocated by this function so that you have an opportunity to use the cogl_buffer_set_update_hint() and cogl_buffer_set_usage_hint() functions which may influence how the storage is allocated. The storage will be allocated once you upload data to the buffer. Note: You can assume this function always succeeds and won't return %NULL A newly allocated #CoglAttributeBuffer. Never %NULL. A #CoglContext The number of bytes to allocate for vertex attribute data. Data types for the components of a vertex attribute. Data is the same size of a byte Data is the same size of an unsigned byte Data is the same size of a short integer Data is the same size of an unsigned short integer Data is the same size of a float Creates a bitmap using some existing data. The data is not copied so the application must keep the buffer alive for the lifetime of the #CoglBitmap. This can be used for example with cogl_framebuffer_read_pixels_into_bitmap() to read data directly into an application buffer with the specified rowstride. A new #CoglBitmap. A #CoglContext The width of the bitmap. The height of the bitmap. The format of the pixel data. The rowstride of the bitmap (the number of bytes from the start of one row of the bitmap to the next). A pointer to the data. The bitmap will take ownership of this data. Wraps some image data that has been uploaded into a #CoglBuffer as a #CoglBitmap. The data is not copied in this process. a #CoglBitmap encapsulating the given @buffer. A #CoglBuffer containing image data The #CoglPixelFormat defining the format of the image data in the given @buffer. The width of the image data in the given @buffer. The height of the image data in the given @buffer. The rowstride in bytes of the image data in the given @buffer. The offset into the given @buffer to the first pixel that should be considered part of the #CoglBitmap. Loads an image file from disk. This function can be safely called from within a thread. a #CoglBitmap to the new loaded image data, or %NULL if loading the image failed. the file to load. Creates a new #CoglBitmap with the given width, height and format. The initial contents of the bitmap are undefined. The data for the bitmap will be stored in a newly created #CoglPixelBuffer. You can get a pointer to the pixel buffer using cogl_bitmap_get_buffer(). The #CoglBuffer API can then be used to fill the bitmap with data. <note>Cogl will try its best to provide a hardware array you can map, write into and effectively do a zero copy upload when creating a texture from it with cogl_texture_new_from_bitmap(). For various reasons, such arrays are likely to have a stride larger than width * bytes_per_pixel. The user must take the stride into account when writing into it. The stride can be retrieved with cogl_bitmap_get_rowstride().</note> a #CoglPixelBuffer representing the newly created array or %NULL on failure A #CoglContext width of the bitmap in pixels height of the bitmap in pixels the format of the pixels the array will store Parses an image file enough to extract the width and height of the bitmap. %TRUE if the image was successfully parsed the file to check return location for the bitmap width, or %NULL return location for the bitmap height, or %NULL the #CoglPixelBuffer that this buffer uses for storage. Note that if the bitmap was created with cogl_bitmap_new_from_file() then it will not actually be using a pixel buffer and this function will return %NULL. A #CoglBitmap the #CoglPixelFormat that the data for the bitmap is in. A #CoglBitmap the height of the bitmap A #CoglBitmap the rowstride of the bitmap. This is the number of bytes between the address of start of one row to the address of the next row in the image. A #CoglBitmap the width of the bitmap A #CoglBitmap Error codes that can be thrown when performing bitmap operations. Note that gdk_pixbuf_new_from_file() can also throw errors directly from the underlying image loading library. For example, if GdkPixbuf is used then errors #GdkPixbufError<!-- -->s will be used directly. Generic failure code, something went wrong. Unknown image type. An image file was broken somehow. Error enumeration for the blend strings parser Generic parse error Argument parse error Internal parser error Blend string not supported by the GPU The access hints for cogl_buffer_set_update_hint() the buffer will be read the buffer will written to the buffer will be used for both reading and writing Types of auxiliary buffers Selects the primary color buffer Selects the depth buffer Selects the stencil buffer Error enumeration for #CoglBuffer A buffer could not be mapped either because the feature isn't supported or because a system limitation was hit. Hints to Cogl about how you are planning to modify the data once it is mapped. Tells Cogl that you plan to replace all the buffer's contents. When this flag is used to map a buffer, the entire contents of the buffer become undefined, even if only a subregion of the buffer is mapped. Tells Cogl that you plan to replace all the contents of the mapped region. The contents of the region specified are undefined after this flag is used to map a buffer. Target flags for FBOs. FIXME FIXME The update hint on a buffer allows the user to give some detail on how often the buffer data is going to be updated. the buffer will not change over time the buffer will change from time to time the buffer will be used once or a couple of times A structure for holding a color definition. The contents of the CoglColor structure are private and should never by accessed directly. Creates a new (empty) color a newly-allocated #CoglColor. Use cogl_color_free() to free the allocated resources Creates a copy of @color a newly-allocated #CoglColor. Use cogl_color_free() to free the allocate resources the color to copy Frees the resources allocated by cogl_color_new() and cogl_color_copy() the color to free Retrieves the alpha channel of @color as a fixed point value between 0 and 1.0. the alpha channel of the passed color a #CoglColor Retrieves the alpha channel of @color as a byte value between 0 and 255 the alpha channel of the passed color a #CoglColor Retrieves the alpha channel of @color as a floating point value between 0.0 and 1.0 the alpha channel of the passed color a #CoglColor Retrieves the blue channel of @color as a fixed point value between 0 and 1.0. the blue channel of the passed color a #CoglColor Retrieves the blue channel of @color as a byte value between 0 and 255 the blue channel of the passed color a #CoglColor Retrieves the blue channel of @color as a floating point value between 0.0 and 1.0 the blue channel of the passed color a #CoglColor Retrieves the green channel of @color as a fixed point value between 0 and 1.0. the green channel of the passed color a #CoglColor Retrieves the green channel of @color as a byte value between 0 and 255 the green channel of the passed color a #CoglColor Retrieves the green channel of @color as a floating point value between 0.0 and 1.0 the green channel of the passed color a #CoglColor Retrieves the red channel of @color as a fixed point value between 0 and 1.0. the red channel of the passed color a #CoglColor Retrieves the red channel of @color as a byte value between 0 and 255 the red channel of the passed color a #CoglColor Retrieves the red channel of @color as a floating point value between 0.0 and 1.0 the red channel of the passed color a #CoglColor Sets the values of the passed channels into a #CoglColor A pointer to a #CoglColor to initialize value of the red channel, between 0 and 1.0 value of the green channel, between 0 and 1.0 value of the blue channel, between 0 and 1.0 value of the alpha channel, between 0 and 1.0 Sets the values of the passed channels into a #CoglColor A pointer to a #CoglColor to initialize a pointer to an array of 4 float color components Sets the values of the passed channels into a #CoglColor. A pointer to a #CoglColor to initialize value of the red channel, between 0 and 255 value of the green channel, between 0 and 255 value of the blue channel, between 0 and 255 value of the alpha channel, between 0 and 255 Converts a non-premultiplied color to a pre-multiplied color. For example, semi-transparent red is (1.0, 0, 0, 0.5) when non-premultiplied and (0.5, 0, 0, 0.5) when premultiplied. the color to premultiply Sets the alpha channel of @color to @alpha. a #CoglColor a float value between 0.0f and 1.0f Sets the alpha channel of @color to @alpha. a #CoglColor a byte value between 0 and 255 Sets the alpha channel of @color to @alpha. a #CoglColor a float value between 0.0f and 1.0f Sets the blue channel of @color to @blue. a #CoglColor a float value between 0.0f and 1.0f Sets the blue channel of @color to @blue. a #CoglColor a byte value between 0 and 255 Sets the blue channel of @color to @blue. a #CoglColor a float value between 0.0f and 1.0f Sets the values of the passed channels into a #CoglColor Use cogl_color_init_from_4f instead. A pointer to a #CoglColor to initialize value of the red channel, between 0 and %1.0 value of the green channel, between 0 and %1.0 value of the blue channel, between 0 and %1.0 value of the alpha channel, between 0 and %1.0 Sets the values of the passed channels into a #CoglColor. Use cogl_color_init_from_4ub instead. A pointer to a #CoglColor to initialize value of the red channel, between 0 and 255 value of the green channel, between 0 and 255 value of the blue channel, between 0 and 255 value of the alpha channel, between 0 and 255 Sets the green channel of @color to @green. a #CoglColor a float value between 0.0f and 1.0f Sets the green channel of @color to @green. a #CoglColor a byte value between 0 and 255 Sets the green channel of @color to @green. a #CoglColor a float value between 0.0f and 1.0f Sets the red channel of @color to @red. a #CoglColor a float value between 0.0f and 1.0f Sets the red channel of @color to @red. a #CoglColor a byte value between 0 and 255 Sets the red channel of @color to @red. a #CoglColor a float value between 0.0f and 1.0f Converts @color to the HLS format. The @hue value is in the 0 .. 360 range. The @luminance and @saturation values are in the 0 .. 1 range. a #CoglColor return location for the hue value or %NULL return location for the saturation value or %NULL return location for the luminance value or %NULL Converts a pre-multiplied color to a non-premultiplied color. For example, semi-transparent red is (0.5, 0, 0, 0.5) when premultiplied and (1.0, 0, 0, 0.5) when non-premultiplied. the color to unpremultiply Compares two #CoglColor<!-- -->s and checks if they are the same. This function can be passed to g_hash_table_new() as the @key_equal_func parameter, when using #CoglColor<!-- -->s as keys in a #GHashTable. %TRUE if the two colors are the same. a #CoglColor a #CoglColor Converts a color expressed in HLS (hue, luminance and saturation) values into a #CoglColor. return location for a #CoglColor hue value, in the 0 .. 360 range saturation value, in the 0 .. 1 range luminance value, in the 0 .. 1 range Defines a bit mask of color channels. This can be used with cogl_pipeline_set_color_mask() for example to define which color channels should be written to the current framebuffer when drawing something. None of the color channels are masked Masks the red color channel Masks the green color channel Masks the blue color channel Masks the alpha color channel All of the color channels are masked Creates a new #CoglContext which acts as an application sandbox for any state objects that are allocated. A newly allocated #CoglContext A #CoglDisplay pointer Retrieves the #CoglDisplay that is internally associated with the given @context. This will return the same #CoglDisplay that was passed to cogl_context_new() or if %NULL was passed to cogl_context_new() then this function returns a pointer to the display that was automatically setup internally. The #CoglDisplay associated with the given @context. A #CoglContext pointer Retrieves the #CoglRenderer that is internally associated with the given @context. This will return the same #CoglRenderer that was passed to cogl_display_new() or if %NULL was passed to cogl_display_new() or cogl_context_new() then this function returns a pointer to the renderer that was automatically connected internally. The #CoglRenderer associated with the given @context. A #CoglContext pointer A callback function to use for cogl_debug_object_foreach_type(). A pointer to a struct containing information about the type. This struct is used to pass information to the callback when cogl_debug_object_foreach_type() is called. A human readable name for the type. The number of objects of this type that are currently in use Gets the current range to which normalized depth values are mapped before writing to the depth buffer. This corresponds to the range set with cogl_depth_state_set_range(). A #CoglDepthState object A pointer to store the near component of the depth range A pointer to store the far component of the depth range Gets the current depth test enabled state as previously set by cogl_depth_state_set_test_enabled(). The pipeline's current depth test enabled state. A #CoglDepthState struct Gets the current depth test enable state as previously set via cogl_depth_state_set_test_enabled(). The current depth test enable state. A #CoglDepthState struct Gets the depth writing enable state as set by the corresponding cogl_depth_state_set_write_enabled(). The current depth writing enable state A #CoglDepthState struct Initializes the members of @state to their default values. You should never pass an un initialized #CoglDepthState structure to cogl_pipeline_set_depth_state(). A #CoglDepthState struct Sets the range to map depth values in normalized device coordinates to before writing out to a depth buffer. After your geometry has be transformed, clipped and had perspective division applied placing it in normalized device coordinates all depth values between the near and far z clipping planes are in the range -1 to 1. Before writing any depth value to the depth buffer though the value is mapped into the range [0, 1]. With this function you can change the range which depth values are mapped too although the range must still lye within the range [0, 1]. If your driver does not support this feature (for example you are using GLES 1 drivers) then if you don't use the default range values you will get an error reported when calling cogl_pipeline_set_depth_state (). You can check ahead of time for the %COGL_FEATURE_ID_DEPTH_RANGE feature with cogl_has_feature() to know if this function will succeed. By default normalized device coordinate depth values are mapped to the full range of depth buffer values, [0, 1]. NB: this won't directly affect the state of the GPU. You have to then set the state on a #CoglPipeline using cogl_pipeline_set_depth_state(). A #CoglDepthState object The near component of the desired depth range which will be clamped to the range [0, 1] The far component of the desired depth range which will be clamped to the range [0, 1] Enables or disables depth testing according to the value of @enable. If depth testing is enable then the #CoglDepthTestFunction set using cogl_depth_state_set_test_function() us used to evaluate the depth value of incoming fragments against the corresponding value stored in the current depth buffer, and if the test passes then the fragments depth value is used to update the depth buffer. (unless you have disabled depth writing via cogl_depth_state_set_write_enabled()) By default depth testing is disabled. NB: this won't directly affect the state of the GPU. You have to then set the state on a #CoglPipeline using cogl_pipeline_set_depth_state() A #CoglDepthState struct The enable state you want Sets the #CoglDepthTestFunction used to compare the depth value of an incoming fragment against the corresponding value in the current depth buffer. By default the depth test function is %COGL_DEPTH_TEST_FUNCTION_LESS NB: this won't directly affect the state of the GPU. You have to then set the state on a #CoglPipeline using cogl_pipeline_set_depth_state() A #CoglDepthState struct The #CoglDepthTestFunction to set Enables or disables depth buffer writing according to the value of @enable. Normally when depth testing is enabled and the comparison between a fragment's depth value and the corresponding depth buffer value passes then the fragment's depth is written to the depth buffer unless writing is disabled here. By default depth writing is enabled NB: this won't directly affect the state of the GPU. You have to then set the state on a #CoglPipeline using cogl_pipeline_set_depth_state() A #CoglDepthState struct The enable state you want When using depth testing one of these functions is used to compare the depth of an incoming fragment against the depth value currently stored in the depth buffer. The function is changed using cogl_depth_state_set_test_function(). The test is only done when depth testing is explicitly enabled. (See cogl_depth_state_set_test_enabled()) Never passes. Passes if the fragment's depth value is less than the value currently in the depth buffer. Passes if the fragment's depth value is equal to the value currently in the depth buffer. Passes if the fragment's depth value is less or equal to the value currently in the depth buffer. Passes if the fragment's depth value is greater than the value currently in the depth buffer. Passes if the fragment's depth value is not equal to the value currently in the depth buffer. Passes if the fragment's depth value greater than or equal to the value currently in the depth buffer. Always passes. Explicitly allocates a new #CoglDisplay object to encapsulate the common state of the display pipeline that applies to the whole application. <note>Many applications don't need to explicitly use cogl_display_new() and can just jump straight to cogl_context_new() and pass a %NULL display argument so Cogl will automatically connect and setup a renderer and display.</note> A @display can only be made for a specific choice of renderer which is why this takes the @renderer argument. A common use for explicitly allocating a display object is to define a template for allocating onscreen framebuffers which is what the @onscreen_template argument is for, or alternatively you can use cogl_display_set_onscreen_template(). When a display is first allocated via cogl_display_new() it is in a mutable configuration mode. It's designed this way so we can extend the apis available for configuring a display without requiring huge numbers of constructor arguments. When you have finished configuring a display object you can optionally call cogl_display_setup() to explicitly apply the configuration and check for errors. Alternaitvely you can pass the display to cogl_context_new() and Cogl will implicitly apply your configuration but if there are errors then the application will abort with a message. For simple applications with no fallback options then relying on the implicit setup can be fine. A newly allocated #CoglDisplay object in a mutable configuration mode. A #CoglRenderer A #CoglOnscreenTemplate Queries the #CoglRenderer associated with the given @display. The associated #CoglRenderer a #CoglDisplay Specifies a template for creating #CoglOnscreen framebuffers. Depending on the system, the constraints for creating #CoglOnscreen framebuffers need to be known before setting up a #CoglDisplay because the final setup of the display may constrain how onscreen framebuffers may be allocated. If Cogl knows how an application wants to allocate onscreen framebuffers then it can try to make sure to setup the display accordingly. a #CoglDisplay A template for creating #CoglOnscreen framebuffers Explicitly sets up the given @display object. Use of this api is optional since Cogl will internally setup the display if not done explicitly. When a display is first allocated via cogl_display_new() it is in a mutable configuration mode. This allows us to extend the apis available for configuring a display without requiring huge numbers of constructor arguments. Its possible to request a configuration that might not be supportable on the current system and so this api provides a means to apply the configuration explicitly but if it fails then an exception will be returned so you can handle the error gracefully and perhaps fall back to an alternative configuration. If you instead rely on Cogl implicitly calling cogl_display_setup() for you then if there is an error with the configuration you won't get an opportunity to handle that and the application may abort with a message. For simple applications that don't have any fallback options this behaviour may be fine. Returns %TRUE if there was no error, else it returns %FALSE and returns an exception via @error. a #CoglDisplay Identifiers for underlying hardware drivers that may be used by Cogl for rendering. Implies no preference for which driver is used A No-Op driver. An OpenGL driver. An OpenGL driver using the core GL 3.1 profile An OpenGL ES 1.1 driver. An OpenGL ES 2.0 driver. A WebGL driver. Represents an ordered rotation first of @heading degrees around an object's y axis, then @pitch degrees around an object's x axis and finally @roll degrees around an object's z axis. <note>It's important to understand the that axis are associated with the object being rotated, so the axis also rotate in sequence with the rotations being applied.</note> The members of a #CoglEuler can be initialized, for example, with cogl_euler_init() and cogl_euler_init_from_quaternion (). You may also want to look at cogl_quaternion_init_from_euler() if you want to do interpolation between 3d rotations. Angle to rotate around an object's y axis Angle to rotate around an object's x axis Angle to rotate around an object's z axis Allocates a new #CoglEuler and initilizes it with the component angles of @src. The newly allocated euler should be freed using cogl_euler_free(). A newly allocated #CoglEuler A #CoglEuler to copy Frees a #CoglEuler that was previously allocated using cogl_euler_copy(). A #CoglEuler allocated via cogl_euler_copy() Initializes @euler to represent a rotation of @x_angle degrees around the x axis, then @y_angle degrees around the y_axis and @z_angle degrees around the z axis. The #CoglEuler angle to initialize Angle to rotate around an object's y axis Angle to rotate around an object's x axis Angle to rotate around an object's z axis Extracts a euler rotation from the given @matrix and initializses @euler with the component x, y and z rotation angles. The #CoglEuler angle to initialize A #CoglMatrix containing a rotation, but no scaling, mirroring or skewing. Initializes a @euler rotation with the equivalent rotation represented by the given @quaternion. The #CoglEuler angle to initialize A #CoglEuler with the rotation to initialize with Compares the two given euler angles @v1 and @v1 and it they are equal returns %TRUE else %FALSE. <note>This function only checks that all three components rotations are numerically equal, it does not consider that some rotations can be represented with different component rotations</note> %TRUE if @v1 and @v2 are equal else %FALSE. The first euler angle to compare The second euler angle to compare A callback used with cogl_foreach_feature() for enumerating all context level features supported by Cogl. A single feature currently supported by Cogl A private pointer passed to cogl_foreach_feature(). Flags for the supported features. ARB_texture_rectangle support Non power of two textures are supported by the hardware. This is a equivalent to the %COGL_FEATURE_TEXTURE_NPOT_BASIC, %COGL_FEATURE_TEXTURE_NPOT_MIPMAP and %COGL_FEATURE_TEXTURE_NPOT_REPEAT features combined. ycbcr conversion support glReadPixels() support GLSL support FBO support Multisample support on FBOs Blit support on FBOs At least 4 clip planes available Stencil buffer support VBO support PBO support Set if %COGL_INDICES_TYPE_UNSIGNED_INT is supported in cogl_vertex_buffer_indices_new(). cogl_material_set_depth_range() support The hardware supports non power of two textures, but you also need to check the %COGL_FEATURE_TEXTURE_NPOT_MIPMAP and %COGL_FEATURE_TEXTURE_NPOT_REPEAT features to know if the hardware supports npot texture mipmaps or repeat modes other than %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE respectively. Mipmapping is supported in conjuntion with non power of two textures. Repeat modes other than %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE are supported by the hardware. Whether cogl_material_set_layer_point_sprite_coords_enabled() is supported. 3D texture support ARBFP support Whether cogl_buffer_map() is supported with CoglBufferAccess including read support. Whether cogl_buffer_map() is supported with CoglBufferAccess including write support. Whether #CoglFramebuffer support rendering the depth buffer to a texture. All the capabilities that can vary between different GPUs supported by Cogl. Applications that depend on any of these features should explicitly check for them using cogl_has_feature() or cogl_has_features(). The hardware supports non power of two textures, but you also need to check the %COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP and %COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT features to know if the hardware supports npot texture mipmaps or repeat modes other than %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE respectively. Mipmapping is supported in conjuntion with non power of two textures. Repeat modes other than %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE are supported by the hardware. Non power of two textures are supported by the hardware. This is a equivalent to the %COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, %COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP and %COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT features combined. Support for rectangular textures with non-normalized texture coordinates. 3D texture support GLSL support ARBFP support Offscreen rendering support Multisample support for offscreen framebuffers Multiple onscreen framebuffers supported. Set if %COGL_INDICES_TYPE_UNSIGNED_INT is supported in cogl_indices_new(). cogl_pipeline_set_depth_range() support Whether cogl_pipeline_set_layer_point_sprite_coords_enabled() is supported. Whether cogl_buffer_map() is supported with CoglBufferAccess including read support. Whether cogl_buffer_map() is supported with CoglBufferAccess including write support. Whether %COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT is supported. Available if the window system supports reporting an event for swap buffer completions. Whether creating new GLES2 contexts is suported. Whether #CoglFramebuffer support rendering the depth buffer to a texture. Whether frame presentation time stamps will be recorded in #CoglFrameInfo objects. Whether cogl_point_size_in can be used as an attribute to set a per-vertex point size. Support for %COGL_TEXTURE_COMPONENTS_RG as the internal components of a texture. Available if the age of #CoglOnscreen back buffers are tracked and so cogl_onscreen_get_buffer_age() can be expected to return age values other than 0. An opaque object representing a fence. This type is currently unused but in the future may be used to pass extra information about the fence completion. The callback prototype used with cogl_framebuffer_add_fence_callback() for notification of GPU command completion. Unused. In the future this parameter may be used to pass extra information about the fence completion but for now it should be ignored. The private data passed to cogl_framebuffer_add_fence_callback() An opaque type representing one future callback to be made when the GPU command stream has passed a certain point. Return values for the #CoglXlibFilterFunc and #CoglWin32FilterFunc functions. The event was not handled, continues the processing Remove the event, stops the processing Fixed point number using a (16.16) notation. The fog mode determines the equation used to calculate the fogging blend factor while fogging is enabled. The simplest %COGL_FOG_MODE_LINEAR mode determines f as: |[ f = end - eye_distance / end - start ]| Where eye_distance is the distance of the current fragment in eye coordinates from the origin. Calculates the fog blend factor as: |[ f = end - eye_distance / end - start ]| Calculates the fog blend factor as: |[ f = e ^ -(density * eye_distance) ]| Calculates the fog blend factor as: |[ f = e ^ -(density * eye_distance)^2 ]| Is a callback that can be registered via cogl_onscreen_add_frame_callback() to be called when a frame progresses in some notable way. Please see the documentation for #CoglFrameEvent and cogl_onscreen_add_frame_callback() for more details about what events can be notified. The onscreen that the frame is associated with A #CoglFrameEvent notifying how the frame has progressed The meta information, such as timing information, about the frame that has progressed. The user pointer passed to cogl_onscreen_add_frame_callback() An opaque type that tracks a #CoglFrameCallback and associated user data. A #CoglFrameClosure pointer will be returned from cogl_onscreen_add_frame_callback() and it allows you to remove a callback later using cogl_onscreen_remove_frame_callback(). Identifiers that are passed to #CoglFrameCallback functions (registered using cogl_onscreen_add_frame_callback()) that mark the progression of a frame in some way which usually means that new information will have been accumulated in the frame's corresponding #CoglFrameInfo object. The last event that will be sent for a frame will be a @COGL_FRAME_EVENT_COMPLETE event and so these are a good opportunity to collect statistics about a frame since the #CoglFrameInfo should hold the most data at this point. <note>A frame may not be completed before the next frame can start so applications should avoid needing to collect all statistics for a particular frame before they can start a new frame.</note> Notifies that the system compositor has acknowledged a frame and is ready for a new frame to be created. Notifies that a frame has ended. This is a good time for applications to collect statistics about the frame since the #CoglFrameInfo should hold the most data at this point. No other events should be expected after a @COGL_FRAME_EVENT_COMPLETE event. Gets the frame counter for the #CoglOnscreen that corresponds to this frame. The frame counter value a #CoglFrameInfo object Gets the #CoglOutput that the swapped frame was presented to. The #CoglOutput that the frame was presented to, or %NULL if this could not be determined. a #CoglFrameInfo object Gets the presentation time for the frame. This is the time at which the frame became visible to the user. The presentation time measured in nanoseconds is based on a monotonic time source. The time source is not necessarily correlated with system/wall clock time and may represent the time elapsed since some undefined system event such as when the system last booted. <note>Linux kernel version less that 3.8 can result in non-monotonic timestamps being reported when using a drm based OpenGL driver. Also some buggy Mesa drivers up to 9.0.1 may also incorrectly report non-monotonic timestamps.</note> the presentation time for the frame a #CoglFrameInfo object Gets the refresh rate in Hertz for the output that the frame was on at the time the frame was presented. <note>Some platforms can't associate a #CoglOutput with a #CoglFrameInfo object but are able to report a refresh rate via this api. Therefore if you need this information then this api is more reliable than using cogl_frame_info_get_output() followed by cogl_output_get_refresh_rate().</note> the refresh rate in Hertz a #CoglFrameInfo object Calls the provided callback when all previously-submitted commands have been executed by the GPU. Returns non-NULL if the fence succeeded, or %NULL if it was unable to be inserted and the callback will never be called. The user does not need to free the closure; it will be freed automatically when the callback is called, or cancelled. The #CoglFramebuffer the commands have been submitted to A #CoglFenceCallback to be called when all commands submitted to Cogl have been executed Private data that will be passed to the callback Explicitly allocates a configured #CoglFramebuffer allowing developers to check and handle any errors that might arise from an unsupported configuration so that fallback configurations may be tried. <note>Many applications don't support any fallback options at least when they are initially developed and in that case the don't need to use this API since Cogl will automatically allocate a framebuffer when it first gets used. The disadvantage of relying on automatic allocation is that the program will abort with an error message if there is an error during automatic allocation.</note> %TRUE if there were no error allocating the framebuffer, else %FALSE. A #CoglFramebuffer Removes a fence previously submitted with cogl_framebuffer_add_fence_callback(); the callback will not be called. The #CoglFramebuffer the commands were submitted to The #CoglFenceClosure returned from cogl_framebuffer_add_fence_callback() Clears all the auxiliary buffers identified in the @buffers mask, and if that includes the color buffer then the specified @color is used. A #CoglFramebuffer A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary buffers to clear The color to clear the color buffer too if specified in @buffers. Clears all the auxiliary buffers identified in the @buffers mask, and if that includes the color buffer then the specified @color is used. A #CoglFramebuffer A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary buffers to clear The red component of color to clear the color buffer too if specified in @buffers. The green component of color to clear the color buffer too if specified in @buffers. The blue component of color to clear the color buffer too if specified in @buffers. The alpha component of color to clear the color buffer too if specified in @buffers. Declares that the specified @buffers no longer need to be referenced by any further rendering commands. This can be an important optimization to avoid subsequent frames of rendering depending on the results of a previous frame. For example; some tile-based rendering GPUs are able to avoid allocating and accessing system memory for the depth and stencil buffer so long as these buffers are not required as input for subsequent frames and that can save a significant amount of memory bandwidth used to save and restore their contents to system memory between frames. It is currently considered an error to try and explicitly discard the color buffer by passing %COGL_BUFFER_BIT_COLOR. This is because the color buffer is already implicitly discard when you finish rendering to a #CoglOnscreen framebuffer, and it's not meaningful to try and discard the color buffer of a #CoglOffscreen framebuffer since they are single-buffered. A #CoglFramebuffer A #CoglBufferBit mask of which ancillary buffers you want to discard. First defines a geometry primitive by grouping a set of vertex @attributes; specifying a @first_vertex; a number of vertices (@n_vertices) and specifying what kind of topology the vertices have via @mode. Then the function draws the given @primitive geometry to the specified destination @framebuffer using the graphics processing pipeline described by @pipeline. The list of #CoglAttribute<!-- -->s define the attributes of the vertices to be drawn, such as positions, colors and normals and the number of attributes is given as @n_attributes. This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given @pipeline. <note>This api doesn't support any of the legacy global state options such as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or cogl_program_use()</note> Use #CoglPrimitive<!-- -->s and cogl_primitive_draw() instead A destination #CoglFramebuffer A #CoglPipeline state object The #CoglVerticesMode defining the topology of vertices The vertex offset within the given attributes to draw from The number of vertices to draw from the given attributes An array of pointers to #CoglAttribute<-- -->s defining vertex geometry The number of attributes in the @attributes array. Behaves the same as cogl_framebuffer_draw_attributes() except that instead of reading vertex data sequentially from the specified @attributes the @indices provide an indirection for how the data should be indexed allowing a random access order to be specified. For example an indices array of [0, 1, 2, 0, 2, 3] could be used used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES + @n_vertices = 6) but only provide attribute data for the 4 corners of a rectangle. When the GPU needs to read in each of the 6 vertices it will read the @indices array for each vertex in sequence and use the index to look up the vertex attribute data. So here you can see that first and fourth vertex will point to the same data and third and fifth vertex will also point to shared data. Drawing with indices can be a good way of minimizing the size of a mesh by allowing you to avoid data for duplicate vertices because multiple entries in the index array can refer back to a single shared vertex. <note>The @indices array must be at least as long as @first_vertex + @n_vertices otherwise the GPU will overrun the indices array when looking up vertex data.</note> Since it's very common to want to draw a run of rectangles using indices to avoid duplicating vertex data you can use cogl_get_rectangle_indices() to get a set of indices that can be shared. This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given @pipeline. <note>This api doesn't support any of the legacy global state options such as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or cogl_program_use()</note> Use #CoglPrimitive<!-- -->s and cogl_primitive_draw() instead A destination #CoglFramebuffer A #CoglPipeline state object The #CoglVerticesMode defining the topology of vertices The vertex offset within the given attributes to draw from The number of vertices to draw from the given attributes The array of indices used by the GPU to lookup attribute data for each vertex. An array of pointers to #CoglAttribute<-- -->s defining vertex geometry The number of attributes in the @attributes array. Draws a textured rectangle to @framebuffer with the given @pipeline state with the top left corner positioned at (@x_1, @y_1) and the bottom right corner positioned at (@x_2, @y_2). As a pipeline may contain multiple texture layers this interface lets you supply texture coordinates for each layer of the pipeline. <note>The position is the position before the rectangle has been transformed by the model-view matrix and the projection matrix.</note> This is a high level drawing api that can handle any kind of #CoglMetaTexture texture for the first layer such as #CoglTexture2DSliced textures which may internally be comprised of multiple low-level textures. This is unlike low-level drawing apis such as cogl_primitive_draw() which only support low level texture types that are directly supported by GPUs such as #CoglTexture2D. <note>This api can not currently handle multiple high-level meta texture layers. The first layer may be a high level meta texture such as #CoglTexture2DSliced but all other layers much be low level textures such as #CoglTexture2D and additionally they should be textures that can be sampled using normalized coordinates (so not #CoglTextureRectangle textures).</note> The top left texture coordinate for layer 0 of any pipeline will be (tex_coords[0], tex_coords[1]) and the bottom right coordinate will be (tex_coords[2], tex_coords[3]). The coordinates for layer 1 would be (tex_coords[4], tex_coords[5]) (tex_coords[6], tex_coords[7]) and so on... The given texture coordinates should always be normalized such that (0, 0) corresponds to the top left and (1, 1) corresponds to the bottom right. To map an entire texture across the rectangle pass in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1, tex_coords[3]=1. <note>Even if you have associated a #CoglTextureRectangle texture which normally implies working with non-normalized texture coordinates this api should still be passed normalized texture coordinates.</note> 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. A destination #CoglFramebuffer A #CoglPipeline state object x coordinate upper left on screen. y coordinate upper left on screen. x coordinate lower right on screen. y coordinate lower right on screen. An array containing groups of 4 float values: [s_1, t_1, s_2, t_2] that are interpreted as two texture coordinates; one for the top left texel, and one for the bottom 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. The length of the @tex_coords array. (For one layer and one group of texture coordinates, this would be 4) Draws the given @primitive geometry to the specified destination @framebuffer using the graphics processing state described by @pipeline. This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given @pipeline. <note>This api doesn't support any of the legacy global state options such as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or cogl_program_use()</note> Use #CoglPrimitive<!-- -->s and cogl_primitive_draw() instead A destination #CoglFramebuffer A #CoglPipeline state object A #CoglPrimitive geometry object Draws a rectangle to @framebuffer with the given @pipeline state and with the top left corner positioned at (@x_1, @y_1) and the bottom right corner positioned at (@x_2, @y_2). <note>The position is the position before the rectangle has been transformed by the model-view matrix and the projection matrix.</note> <note>If you want to describe a rectangle with a texture mapped on it then you can use cogl_framebuffer_draw_textured_rectangle().</note> A destination #CoglFramebuffer A #CoglPipeline state object X coordinate of the top-left corner Y coordinate of the top-left corner X coordinate of the bottom-right corner Y coordinate of the bottom-right corner Draws a series of rectangles to @framebuffer with the given @pipeline state in the same way that cogl_framebuffer_draw_rectangle() does. The top left corner of the first rectangle is positioned at (coordinates[0], coordinates[1]) and the bottom right corner is positioned at (coordinates[2], coordinates[3]). The positions for the second rectangle are (coordinates[4], coordinates[5]) and (coordinates[6], coordinates[7]) and so on... <note>The position is the position before the rectangle has been transformed by the model-view matrix and the projection matrix.</note> As a general rule for better performance its recommended to use this this API instead of calling cogl_framebuffer_draw_textured_rectangle() separately for multiple rectangles if all of the rectangles will be drawn together with the same @pipeline state. A destination #CoglFramebuffer A #CoglPipeline state object an array of coordinates containing groups of 4 float values: [x_1, y_1, x_2, y_2] that are interpreted as two position coordinates; one for the top left of the rectangle (x1, y1), and one for the bottom right of the rectangle (x2, y2). number of rectangles defined in @coordinates. Draws a textured rectangle to @framebuffer using the given @pipeline state with the top left corner positioned at (@x_1, @y_1) and the bottom right corner positioned at (@x_2, @y_2). The top left corner will have texture coordinates of (@s_1, @t_1) and the bottom right corner will have texture coordinates of (@s_2, @t_2). <note>The position is the position before the rectangle has been transformed by the model-view matrix and the projection matrix.</note> This is a high level drawing api that can handle any kind of #CoglMetaTexture texture such as #CoglTexture2DSliced textures which may internally be comprised of multiple low-level textures. This is unlike low-level drawing apis such as cogl_primitive_draw() which only support low level texture types that are directly supported by GPUs such as #CoglTexture2D. <note>The given texture coordinates will only be used for the first texture layer of the pipeline and if your pipeline has more than one layer then all other layers will have default texture coordinates of @s_1=0.0 @t_1=0.0 @s_2=1.0 @t_2=1.0 </note> The given texture coordinates should always be normalized such that (0, 0) corresponds to the top left and (1, 1) corresponds to the bottom right. To map an entire texture across the rectangle pass in @s_1=0, @t_1=0, @s_2=1, @t_2=1. <note>Even if you have associated a #CoglTextureRectangle texture with one of your @pipeline layers which normally implies working with non-normalized texture coordinates this api should still be passed normalized texture coordinates.</note> A destination #CoglFramebuffer A #CoglPipeline state object x coordinate upper left on screen. y coordinate upper left on screen. x coordinate lower right on screen. y coordinate lower right on screen. S texture coordinate of the top-left coorner T texture coordinate of the top-left coorner S texture coordinate of the bottom-right coorner T texture coordinate of the bottom-right coorner Draws a series of rectangles to @framebuffer with the given @pipeline state in the same way that cogl_framebuffer_draw_textured_rectangle() does. <note>The position is the position before the rectangle has been transformed by the model-view matrix and the projection matrix.</note> This is a high level drawing api that can handle any kind of #CoglMetaTexture texture such as #CoglTexture2DSliced textures which may internally be comprised of multiple low-level textures. This is unlike low-level drawing apis such as cogl_primitive_draw() which only support low level texture types that are directly supported by GPUs such as #CoglTexture2D. The top left corner of the first rectangle is positioned at (coordinates[0], coordinates[1]) and the bottom right corner is positioned at (coordinates[2], coordinates[3]). The top left texture coordinate is (coordinates[4], coordinates[5]) and the bottom right texture coordinate is (coordinates[6], coordinates[7]). The coordinates for subsequent rectangles are defined similarly by the subsequent coordinates. As a general rule for better performance its recommended to use this this API instead of calling cogl_framebuffer_draw_textured_rectangle() separately for multiple rectangles if all of the rectangles will be drawn together with the same @pipeline state. The given texture coordinates should always be normalized such that (0, 0) corresponds to the top left and (1, 1) corresponds to the bottom right. To map an entire texture across the rectangle pass in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1, tex_coords[3]=1. <note>Even if you have associated a #CoglTextureRectangle texture which normally implies working with non-normalized texture coordinates this api should still be passed normalized texture coordinates.</note> A destination #CoglFramebuffer A #CoglPipeline state object an array containing groups of 8 float values: [x_1, y_1, x_2, y_2, s_1, t_1, s_2, t_2] that have the same meaning as the arguments for cogl_framebuffer_draw_textured_rectangle(). number of rectangles to @coordinates to draw This blocks the CPU until all pending rendering associated with the specified framebuffer has completed. It's very rare that developers should ever need this level of synchronization with the GPU and should never be used unless you clearly understand why you need to explicitly force synchronization. One example might be for benchmarking purposes to be sure timing measurements reflect the time that the GPU is busy for not just the time it takes to queue rendering commands. A #CoglFramebuffer pointer Replaces the current projection matrix with a perspective matrix for a given viewing frustum defined by 4 side clip planes that all cross through the origin and 2 near and far clip planes. A #CoglFramebuffer pointer X position of the left clipping plane where it intersects the near clipping plane X position of the right clipping plane where it intersects the near clipping plane Y position of the bottom clipping plane where it intersects the near clipping plane Y position of the top clipping plane where it intersects the near clipping plane The distance to the near clipping plane (Must be positive) The distance to the far clipping plane (Must be positive) Retrieves the number of alpha bits of @framebuffer the number of bits a pointer to a #CoglFramebuffer Retrieves the number of blue bits of @framebuffer the number of bits a pointer to a #CoglFramebuffer Gets the current #CoglColorMask of which channels would be written to the current framebuffer. Each bit set in the mask means that the corresponding color would be written. A #CoglColorMask a pointer to a #CoglFramebuffer Can be used to query the #CoglContext a given @framebuffer was instantiated within. This is the #CoglContext that was passed to cogl_onscreen_new() for example. The #CoglContext that the given @framebuffer was instantiated within. A #CoglFramebuffer Retrieves the number of depth bits of @framebuffer the number of bits a pointer to a #CoglFramebuffer Retrieves the depth buffer of @framebuffer as a #CoglTexture. You need to call cogl_framebuffer_get_depth_texture(fb, TRUE); before using this function. <note>Calling this function implicitely allocates the framebuffer.</note> <note>The texture returned stays valid as long as the framebuffer stays valid.</note> the depth texture A #CoglFramebuffer Queries whether texture based depth buffer has been enabled via cogl_framebuffer_set_depth_texture_enabled(). %TRUE if a depth texture has been enabled, else %FALSE. A #CoglFramebuffer Queries whether depth buffer writing is enabled for @framebuffer. This can be controlled via cogl_framebuffer_set_depth_write_enabled(). %TRUE if depth writing is enabled or %FALSE if not. a pointer to a #CoglFramebuffer Returns whether dithering has been requested for the given @framebuffer. See cogl_framebuffer_set_dither_enabled() for more details about dithering. <note>This may return %TRUE even when the underlying @framebuffer display pipeline does not support dithering. This value only represents the user's request for dithering.</note> %TRUE if dithering has been requested or %FALSE if not. a pointer to a #CoglFramebuffer Retrieves the number of green bits of @framebuffer the number of bits a pointer to a #CoglFramebuffer Queries the current height of the given @framebuffer. The height of @framebuffer. A #CoglFramebuffer Stores the current model-view matrix in @matrix. A #CoglFramebuffer pointer return location for the model-view matrix Stores the current projection matrix in @matrix. A #CoglFramebuffer pointer return location for the projection matrix Retrieves the number of red bits of @framebuffer the number of bits a pointer to a #CoglFramebuffer Gets the number of points that are sampled per-pixel when rasterizing geometry. Usually by default this will return 0 which means that single-sample not multisample rendering has been chosen. When using a GPU supporting multisample rendering it's possible to increase the number of samples per pixel using cogl_framebuffer_set_samples_per_pixel(). Calling cogl_framebuffer_get_samples_per_pixel() before the framebuffer has been allocated will simply return the value set using cogl_framebuffer_set_samples_per_pixel(). After the framebuffer has been allocated the value will reflect the actual number of samples that will be made by the GPU. The number of point samples made per pixel when rasterizing geometry or 0 if single-sample rendering has been chosen. A #CoglFramebuffer framebuffer Gets the current #CoglStereoMode, which defines which stereo buffers should be drawn to. See cogl_framebuffer_set_stereo_mode(). A #CoglStereoMode a pointer to a #CoglFramebuffer Queries the x, y, width and height components of the current viewport as set using cogl_framebuffer_set_viewport() or the default values which are 0, 0, framebuffer_width and framebuffer_height. The values are written into the given @viewport array. A #CoglFramebuffer A pointer to an array of 4 floats to receive the (x, y, width, height) components of the current viewport. Queries the height of the viewport as set using cogl_framebuffer_set_viewport() or the default value which is the height of the framebuffer. The height of the viewport. A #CoglFramebuffer Queries the width of the viewport as set using cogl_framebuffer_set_viewport() or the default value which is the width of the framebuffer. The width of the viewport. A #CoglFramebuffer Queries the x coordinate of the viewport origin as set using cogl_framebuffer_set_viewport() or the default value which is 0. The x coordinate of the viewport origin. A #CoglFramebuffer Queries the y coordinate of the viewport origin as set using cogl_framebuffer_set_viewport() or the default value which is 0. The y coordinate of the viewport origin. A #CoglFramebuffer Queries the current width of the given @framebuffer. The width of @framebuffer. A #CoglFramebuffer Resets the current model-view matrix to the identity matrix. A #CoglFramebuffer pointer Replaces the current projection matrix with an orthographic projection matrix. A #CoglFramebuffer pointer The x coordinate for the first vertical clipping plane The y coordinate for the first horizontal clipping plane The x coordinate for the second vertical clipping plane The y coordinate for the second horizontal clipping plane Replaces the current projection matrix with a perspective matrix based on the provided values. <note>You should be careful not to have to great a @z_far / @z_near ratio since that will reduce the effectiveness of depth testing since there wont be enough precision to identify the depth of objects near to each other.</note> A #CoglFramebuffer pointer Vertical field of view angle in degrees. The (width over height) aspect ratio for display The distance to the near clipping plane (Must be positive, and must not be 0) The distance to the far clipping plane (Must be positive) Reverts the clipping region to the state before the last call to cogl_framebuffer_push_scissor_clip(), cogl_framebuffer_push_rectangle_clip() cogl_framebuffer_push_path_clip(), or cogl_framebuffer_push_primitive_clip(). A #CoglFramebuffer pointer Restores the model-view matrix on the top of the matrix stack. A #CoglFramebuffer pointer Copies the current model-view matrix onto the matrix stack. The matrix can later be restored with cogl_framebuffer_pop_matrix(). A #CoglFramebuffer pointer Sets a new clipping area using a 2D shaped described with a #CoglPrimitive. The shape must not contain self overlapping geometry and must lie on a single 2D plane. A bounding box of the 2D shape in local coordinates (the same coordinates used to describe the shape) must be given. It is acceptable for the bounds to be larger than the true bounds but behaviour is undefined if the bounds are smaller than the true bounds. The primitive is transformed by the current model-view matrix and the silhouette is intersected with the previous clipping area. To restore the previous clipping area, call cogl_framebuffer_pop_clip(). A #CoglFramebuffer pointer A #CoglPrimitive describing a flat 2D shape x coordinate for the top-left corner of the primitives bounds y coordinate for the top-left corner of the primitives bounds x coordinate for the bottom-right corner of the primitives bounds. y coordinate for the bottom-right corner of the primitives bounds. Specifies a modelview transformed 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_framebuffer_pop_clip(). A #CoglFramebuffer pointer x coordinate for top left corner of the clip rectangle y coordinate for top left corner of the clip rectangle x coordinate for bottom right corner of the clip rectangle 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 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_framebuffer_pop_clip(). A #CoglFramebuffer pointer left edge of the clip rectangle in window coordinates top edge of the clip rectangle in window coordinates width of the clip rectangle height of the clip rectangle This is a convenience wrapper around cogl_framebuffer_read_pixels_into_bitmap() which allocates a temporary #CoglBitmap to read pixel data directly into the given buffer. The rowstride of the buffer is assumed to be the width of the region times the bytes per pixel of the format. The source for the data is always taken from the color buffer. If you want to use any other rowstride or source, please use the cogl_framebuffer_read_pixels_into_bitmap() function directly. The implementation of the function looks like this: |[ bitmap = cogl_bitmap_new_for_data (context, width, height, format, /<!-- -->* rowstride *<!-- -->/ bpp * width, pixels); cogl_framebuffer_read_pixels_into_bitmap (framebuffer, x, y, COGL_READ_PIXELS_COLOR_BUFFER, bitmap); cogl_object_unref (bitmap); ]| %TRUE if the read succeeded or %FALSE otherwise. A #CoglFramebuffer The x position to read from The y position to read from The width of the region of rectangles to read The height of the region of rectangles to read The pixel format to store the data in The address of the buffer to store the data in This reads a rectangle of pixels from the given framebuffer where position (0, 0) is the top left. The pixel at (x, y) is the first read, and a rectangle of pixels with the same size as the bitmap is read right and downwards from that point. Currently Cogl assumes that the framebuffer is in a premultiplied format so if the format of @bitmap 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. %TRUE if the read succeeded or %FALSE otherwise. The function is only likely to fail if the bitmap points to a pixel buffer and it could not be mapped. A #CoglFramebuffer The x position to read from The y position to read from Identifies which auxillary buffer you want to read (only COGL_READ_PIXELS_COLOR_BUFFER supported currently) The bitmap to store the results in. When point sample rendering (also known as multisample rendering) has been enabled via cogl_framebuffer_set_samples_per_pixel() then you can optionally call this function (or cogl_framebuffer_resolve_samples_region()) to explicitly resolve the point samples into values for the final color buffer. Some GPUs will implicitly resolve the point samples during rendering and so this function is effectively a nop, but with other architectures it is desirable to defer the resolve step until the end of the frame. Since Cogl will automatically ensure samples are resolved if the target color buffer is used as a source this API only needs to be used if explicit control is desired - perhaps because you want to ensure that the resolve is completed in advance to avoid later having to wait for the resolve to complete. If you are performing incremental updates to a framebuffer you should consider using cogl_framebuffer_resolve_samples_region() instead to avoid resolving redundant pixels. A #CoglFramebuffer framebuffer When point sample rendering (also known as multisample rendering) has been enabled via cogl_framebuffer_set_samples_per_pixel() then you can optionally call this function (or cogl_framebuffer_resolve_samples()) to explicitly resolve the point samples into values for the final color buffer. Some GPUs will implicitly resolve the point samples during rendering and so this function is effectively a nop, but with other architectures it is desirable to defer the resolve step until the end of the frame. Use of this API is recommended if incremental, small updates to a framebuffer are being made because by default Cogl will implicitly resolve all the point samples of the framebuffer which can result in redundant work if only a small number of samples have changed. Because some GPUs implicitly resolve point samples this function only guarantees that at-least the region specified will be resolved and if you have rendered to a larger region then it's possible that other samples may be implicitly resolved. A #CoglFramebuffer framebuffer top-left x coordinate of region to resolve top-left y coordinate of region to resolve width of region to resolve height of region to resolve Multiplies the current model-view matrix by one that rotates the model around the axis-vector specified by @x, @y and @z. The rotation follows the right-hand thumb rule so for example rotating by 10 degrees about the axis-vector (0, 0, 1) causes a small counter-clockwise rotation. A #CoglFramebuffer pointer Angle in degrees to rotate. X-component of vertex to rotate around. Y-component of vertex to rotate around. Z-component of vertex to rotate around. Multiplies the current model-view matrix by one that rotates according to the rotation described by @euler. A #CoglFramebuffer pointer A #CoglEuler Multiplies the current model-view matrix by one that rotates according to the rotation described by @quaternion. A #CoglFramebuffer pointer A #CoglQuaternion Multiplies the current model-view matrix by one that scales the x, y and z axes by the given values. A #CoglFramebuffer pointer Amount to scale along the x-axis Amount to scale along the y-axis Amount to scale along the z-axis Defines a bit mask of which color channels should be written to the given @framebuffer. If a bit is set in @color_mask that means that color will be written. a pointer to a #CoglFramebuffer A #CoglColorMask of which color channels to write to the current framebuffer. If @enabled is #TRUE, the depth buffer used when rendering to @framebuffer is available as a texture. You can retrieve the texture with cogl_framebuffer_get_depth_texture(). <note>It's possible that your GPU does not support depth textures. You should check the %COGL_FEATURE_ID_DEPTH_TEXTURE feature before using this function.</note> <note>It's not valid to call this function after the framebuffer has been allocated as the creation of the depth texture is done at allocation time. </note> A #CoglFramebuffer TRUE or FALSE Enables or disables depth buffer writing when rendering to @framebuffer. If depth writing is enabled for both the framebuffer and the rendering pipeline, and the framebuffer has an associated depth buffer, depth information will be written to this buffer during rendering. Depth buffer writing is enabled by default. a pointer to a #CoglFramebuffer %TRUE to enable depth writing or %FALSE to disable Enables or disabled dithering if supported by the hardware. Dithering is a hardware dependent technique to increase the visible color resolution beyond what the underlying hardware supports by playing tricks with the colors placed into the framebuffer to give the illusion of other colors. (For example this can be compared to half-toning used by some news papers to show varying levels of grey even though their may only be black and white are available). If the current display pipeline for @framebuffer does not support dithering then this has no affect. Dithering is enabled by default. a pointer to a #CoglFramebuffer %TRUE to enable dithering or %FALSE to disable Sets @matrix as the new model-view matrix. A #CoglFramebuffer pointer the new model-view matrix Sets @matrix as the new projection matrix. A #CoglFramebuffer pointer the new projection matrix Requires that when rendering to @framebuffer then @n point samples should be made per pixel which will all contribute to the final resolved color for that pixel. The idea is that the hardware aims to get quality similar to what you would get if you rendered everything twice as big (for 4 samples per pixel) and then scaled that image back down with filtering. It can effectively remove the jagged edges of polygons and should be more efficient than if you were to manually render at a higher resolution and downscale because the hardware is often able to take some shortcuts. For example the GPU may only calculate a single texture sample for all points of a single pixel, and for tile based architectures all the extra sample data (such as depth and stencil samples) may be handled on-chip and so avoid increased demand on system memory bandwidth. By default this value is usually set to 0 and that is referred to as "single-sample" rendering. A value of 1 or greater is referred to as "multisample" rendering. <note>There are some semantic differences between single-sample rendering and multisampling with just 1 point sample such as it being redundant to use the cogl_framebuffer_resolve_samples() and cogl_framebuffer_resolve_samples_region() apis with single-sample rendering.</note> <note>It's recommended that cogl_framebuffer_resolve_samples_region() be explicitly used at the end of rendering to a point sample buffer to minimize the number of samples that get resolved. By default Cogl will implicitly resolve all framebuffer samples but if only a small region of a framebuffer has changed this can lead to redundant work being done.</note> A #CoglFramebuffer framebuffer The minimum number of samples per pixel Sets which stereo buffers should be drawn to. The default is %COGL_STEREO_BOTH, which means that both the left and right buffers will be affected by drawing. For this to have an effect, the display system must support stereo drawables, and the framebuffer must have been created with stereo enabled. (See cogl_onscreen_template_set_stereo_enabled(), cogl_framebuffer_get_is_stereo().) a pointer to a #CoglFramebuffer A #CoglStereoMode specifying which stereo buffers should be drawn tow. Defines a scale and offset for everything rendered relative to the top-left of the destination framebuffer. By default the viewport has an origin of (0,0) and width and height that match the framebuffer's size. Assuming a default projection and modelview matrix then you could translate the contents of a window down and right by leaving the viewport size unchanged by moving the offset to (10,10). The viewport coordinates are measured in pixels. If you left the x and y origin as (0,0) you could scale the windows contents down by specify and width and height that's half the real size of the framebuffer. <note>Although the function takes floating point arguments, existing drivers only allow the use of integer values. In the future floating point values will be exposed via a checkable feature.</note> A #CoglFramebuffer The top-left x coordinate of the viewport origin (only integers supported currently) The top-left y coordinate of the viewport origin (only integers supported currently) The width of the viewport (only integers supported currently) The height of the viewport (only integers supported currently) Multiplies the current model-view matrix by the given matrix. A #CoglFramebuffer pointer the matrix to multiply with the current model-view Multiplies the current model-view matrix by one that translates the model along all three axes according to the given values. A #CoglFramebuffer pointer Distance to translate along the x-axis Distance to translate along the y-axis Distance to translate along the z-axis First defines a geometry primitive by grouping a set of vertex attributes; specifying a @first_vertex; a number of vertices (@n_vertices) and specifying what kind of topology the vertices have via @mode. Then the function draws the given @primitive geometry to the specified destination @framebuffer using the graphics processing pipeline described by @pipeline. The list of #CoglAttribute<!-- -->s define the attributes of the vertices to be drawn, such as positions, colors and normals and should be %NULL terminated. This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given @pipeline. Use #CoglPrimitive<!-- -->s and cogl_primitive_draw() instead A destination #CoglFramebuffer A #CoglPipeline state object The #CoglVerticesMode defining the topology of vertices The vertex offset within the given attributes to draw from The number of vertices to draw from the given attributes A set of vertex #CoglAttribute<!-- -->s defining vertex geometry Behaves the same as cogl_framebuffer_vdraw_attributes() except that instead of reading vertex data sequentially from the specified attributes the @indices provide an indirection for how the data should be indexed allowing a random access order to be specified. For example an indices array of [0, 1, 2, 0, 2, 3] could be used used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES + @n_vertices = 6) but only provide attribute data for the 4 corners of a rectangle. When the GPU needs to read in each of the 6 vertices it will read the @indices array for each vertex in sequence and use the index to look up the vertex attribute data. So here you can see that first and fourth vertex will point to the same data and third and fifth vertex will also point to shared data. Drawing with indices can be a good way of minimizing the size of a mesh by allowing you to avoid data for duplicate vertices because multiple entries in the index array can refer back to a single shared vertex. <note>The @indices array must be at least as long as @first_vertex + @n_vertices otherwise the GPU will overrun the indices array when looking up vertex data.</note> Since it's very common to want to draw a run of rectangles using indices to avoid duplicating vertex data you can use cogl_get_rectangle_indices() to get a set of indices that can be shared. This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given @pipeline. <note>This api doesn't support any of the legacy global state options such as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or cogl_program_use()</note> Use #CoglPrimitive<!-- -->s and cogl_primitive_draw() instead A destination #CoglFramebuffer A #CoglPipeline state object The #CoglVerticesMode defining the topology of vertices The vertex offset within the given attributes to draw from The number of vertices to draw from the given attributes The array of indices used by the GPU to lookup attribute data for each vertex. A set of vertex #CoglAttribute<!-- -->s defining vertex geometry The type used by cogl for function pointers, note that this type is used as a generic catch-all cast for function pointers and the actual arguments and return type may be different. Represents an OpenGLES 2.0 api context used as a sandbox for OpenGLES 2.0 state. This is comparable to an EGLContext for those who have used OpenGLES 2.0 with EGL before. Allocates a new OpenGLES 2.0 context that can be used to render to #CoglOffscreen framebuffers (Rendering to #CoglOnscreen framebuffers is not currently supported). To actually access the OpenGLES 2.0 api itself you need to use cogl_gles2_context_get_vtable(). You should not try to directly link to and use the symbols provided by the a system OpenGLES 2.0 driver. Once you have allocated an OpenGLES 2.0 context you can make it current using cogl_push_gles2_context(). For those familiar with using the EGL api, this serves a similar purpose to eglMakeCurrent. <note>Before using this api applications can check for OpenGLES 2.0 api support by checking for %COGL_FEATURE_ID_GLES2_CONTEXT support with cogl_has_feature(). This function will return %FALSE and return an %COGL_GLES2_CONTEXT_ERROR_UNSUPPORTED error if the feature isn't available.</note> A newly allocated #CoglGLES2Context or %NULL if there was an error and @error will be updated in that case. A #CoglContext Queries the OpenGLES 2.0 api function pointers that should be used for rendering with the given @gles2_ctx. <note>You should not try to directly link to and use the symbols provided by any system OpenGLES 2.0 driver.</note> A pointer to a #CoglGLES2Vtable providing pointers to functions for the full OpenGLES 2.0 api. A #CoglGLES2Context allocated with cogl_gles2_context_new() Error codes that relate to the cogl_gles2_context api. Creating GLES2 contexts isn't supported. Applications should use cogl_has_feature() to check for the %COGL_FEATURE_ID_GLES2_CONTEXT. An underlying driver error occured. Provides function pointers for the full OpenGLES 2.0 api. The api must be accessed this way and not by directly calling symbols of any system OpenGLES 2.0 api. Declares a new #CoglIndexBuffer of @size bytes to contain vertex indices. Once declared, data can be set using cogl_buffer_set_data() or by mapping it into the application's address space using cogl_buffer_map(). A newly allocated #CoglIndexBuffer A #CoglContext The number of bytes to allocate for vertex attribute data. You should aim to use the smallest data type that gives you enough range, since it reduces the size of your index array and can help reduce the demand on memory bandwidth. Note that %COGL_INDICES_TYPE_UNSIGNED_INT is only supported if the %COGL_FEATURE_ID_UNSIGNED_INT_INDICES feature is available. This should always be available on OpenGL but on OpenGL ES it will only be available if the GL_OES_element_index_uint extension is advertized. Your indices are unsigned bytes Your indices are unsigned shorts Your indices are unsigned ints A CoglMatrix holds a 4x4 transform matrix. This is a single precision, column-major matrix which means it is compatible with what OpenGL expects. A CoglMatrix can represent transforms such as, rotations, scaling, translation, sheering, and linear projections. You can combine these transforms by multiplying multiple matrices in the order you want them applied. The transformation of a vertex (x, y, z, w) by a CoglMatrix is given by: |[ x_new = xx * x + xy * y + xz * z + xw * w y_new = yx * x + yy * y + yz * z + yw * w z_new = zx * x + zy * y + zz * z + zw * w w_new = wx * x + wy * y + wz * z + ww * w ]| Where w is normally 1 <note>You must consider the members of the CoglMatrix structure read only, and all matrix modifications must be done via the cogl_matrix API. This allows Cogl to annotate the matrices internally. Violation of this will give undefined results. If you need to initialize a matrix with a constant other than the identity matrix you can use cogl_matrix_init_from_array().</note> Allocates a new #CoglMatrix on the heap and initializes it with the same values as @matrix. A newly allocated #CoglMatrix which should be freed using cogl_matrix_free() A 4x4 transformation matrix you want to copy Frees a #CoglMatrix that was previously allocated via a call to cogl_matrix_copy(). A 4x4 transformation matrix you want to free Multiplies @matrix by the given frustum perspective matrix. A 4x4 transformation matrix X position of the left clipping plane where it intersects the near clipping plane X position of the right clipping plane where it intersects the near clipping plane Y position of the bottom clipping plane where it intersects the near clipping plane Y position of the top clipping plane where it intersects the near clipping plane The distance to the near clipping plane (Must be positive) The distance to the far clipping plane (Must be positive) Casts @matrix to a float array which can be directly passed to OpenGL. a pointer to the float array A 4x4 transformation matrix Gets the inverse transform of a given matrix and uses it to initialize a new #CoglMatrix. <note>Although the first parameter is annotated as const to indicate that the transform it represents isn't modified this function may technically save a copy of the inverse transform within the given #CoglMatrix so that subsequent requests for the inverse transform may avoid costly inversion calculations.</note> %TRUE if the inverse was successfully calculated or %FALSE for degenerate transformations that can't be inverted (in this case the @inverse matrix will simply be initialized with the identity matrix) A 4x4 transformation matrix The destination for a 4x4 inverse transformation matrix Initializes @matrix with the contents of @array A 4x4 transformation matrix A linear array of 16 floats (column-major order) Initializes @matrix from a #CoglEuler rotation. A 4x4 transformation matrix A #CoglEuler Initializes @matrix from a #CoglQuaternion rotation. A 4x4 transformation matrix A #CoglQuaternion Resets matrix to the identity matrix: |[ .xx=1; .xy=0; .xz=0; .xw=0; .yx=0; .yy=1; .yz=0; .yw=0; .zx=0; .zy=0; .zz=1; .zw=0; .wx=0; .wy=0; .wz=0; .ww=1; ]| A 4x4 transformation matrix Resets matrix to the (tx, ty, tz) translation matrix: |[ .xx=1; .xy=0; .xz=0; .xw=tx; .yx=0; .yy=1; .yz=0; .yw=ty; .zx=0; .zy=0; .zz=1; .zw=tz; .wx=0; .wy=0; .wz=0; .ww=1; ]| A 4x4 transformation matrix x coordinate of the translation vector y coordinate of the translation vector z coordinate of the translation vector Determines if the given matrix is an identity matrix. %TRUE if @matrix is an identity matrix else %FALSE A #CoglMatrix Applies a view transform @matrix that positions the camera at the coordinate (@eye_position_x, @eye_position_y, @eye_position_z) looking towards an object at the coordinate (@object_x, @object_y, @object_z). The top of the camera is aligned to the given world up vector, which is normally simply (0, 1, 0) to map up to the positive direction of the y axis. Because there is a lot of missleading documentation online for gluLookAt regarding the up vector we want to try and be a bit clearer here. The up vector should simply be relative to your world coordinates and does not need to change as you move the eye and object positions. Many online sources may claim that the up vector needs to be perpendicular to the vector between the eye and object position (partly because the man page is somewhat missleading) but that is not necessary for this function. <note>You should never look directly along the world-up vector.</note> <note>It is assumed you are using a typical projection matrix where your origin maps to the center of your viewport.</note> <note>Almost always when you use this function it should be the first transform applied to a new modelview transform</note> A 4x4 transformation matrix The X coordinate to look from The Y coordinate to look from The Z coordinate to look from The X coordinate of the object to look at The Y coordinate of the object to look at The Z coordinate of the object to look at The X component of the world's up direction vector The Y component of the world's up direction vector The Z component of the world's up direction vector Multiplies the two supplied matrices together and stores the resulting matrix inside @result. <note>It is possible to multiply the @a matrix in-place, so @result can be equal to @a but can't be equal to @b.</note> The address of a 4x4 matrix to store the result in A 4x4 transformation matrix A 4x4 transformation matrix Multiplies @matrix by a parallel projection matrix. Use cogl_matrix_orthographic() A 4x4 transformation matrix The coordinate for the left clipping plane The coordinate for the right clipping plane The coordinate for the bottom clipping plane The coordinate for the top clipping plane Multiplies @matrix by a parallel projection matrix. A 4x4 transformation matrix The x coordinate for the first vertical clipping plane The y coordinate for the first horizontal clipping plane The x coordinate for the second vertical clipping plane The y coordinate for the second horizontal clipping plane Multiplies @matrix by the described perspective matrix <note>You should be careful not to have to great a @z_far / @z_near ratio since that will reduce the effectiveness of depth testing since there wont be enough precision to identify the depth of objects near to each other.</note> A 4x4 transformation matrix Vertical field of view angle in degrees. The (width over height) aspect ratio for display The distance to the near clipping plane (Must be positive, and must not be 0) The distance to the far clipping plane (Must be positive) Projects an array of input points and writes the result to another array of output points. The input points can either have 2, 3 or 4 components each. The output points always have 4 components (known as homogenous coordinates). The output array can simply point to the input array to do the transform in-place. Here's an example with differing input/output strides: |[ typedef struct { float x,y; uint8_t r,g,b,a; float s,t,p; } MyInVertex; typedef struct { uint8_t r,g,b,a; float x,y,z; } MyOutVertex; MyInVertex vertices[N_VERTICES]; MyOutVertex results[N_VERTICES]; CoglMatrix matrix; my_load_vertices (vertices); my_get_matrix (&matrix); cogl_matrix_project_points (&matrix, 2, sizeof (MyInVertex), &vertices[0].x, sizeof (MyOutVertex), &results[0].x, N_VERTICES); ]| A projection matrix The number of position components for each input point. (either 2, 3 or 4) The stride in bytes between input points. A pointer to the first component of the first input point. The stride in bytes between output points. A pointer to the first component of the first output point. The number of points to transform. Multiplies @matrix with a rotation matrix that applies a rotation of @angle degrees around the specified 3D vector. A 4x4 transformation matrix The angle you want to rotate in degrees X component of your rotation vector Y component of your rotation vector Z component of your rotation vector Multiplies @matrix with a rotation transformation described by the given #CoglEuler. A 4x4 transformation matrix A euler describing a rotation Multiplies @matrix with a rotation transformation described by the given #CoglQuaternion. A 4x4 transformation matrix A quaternion describing a rotation Multiplies @matrix with a transform matrix that scales along the X, Y and Z axis. A 4x4 transformation matrix The X scale factor The Y scale factor The Z scale factor Transforms a point whos position is given and returned as four float components. A 4x4 transformation matrix The X component of your points position The Y component of your points position The Z component of your points position The W component of your points position Transforms an array of input points and writes the result to another array of output points. The input points can either have 2 or 3 components each. The output points always have 3 components. The output array can simply point to the input array to do the transform in-place. If you need to transform 4 component points see cogl_matrix_project_points(). Here's an example with differing input/output strides: |[ typedef struct { float x,y; uint8_t r,g,b,a; float s,t,p; } MyInVertex; typedef struct { uint8_t r,g,b,a; float x,y,z; } MyOutVertex; MyInVertex vertices[N_VERTICES]; MyOutVertex results[N_VERTICES]; CoglMatrix matrix; my_load_vertices (vertices); my_get_matrix (&matrix); cogl_matrix_transform_points (&matrix, 2, sizeof (MyInVertex), &vertices[0].x, sizeof (MyOutVertex), &results[0].x, N_VERTICES); ]| A transformation matrix The number of position components for each input point. (either 2 or 3) The stride in bytes between input points. A pointer to the first component of the first input point. The stride in bytes between output points. A pointer to the first component of the first output point. The number of points to transform. Multiplies @matrix with a transform matrix that translates along the X, Y and Z axis. A 4x4 transformation matrix The X translation you want to apply The Y translation you want to apply The Z translation you want to apply Replaces @matrix with its transpose. Ie, every element (i,j) in the new matrix is taken from element (j,i) in the old matrix. A #CoglMatrix Multiplies @matrix by a view transform that maps the 2D coordinates (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane. Note: this doesn't multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to cogl_matrix_frustum(). Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum. A 4x4 transformation matrix coord of left vertical clipping plane coord of right vertical clipping plane coord of bottom horizontal clipping plane coord of top horizontal clipping plane The distance to the near clip plane. Never pass 0 and always pass a positive number. The distance to the 2D plane. (Should always be positive and be between @z_near and the z_far value that was passed to cogl_matrix_frustum()) The width of the 2D coordinate system The height of the 2D coordinate system Multiplies @matrix by a view transform that maps the 2D coordinates (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane. Note: this doesn't multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to cogl_matrix_perspective(). Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum. A field of view angle for the Y axis The ratio of width to height determining the field of view angle for the x axis. The distance to the near clip plane. Never pass 0 and always pass a positive number. The distance to the 2D plane. (Should always be positive and be between @z_near and the z_far value that was passed to cogl_matrix_frustum()) The width of the 2D coordinate system The height of the 2D coordinate system Compares two matrices to see if they represent the same transformation. Although internally the matrices may have different annotations associated with them and may potentially have a cached inverse matrix these are not considered in the comparison. A 4x4 transformation matrix A 4x4 transformation matrix Represents a single immutable transformation that was retrieved from a #CoglMatrixStack using cogl_matrix_stack_get_entry(). Internally a #CoglMatrixEntry represents a single matrix operation (such as "rotate", "scale", "translate") which is applied to the transform of a single parent entry. Using the #CoglMatrixStack api effectively builds up a graph of these immutable #CoglMatrixEntry structures whereby operations that can be shared between multiple transformations will result in shared #CoglMatrixEntry nodes in the graph. When a #CoglMatrixStack is first created it references one #CoglMatrixEntry that represents a single "load identity" operation. This serves as the root entry and all operations that are then applied to the stack will extend the graph starting from this root "load identity" entry. Given the typical usage model for a #CoglMatrixStack and the way the entries are built up while traversing a scenegraph then in most cases where an application is interested in comparing two transformations for equality then it is enough to simply compare two #CoglMatrixEntry pointers directly. Technically this can lead to false negatives that could be identified with a deeper comparison but often these false negatives are unlikely and don't matter anyway so this enables extremely cheap comparisons. <note>#CoglMatrixEntry<!-- -->s are reference counted using cogl_matrix_entry_ref() and cogl_matrix_entry_unref() not with cogl_object_ref() and cogl_object_unref().</note> Determines if the only difference between two transforms is a translation and if so returns what the @x, @y, and @z components of the translation are. If the difference between the two translations involves anything other than a translation then the function returns %FALSE. %TRUE if the only difference between the transform of @entry0 and the transform of @entry1 is a translation, otherwise %FALSE. The first reference transform A second reference transform The destination for the x-component of the translation The destination for the y-component of the translation The destination for the z-component of the translation Compares two arbitrary #CoglMatrixEntry transforms for equality returning %TRUE if they are equal or %FALSE otherwise. <note>In many cases it is unnecessary to use this api and instead direct pointer comparisons of entries are good enough and much cheaper too.</note> %TRUE if @entry0 represents the same transform as @entry1, otherwise %FALSE. The first #CoglMatrixEntry to compare A second #CoglMatrixEntry to compare Resolves the current @entry transform into a #CoglMatrix by combining the sequence of operations that have been applied to build up the current transform. There are two possible ways that this function may return its result depending on whether it's possible to directly point to an internal #CoglMatrix or whether the result needs to be composed of multiple operations. If an internal matrix contains the required result then this function will directly return a pointer to that matrix, otherwise if the function returns %NULL then @matrix will be initialized to match the transform of @entry. <note>@matrix will be left untouched if a direct pointer is returned.</note> A direct pointer to a #CoglMatrix transform or %NULL and in that case @matrix will be initialized with the effective transform represented by @entry. A #CoglMatrixEntry The potential destination for the transform as a matrix Determines whether @entry is known to represent an identity transform. If this returns %TRUE then the entry is definitely the identity matrix. If it returns %FALSE it may or may not be the identity matrix but no expensive comparison is performed to verify it. %TRUE if @entry is definitely an identity transform, otherwise %FALSE. A #CoglMatrixEntry Takes a reference on the given @entry to ensure the @entry stays alive and remains valid. When you are finished with the @entry then you should call cogl_matrix_entry_unref(). It is an error to pass an @entry pointer to cogl_object_ref() and cogl_object_unref() A #CoglMatrixEntry Releases a reference on @entry either taken by calling cogl_matrix_entry_unref() or to release the reference given when calling cogl_matrix_stack_get_entry(). A #CoglMatrixEntry Tracks your current position within a hierarchy and lets you build up a graph of transformations as you traverse through a hierarchy such as a scenegraph. A #CoglMatrixStack always maintains a reference to a single transformation at any point in time, representing the transformation at the current position in the hierarchy. You can get a reference to the current transformation by calling cogl_matrix_stack_get_entry(). When a #CoglMatrixStack is first created with cogl_matrix_stack_new() then it is conceptually positioned at the root of your hierarchy and the current transformation simply represents an identity transformation. As you traverse your object hierarchy (your scenegraph) then you should call cogl_matrix_stack_push() whenever you move down one level and call cogl_matrix_stack_pop() whenever you move back up one level towards the root. At any time you can apply a set of operations, such as "rotate", "scale", "translate" on top of the current transformation of a #CoglMatrixStack using functions such as cogl_matrix_stack_rotate(), cogl_matrix_stack_scale() and cogl_matrix_stack_translate(). These operations will derive a new current transformation and will never affect a transformation that you have referenced using cogl_matrix_stack_get_entry(). Internally applying operations to a #CoglMatrixStack builds up a graph of #CoglMatrixEntry structures which each represent a single immutable transform. Allocates a new #CoglMatrixStack that can be used to build up transformations relating to objects in a scenegraph like hierarchy. (See the description of #CoglMatrixStack and #CoglMatrixEntry for more details of what a matrix stack is best suited for) When a #CoglMatrixStack is first allocated it is conceptually positioned at the root of your scenegraph hierarchy. As you traverse your scenegraph then you should call cogl_matrix_stack_push() whenever you move down a level and cogl_matrix_stack_pop() whenever you move back up a level towards the root. Once you have allocated a #CoglMatrixStack you can get a reference to the current transformation for the current position in the hierarchy by calling cogl_matrix_stack_get_entry(). Once you have allocated a #CoglMatrixStack you can apply operations such as rotate, scale and translate to modify the current transform for the current position in the hierarchy by calling cogl_matrix_stack_rotate(), cogl_matrix_stack_scale() and cogl_matrix_stack_translate(). A newly allocated #CoglMatrixStack A #CoglContext Replaces the current matrix with a perspective matrix for a given viewing frustum defined by 4 side clip planes that all cross through the origin and 2 near and far clip planes. A #CoglMatrixStack X position of the left clipping plane where it intersects the near clipping plane X position of the right clipping plane where it intersects the near clipping plane Y position of the bottom clipping plane where it intersects the near clipping plane Y position of the top clipping plane where it intersects the near clipping plane The distance to the near clipping plane (Must be positive) The distance to the far clipping plane (Must be positive) Resolves the current @stack transform into a #CoglMatrix by combining the operations that have been applied to build up the current transform. There are two possible ways that this function may return its result depending on whether the stack is able to directly point to an internal #CoglMatrix or whether the result needs to be composed of multiple operations. If an internal matrix contains the required result then this function will directly return a pointer to that matrix, otherwise if the function returns %NULL then @matrix will be initialized to match the current transform of @stack. <note>@matrix will be left untouched if a direct pointer is returned.</note> A direct pointer to the current transform or %NULL and in that case @matrix will be initialized with the value of the current transform. A #CoglMatrixStack The potential destination for the current matrix Gets a reference to the current transform represented by a #CoglMatrixEntry pointer. <note>The transform represented by a #CoglMatrixEntry is immutable.</note> <note>#CoglMatrixEntry<!-- -->s are reference counted using cogl_matrix_entry_ref() and cogl_matrix_entry_unref() and you should call cogl_matrix_entry_unref() when you are finished with and entry you get via cogl_matrix_stack_get_entry().</note> A pointer to the #CoglMatrixEntry representing the current matrix stack transform. A #CoglMatrixStack Gets the inverse transform of the current matrix and uses it to initialize a new #CoglMatrix. %TRUE if the inverse was successfully calculated or %FALSE for degenerate transformations that can't be inverted (in this case the @inverse matrix will simply be initialized with the identity matrix) A #CoglMatrixStack The destination for a 4x4 inverse transformation matrix Resets the current matrix to the identity matrix. A #CoglMatrixStack Multiplies the current matrix by the given matrix. A #CoglMatrixStack the matrix to multiply with the current model-view Replaces the current matrix with an orthographic projection matrix. A #CoglMatrixStack The x coordinate for the first vertical clipping plane The y coordinate for the first horizontal clipping plane The x coordinate for the second vertical clipping plane The y coordinate for the second horizontal clipping plane Replaces the current matrix with a perspective matrix based on the provided values. <note>You should be careful not to have too great a @z_far / @z_near ratio since that will reduce the effectiveness of depth testing since there wont be enough precision to identify the depth of objects near to each other.</note> A #CoglMatrixStack Vertical field of view angle in degrees. The (width over height) aspect ratio for display The distance to the near clipping plane (Must be positive, and must not be 0) The distance to the far clipping plane (Must be positive) Restores the previous transform that was last saved by calling cogl_matrix_stack_push(). This is usually called while traversing a scenegraph whenever you return up one level in the graph towards the root node. A #CoglMatrixStack Saves the current transform and starts a new transform that derives from the current transform. This is usually called while traversing a scenegraph whenever you traverse one level deeper. cogl_matrix_stack_pop() can then be called when going back up one layer to restore the previous transform of an ancestor. A #CoglMatrixStack Multiplies the current matrix by one that rotates the around the axis-vector specified by @x, @y and @z. The rotation follows the right-hand thumb rule so for example rotating by 10 degrees about the axis-vector (0, 0, 1) causes a small counter-clockwise rotation. A #CoglMatrixStack Angle in degrees to rotate. X-component of vertex to rotate around. Y-component of vertex to rotate around. Z-component of vertex to rotate around. Multiplies the current matrix by one that rotates according to the rotation described by @euler. A #CoglMatrixStack A #CoglEuler Multiplies the current matrix by one that rotates according to the rotation described by @quaternion. A #CoglMatrixStack A #CoglQuaternion Multiplies the current matrix by one that scales the x, y and z axes by the given values. A #CoglMatrixStack Amount to scale along the x-axis Amount to scale along the y-axis Amount to scale along the z-axis Replaces the current @stack matrix value with the value of @matrix. This effectively discards any other operations that were applied since the last time cogl_matrix_stack_push() was called or since the stack was initialized. A #CoglMatrixStack A #CoglMatrix replace the current matrix value with Multiplies the current matrix by one that translates along all three axes according to the given values. A #CoglMatrixStack Distance to translate along the x-axis Distance to translate along the y-axis Distance to translate along the z-axis A callback used with cogl_meta_texture_foreach_in_region() to retrieve details of all the low-level #CoglTexture<!-- -->s that make up a given #CoglMetaTexture. A low-level #CoglTexture making up part of a #CoglMetaTexture. A float 4-tuple ordered like (tx1,ty1,tx2,ty2) defining what region of the current @sub_texture maps to a sub-region of a #CoglMetaTexture. (tx1,ty1) is the top-left sub-region coordinate and (tx2,ty2) is the bottom-right. These are low-level texture coordinates. A float 4-tuple ordered like (tx1,ty1,tx2,ty2) defining what sub-region of a #CoglMetaTexture this low-level @sub_texture maps too. (tx1,ty1) is the top-left sub-region coordinate and (tx2,ty2) is the bottom-right. These are high-level meta-texture coordinates. A private pointer passed to cogl_meta_texture_foreach_in_region(). Increases the reference count of @object by 1 the @object, with its reference count increased a #CoglObject Drecreases the reference count of @object by 1; if the reference count reaches 0, the resources allocated by @object will be freed a #CoglObject Finds the user data previously associated with @object using the given @key. If no user data has been associated with @object for the given @key this function returns NULL. The user data previously associated with @object using the given @key; or %NULL if no associated data is found. The object with associated private data to query The address of a #CoglUserDataKey which provides a unique value with which to index the private data. Associates some private @user_data with a given #CoglObject. To later remove the association call cogl_object_set_user_data() with the same @key but NULL for the @user_data. The object to associate private data with The address of a #CoglUserDataKey which provides a unique value with which to index the private data. The data to associate with the given object, or %NULL to remove a previous association. A #CoglUserDataDestroyCallback to call if the object is destroyed or if the association is removed by later setting %NULL data for the same key. Instantiates an "unallocated" #CoglOnscreen framebuffer that may be configured before later being allocated, either implicitly when it is first used or explicitly via cogl_framebuffer_allocate(). A newly instantiated #CoglOnscreen framebuffer A #CoglContext The desired framebuffer width The desired framebuffer height Installs a @callback function that will be called whenever the window system has lost the contents of a region of the onscreen buffer and the application should redraw it to repair the buffer. For example this may happen in a window system without a compositor if a window that was previously covering up the onscreen window has been moved causing a region of the onscreen to be exposed. The @callback will be passed a #CoglOnscreenDirtyInfo struct which decribes a rectangle containing the newly dirtied region. Note that this may be called multiple times to describe a non-rectangular region composed of multiple smaller rectangles. The dirty events are separate from %COGL_FRAME_EVENT_SYNC events so the application should also listen for this event before rendering the dirty region to ensure that the framebuffer is actually ready for rendering. a #CoglOnscreenDirtyClosure pointer that can be used to remove the callback and associated @user_data later. A #CoglOnscreen framebuffer A callback function to call for dirty events A private pointer to be passed to @callback An optional callback to destroy @user_data when the @callback is removed or @onscreen is freed. Installs a @callback function that will be called for significant events relating to the given @onscreen framebuffer. The @callback will be used to notify when the system compositor is ready for this application to render a new frame. In this case %COGL_FRAME_EVENT_SYNC will be passed as the event argument to the given @callback in addition to the #CoglFrameInfo corresponding to the frame beeing acknowledged by the compositor. The @callback will also be called to notify when the frame has ended. In this case %COGL_FRAME_EVENT_COMPLETE will be passed as the event argument to the given @callback in addition to the #CoglFrameInfo corresponding to the newly presented frame. The meaning of "ended" here simply means that no more timing information will be collected within the corresponding #CoglFrameInfo and so this is a good opportunity to analyse the given info. It does not necessarily mean that the GPU has finished rendering the corresponding frame. We highly recommend throttling your application according to %COGL_FRAME_EVENT_SYNC events so that your application can avoid wasting resources, drawing more frames than your system compositor can display. a #CoglFrameClosure pointer that can be used to remove the callback and associated @user_data later. A #CoglOnscreen framebuffer A callback function to call for frame events A private pointer to be passed to @callback An optional callback to destroy @user_data when the @callback is removed or @onscreen is freed. Registers a @callback with @onscreen that will be called whenever the @onscreen framebuffer changes size. The @callback can be removed using cogl_onscreen_remove_resize_callback() passing the returned closure pointer. <note>Since Cogl automatically updates the viewport of an @onscreen framebuffer that is resized, a resize callback can also be used to track when the viewport has been changed automatically by Cogl in case your application needs more specialized control over the viewport.</note> <note>A resize callback will only ever be called while dispatching Cogl events from the system mainloop; so for example during cogl_poll_renderer_dispatch(). This is so that callbacks shouldn't occur while an application might have arbitrary locks held for example.</note> a #CoglOnscreenResizeClosure pointer that can be used to remove the callback and associated @user_data later. A #CoglOnscreen framebuffer A #CoglOnscreenResizeCallback to call when the @onscreen changes size. Private data to be passed to @callback. An optional callback to destroy @user_data when the @callback is removed or @onscreen is freed. Installs a @callback function that should be called whenever a swap buffers request (made using cogl_onscreen_swap_buffers()) for the given @onscreen completes. <note>Applications should check for the %COGL_FEATURE_ID_SWAP_BUFFERS_EVENT feature before using this API. It's currently undefined when and if registered callbacks will be called if this feature is not supported.</note> We recommend using this mechanism when available to manually throttle your applications (in conjunction with cogl_onscreen_set_swap_throttled()) so your application will be able to avoid long blocks in the driver caused by throttling when you request to swap buffers too quickly. Use cogl_onscreen_add_frame_callback() instead a unique identifier that can be used to remove to remove the callback later. A #CoglOnscreen framebuffer A callback function to call when a swap has completed A private pointer to be passed to @callback Gets the current age of the buffer contents. This function allows applications to query the age of the current back buffer contents for a #CoglOnscreen as the number of frames elapsed since the contents were most recently defined. These age values exposes enough information to applications about how Cogl internally manages back buffers to allow applications to re-use the contents of old frames and minimize how much must be redrawn for the next frame. The back buffer contents can either be reported as invalid (has an age of 0) or it may be reported to be the same contents as from n frames prior to the current frame. The queried value remains valid until the next buffer swap. <note>One caveat is that under X11 the buffer age does not reflect changes to buffer contents caused by the window systems. X11 applications must track Expose events to determine what buffer regions need to additionally be repaired each frame.</note> The recommended way to take advantage of this buffer age api is to build up a circular buffer of length 3 for tracking damage regions over the last 3 frames and when starting a new frame look at the age of the buffer and combine the damage regions for the current frame with the damage regions of previous @age frames so you know everything that must be redrawn to update the old contents for the new frame. <note>If the system doesn't not support being able to track the age of back buffers then this function will always return 0 which implies that the contents are undefined.</note> <note>The %COGL_FEATURE_ID_BUFFER_AGE feature can optionally be explicitly checked to determine if Cogl is currently tracking the age of #CoglOnscreen back buffer contents. If this feature is missing then this function will always return 0.</note> The age of the buffer contents or 0 when the buffer contents are undefined. A #CoglOnscreen framebuffer Gets the value of the framebuffers frame counter. This is a counter that increases by one each time cogl_onscreen_swap_buffers() or cogl_onscreen_swap_region() is called. the current frame counter value Lets you query whether @onscreen has been marked as resizable via the cogl_onscreen_set_resizable() api. By default, if possible, a @onscreen will be created by Cogl as non resizable, but it is not guaranteed that this is always possible for all window systems. <note>If cogl_onscreen_set_resizable(@onscreen, %TRUE) has been previously called then this function will return %TRUE, but it's possible that the current windowing system being used does not support window resizing (consider fullscreen windows on a phone or a TV). This function is not aware of whether resizing is truly meaningful with your window system, only whether the @onscreen has been marked as resizable.</note> Returns whether @onscreen has been marked as resizable or not. A #CoglOnscreen framebuffer This requests to make @onscreen invisible to the user. Actually the precise semantics of this function depend on the window system currently in use, and if you don't have a multi-windowining system this function may in-fact do nothing. This function does not implicitly allocate the given @onscreen framebuffer before hiding it. <note>Since Cogl doesn't explicitly track the visibility status of onscreen framebuffers it wont try to avoid redundant window system requests e.g. to show an already visible window. This also means that it's acceptable to alternatively use native APIs to show and hide windows without confusing Cogl.</note> The onscreen framebuffer to make invisible Removes a callback and associated user data that were previously registered using cogl_onscreen_add_dirty_callback(). If a destroy callback was passed to cogl_onscreen_add_dirty_callback() to destroy the user data then this will also get called. A #CoglOnscreen A #CoglOnscreenDirtyClosure returned from cogl_onscreen_add_dirty_callback() Removes a callback and associated user data that were previously registered using cogl_onscreen_add_frame_callback(). If a destroy callback was passed to cogl_onscreen_add_frame_callback() to destroy the user data then this will get called. A #CoglOnscreen A #CoglFrameClosure returned from cogl_onscreen_add_frame_callback() Removes a resize @callback and @user_data pair that were previously associated with @onscreen via cogl_onscreen_add_resize_callback(). A #CoglOnscreen framebuffer An identifier returned from cogl_onscreen_add_resize_callback() Removes a callback that was previously registered using cogl_onscreen_add_swap_buffers_callback(). Use cogl_onscreen_remove_frame_callback() instead A #CoglOnscreen framebuffer An identifier returned from cogl_onscreen_add_swap_buffers_callback() Lets you request Cogl to mark an @onscreen framebuffer as resizable or not. By default, if possible, a @onscreen will be created by Cogl as non resizable, but it is not guaranteed that this is always possible for all window systems. <note>Cogl does not know whether marking the @onscreen framebuffer is truly meaningful for your current window system (consider applications being run fullscreen on a phone or TV) so this function may not have any useful effect. If you are running on a multi windowing system such as X11 or Win32 or OSX then Cogl will request to the window system that users be allowed to resize the @onscreen, although it's still possible that some other window management policy will block this possibility.</note> <note>Whenever an @onscreen framebuffer is resized the viewport will be automatically updated to match the new size of the framebuffer with an origin of (0,0). If your application needs more specialized control of the viewport it will need to register a resize handler using cogl_onscreen_add_resize_callback() so that it can track when the viewport has been changed automatically.</note> A #CoglOnscreen framebuffer Requests that the given @onscreen framebuffer should have swap buffer requests (made using cogl_onscreen_swap_buffers()) throttled either by a displays vblank period or perhaps some other mechanism in a composited environment. A #CoglOnscreen framebuffer Whether swap throttling is wanted or not. This requests to make @onscreen visible to the user. Actually the precise semantics of this function depend on the window system currently in use, and if you don't have a multi-windowining system this function may in-fact do nothing. This function will implicitly allocate the given @onscreen framebuffer before showing it if it hasn't already been allocated. When using the Wayland winsys calling this will set the surface to a toplevel type which will make it appear. If the application wants to set a different type for the surface, it can avoid calling cogl_onscreen_show() and set its own type directly with the Wayland client API via cogl_wayland_onscreen_get_surface(). <note>Since Cogl doesn't explicitly track the visibility status of onscreen framebuffers it wont try to avoid redundant window system requests e.g. to show an already visible window. This also means that it's acceptable to alternatively use native APIs to show and hide windows without confusing Cogl.</note> The onscreen framebuffer to make visible Swaps the current back buffer being rendered too, to the front for display. This function also implicitly discards the contents of the color, depth and stencil buffers as if cogl_framebuffer_discard_buffers() were used. The significance of the discard is that you should not expect to be able to start a new frame that incrementally builds on the contents of the previous frame. <note>It is highly recommended that applications use cogl_onscreen_swap_buffers_with_damage() instead whenever possible and also use the cogl_onscreen_get_buffer_age() api so they can perform incremental updates to older buffers instead of having to render a full buffer for every frame.</note> A #CoglOnscreen framebuffer Swaps the current back buffer being rendered too, to the front for display and provides information to any system compositor about what regions of the buffer have changed (damage) with respect to the last swapped buffer. This function has the same semantics as cogl_framebuffer_swap_buffers() except that it additionally allows applications to pass a list of damaged rectangles which may be passed on to a compositor so that it can minimize how much of the screen is redrawn in response to this applications newly swapped front buffer. For example if your application is only animating a small object in the corner of the screen and everything else is remaining static then it can help the compositor to know that only the bottom right corner of your newly swapped buffer has really changed with respect to your previously swapped front buffer. If @n_rectangles is 0 then the whole buffer will implicitly be reported as damaged as if cogl_onscreen_swap_buffers() had been called. This function also implicitly discards the contents of the color, depth and stencil buffers as if cogl_framebuffer_discard_buffers() were used. The significance of the discard is that you should not expect to be able to start a new frame that incrementally builds on the contents of the previous frame. If you want to perform incremental updates to older back buffers then please refer to the cogl_onscreen_get_buffer_age() api. Whenever possible it is recommended that applications use this function instead of cogl_onscreen_swap_buffers() to improve performance when running under a compositor. <note>It is highly recommended to use this API in conjunction with the cogl_onscreen_get_buffer_age() api so that your application can perform incremental rendering based on old back buffers.</note> A #CoglOnscreen framebuffer An array of integer 4-tuples representing damaged rectangles as (x, y, width, height) tuples. The number of 4-tuples to be read from @rectangles Swaps a region of the back buffer being rendered too, to the front for display. @rectangles represents the region as array of @n_rectangles each defined by 4 sequential (x, y, width, height) integers. This function also implicitly discards the contents of the color, depth and stencil buffers as if cogl_framebuffer_discard_buffers() were used. The significance of the discard is that you should not expect to be able to start a new frame that incrementally builds on the contents of the previous frame. A #CoglOnscreen framebuffer An array of integer 4-tuples representing rectangles as (x, y, width, height) tuples. The number of 4-tuples to be read from @rectangles Is a callback that can be registered via cogl_onscreen_add_dirty_callback() to be called when the windowing system determines that a region of the onscreen window has been lost and the application should redraw it. The onscreen that the frame is associated with A #CoglOnscreenDirtyInfo struct containing the details of the dirty area The user pointer passed to cogl_onscreen_add_frame_callback() An opaque type that tracks a #CoglOnscreenDirtyCallback and associated user data. A #CoglOnscreenDirtyClosure pointer will be returned from cogl_onscreen_add_dirty_callback() and it allows you to remove a callback later using cogl_onscreen_remove_dirty_callback(). A structure passed to callbacks registered using cogl_onscreen_add_dirty_callback(). The members describe a rectangle within the onscreen buffer that should be redrawn. Left edge of the dirty rectangle Top edge of the dirty rectangle, measured from the top of the window Width of the dirty rectangle Height of the dirty rectangle Is a callback type used with the cogl_onscreen_add_resize_callback() allowing applications to be notified whenever an @onscreen framebuffer is resized. <note>Cogl automatically updates the viewport of an @onscreen framebuffer that is resized so this callback is also an indication that the viewport has been modified too</note> <note>A resize callback will only ever be called while dispatching Cogl events from the system mainloop; so for example during cogl_poll_renderer_dispatch(). This is so that callbacks shouldn't occur while an application might have arbitrary locks held for example.</note> A #CoglOnscreen framebuffer that was resized The new width of @onscreen The new height of @onscreen The private passed to cogl_onscreen_add_resize_callback() An opaque type that tracks a #CoglOnscreenResizeCallback and associated user data. A #CoglOnscreenResizeClosure pointer will be returned from cogl_onscreen_add_resize_callback() and it allows you to remove a callback later using cogl_onscreen_remove_resize_callback(). Requires that any future CoglOnscreen framebuffers derived from this template must support making at least @n samples per pixel which will all contribute to the final resolved color for that pixel. By default this value is usually set to 0 and that is referred to as "single-sample" rendering. A value of 1 or greater is referred to as "multisample" rendering. <note>There are some semantic differences between single-sample rendering and multisampling with just 1 point sample such as it being redundant to use the cogl_framebuffer_resolve_samples() and cogl_framebuffer_resolve_samples_region() apis with single-sample rendering.</note> A #CoglOnscreenTemplate template framebuffer The minimum number of samples per pixel Sets whether future #CoglOnscreen framebuffers derived from this template are attempted to be created with both left and right buffers, for use with stereo display. If the display system does not support stereo, then creation of the framebuffer will fail. A #CoglOnscreenTemplate template framebuffer Whether framebuffers are created with stereo buffers Requests that any future #CoglOnscreen framebuffers derived from this template should enable or disable swap throttling according to the given @throttled argument. A #CoglOnscreenTemplate template framebuffer Whether throttling should be enabled Gets the height of the output in pixels. the height of the output in pixels a #CoglOutput Gets the physical height of the output. In some cases (such as as a projector), the value returned here might correspond to nominal resolution rather than the actual physical size of the output device. the height of the output in millimeters. A value of 0 indicates that the height is unknown a #CoglOutput Gets the physical width of the output. In some cases (such as as a projector), the value returned here might correspond to nominal resolution rather than the actual physical size of the output device. the height of the output in millimeters. A value of 0 indicates the width is unknown a #CoglOutput Gets the number of times per second that the output device refreshes the display contents. the refresh rate of the output device. A value of zero indicates that the refresh rate is unknown. a #CoglOutput For an output device where each pixel is made up of smaller components with different colors, returns the layout of the subpixel components. the order of subpixel components for the output device a #CoglOutput Gets the width of the output in pixels. the width of the output in pixels a #CoglOutput Gets the X position of the output with respect to the coordinate system of the screen. the X position of the output as a pixel offset from the left side of the screen coordinate space a #CoglOutput Gets the Y position of the output with respect to the coordinate system of the screen. the Y position of the output as a pixel offset from the top side of the screen coordinate space a #CoglOutput A callback type that can be passed to cogl_renderer_foreach_output() for iterating display outputs for a given renderer. The current display output being iterated The user pointer passed to cogl_renderer_foreach_output() Allocates and initializes a default simple pipeline that will color a primitive white. a pointer to a new #CoglPipeline a #CoglContext Adds a shader snippet that will hook on to the given layer of the pipeline. The exact part of the pipeline that the snippet wraps around depends on the hook that is given to cogl_snippet_new(). Note that some hooks can't be used with a layer and need to be added with cogl_pipeline_add_snippet() instead. A #CoglPipeline The layer to hook the snippet to A #CoglSnippet Adds a shader snippet to @pipeline. The snippet will wrap around or replace some part of the pipeline as defined by the hook point in @snippet. Note that some hook points are specific to a layer and must be added with cogl_pipeline_add_layer_snippet() instead. A #CoglPipeline The #CoglSnippet to add to the vertex processing hook Creates a new pipeline with the configuration copied from the source pipeline. We would strongly advise developers to always aim to use cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will be any similarity between two pipelines. Copying a pipeline helps Cogl keep track of a pipelines ancestry which we may use to help minimize GPU state changes. a pointer to the newly allocated #CoglPipeline a #CoglPipeline object to copy Iterates all the layer indices of the given @pipeline. A #CoglPipeline object A #CoglPipelineLayerCallback to be called for each layer index Private data that will be passed to the callback The alpha test function of @pipeline. A #CoglPipeline object The alpha test reference value of @pipeline. A #CoglPipeline object Retrieves the current ambient color for @pipeline A #CoglPipeline object The location to store the ambient color Retrieves the current pipeline color. A #CoglPipeline object The location to store the color Gets the current #CoglColorMask of which channels would be written to the current framebuffer. Each bit set in the mask means that the corresponding color would be written. A #CoglColorMask a #CoglPipeline object. the cull face mode that was previously set with cogl_pipeline_set_cull_face_mode(). Status: Unstable Retrieves the current depth state configuration for the given @pipeline as previously set using cogl_pipeline_set_depth_state(). A #CoglPipeline object A destination #CoglDepthState struct Retrieves the current diffuse color for @pipeline A #CoglPipeline object The location to store the diffuse color Retrieves the pipelines current emission color. A #CoglPipeline object The location to store the emission color The order of the vertices within a primitive specifies whether it is considered to be front or back facing. This function specifies which order is considered to be the front faces. %COGL_WINDING_COUNTER_CLOCKWISE sets the front faces to primitives with vertices in a counter-clockwise order and %COGL_WINDING_CLOCKWISE sets them to be clockwise. The default is %COGL_WINDING_COUNTER_CLOCKWISE. The @pipeline front face winding Status: Unstable a #CoglPipeline Retrieves the currently set magnification #CoglPipelineFilter set on the specified layer. The magnification filter determines how the layer should be sampled when up-scaled. The default filter is %COGL_PIPELINE_FILTER_LINEAR but this can be changed using cogl_pipeline_set_layer_filters(). The magnification #CoglPipelineFilter for the specified layer. A #CoglPipeline object the layer number to change. Retrieves the currently set minification #CoglPipelineFilter set on the specified layer. The miniifcation filter determines how the layer should be sampled when down-scaled. The default filter is %COGL_PIPELINE_FILTER_LINEAR but this can be changed using cogl_pipeline_set_layer_filters(). The minification #CoglPipelineFilter for the specified layer. A #CoglPipeline object the layer number to change. Gets whether point sprite coordinate generation is enabled for this texture layer. whether the texture coordinates will be replaced with point sprite coordinates. A #CoglPipeline object the layer number to check. the texture that was set for the given layer of the pipeline or %NULL if no texture was set. A #CoglPipeline object the index of the layer Returns the wrap mode for the 'p' coordinate of texture lookups on this layer. the wrap mode for the 'p' coordinate of texture lookups on this layer. A #CoglPipeline object the layer number to change. Returns the wrap mode for the 's' coordinate of texture lookups on this layer. the wrap mode for the 's' coordinate of texture lookups on this layer. A #CoglPipeline object the layer number to change. Returns the wrap mode for the 't' coordinate of texture lookups on this layer. the wrap mode for the 't' coordinate of texture lookups on this layer. A #CoglPipeline object the layer number to change. Retrieves the number of layers defined for the given @pipeline the number of layers A #CoglPipeline object %TRUE if the pipeline has per-vertex point size enabled or %FALSE otherwise. The per-vertex point size can be enabled with cogl_pipeline_set_per_vertex_point_size(). a #CoglPipeline pointer Get the size of points drawn when %COGL_VERTICES_MODE_POINTS is used with the vertex buffer API. the point size of the @pipeline. a #CoglPipeline pointer Retrieves the pipelines current emission color. The pipelines current shininess value A #CoglPipeline object Retrieves the pipelines current specular color. A #CoglPipeline object The location to store the specular color This is used to get an integer representing the uniform with the name @uniform_name. The integer can be passed to functions such as cogl_pipeline_set_uniform_1f() to set the value of a uniform. This function will always return a valid integer. Ie, unlike OpenGL, it does not return -1 if the uniform is not available in this pipeline so it can not be used to test whether uniforms are present. It is not necessary to set the program on the pipeline before calling this function. A integer representing the location of the given uniform. A #CoglPipeline object The name of a uniform Queries what user program has been associated with the given @pipeline using cogl_pipeline_set_user_program(). The current user program or %COGL_INVALID_HANDLE. a #CoglPipeline object. This function removes a layer from your pipeline A #CoglPipeline object Specifies the layer you want to remove Before a primitive is blended with the framebuffer, it goes through an alpha test stage which lets you discard fragments based on the current alpha value. This function lets you change the function used to evaluate the alpha channel, and thus determine which fragments are discarded and which continue on to the blending stage. The default is %COGL_PIPELINE_ALPHA_FUNC_ALWAYS A #CoglPipeline object A @CoglPipelineAlphaFunc constant A reference point that the chosen alpha function uses to compare incoming fragments to. Sets the pipeline's ambient color, in the standard OpenGL lighting model. The ambient color affects the overall color of the object. Since the diffuse color will be intense when the light hits the surface directly, the ambient will be most apparent where the light hits at a slant. The default value is (0.2, 0.2, 0.2, 1.0) A #CoglPipeline object The components of the desired ambient color Conveniently sets the diffuse and ambient color of @pipeline at the same time. See cogl_pipeline_set_ambient() and cogl_pipeline_set_diffuse(). The default ambient color is (0.2, 0.2, 0.2, 1.0) The default diffuse color is (0.8, 0.8, 0.8, 1.0) A #CoglPipeline object The components of the desired ambient and diffuse colors If not already familiar; please refer <link linkend="cogl-Blend-Strings">here</link> for an overview of what blend strings are, and their syntax. Blending occurs after the alpha test function, and combines fragments with the framebuffer. Currently the only blend function Cogl exposes is ADD(). So any valid blend statements will be of the form: |[ &lt;channel-mask&gt;=ADD(SRC_COLOR*(&lt;factor&gt;), DST_COLOR*(&lt;factor&gt;)) ]| This is the list of source-names usable as blend factors: <itemizedlist> <listitem><para>SRC_COLOR: The color of the in comming fragment</para></listitem> <listitem><para>DST_COLOR: The color of the framebuffer</para></listitem> <listitem><para>CONSTANT: The constant set via cogl_pipeline_set_blend_constant()</para></listitem> </itemizedlist> The source names can be used according to the <link linkend="cogl-Blend-String-syntax">color-source and factor syntax</link>, so for example "(1-SRC_COLOR[A])" would be a valid factor, as would "(CONSTANT[RGB])" These can also be used as factors: <itemizedlist> <listitem>0: (0, 0, 0, 0)</listitem> <listitem>1: (1, 1, 1, 1)</listitem> <listitem>SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])</listitem> </itemizedlist> <note>Remember; all color components are normalized to the range [0, 1] before computing the result of blending.</note> <example id="cogl-Blend-Strings-blend-unpremul"> <title>Blend Strings/1</title> <para>Blend a non-premultiplied source over a destination with premultiplied alpha:</para> <programlisting> "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))" "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))" </programlisting> </example> <example id="cogl-Blend-Strings-blend-premul"> <title>Blend Strings/2</title> <para>Blend a premultiplied source over a destination with premultiplied alpha</para> <programlisting> "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))" </programlisting> </example> The default blend string is: |[ RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A])) ]| That gives normal alpha-blending when the calculated color for the pipeline is in premultiplied form. %TRUE if the blend string was successfully parsed, and the described blending is supported by the underlying driver/hardware. If there was an error, %FALSE is returned and @error is set accordingly (if present). A #CoglPipeline object A <link linkend="cogl-Blend-Strings">Cogl blend string</link> describing the desired blend function. When blending is setup to reference a CONSTANT blend factor then blending will depend on the constant set with this function. A #CoglPipeline object The constant color you want Sets the basic color of the pipeline, used when no lighting is enabled. Note that if you don't add any layers to the pipeline then the color will be blended unmodified with the destination; the default blend expects premultiplied colors: for example, use (0.5, 0.0, 0.0, 0.5) for semi-transparent red. See cogl_color_premultiply(). The default value is (1.0, 1.0, 1.0, 1.0) A #CoglPipeline object The components of the color Sets the basic color of the pipeline, used when no lighting is enabled. The default value is (1.0, 1.0, 1.0, 1.0) A #CoglPipeline object The red component The green component The blue component The alpha component Sets the basic color of the pipeline, used when no lighting is enabled. The default value is (0xff, 0xff, 0xff, 0xff) A #CoglPipeline object The red component The green component The blue component The alpha component Defines a bit mask of which color channels should be written to the current framebuffer. If a bit is set in @color_mask that means that color will be written. a #CoglPipeline object. A #CoglColorMask of which color channels to write to the current framebuffer. Sets which faces will be culled when drawing. Face culling can be used to increase efficiency by avoiding drawing faces that would get overridden. For example, if a model has gaps so that it is impossible to see the inside then faces which are facing away from the screen will never be seen so there is no point in drawing them. This can be acheived by setting the cull face mode to %COGL_PIPELINE_CULL_FACE_MODE_BACK. Face culling relies on the primitives being drawn with a specific order to represent which faces are facing inside and outside the model. This order can be specified by calling cogl_pipeline_set_front_face_winding(). Status: Unstable A #CoglPipeline The new mode to set This commits all the depth state configured in @state struct to the given @pipeline. The configuration values are copied into the pipeline so there is no requirement to keep the #CoglDepthState struct around if you don't need it any more. Note: Since some platforms do not support the depth range feature it is possible for this function to fail and report an @error. TRUE if the GPU supports all the given @state else %FALSE and returns an @error. A #CoglPipeline object A #CoglDepthState struct Sets the pipeline's diffuse color, in the standard OpenGL lighting model. The diffuse color is most intense where the light hits the surface directly - perpendicular to the surface. The default value is (0.8, 0.8, 0.8, 1.0) A #CoglPipeline object The components of the desired diffuse color Sets the pipeline's emissive color, in the standard OpenGL lighting model. It will look like the surface is a light source emitting this color. The default value is (0.0, 0.0, 0.0, 1.0) A #CoglPipeline object The components of the desired emissive color The order of the vertices within a primitive specifies whether it is considered to be front or back facing. This function specifies which order is considered to be the front faces. %COGL_WINDING_COUNTER_CLOCKWISE sets the front faces to primitives with vertices in a counter-clockwise order and %COGL_WINDING_CLOCKWISE sets them to be clockwise. The default is %COGL_WINDING_COUNTER_CLOCKWISE. Status: Unstable a #CoglPipeline the winding order If not already familiar; you can refer <link linkend="cogl-Blend-Strings">here</link> for an overview of what blend strings are and there syntax. These are all the functions available for texture combining: <itemizedlist> <listitem>REPLACE(arg0) = arg0</listitem> <listitem>MODULATE(arg0, arg1) = arg0 x arg1</listitem> <listitem>ADD(arg0, arg1) = arg0 + arg1</listitem> <listitem>ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5</listitem> <listitem>INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2)</listitem> <listitem>SUBTRACT(arg0, arg1) = arg0 - arg1</listitem> <listitem> <programlisting> DOT3_RGB(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) + (arg0[G] - 0.5)) * (arg1[G] - 0.5) + (arg0[B] - 0.5)) * (arg1[B] - 0.5)) </programlisting> </listitem> <listitem> <programlisting> DOT3_RGBA(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) + (arg0[G] - 0.5)) * (arg1[G] - 0.5) + (arg0[B] - 0.5)) * (arg1[B] - 0.5)) </programlisting> </listitem> </itemizedlist> Refer to the <link linkend="cogl-Blend-String-syntax">color-source syntax</link> for describing the arguments. The valid source names for texture combining are: <variablelist> <varlistentry> <term>TEXTURE</term> <listitem>Use the color from the current texture layer</listitem> </varlistentry> <varlistentry> <term>TEXTURE_0, TEXTURE_1, etc</term> <listitem>Use the color from the specified texture layer</listitem> </varlistentry> <varlistentry> <term>CONSTANT</term> <listitem>Use the color from the constant given with cogl_pipeline_set_layer_combine_constant()</listitem> </varlistentry> <varlistentry> <term>PRIMARY</term> <listitem>Use the color of the pipeline as set with cogl_pipeline_set_color()</listitem> </varlistentry> <varlistentry> <term>PREVIOUS</term> <listitem>Either use the texture color from the previous layer, or if this is layer 0, use the color of the pipeline as set with cogl_pipeline_set_color()</listitem> </varlistentry> </variablelist> <refsect2 id="cogl-Layer-Combine-Examples"> <title>Layer Combine Examples</title> <para>This is effectively what the default blending is:</para> <informalexample><programlisting> RGBA = MODULATE (PREVIOUS, TEXTURE) </programlisting></informalexample> <para>This could be used to cross-fade between two images, using the alpha component of a constant as the interpolator. The constant color is given by calling cogl_pipeline_set_layer_combine_constant().</para> <informalexample><programlisting> RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A]) </programlisting></informalexample> </refsect2> <note>You can't give a multiplication factor for arguments as you can with blending.</note> %TRUE if the blend string was successfully parsed, and the described texture combining is supported by the underlying driver and or hardware. On failure, %FALSE is returned and @error is set A #CoglPipeline object Specifies the layer you want define a combine function for A <link linkend="cogl-Blend-Strings">Cogl blend string</link> describing the desired texture combine function. When you are using the 'CONSTANT' color source in a layer combine description then you can use this function to define its value. A #CoglPipeline object Specifies the layer you want to specify a constant used for texture combining The constant color you want Changes the decimation and interpolation filters used when a texture is drawn at other scales than 100%. <note>It is an error to pass anything other than %COGL_PIPELINE_FILTER_NEAREST or %COGL_PIPELINE_FILTER_LINEAR as magnification filters since magnification doesn't ever need to reference values stored in the mipmap chain.</note> A #CoglPipeline object the layer number to change. the filter used when scaling a texture down. the filter used when magnifying a texture. This function lets you set a matrix that can be used to e.g. translate and rotate a single layer of a pipeline used to fill your geometry. A #CoglPipeline object the index for the layer inside @pipeline the transformation matrix for the layer Sets the texture for this layer to be the default texture for the given type. This is equivalent to calling cogl_pipeline_set_layer_texture() with %NULL for the texture argument except that you can also specify the type of default texture to use. The default texture is a 1x1 pixel white texture. This function is mostly useful if you want to create a base pipeline that you want to create multiple copies from using cogl_pipeline_copy(). In that case this function can be used to specify the texture type so that any pipeline copies can share the internal texture type state for efficiency. A #CoglPipeline The layer number to modify The type of the default texture to use When rendering points, if @enable is %TRUE then the texture coordinates for this layer will be replaced with coordinates that vary from 0.0 to 1.0 across the primitive. The top left of the point will have the coordinates 0.0,0.0 and the bottom right will have 1.0,1.0. If @enable is %FALSE then the coordinates will be fixed for the entire point. This function will only work if %COGL_FEATURE_ID_POINT_SPRITE is available. If the feature is not available then the function will return %FALSE and set @error. %TRUE if the function succeeds, %FALSE otherwise. A #CoglPipeline object the layer number to change. whether to enable point sprite coord generation. Sets the wrap mode for all three coordinates of texture lookups on this layer. This is equivalent to calling cogl_pipeline_set_layer_wrap_mode_s(), cogl_pipeline_set_layer_wrap_mode_t() and cogl_pipeline_set_layer_wrap_mode_p() separately. A #CoglPipeline object the layer number to change. the new wrap mode Sets the wrap mode for the 'p' coordinate of texture lookups on this layer. 'p' is the third coordinate. A #CoglPipeline object the layer number to change. the new wrap mode Sets the wrap mode for the 's' coordinate of texture lookups on this layer. A #CoglPipeline object the layer number to change. the new wrap mode Sets the wrap mode for the 't' coordinate of texture lookups on this layer. A #CoglPipeline object the layer number to change. the new wrap mode Sets whether to use a per-vertex point size or to use the value set by cogl_pipeline_set_point_size(). If per-vertex point size is enabled then the point size can be set for an individual point either by drawing with a #CoglAttribute with the name ‘cogl_point_size_in’ or by writing to the GLSL builtin ‘cogl_point_size_out’ from a vertex shader snippet. If per-vertex point size is enabled and this attribute is not used and cogl_point_size_out is not written to then the results are undefined. Note that enabling this will only work if the %COGL_FEATURE_ID_PER_VERTEX_POINT_SIZE feature is available. If this is not available then the function will return %FALSE and set a #CoglError. %TRUE if the change suceeded or %FALSE otherwise a #CoglPipeline pointer whether to enable per-vertex point size Changes the size of points drawn when %COGL_VERTICES_MODE_POINTS is used with the attribute buffer API. Note that typically the GPU will only support a limited minimum and maximum range of point sizes. If the chosen point size is outside that range then the nearest value within that range will be used instead. The size of a point is in screen space so it will be the same regardless of any transformations. If the point size is set to 0.0 then drawing points with the pipeline will have undefined results. This is the default value so if an application wants to draw points it must make sure to use a pipeline that has an explicit point size set on it. a #CoglPipeline pointer the new point size. Sets the shininess of the pipeline, in the standard OpenGL lighting model, which determines the size of the specular highlights. A higher @shininess will produce smaller highlights which makes the object appear more shiny. The default value is 0.0 A #CoglPipeline object The desired shininess; must be >= 0.0 Sets the pipeline's specular color, in the standard OpenGL lighting model. The intensity of the specular color depends on the viewport position, and is brightest along the lines of reflection. The default value is (0.0, 0.0, 0.0, 1.0) A #CoglPipeline object The components of the desired specular color Sets a new value for the uniform at @uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given value will be assigned to the uniform which can be accessed from the shader's source. The value for @uniform_location should be retrieved from the string name of the uniform by calling cogl_pipeline_get_uniform_location(). This function should be used to set uniforms that are of type float. It can also be used to set a single member of a float array uniform. A #CoglPipeline object The uniform's location identifier The new value for the uniform Sets a new value for the uniform at @uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given value will be assigned to the uniform which can be accessed from the shader's source. The value for @uniform_location should be retrieved from the string name of the uniform by calling cogl_pipeline_get_uniform_location(). This function should be used to set uniforms that are of type int. It can also be used to set a single member of a int array uniform or a sampler uniform. A #CoglPipeline object The uniform's location identifier The new value for the uniform Sets new values for the uniform at @uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader's source. The value for @uniform_location should be retrieved from the string name of the uniform by calling cogl_pipeline_get_uniform_location(). This function can be used to set any floating point type uniform, including float arrays and float vectors. For example, to set a single vec4 uniform you would use 4 for @n_components and 1 for @count. To set an array of 8 float values, you could use 1 for @n_components and 8 for @count. A #CoglPipeline object The uniform's location identifier The number of components in the corresponding uniform's type The number of values to set Pointer to the new values to set Sets new values for the uniform at @uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader's source. The value for @uniform_location should be retrieved from the string name of the uniform by calling cogl_pipeline_get_uniform_location(). This function can be used to set any integer type uniform, including int arrays and int vectors. For example, to set a single ivec4 uniform you would use 4 for @n_components and 1 for @count. To set an array of 8 int values, you could use 1 for @n_components and 8 for @count. A #CoglPipeline object The uniform's location identifier The number of components in the corresponding uniform's type The number of values to set Pointer to the new values to set Sets new values for the uniform at @uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader's source. The value for @uniform_location should be retrieved from the string name of the uniform by calling cogl_pipeline_get_uniform_location(). This function can be used to set any matrix type uniform, including matrix arrays. For example, to set a single mat4 uniform you would use 4 for @dimensions and 1 for @count. To set an array of 8 mat3 values, you could use 3 for @dimensions and 8 for @count. If @transpose is %FALSE then the matrix is expected to be in column-major order or if it is %TRUE then the matrix is in row-major order. You can pass a #CoglMatrix by calling by passing the result of cogl_matrix_get_array() in @value and setting @transpose to %FALSE. A #CoglPipeline object The uniform's location identifier The size of the matrix The number of values to set Whether to transpose the matrix Pointer to the new values to set Associates a linked CoglProgram with the given pipeline so that the program can take full control of vertex and/or fragment processing. This is an example of how it can be used to associate an ARBfp program with a #CoglPipeline: |[ CoglHandle shader; CoglHandle program; CoglPipeline *pipeline; shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); cogl_shader_source (shader, "!!ARBfp1.0\n" "MOV result.color,fragment.color;\n" "END\n"); cogl_shader_compile (shader); program = cogl_create_program (); cogl_program_attach_shader (program, shader); cogl_program_link (program); pipeline = cogl_pipeline_new (); cogl_pipeline_set_user_program (pipeline, program); cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_rectangle (0, 0, 100, 100); ]| It is possibly worth keeping in mind that this API is not part of the long term design for how we want to expose shaders to Cogl developers (We are planning on deprecating the cogl_program and cogl_shader APIs in favour of a "snippet" framework) but in the meantime we hope this will handle most practical GLSL and ARBfp requirements. Also remember you need to check for either the %COGL_FEATURE_SHADERS_GLSL or %COGL_FEATURE_SHADERS_ARBFP before using the cogl_program or cogl_shader API. a #CoglPipeline object. A #CoglHandle to a linked CoglProgram Alpha testing happens before blending primitives with the framebuffer and gives an opportunity to discard fragments based on a comparison with the incoming alpha value and a reference alpha value. The #CoglPipelineAlphaFunc determines how the comparison is done. Never let the fragment through. Let the fragment through if the incoming alpha value is less than the reference alpha value Let the fragment through if the incoming alpha value equals the reference alpha value Let the fragment through if the incoming alpha value is less than or equal to the reference alpha value Let the fragment through if the incoming alpha value is greater than the reference alpha value Let the fragment through if the incoming alpha value does not equal the reference alpha value Let the fragment through if the incoming alpha value is greater than or equal to the reference alpha value. Always let the fragment through. Specifies which faces should be culled. This can be set on a pipeline using cogl_pipeline_set_cull_face_mode(). Neither face will be culled. This is the default. Front faces will be culled. Back faces will be culled. All faces will be culled. Texture filtering is used whenever the current pixel maps either to more than one texture element (texel) or less than one. These filter enums correspond to different strategies used to come up with a pixel color, by possibly referring to multiple neighbouring texels and taking a weighted average or simply using the nearest texel. Measuring in manhatten distance from the, current pixel center, use the nearest texture texel Use the weighted average of the 4 texels nearest the current pixel center Select the mimap level whose texel size most closely matches the current pixel, and use the %COGL_PIPELINE_FILTER_NEAREST criterion Select the mimap level whose texel size most closely matches the current pixel, and use the %COGL_PIPELINE_FILTER_LINEAR criterion Select the two mimap levels whose texel size most closely matches the current pixel, use the %COGL_PIPELINE_FILTER_NEAREST criterion on each one and take their weighted average Select the two mimap levels whose texel size most closely matches the current pixel, use the %COGL_PIPELINE_FILTER_LINEAR criterion on each one and take their weighted average The callback prototype used with cogl_pipeline_foreach_layer() for iterating all the layers of a @pipeline. The #CoglPipeline whos layers are being iterated The current layer index The private data passed to cogl_pipeline_foreach_layer() The wrap mode specifies what happens when texture coordinates outside the range 0→1 are used. Note that if the filter mode is anything but %COGL_PIPELINE_FILTER_NEAREST then texels outside the range 0→1 might be used even when the coordinate is exactly 0 or 1 because OpenGL will try to sample neighbouring pixels. For example if you are trying to render the full texture then you may get artifacts around the edges when the pixels from the other side are merged in if the wrap mode is set to repeat. The texture will be repeated. This is useful for example to draw a tiled background. The coordinates outside the range 0→1 will sample copies of the edge pixels of the texture. This is useful to avoid artifacts if only one copy of the texture is being rendered. Cogl will try to automatically decide which of the above two to use. For cogl_rectangle(), it will use repeat mode if any of the texture coordinates are outside the range 0→1, otherwise it will use clamp to edge. For cogl_polygon() it will always use repeat mode. For cogl_vertex_buffer_draw() it will use repeat mode except for layers that have point sprite coordinate generation enabled. This is the default value. Declares a new #CoglPixelBuffer of @size bytes to contain arrays of pixels. Once declared, data can be set using cogl_buffer_set_data() or by mapping it into the application's address space using cogl_buffer_map(). If @data isn't %NULL then @size bytes will be read from @data and immediately copied into the new buffer. a newly allocated #CoglPixelBuffer A #CoglContext The number of bytes to allocate for the pixel data. An optional pointer to vertex data to upload immediately Pixel formats used by Cogl. For the formats with a byte per component, the order of the components specify the order in increasing memory addresses. So for example %COGL_PIXEL_FORMAT_RGB_888 would have the red component in the lowest address, green in the next address and blue after that regardless of the endianness of the system. For the formats with non byte aligned components the component order specifies the order within a 16-bit or 32-bit number from most significant bit to least significant. So for %COGL_PIXEL_FORMAT_RGB_565, the red component would be in bits 11-15, the green component would be in 6-11 and the blue component would be in 1-5. Therefore the order in memory depends on the endianness of the system. When uploading a texture %COGL_PIXEL_FORMAT_ANY can be used as the internal format. Cogl will try to pick the best format to use internally and convert the texture data if necessary. Any format 8 bits alpha mask RGB, 16 bits RGBA, 16 bits RGBA, 16 bits Not currently supported Single luminance component RG, 16 bits. Note that red-green textures are only available if %COGL_FEATURE_ID_TEXTURE_RG is advertised. See cogl_texture_set_components() for details. RGB, 24 bits BGR, 24 bits RGBA, 32 bits BGRA, 32 bits ARGB, 32 bits ABGR, 32 bits RGBA, 32 bits, 10 bpc BGRA, 32 bits, 10 bpc ARGB, 32 bits, 10 bpc ABGR, 32 bits, 10 bpc Premultiplied RGBA, 32 bits Premultiplied BGRA, 32 bits Premultiplied ARGB, 32 bits Premultiplied ABGR, 32 bits Premultiplied RGBA, 16 bits Premultiplied RGBA, 16 bits Premultiplied RGBA, 32 bits, 10 bpc Premultiplied BGRA, 32 bits, 10 bpc Premultiplied ARGB, 32 bits, 10 bpc Premultiplied ABGR, 32 bits, 10 bpc A struct for describing the state of a file descriptor that Cogl needs to block on. The @events field contains a bitmask of #CoglPollFDEvent<!-- -->s that should cause the application to wake up. After the application is woken up from idle it should pass back an array of #CoglPollFD<!-- -->s to Cogl and update the @revents mask to the actual events that occurred on the file descriptor. Note that CoglPollFD is deliberately exactly the same as struct pollfd on Unix so that it can simply be cast when calling poll. The file descriptor to block on A bitmask of events to block on A bitmask of returned events A bitmask of events that Cogl may need to wake on for a file descriptor. Note that these all have the same values as the corresponding defines for the poll function call on Unix so they may be directly passed to poll. there is data to read data can be written (without blocking) there is urgent data to read. error condition hung up (the connection has been broken, usually for pipes and sockets). invalid request. The file descriptor is not open. Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode and defines a vertex count so a #CoglPrimitive object can be retained and drawn later with no addition information required. The value passed as @n_vertices will simply update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. A newly allocated #CoglPrimitive object A #CoglVerticesMode defining how to draw the vertices The number of vertices to process when drawing A %NULL terminated list of attributes Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position attribute with a #CoglAttribute and upload your data. For example to draw a convex polygon you can do: |[ CoglVertexP2 triangle[] = { { 0, 300 }, { 150, 0, }, { 300, 300 } }; prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP2): An array of #CoglVertexP2 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and color attributes with #CoglAttribute<!-- -->s and upload your data. For example to draw a convex polygon with a linear gradient you can do: |[ CoglVertexP2C4 triangle[] = { { 0, 300, 0xff, 0x00, 0x00, 0xff }, { 150, 0, 0x00, 0xff, 0x00, 0xff }, { 300, 300, 0xff, 0x00, 0x00, 0xff } }; prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP2C4): An array of #CoglVertexP2C4 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and texture coordinate attributes with #CoglAttribute<!-- -->s and upload your data. For example to draw a convex polygon with texture mapping you can do: |[ CoglVertexP2T2 triangle[] = { { 0, 300, 0.0, 1.0}, { 150, 0, 0.5, 0.0}, { 300, 300, 1.0, 1.0} }; prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP2T2): An array of #CoglVertexP2T2 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position, texture coordinate and color attributes with #CoglAttribute<!-- -->s and upload your data. For example to draw a convex polygon with texture mapping and a linear gradient you can do: |[ CoglVertexP2T2C4 triangle[] = { { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff}, { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff}, { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff} }; prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP2T2C4): An array of #CoglVertexP2T2C4 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position attribute with a #CoglAttribute and upload your data. For example to draw a convex polygon you can do: |[ CoglVertexP3 triangle[] = { { 0, 300, 0 }, { 150, 0, 0 }, { 300, 300, 0 } }; prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP3): An array of #CoglVertexP3 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and color attributes with #CoglAttribute<!-- -->s and upload your data. For example to draw a convex polygon with a linear gradient you can do: |[ CoglVertexP3C4 triangle[] = { { 0, 300, 0, 0xff, 0x00, 0x00, 0xff }, { 150, 0, 0, 0x00, 0xff, 0x00, 0xff }, { 300, 300, 0, 0xff, 0x00, 0x00, 0xff } }; prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP3C4): An array of #CoglVertexP3C4 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position and texture coordinate attributes with #CoglAttribute<!-- -->s and upload your data. For example to draw a convex polygon with texture mapping you can do: |[ CoglVertexP3T2 triangle[] = { { 0, 300, 0, 0.0, 1.0}, { 150, 0, 0, 0.5, 0.0}, { 300, 300, 0, 1.0, 1.0} }; prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP3T2): An array of #CoglVertexP3T2 vertices Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary #CoglAttributeBuffer storage, describe the position, texture coordinate and color attributes with #CoglAttribute<!-- -->s and upload your data. For example to draw a convex polygon with texture mapping and a linear gradient you can do: |[ CoglVertexP3T2C4 triangle[] = { { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff}, { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff}, { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff} }; prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN, 3, triangle); cogl_primitive_draw (prim); ]| The value passed as @n_vertices is initially used to determine how much can be read from @data but it will also be used to update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. <note>The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)</note> A newly allocated #CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). A #CoglContext A #CoglVerticesMode defining how to draw the vertices The number of vertices to read from @data and also the number of vertices to read when later drawing. (type Cogl.VertexP3T2C4): An array of #CoglVertexP3T2C4 vertices Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode and defines a vertex count so a #CoglPrimitive object can be retained and drawn later with no addition information required. The value passed as @n_vertices will simply update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing. A newly allocated #CoglPrimitive object A #CoglVerticesMode defining how to draw the vertices The number of vertices to process when drawing An array of CoglAttribute The number of attributes Sets whether the texture will automatically update the smaller mipmap levels after any part of level 0 is updated. The update will only occur whenever the texture is used for drawing with a texture filter that requires the lower mipmap levels. An application should disable this if it wants to upload its own data for the other levels. By default auto mipmapping is enabled. A #CoglPrimitiveTexture The new value for whether to auto mipmap Makes a copy of an existing #CoglPrimitive. Note that the primitive is a shallow copy which means it will use the same attributes and attribute buffers as the original primitive. the new primitive A primitive copy Draws the given @primitive geometry to the specified destination @framebuffer using the graphics processing state described by @pipeline. This drawing api doesn't support high-level meta texture types such as #CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D are associated with layers of the given @pipeline. A #CoglPrimitive geometry object A destination #CoglFramebuffer A #CoglPipeline state object Iterates all the attributes of the given #CoglPrimitive. A #CoglPrimitive object A #CoglPrimitiveAttributeCallback to be called for each attribute Private data that will be passed to the callback the indices that were set with cogl_primitive_set_indices() or %NULL if no indices were set. A #CoglPrimitive Queries the number of vertices to read when drawing the given @primitive. Usually this value is implicitly set when associating vertex data or indices with a #CoglPrimitive. If cogl_primitive_set_indices() has been used to associate a sequence of #CoglIndices with the given @primitive then the number of vertices to read can also be phrased as the number of indices to read. <note>To be clear; it doesn't refer to the number of vertices - in terms of data - associated with the primitive it's just the number of vertices to read and draw.</note> The number of vertices to read when drawing. A #CoglPrimitive object Replaces all the attributes of the given #CoglPrimitive object. A #CoglPrimitive object an array of #CoglAttribute pointers the number of elements in @attributes Associates a sequence of #CoglIndices with the given @primitive. #CoglIndices provide a way to virtualize your real vertex data by providing a sequence of indices that index into your real vertex data. The GPU will walk though the index values to indirectly lookup the data for each vertex instead of sequentially walking through the data directly. This lets you save memory by indexing shared data multiple times instead of duplicating the data. The value passed as @n_indices will simply update the #CoglPrimitive <structfield>n_vertices</structfield> property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to draw or, put another way, how many indices should be read from @indices when drawing. <note>The #CoglPrimitive <structfield>first_vertex</structfield> property also affects drawing with indices by defining the first entry of the indices to start drawing from.</note> A #CoglPrimitive A #CoglIndices array The number of indices to reference when drawing Specifies how many vertices should be read when drawing the given @primitive. Usually this value is set implicitly when associating vertex data or indices with a #CoglPrimitive. <note>To be clear; it doesn't refer to the number of vertices - in terms of data - associated with the primitive it's just the number of vertices to read and draw.</note> A #CoglPrimitive object The number of vertices to read when drawing. The callback prototype used with cogl_primitive_foreach_attribute() for iterating all the attributes of a #CoglPrimitive. The function should return TRUE to continue iteration or FALSE to stop. The #CoglPrimitive whose attributes are being iterated The #CoglAttribute The private data passed to cogl_primitive_foreach_attribute() A quaternion is comprised of a scalar component and a 3D vector component. The scalar component is normally referred to as w and the vector might either be referred to as v or a (for axis) or expanded with the individual components: (x, y, z) A full quaternion would then be written as <literal>[w (x, y, z)]</literal>. Quaternions can be considered to represent an axis and angle pair although sadly these numbers are buried somewhat under some maths... For the curious you can see here that a given axis (a) and angle (𝜃) pair are represented in a quaternion as follows: |[ [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )] ]| Unit Quaternions: When using Quaternions to represent spatial orientations for 3D graphics it's always assumed you have a unit quaternion. The magnitude of a quaternion is defined as: |[ sqrt (w² + x² + y² + z²) ]| and a unit quaternion satisfies this equation: |[ w² + x² + y² + z² = 1 ]| Thankfully most of the time we don't actually have to worry about the maths that goes on behind the scenes but if you are curious to learn more here are some external references: <itemizedlist> <listitem> <ulink url="http://mathworld.wolfram.com/Quaternion.html"/> </listitem> <listitem> <ulink url="http://www.gamedev.net/reference/articles/article1095.asp"/> </listitem> <listitem> <ulink url="http://www.cprogramming.com/tutorial/3d/quaternions.html"/> </listitem> <listitem> <ulink url="http://www.isner.com/tutorials/quatSpells/quaternion_spells_12.htm"/> </listitem> <listitem> 3D Maths Primer for Graphics and Game Development ISBN-10: 1556229119 </listitem> <listitem> <ulink url="http://www.cs.caltech.edu/courses/cs171/quatut.pdf"/> </listitem> <listitem> <ulink url="http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56"/> </listitem> </itemizedlist> based on the angle of rotation it is cos(𝜃/2) based on the angle of rotation and x component of the axis of rotation it is sin(𝜃/2)*axis.x based on the angle of rotation and y component of the axis of rotation it is sin(𝜃/2)*axis.y based on the angle of rotation and z component of the axis of rotation it is sin(𝜃/2)*axis.z Allocates a new #CoglQuaternion on the stack and initializes it with the same values as @src. A newly allocated #CoglQuaternion which should be freed using cogl_quaternion_free() A #CoglQuaternion A #CoglQuaternion A #CoglQuaternion Frees a #CoglQuaternion that was previously allocated via cogl_quaternion_copy(). A #CoglQuaternion A #CoglQuaternion A #CoglQuaternion an allocated 3-float array Initializes a quaternion that rotates @angle degrees around the axis vector (@x, @y, @z). The axis vector does not need to be normalized. An uninitialized #CoglQuaternion The angle you want to rotate around the given axis The x component of your axis vector about which you want to rotate. The y component of your axis vector about which you want to rotate. The z component of your axis vector about which you want to rotate. Initializes a quaternion that rotates @angle degrees around the given @axis vector. The axis vector does not need to be normalized. An uninitialized #CoglQuaternion The angle to rotate around @axis3f your 3 component axis vector about which you want to rotate. Initializes a [w (x, y,z)] quaternion directly from an array of 4 floats: [w,x,y,z]. A #CoglQuaternion An array of 4 floats w,(x,y,z) A #CoglQuaternion A #CoglEuler with which to initialize the quaternion Initializes a quaternion from a rotation matrix. A Cogl Quaternion A rotation matrix with which to initialize the quaternion A #CoglQuaternion A #CoglQuaternion with which to initialize @quaternion XXX: check which direction this rotates An uninitialized #CoglQuaternion The angle to rotate around the x axis An uninitialized #CoglQuaternion The angle to rotate around the y axis An uninitialized #CoglQuaternion The angle to rotate around the z axis Initializes the quaternion with the canonical quaternion identity [1 (0, 0, 0)] which represents no rotation. Multiplying a quaternion with this identity leaves the quaternion unchanged. You might also want to consider using cogl_get_static_identity_quaternion(). An uninitialized #CoglQuaternion A #CoglQuaternion This combines the rotations of two quaternions into @result. The operation is not commutative so the order is important because AxB != BxA. Cogl follows the standard convention for quaternions here so the rotations are applied @right to @left. This is similar to the combining of matrices. <note>It is possible to multiply the @a quaternion in-place, so @result can be equal to @a but can't be equal to @b.</note> The destination #CoglQuaternion The second #CoglQuaternion rotation to apply The first #CoglQuaternion rotation to apply Performs a normalized linear interpolation between two quaternions. That is it does a linear interpolation of the quaternion components and then normalizes the result. This will follow the shortest arc between the two orientations (just like the slerp() function) but will not progress at a constant speed. Unlike slerp() nlerp is commutative which is useful if you are blending animations together. (I.e. nlerp (tmp, a, b) followed by nlerp (result, tmp, d) is the same as nlerp (tmp, a, d) followed by nlerp (result, tmp, b)). Finally nlerp is cheaper than slerp so it can be a good choice if you don't need the constant speed property of the slerp() function. Notable properties: <itemizedlist> <listitem> commutative: Yes </listitem> <listitem> constant velocity: No </listitem> <listitem> torque minimal (travels along the surface of the 4-sphere): Yes </listitem> <listitem> faster than cogl_quaternion_slerp() </listitem> </itemizedlist> The destination #CoglQuaternion The first #CoglQuaternion The second #CoglQuaternion The factor in the range [0,1] used to interpolate between quaterion @a and @b. A #CoglQuaternion A #CoglQuaternion the exponent Performs a spherical linear interpolation between two quaternions. Noteable properties: <itemizedlist> <listitem> commutative: No </listitem> <listitem> constant velocity: Yes </listitem> <listitem> torque minimal (travels along the surface of the 4-sphere): Yes </listitem> <listitem> more expensive than cogl_quaternion_nlerp() </listitem> </itemizedlist> The destination #CoglQuaternion The first #CoglQuaternion The second #CoglQuaternion The factor in the range [0,1] used to interpolate between quaternion @a and @b. The destination #CoglQuaternion A #CoglQuaternion used before @a The first #CoglQuaternion The second #CoglQuaternion A #CoglQuaternion that will be used after @b The factor in the range [0,1] used to interpolate between quaternion @a and @b. Compares that all the components of quaternions @a and @b are equal. An epsilon value is not used to compare the float components, but the == operator is at least used so that 0 and -0 are considered equal. %TRUE if the quaternions are equal else %FALSE. A #CoglQuaternion A #CoglQuaternion Flags for cogl_framebuffer_read_pixels_into_bitmap() Read from the color buffer Instantiates a new (unconnected) #CoglRenderer object. A #CoglRenderer represents a means to render. It encapsulates the selection of an underlying driver, such as OpenGL or OpenGL-ES and a selection of a window system binding API such as GLX, or EGL or WGL. While the renderer is unconnected it can be configured so that applications may specify backend constraints, such as "must use x11" for example via cogl_renderer_add_constraint(). There are also some platform specific configuration apis such as cogl_xlib_renderer_set_foreign_display() that may also be used while the renderer is unconnected. Once the renderer has been configured, then it may (optionally) be explicitly connected using cogl_renderer_connect() which allows errors to be handled gracefully and potentially fallback configurations can be tried out if there are initial failures. If a renderer is not explicitly connected then cogl_display_new() will automatically connect the renderer for you. If you don't have any code to deal with error/fallback situations then its fine to just let Cogl do the connection for you. Once you have setup your renderer then the next step is to create a #CoglDisplay using cogl_display_new(). <note>Many applications don't need to explicitly use cogl_renderer_new() or cogl_display_new() and can just jump straight to cogl_context_new() and pass a %NULL display argument so Cogl will automatically connect and setup a renderer and display.</note> A newly created #CoglRenderer. This adds a renderer selection @constraint. Applications should ideally minimize how many of these constraints they depend on to ensure maximum portability. An unconnected #CoglRenderer A #CoglRendererConstraint to add Tests if a given @onscreen_template can be supported with the given @renderer. %TRUE if the @onscreen_template can be supported, else %FALSE. A #CoglRenderer A #CoglOnscreenTemplate Connects the configured @renderer. Renderer connection isn't a very active process, it basically just means validating that any given constraint criteria can be satisfied and that a usable driver and window system backend can be found. %TRUE if there was no error while connecting the given @renderer. %FALSE if there was an error. An unconnected #CoglRenderer Iterates all known display outputs for the given @renderer and passes a corresponding #CoglOutput pointer to the given @callback for each one, along with the given @user_data. A connected #CoglRenderer A #CoglOutputCallback to be called for each display output A user pointer to be passed to @callback Queries what underlying driver is being used by Cogl. This may only be called on a connected #CoglRenderer. A connected #CoglRenderer Queries how many texture units can be used from fragment programs the number of texture image units. A #CoglRenderer Queries which window system backend Cogl has chosen to use. This may only be called on a connected #CoglRenderer. The #CoglWinsysID corresponding to the chosen window system backend. A #CoglRenderer This removes a renderer selection @constraint. Applications should ideally minimize how many of these constraints they depend on to ensure maximum portability. An unconnected #CoglRenderer A #CoglRendererConstraint to remove Requests that Cogl should try to use a specific underlying driver for rendering. If you select an unsupported driver then cogl_renderer_connect() will fail and report an error. Most applications should not explicitly select a driver and should rely on Cogl automatically choosing the driver. This may only be called on an un-connected #CoglRenderer. An unconnected #CoglRenderer This allows you to explicitly select a winsys backend to use instead of letting Cogl automatically select a backend. if you select an unsupported backend then cogl_renderer_connect() will fail and report an error. This may only be called on an un-connected #CoglRenderer. A #CoglRenderer An ID of the winsys you explicitly want to use. These constraint flags are hard-coded features of the different renderer backends. Sometimes a platform may support multiple rendering options which Cogl will usually choose from automatically. Some of these features are important to higher level applications and frameworks though, such as whether a renderer is X11 based because an application might only support X11 based input handling. An application might also need to ensure EGL is used internally too if they depend on access to an EGLDisplay for some purpose. Applications should ideally minimize how many of these constraints they depend on to ensure maximum portability. Require the renderer to be X11 based Require the renderer to be X11 based and use Xlib Require the renderer to be EGL based Require that the renderer supports creating a #CoglGLES2Context via cogl_gles2_context_new(). This can be used to integrate GLES 2.0 code into Cogl based applications. Allocates and initializes a new snippet with the given source strings. a pointer to a new #CoglSnippet The point in the pipeline that this snippet will wrap around or replace. The source code for the declarations for this snippet or %NULL. See cogl_snippet_set_declarations(). The source code to run after the hook point where this shader snippet is attached or %NULL. See cogl_snippet_set_post(). the source string that was set with cogl_snippet_set_declarations() or %NULL if none was set. A #CoglSnippet the hook that was set when cogl_snippet_new() was called. A #CoglSnippet the source string that was set with cogl_snippet_set_post() or %NULL if none was set. A #CoglSnippet the source string that was set with cogl_snippet_set_pre() or %NULL if none was set. A #CoglSnippet the source string that was set with cogl_snippet_set_replace() or %NULL if none was set. A #CoglSnippet Sets a source string that will be inserted in the global scope of the generated shader when this snippet is used on a pipeline. This string is typically used to declare uniforms, attributes or functions that will be used by the other parts of the snippets. This function should only be called before the snippet is attached to its first pipeline. After that the snippet should be considered immutable. A #CoglSnippet The new source string for the declarations section of this snippet. Sets a source string that will be inserted after the hook point in the generated shader for the pipeline that this snippet is attached to. Please see the documentation of each hook point in #CoglPipeline for a description of how this string should be used. This function should only be called before the snippet is attached to its first pipeline. After that the snippet should be considered immutable. A #CoglSnippet The new source string for the post section of this snippet. Sets a source string that will be inserted before the hook point in the generated shader for the pipeline that this snippet is attached to. Please see the documentation of each hook point in #CoglPipeline for a description of how this string should be used. This function should only be called before the snippet is attached to its first pipeline. After that the snippet should be considered immutable. A #CoglSnippet The new source string for the pre section of this snippet. Sets a source string that will be used instead of any generated source code or any previous snippets for this hook point. Please see the documentation of each hook point in #CoglPipeline for a description of how this string should be used. This function should only be called before the snippet is attached to its first pipeline. After that the snippet should be considered immutable. A #CoglSnippet The new source string for the replace section of this snippet. #CoglSnippetHook is used to specify a location within a #CoglPipeline where the code of the snippet should be used when it is attached to a pipeline. <glosslist> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_VERTEX_GLOBALS</glossterm> <glossdef> <para> Adds a shader snippet at the beginning of the global section of the shader for the vertex processing. Any declarations here can be shared with all other snippets that are attached to a vertex hook. Only the ‘declarations’ string is used and the other strings are ignored. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT_GLOBALS</glossterm> <glossdef> <para> Adds a shader snippet at the beginning of the global section of the shader for the fragment processing. Any declarations here can be shared with all other snippets that are attached to a fragment hook. Only the ‘declarations’ string is used and the other strings are ignored. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_VERTEX</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the vertex processing stage of the pipeline. This gives a chance for the application to modify the vertex attributes generated by the shader. Typically the snippet will modify cogl_color_out or cogl_position_out builtins. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted at the top of the main() function before any vertex processing is done. </para> <para> The ‘replace’ string in @snippet will be used instead of the generated vertex processing if it is present. This can be used if the application wants to provide a complete vertex shader and doesn't need the generated output from Cogl. </para> <para> The ‘post’ string in @snippet will be inserted after all of the standard vertex processing is done. This can be used to modify the outputs. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_VERTEX_TRANSFORM</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the vertex transform stage. Typically the snippet will use the cogl_modelview_matrix, cogl_projection_matrix and cogl_modelview_projection_matrix matrices and the cogl_position_in attribute. The hook must write to cogl_position_out. The default processing for this hook will multiply cogl_position_in by the combined modelview-projection matrix and store it on cogl_position_out. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted at the top of the main() function before the vertex transform is done. </para> <para> The ‘replace’ string in @snippet will be used instead of the generated vertex transform if it is present. </para> <para> The ‘post’ string in @snippet will be inserted after all of the standard vertex transformation is done. This can be used to modify the cogl_position_out in addition to the default processing. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_POINT_SIZE</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the point size calculation step within the vertex shader stage. The snippet should write to the builtin cogl_point_size_out with the new point size. The snippet can either read cogl_point_size_in directly and write a new value or first read an existing value in cogl_point_size_out that would be set by a previous snippet. Note that this hook is only used if cogl_pipeline_set_per_vertex_point_size() is enabled on the pipeline. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted just before calculating the point size. </para> <para> The ‘replace’ string in @snippet will be used instead of the generated point size calculation if it is present. </para> <para> The ‘post’ string in @snippet will be inserted after the standard point size calculation is done. This can be used to modify cogl_point_size_out in addition to the default processing. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the fragment processing stage of the pipeline. This gives a chance for the application to modify the fragment color generated by the shader. Typically the snippet will modify cogl_color_out. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted at the top of the main() function before any fragment processing is done. </para> <para> The ‘replace’ string in @snippet will be used instead of the generated fragment processing if it is present. This can be used if the application wants to provide a complete fragment shader and doesn't need the generated output from Cogl. </para> <para> The ‘post’ string in @snippet will be inserted after all of the standard fragment processing is done. At this point the generated value for the rest of the pipeline state will already be in cogl_color_out so the application can modify the result by altering this variable. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the texture coordinate transformation of a particular layer. This can be used to replace the processing for a layer or to modify the results. </para> <para> Within the snippet code for this hook there are two extra variables. The first is a mat4 called cogl_matrix which represents the user matrix for this layer. The second is called cogl_tex_coord and represents the incoming and outgoing texture coordinate. On entry to the hook, cogl_tex_coord contains the value of the corresponding texture coordinate attribute for this layer. The hook is expected to modify this variable. The output will be passed as a varying to the fragment processing stage. The default code will just multiply cogl_matrix by cogl_tex_coord and store the result in cogl_tex_coord. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted just before the fragment processing for this layer. At this point cogl_tex_coord still contains the value of the texture coordinate attribute. </para> <para> If a ‘replace’ string is given then this will be used instead of the default fragment processing for this layer. The snippet can modify cogl_tex_coord or leave it as is to apply no transformation. </para> <para> The ‘post’ string in @snippet will be inserted just after the transformation. At this point cogl_tex_coord will contain the results of the transformation but it can be further modified by the snippet. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_LAYER_FRAGMENT</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the fragment processing of a particular layer. This can be used to replace the processing for a layer or to modify the results. </para> <para> Within the snippet code for this hook there is an extra vec4 variable called ‘cogl_layer’. This contains the resulting color that will be used for the layer. This can be modified in the ‘post’ section or it the default processing can be replaced entirely using the ‘replace’ section. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted just before the fragment processing for this layer. </para> <para> If a ‘replace’ string is given then this will be used instead of the default fragment processing for this layer. The snippet must write to the ‘cogl_layer’ variable in that case. </para> <para> The ‘post’ string in @snippet will be inserted just after the fragment processing for the layer. The results can be modified by changing the value of the ‘cogl_layer’ variable. </para> </glossdef> </glossentry> <glossentry> <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_LOOKUP</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the texture lookup part of a given layer. This gives a chance for the application to modify the coordinates that will be used for the texture lookup or to alter the returned texel. </para> <para> Within the snippet code for this hook there are three extra variables available. ‘cogl_sampler’ is a sampler object representing the sampler for the layer where the snippet is attached. ‘cogl_tex_coord’ is a vec4 which contains the texture coordinates that will be used for the texture lookup. This can be modified. ‘cogl_texel’ will contain the result of the texture lookup. This can also be modified. </para> <para> The ‘declarations’ string in @snippet will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in @snippet will be inserted at the top of the main() function before any fragment processing is done. This is a good place to modify the cogl_tex_coord variable. </para> <para> If a ‘replace’ string is given then this will be used instead of a the default texture lookup. The snippet would typically use its own sampler in this case. </para> <para> The ‘post’ string in @snippet will be inserted after texture lookup has been preformed. Here the snippet can modify the cogl_texel variable to alter the returned texel. </para> </glossdef> </glossentry> </glosslist> A hook for the entire vertex processing stage of the pipeline. A hook for the vertex transformation. A hook for declaring global data that can be shared with all other snippets that are on a vertex hook. A hook for manipulating the point size of a vertex. This is only used if cogl_pipeline_set_per_vertex_point_size() is enabled on the pipeline. A hook for the entire fragment processing stage of the pipeline. A hook for declaring global data wthat can be shared with all other snippets that are on a fragment hook. A hook for applying the layer matrix to a texture coordinate for a layer. A hook for the fragment processing of a particular layer. A hook for the texture lookup stage of a given layer in a pipeline. Represents how draw should affect the two buffers of a stereo framebuffer. See cogl_framebuffer_set_stereo_mode(). draw to both stereo buffers draw only to the left stereo buffer draw only to the left stereo buffer Creates a high-level #CoglSubTexture representing a sub-region of any other #CoglTexture. The sub-region must strictly lye within the bounds of the @parent_texture. The returned texture implements the #CoglMetaTexture interface because it's not a low level texture that hardware can understand natively. <note>Remember: Unless you are using high level drawing APIs such as cogl_rectangle() or other APIs documented to understand the #CoglMetaTexture interface then you need to use the #CoglMetaTexture interface to resolve a #CoglSubTexture into a low-level texture before drawing.</note> A newly allocated #CoglSubTexture representing a sub-region of @parent_texture. A #CoglContext pointer The full texture containing a sub-region you want to make a #CoglSubTexture from. The top-left x coordinate of the parent region to make a texture from. The top-left y coordinate of the parent region to make a texture from. The width of the parent region to make a texture from. The height of the parent region to make a texture from. Retrieves the parent texture that @sub_texture derives its content from. This is the texture that was passed to cogl_sub_texture_new() as the parent_texture argument. The parent texture that @sub_texture derives its content from. A pointer to a #CoglSubTexture Some output devices (such as LCD panels) display colors by making each pixel consist of smaller "subpixels" that each have a particular color. By using knowledge of the layout of this subpixel components, it is possible to create image content with higher resolution than the pixel grid. the layout of subpixel components for the device is unknown. the device displays colors without geometrically-separated subpixel components, or the positioning or colors of the components do not match any of the values in the enumeration. the device has horizontally arranged components in the order red-green-blue from left to right. the device has horizontally arranged components in the order blue-green-red from left to right. the device has vertically arranged components in the order red-green-blue from top to bottom. the device has vertically arranged components in the order blue-green-red from top to bottom. Error enumeration for Cogl The @COGL_SYSTEM_ERROR_UNSUPPORTED error can be thrown for a variety of reasons. For example: <itemizedlist> <listitem><para>You've tried to use a feature that is not advertised by cogl_has_feature(). This could happen if you create a 2d texture with a non-power-of-two size when %COGL_FEATURE_ID_TEXTURE_NPOT is not advertised.</para></listitem> <listitem><para>The GPU can not handle the configuration you have requested. An example might be if you try to use too many texture layers in a single #CoglPipeline</para></listitem> <listitem><para>The driver does not support some configuration.</para></listiem> </itemizedlist> Currently this is only used by Cogl API marked as experimental so this enum should also be considered experimental. You tried to use a feature or configuration not currently available. You tried to allocate a resource such as a texture and there wasn't enough memory. Explicitly allocates the storage for the given @texture which allows you to be sure that there is enough memory for the texture and if not then the error can be handled gracefully. <note>Normally applications don't need to use this api directly since the texture will be implicitly allocated when data is set on the texture, or if the texture is attached to a #CoglOffscreen framebuffer and rendered too.</note> %TRUE if the texture was successfully allocated, otherwise %FALSE and @error will be updated if it wasn't %NULL. A #CoglTexture Queries what components the given @texture stores internally as set via cogl_texture_set_components(). For textures created by the ‘_with_size’ constructors the default is %COGL_TEXTURE_COMPONENTS_RGBA. The other constructors which take a %CoglBitmap or a data pointer default to the same components as the pixel format of the data. a #CoglTexture pointer. Copies the pixel data from a cogl texture to system memory. <note>Don't pass the value of cogl_texture_get_rowstride() as the @rowstride argument, the rowstride should be the rowstride you want for the destination @data buffer not the rowstride of the source texture</note> the size of the texture data in bytes a #CoglTexture pointer. the #CoglPixelFormat to store the texture as. the rowstride of @data in bytes or pass 0 to calculate from the bytes-per-pixel of @format multiplied by the @texture width. memory location to write the @texture's contents, or %NULL to only query the data size through the return value. Queries the GL handles for a GPU side texture through its #CoglTexture. If the texture is spliced the data for the first sub texture will be queried. %TRUE if the handle was successfully retrieved, %FALSE if the handle was invalid a #CoglTexture pointer. pointer to return location for the textures GL handle, or %NULL. pointer to return location for the GL target type, or %NULL. Queries the height of a cogl texture. the height of the GPU side texture in pixels a #CoglTexture pointer. Queries the maximum wasted (unused) pixels in one dimension of a GPU side texture. the maximum waste a #CoglTexture pointer. Queries the pre-multiplied alpha status for internally stored red, green and blue components for the given @texture as set by cogl_texture_set_premultiplied(). By default the pre-multipled state is @TRUE. %TRUE if red, green and blue components are internally stored pre-multiplied by the alpha value or %FALSE if not. a #CoglTexture pointer. Queries the width of a cogl texture. the width of the GPU side texture in pixels a #CoglTexture pointer. Queries if a texture is sliced (stored as multiple GPU side tecture objects). %TRUE if the texture is sliced, %FALSE if the texture is stored as a single GPU texture a #CoglTexture pointer. Affects the internal storage format for this texture by specifying what components will be required for sampling later. This api affects how data is uploaded to the GPU since unused components can potentially be discarded from source data. For textures created by the ‘_with_size’ constructors the default is %COGL_TEXTURE_COMPONENTS_RGBA. The other constructors which take a %CoglBitmap or a data pointer default to the same components as the pixel format of the data. Note that the %COGL_TEXTURE_COMPONENTS_RG format is not available on all drivers. The availability can be determined by checking for the %COGL_FEATURE_ID_TEXTURE_RG feature. If this format is used on a driver where it is not available then %COGL_TEXTURE_ERROR_FORMAT will be raised when the texture is allocated. Even if the feature is not available then %COGL_PIXEL_FORMAT_RG_88 can still be used as an image format as long as %COGL_TEXTURE_COMPONENTS_RG isn't used as the texture's components. a #CoglTexture pointer. @texture a #CoglTexture. Sets all the pixels for a given mipmap @level by copying the pixel data pointed to by the @data argument into the given @texture. @data should point to the first pixel to copy corresponding to the top left of the mipmap @level being set. If @rowstride equals 0 then it will be automatically calculated from the width of the mipmap level and the bytes-per-pixel for the given @format. A mipmap @level of 0 corresponds to the largest, base image of a texture and @level 1 is half the width and height of level 0. If dividing any dimension of the previous level by two results in a fraction then round the number down (floor()), but clamp to 1 something like this: |[ next_width = MAX (1, floor (prev_width)); ]| You can determine the number of mipmap levels for a given texture like this: |[ n_levels = 1 + floor (log2 (max_dimension)); ]| Where %max_dimension is the larger of cogl_texture_get_width() and cogl_texture_get_height(). It is an error to pass a @level number >= the number of levels that @texture can have according to the above calculation. <note>Since the storage for a #CoglTexture is allocated lazily then if the given @texture has not previously been allocated then this api can return %FALSE and throw an exceptional @error if there is not enough memory to allocate storage for @texture.</note> %TRUE if the data upload was successful, and %FALSE otherwise the #CoglPixelFormat used in the source @data buffer. rowstride of the source @data buffer (computed from the texture width and @format if it equals 0) the source data, pointing to the first top-left pixel to set The mipmap level to update (Normally 0 for the largest, base texture) Affects the internal storage format for this texture by specifying whether red, green and blue color components should be stored as pre-multiplied alpha values. This api affects how data is uploaded to the GPU since Cogl will convert source data to have premultiplied or unpremultiplied components according to this state. For example if you create a texture via cogl_texture_2d_new_with_size() and then upload data via cogl_texture_set_data() passing a source format of %COGL_PIXEL_FORMAT_RGBA_8888 then Cogl will internally multiply the red, green and blue components of the source data by the alpha component, for each pixel so that the internally stored data has pre-multiplied alpha components. If you instead upload data that already has pre-multiplied components by passing %COGL_PIXEL_FORMAT_RGBA_8888_PRE as the source format to cogl_texture_set_data() then the data can be uploaded without being converted. By default the @premultipled state is @TRUE. a #CoglTexture pointer. Whether any internally stored red, green or blue components are pre-multiplied by an alpha component. Sets the pixels in a rectangular subregion of @texture from an in-memory buffer containing pixel data. <note>The region set can't be larger than the source @data</note> %TRUE if the subregion upload was successful, and %FALSE otherwise a #CoglTexture. upper left coordinate to use from source data. upper left coordinate to use from source data. upper left destination horizontal coordinate. upper left destination vertical coordinate. width of destination region to write. (Must be less than or equal to @width) height of destination region to write. (Must be less than or equal to @height) width of source data buffer. height of source data buffer. the #CoglPixelFormat used in the source buffer. rowstride of source buffer (computed from width if none specified) the actual pixel data. Copies a specified source region from @bitmap to the position (@src_x, @src_y) of the given destination texture @handle. <note>The region updated can't be larger than the source bitmap</note> %TRUE if the subregion upload was successful, and %FALSE otherwise a #CoglTexture pointer upper left coordinate to use from the source bitmap. upper left coordinate to use from the source bitmap upper left destination horizontal coordinate. upper left destination vertical coordinate. width of destination region to write. (Must be less than or equal to the bitmap width) height of destination region to write. (Must be less than or equal to the bitmap height) The source bitmap to read from Wraps an existing GL_TEXTURE_2D texture object as a #CoglTexture2D. This can be used for integrating Cogl with software using OpenGL directly. The texture is still configurable until it has been allocated so for example you can declare whether the texture is premultiplied with cogl_texture_set_premultiplied(). <note>The results are undefined for passing an invalid @gl_handle or if @width or @height don't have the correct texture geometry.</note> A newly allocated #CoglTexture2D A #CoglContext A GL handle for a GL_TEXTURE_2D texture object Width of the foreign GL texture Height of the foreign GL texture The format of the texture Creates a low-level #CoglTexture2D texture based on data residing in a #CoglBitmap. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is being used and can optimize how it is allocated. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>Many GPUs only support power of two sizes for #CoglTexture2D textures. You can check support for non power of two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via cogl_has_feature().</note> A newly allocated #CoglTexture2D A #CoglBitmap Creates a low-level #CoglTexture2D texture based on data residing in memory. <note>This api will always immediately allocate GPU memory for the texture and upload the given data so that the @data pointer does not need to remain valid once this function returns. This means it is not possible to configure the texture before it is allocated. If you do need to configure the texture before allocation (to specify constraints on the internal format for example) then you can instead create a #CoglBitmap for your data and use cogl_texture_2d_new_from_bitmap() or use cogl_texture_2d_new_with_size() and then upload data using cogl_texture_set_data()</note> <note>Many GPUs only support power of two sizes for #CoglTexture2D textures. You can check support for non power of two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via cogl_has_feature().</note> A newly allocated #CoglTexture2D, or if the size is not supported (because it is too large or a non-power-of-two size that the hardware doesn't support) it will return %NULL and set @error. A #CoglContext width of texture in pixels height of texture in pixels the #CoglPixelFormat the buffer is stored in in RAM the memory offset in bytes between the starts of scanlines in @data. A value of 0 will make Cogl automatically calculate @rowstride from @width and @format. pointer the memory region where the source buffer resides Creates a low-level #CoglTexture2D texture from an image file. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is being used and can optimize how it is allocated. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>Many GPUs only support power of two sizes for #CoglTexture2D textures. You can check support for non power of two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via cogl_has_feature().</note> A newly created #CoglTexture2D or %NULL on failure and @error will be updated. A #CoglContext the file to load Creates a low-level #CoglTexture2D texture with a given @width and @height that your GPU can texture from directly. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is being used and can optimize how it is allocated. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>Many GPUs only support power of two sizes for #CoglTexture2D textures. You can check support for non power of two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via cogl_has_feature().</note> A new #CoglTexture2D object with no storage yet allocated. A #CoglContext Width of the texture to allocate Height of the texture to allocate Creates a new #CoglTexture2DSliced texture based on data residing in a bitmap. A #CoglTexture2DSliced may internally be comprised of 1 or more #CoglTexture2D textures depending on GPU limitations. For example if the GPU only supports power-of-two sized textures then a sliced texture will turn a non-power-of-two size into a combination of smaller power-of-two sized textures. If the requested texture size is larger than is supported by the hardware then the texture will be sliced into smaller textures that can be accessed by the hardware. @max_waste is used as a threshold for recursively slicing the right-most or bottom-most slices into smaller sizes until the wasted padding at the bottom and right of the textures is less than specified. A negative @max_waste will disable slicing. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or let Cogl automatically allocate storage lazily. <note>It's possible for the allocation of a sliced texture to fail later due to impossible slicing constraints if a negative @max_waste value is given. If the given virtual texture size is larger than is supported by the hardware but slicing is disabled the texture size would be too large to handle.</note> A newly created #CoglTexture2DSliced or %NULL on failure and @error will be updated. A #CoglBitmap The threshold of how wide a strip of wasted texels are allowed along the right and bottom textures before they must be sliced to reduce the amount of waste. A negative can be passed to disable slicing. Creates a new #CoglTexture2DSliced texture based on data residing in memory. A #CoglTexture2DSliced may internally be comprised of 1 or more #CoglTexture2D textures depending on GPU limitations. For example if the GPU only supports power-of-two sized textures then a sliced texture will turn a non-power-of-two size into a combination of smaller power-of-two sized textures. If the requested texture size is larger than is supported by the hardware then the texture will be sliced into smaller textures that can be accessed by the hardware. @max_waste is used as a threshold for recursively slicing the right-most or bottom-most slices into smaller sizes until the wasted padding at the bottom and right of the textures is less than specified. A negative @max_waste will disable slicing. <note>This api will always immediately allocate GPU memory for all the required texture slices and upload the given data so that the @data pointer does not need to remain valid once this function returns. This means it is not possible to configure the texture before it is allocated. If you do need to configure the texture before allocation (to specify constraints on the internal format for example) then you can instead create a #CoglBitmap for your data and use cogl_texture_2d_sliced_new_from_bitmap() or use cogl_texture_2d_sliced_new_with_size() and then upload data using cogl_texture_set_data()</note> <note>It's possible for the allocation of a sliced texture to fail due to impossible slicing constraints if a negative @max_waste value is given. If the given virtual texture size is larger than is supported by the hardware but slicing is disabled the texture size would be too large to handle.</note> A newly created #CoglTexture2DSliced or %NULL on failure and @error will be updated. A #CoglContext width of texture in pixels height of texture in pixels The threshold of how wide a strip of wasted texels are allowed along the right and bottom textures before they must be sliced to reduce the amount of waste. A negative can be passed to disable slicing. the #CoglPixelFormat the buffer is stored in in RAM the memory offset in bytes between the start of each row in @data. A value of 0 will make Cogl automatically calculate @rowstride from @width and @format. pointer the memory region where the source buffer resides Creates a #CoglTexture2DSliced from an image file. A #CoglTexture2DSliced may internally be comprised of 1 or more #CoglTexture2D textures depending on GPU limitations. For example if the GPU only supports power-of-two sized textures then a sliced texture will turn a non-power-of-two size into a combination of smaller power-of-two sized textures. If the requested texture size is larger than is supported by the hardware then the texture will be sliced into smaller textures that can be accessed by the hardware. @max_waste is used as a threshold for recursively slicing the right-most or bottom-most slices into smaller sizes until the wasted padding at the bottom and right of the textures is less than specified. A negative @max_waste will disable slicing. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or let Cogl automatically allocate storage lazily. <note>It's possible for the allocation of a sliced texture to fail later due to impossible slicing constraints if a negative @max_waste value is given. If the given virtual texture size is larger than is supported by the hardware but slicing is disabled the texture size would be too large to handle.</note> A newly created #CoglTexture2DSliced or %NULL on failure and @error will be updated. A #CoglContext the file to load The threshold of how wide a strip of wasted texels are allowed along the right and bottom textures before they must be sliced to reduce the amount of waste. A negative can be passed to disable slicing. Creates a #CoglTexture2DSliced that may internally be comprised of 1 or more #CoglTexture2D textures depending on GPU limitations. For example if the GPU only supports power-of-two sized textures then a sliced texture will turn a non-power-of-two size into a combination of smaller power-of-two sized textures. If the requested texture size is larger than is supported by the hardware then the texture will be sliced into smaller textures that can be accessed by the hardware. @max_waste is used as a threshold for recursively slicing the right-most or bottom-most slices into smaller sizes until the wasted padding at the bottom and right of the textures is less than specified. A negative @max_waste will disable slicing. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or let Cogl automatically allocate storage lazily. <note>It's possible for the allocation of a sliced texture to fail later due to impossible slicing constraints if a negative @max_waste value is given. If the given virtual texture size size is larger than is supported by the hardware but slicing is disabled the texture size would be too large to handle.</note> A new #CoglTexture2DSliced object with no storage allocated yet. A #CoglContext The virtual width of your sliced texture. The virtual height of your sliced texture. The threshold of how wide a strip of wasted texels are allowed along the right and bottom textures before they must be sliced to reduce the amount of waste. A negative can be passed to disable slicing. Creates a low-level 3D texture and initializes it with the images in @bitmap. The images are assumed to be packed together after one another in the increasing y axis. The height of individual image is given as @height and the number of images is given in @depth. The actual height of the bitmap can be larger than @height × @depth. In this case it assumes there is padding between the images. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>This texture will fail to allocate later if %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also fail if the requested dimensions are not supported by the GPU.</note> a newly created #CoglTexture3D A #CoglBitmap object. height of the texture in pixels. depth of the texture in pixels. Creates a low-level 3D texture and initializes it with @data. The data is assumed to be packed array of @depth images. There can be padding between the images using @image_stride. <note>This api will always immediately allocate GPU memory for the texture and upload the given data so that the @data pointer does not need to remain valid once this function returns. This means it is not possible to configure the texture before it is allocated. If you do need to configure the texture before allocation (to specify constraints on the internal format for example) then you can instead create a #CoglBitmap for your data and use cogl_texture_3d_new_from_bitmap().</note> the newly created #CoglTexture3D or %NULL if there was an error and an exception will be returned through @error. a #CoglContext width of the texture in pixels. height of the texture in pixels. depth of the texture in pixels. the #CoglPixelFormat the buffer is stored in in RAM the memory offset in bytes between the starts of scanlines in @data or 0 to infer it from the width and format the number of bytes from one image to the next. This can be used to add padding between the images in a similar way that the rowstride can be used to add padding between rows. Alternatively 0 can be passed to infer the @image_stride from the @height. pointer the memory region where the source buffer resides Creates a low-level #CoglTexture3D texture with the specified dimensions and pixel format. The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated. The texture is still configurable until it has been allocated so for example you can influence the internal format of the texture using cogl_texture_set_components() and cogl_texture_set_premultiplied(). <note>This texture will fail to allocate later if %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also fail if the requested dimensions are not supported by the GPU.</note> A new #CoglTexture3D object with no storage yet allocated. a #CoglContext width of the texture in pixels. height of the texture in pixels. depth of the texture in pixels. See cogl_texture_set_components(). Only the alpha component Red and green components. Note that this can only be used if the %COGL_FEATURE_ID_TEXTURE_RG feature is advertised. Red, green and blue components Red, green, blue and alpha components Only a depth component Error codes that can be thrown when allocating textures. Unsupported size Unsupported format A primitive texture type that is unsupported by the driver was used Flags to pass to the cogl_texture_new_* family of functions. No flags specified Disables the automatic generation of the mipmap pyramid from the base level image whenever it is updated. The mipmaps are only generated when the texture is rendered with a mipmap filter so it should be free to leave out this flag when using other filtering modes Disables the slicing of the texture Disables the insertion of the texture inside the texture atlas used by Cogl Allocates a new #CoglTextureRectangle texture which will be initialized with the pixel data from @bitmap. This texture is a low-level texture that the GPU can sample from directly unlike high-level textures such as #CoglTexture2DSliced and #CoglAtlasTexture. <note>Unlike for #CoglTexture2D textures, coordinates for #CoglTextureRectangle textures should not be normalized. So instead of using the coordinate (1, 1) to sample the bottom right corner of a rectangle texture you would use (@width, @height) where @width and @height are the width and height of the texture.</note> <note>If you want to sample from a rectangle texture from GLSL you should use the sampler2DRect sampler type.</note> <note>Applications wanting to use #CoglTextureRectangle should first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using cogl_has_feature().</note> The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated. A pointer to a new #CoglTextureRectangle texture. A #CoglBitmap Wraps an existing GL_TEXTURE_RECTANGLE texture object as a #CoglTextureRectangle. This can be used for integrating Cogl with software using OpenGL directly. <note>Unlike for #CoglTexture2D textures, coordinates for #CoglTextureRectangle textures should not be normalized. So instead of using the coordinate (1, 1) to sample the bottom right corner of a rectangle texture you would use (@width, @height) where @width and @height are the width and height of the texture.</note> <note>The results are undefined for passing an invalid @gl_handle or if @width or @height don't have the correct texture geometry.</note> <note>If you want to sample from a rectangle texture from GLSL you should use the sampler2DRect sampler type.</note> <note>Applications wanting to use #CoglTextureRectangle should first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using cogl_has_feature().</note> The texture is still configurable until it has been allocated so for example you can declare whether the texture is premultiplied with cogl_texture_set_premultiplied(). A new #CoglTextureRectangle texture A #CoglContext A GL handle for a GL_TEXTURE_RECTANGLE texture object Width of the foreign GL texture Height of the foreign GL texture The format of the texture Creates a new #CoglTextureRectangle texture with a given @width, and @height. This texture is a low-level texture that the GPU can sample from directly unlike high-level textures such as #CoglTexture2DSliced and #CoglAtlasTexture. <note>Unlike for #CoglTexture2D textures, coordinates for #CoglTextureRectangle textures should not be normalized. So instead of using the coordinate (1, 1) to sample the bottom right corner of a rectangle texture you would use (@width, @height) where @width and @height are the width and height of the texture.</note> <note>If you want to sample from a rectangle texture from GLSL you should use the sampler2DRect sampler type.</note> <note>Applications wanting to use #CoglTextureRectangle should first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using cogl_has_feature().</note> The storage for the texture is not allocated before this function returns. You can call cogl_texture_allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated. A pointer to a new #CoglTextureRectangle object with no storage allocated yet. A #CoglContext pointer The texture width to allocate The texture height to allocate Constants representing the underlying hardware texture type of a #CoglTexture. A #CoglTexture2D A #CoglTexture3D A #CoglTextureRectangle Used to specify vertex information when calling cogl_polygon() Model x-coordinate Model y-coordinate Model z-coordinate Texture x-coordinate Texture y-coordinate The color to use at this vertex. This is ignored if use_color is %FALSE when calling cogl_polygon() A #CoglUserDataKey is used to declare a key for attaching data to a #CoglObject using cogl_object_set_user_data. The typedef only exists as a formality to make code self documenting since only the unique address of a #CoglUserDataKey is used. Typically you would declare a static #CoglUserDataKey and set private data on an object something like this: |[ static CoglUserDataKey path_private_key; static void destroy_path_private_cb (void *data) { g_free (data); } static void my_path_set_data (CoglPath *path, void *data) { cogl_object_set_user_data (COGL_OBJECT (path), &private_key, data, destroy_path_private_cb); } ]| ignored. A convenience vertex definition that can be used with cogl_primitive_new_p2(). The x component of a position attribute The y component of a position attribute A convenience vertex definition that can be used with cogl_primitive_new_p2c4(). The x component of a position attribute The y component of a position attribute The red component of a color attribute The blue component of a color attribute The green component of a color attribute The alpha component of a color attribute A convenience vertex definition that can be used with cogl_primitive_new_p2t2(). The x component of a position attribute The y component of a position attribute The s component of a texture coordinate attribute The t component of a texture coordinate attribute A convenience vertex definition that can be used with cogl_primitive_new_p3t2c4(). The x component of a position attribute The y component of a position attribute The s component of a texture coordinate attribute The t component of a texture coordinate attribute The red component of a color attribute The blue component of a color attribute The green component of a color attribute The alpha component of a color attribute A convenience vertex definition that can be used with cogl_primitive_new_p3(). The x component of a position attribute The y component of a position attribute The z component of a position attribute A convenience vertex definition that can be used with cogl_primitive_new_p3c4(). The x component of a position attribute The y component of a position attribute The z component of a position attribute The red component of a color attribute The blue component of a color attribute The green component of a color attribute The alpha component of a color attribute A convenience vertex definition that can be used with cogl_primitive_new_p3t2(). The x component of a position attribute The y component of a position attribute The z component of a position attribute The s component of a texture coordinate attribute The t component of a texture coordinate attribute A convenience vertex definition that can be used with cogl_primitive_new_p3t2c4(). The x component of a position attribute The y component of a position attribute The z component of a position attribute The s component of a texture coordinate attribute The t component of a texture coordinate attribute The red component of a color attribute The blue component of a color attribute The green component of a color attribute The alpha component of a color attribute Different ways of interpreting vertices when drawing. FIXME, equivalent to <constant>GL_POINTS</constant> FIXME, equivalent to <constant>GL_LINES</constant> FIXME, equivalent to <constant>GL_LINE_LOOP</constant> FIXME, equivalent to <constant>GL_LINE_STRIP</constant> FIXME, equivalent to <constant>GL_TRIANGLES</constant> FIXME, equivalent to <constant>GL_TRIANGLE_STRIP</constant> FIXME, equivalent to <constant>GL_TRIANGLE_FAN</constant> A callback function that can be registered with cogl_win32_renderer_add_filter(). The function should return %COGL_FILTER_REMOVE if it wants to prevent further processing or %COGL_FILTER_CONTINUE otherwise. A pointer to a win32 MSG struct The data that was given when the filter was added Enum used to represent the two directions of rotation. This can be used to set the front face for culling by calling cogl_pipeline_set_front_face_winding(). Vertices are in a clockwise order Vertices are in a counter-clockwise order Identifies specific window system backends that Cogl supports. These can be used to query what backend Cogl is using or to try and explicitly select a backend to use. Implies no preference for which backend is used Use the no-op stub backend Use the GLX window system binding API Use EGL with the X window system via XLib Use EGL with the PowerVR NULL window system Use EGL with the GDL platform Use EGL with the Wayland window system Use EGL with the KMS platform Use EGL with the Android platform Use EGL with the Mir server Use the Microsoft Windows WGL binding API Use the SDL window system Retrieves the size of buffer the size of the buffer in bytes a buffer object Retrieves the update hints set using cogl_buffer_set_update_hint() the #CoglBufferUpdateHint currently used by the buffer a buffer object Maps the buffer into the application address space for direct access. This is equivalent to calling cogl_buffer_map_range() with zero as the offset and the size of the entire buffer as the size. It is strongly recommended that you pass %COGL_BUFFER_MAP_HINT_DISCARD as a hint if you are going to replace all the buffer's data. This way if the buffer is currently being used by the GPU then the driver won't have to stall the CPU and wait for the hardware to finish because it can instead allocate a new buffer to map. The behaviour is undefined if you access the buffer in a way conflicting with the @access mask you pass. It is also an error to release your last reference while the buffer is mapped. A pointer to the mapped memory or %NULL is the call fails a buffer object how the mapped buffer will be used by the application A mask of #CoglBufferMapHint<!-- -->s that tell Cogl how the data will be modified once mapped. Maps a sub-region of the buffer into the application's address space for direct access. It is strongly recommended that you pass %COGL_BUFFER_MAP_HINT_DISCARD as a hint if you are going to replace all the buffer's data. This way if the buffer is currently being used by the GPU then the driver won't have to stall the CPU and wait for the hardware to finish because it can instead allocate a new buffer to map. You can pass %COGL_BUFFER_MAP_HINT_DISCARD_RANGE instead if you want the regions outside of the mapping to be retained. The behaviour is undefined if you access the buffer in a way conflicting with the @access mask you pass. It is also an error to release your last reference while the buffer is mapped. A pointer to the mapped memory or %NULL is the call fails a buffer object Offset within the buffer to start the mapping The size of data to map how the mapped buffer will be used by the application A mask of #CoglBufferMapHint<!-- -->s that tell Cogl how the data will be modified once mapped. Updates part of the buffer with new data from @data. Where to put this new data is controlled by @offset and @offset + @data should be less than the buffer size. %TRUE is the operation succeeded, %FALSE otherwise a buffer object destination offset (in bytes) in the buffer a pointer to the data to be copied into the buffer number of bytes to copy Sets the update hint on a buffer. See #CoglBufferUpdateHint for a description of the available hints. a buffer object the new hint Unmaps a buffer previously mapped by cogl_buffer_map(). a buffer object Compares two #CoglColor<!-- -->s and checks if they are the same. This function can be passed to g_hash_table_new() as the @key_equal_func parameter, when using #CoglColor<!-- -->s as keys in a #GHashTable. %TRUE if the two colors are the same. a #CoglColor a #CoglColor Converts a color expressed in HLS (hue, luminance and saturation) values into a #CoglColor. return location for a #CoglColor hue value, in the 0 .. 360 range saturation value, in the 0 .. 1 range luminance value, in the 0 .. 1 range Allows visualizing the operations that build up the given @entry for debugging purposes by printing to stdout. A #CoglMatrixEntry Prints the contents of a #CoglMatrix to stdout. A #CoglMatrix Invokes @func once for each type of object that Cogl uses and passes a count of the number of objects for that type. This is intended to be used solely for debugging purposes to track down issues with objects leaking. A callback function for each type A pointer to pass to @func Prints a list of all the object types that Cogl uses along with the number of objects of that type that are currently in use. This is intended to be used solely for debugging purposes to track down issues with objects leaking. Makes a copy of @error which can later be freed using cogl_error_free(). A newly allocated #CoglError initialized to match the contents of @error. A #CoglError thrown by the Cogl api Frees a #CoglError and associated resources. A #CoglError thrown by the Cogl api Returns %TRUE if error matches @domain and @code, %FALSE otherwise. In particular, when error is %NULL, FALSE will be returned. whether the @error corresponds to the given @domain and @code. A #CoglError thrown by the Cogl api or %NULL The error domain The error code Compares the two given euler angles @v1 and @v1 and it they are equal returns %TRUE else %FALSE. <note>This function only checks that all three components rotations are numerically equal, it does not consider that some rotations can be represented with different component rotations</note> %TRUE if @v1 and @v2 are equal else %FALSE. The first euler angle to compare The second euler angle to compare Iterates through all the context level features currently supported for a given @context and for each feature @callback is called. A #CoglContext pointer A #CoglFeatureCallback called for each supported feature Private data to pass to the callback Returns the current time value from Cogl's internal clock. This clock is used for measuring times such as the presentation time in a #CoglFrameInfo. This method is meant for converting timestamps retrieved from Cogl to other time systems, and is not meant to be used as a standalone timing system. For that reason, if this function is called without having retrieved a valid (non-zero) timestamp from Cogl first, it may return 0 to indicate that Cogl has no active internal clock. the time value for the Cogl clock, in nanoseconds from an arbitrary point in time, or 0 if Cogl doesn't have an active internal clock. a #CoglContext pointer Gets the current #CoglFramebuffer as set using cogl_push_framebuffer() The current #CoglFramebuffer Returns a pointer to a singleton quaternion constant describing the canonical identity [1 (0, 0, 0)] which represents no rotation. If you multiply a quaternion with the identity quaternion you will get back the same value as the original quaternion. A pointer to an identity quaternion a pointer to a singleton quaternion constant describing a rotation of 180 degrees around a degenerate axis: [0 (0, 0, 0)] Returns the OpenGL ES 2.0 api vtable for the currently pushed #CoglGLES2Context (last pushed with cogl_push_gles2_context()) or %NULL if no #CoglGLES2Context has been pushed. The #CoglGLES2Vtable for the currently pushed #CoglGLES2Context or %NULL if none has been pushed. Creates a #CoglTexture2D from an OpenGL ES 2.0 texture handle that was created within the given @gles2_ctx via glGenTextures(). The texture needs to have been associated with the GL_TEXTURE_2D target. <note>This interface is only intended for sharing textures to read from. The behaviour is undefined if the texture is modified using the Cogl api.</note> <note>Applications should only pass this function handles that were created via a #CoglGLES2Vtable or via libcogl-gles2 and not pass handles created directly using the system's native libGLESv2 api.</note> A #CoglContext A #CoglGLES2Context allocated with cogl_gles2_context_new() An OpenGL ES 2.0 texture handle created with glGenTextures() Width of the texture to allocate Height of the texture to allocate The format of the texture Gets an OpenGL ES 2.0 texture handle for a #CoglTexture that can then be referenced by a #CoglGLES2Context. As well as returning a texture handle the texture's target (such as GL_TEXTURE_2D) is also returned. If the #CoglTexture can not be shared with a #CoglGLES2Context then this function will return %FALSE. This api does not affect the lifetime of the CoglTexture and you must take care not to reference the returned handle after the original texture has been freed. <note>This interface is only intended for sharing textures to read from. The behaviour is undefined if the texture is modified by a GLES2 context.</note> <note>This function will only return %TRUE for low-level #CoglTexture<!-- -->s such as #CoglTexture2D or #CoglTexture3D but not for high level meta textures such as #CoglTexture2DSliced</note> <note>The handle returned should not be passed directly to a system OpenGL ES 2.0 library, the handle is only intended to be used via a #CoglGLES2Vtable or via libcogl-gles2.</note> %TRUE if a handle and target could be returned otherwise %FALSE is returned. A #CoglTexture A return location for an OpenGL ES 2.0 texture handle A return location for an OpenGL ES 2.0 texture target Creates a #GSource which handles Cogl's internal system event processing. This can be used as a convenience instead of cogl_poll_renderer_get_info() and cogl_poll_renderer_dispatch() in applications that are already using the GLib main loop. After this is called the #GSource should be attached to the main loop using g_source_attach(). a new #GSource A #CoglRenderer The priority of the #GSource Creates a #GSource which handles Cogl's internal system event processing. This can be used as a convenience instead of cogl_poll_renderer_get_info() and cogl_poll_renderer_dispatch() in applications that are already using the GLib main loop. After this is called the #GSource should be attached to the main loop using g_source_attach(). Applications that manually connect to a #CoglRenderer before they create a #CoglContext should instead use cogl_glib_renderer_source_new() so that events may be dispatched before a context has been created. In that case you don't need to use this api in addition later, it is simply enough to use cogl_glib_renderer_source_new() instead. <note>This api is actually just a thin convenience wrapper around cogl_glib_renderer_source_new()</note> a new #GSource A #CoglContext The priority of the #GSource Use cogl_matrix_get_gtype() instead. the GType for the registered "CoglMatrix" boxed type. This can be used for example to define GObject properties that accept a #CoglMatrix value. Increases the reference count of @handle by 1 the handle, with its reference count increased a #CoglHandle Drecreases the reference count of @handle by 1; if the reference count reaches 0, the resources allocated by @handle will be freed a #CoglHandle Checks if a given @feature is currently available Cogl does not aim to be a lowest common denominator API, it aims to expose all the interesting features of GPUs to application which means applications have some responsibility to explicitly check that certain features are available before depending on them. %TRUE if the @feature is currently supported or %FALSE if not. A #CoglContext pointer A #CoglFeatureID Checks if a list of features are all currently available. This checks all of the listed features using cogl_has_feature() and returns %TRUE if all the features are available or %FALSE otherwise. %TRUE if all the features are available, %FALSE otherwise. A #CoglContext pointer A 0 terminated list of CoglFeatureID<!-- -->s Checks whether the given object references a #CoglAtlasTexture %TRUE if the passed object represents an atlas texture and %FALSE otherwise a #CoglObject Gets whether the given object references a #CoglAttribute. %TRUE if the @object references a #CoglAttribute, %FALSE otherwise A #CoglObject Gets whether the given object references a #CoglAttributeBuffer. %TRUE if @object references a #CoglAttributeBuffer, %FALSE otherwise A #CoglObject Checks whether @object is a #CoglBitmap %TRUE if the passed @object represents a bitmap, and %FALSE otherwise a #CoglObject pointer Checks whether @buffer is a buffer object. %TRUE if the handle is a CoglBuffer, and %FALSE otherwise a buffer object Gets whether the given object references an existing context object. %TRUE if the @object references a #CoglContext, %FALSE otherwise An object or %NULL Gets whether the given object references a #CoglDisplay. %TRUE if the object references a #CoglDisplay and %FALSE otherwise. A #CoglObject pointer Gets whether the given object references a #CoglFrameInfo. %TRUE if the object references a #CoglFrameInfo and %FALSE otherwise. A #CoglObject pointer Gets whether the given object references a #CoglFramebuffer. %TRUE if the object references a #CoglFramebuffer and %FALSE otherwise. A #CoglObject pointer Gets whether the given object references a #CoglGLES2Context. %TRUE if the object references a #CoglGLES2Context and %FALSE otherwise. A #CoglObject pointer Gets whether the given object references a #CoglIndexBuffer. %TRUE if the @object references a #CoglIndexBuffer, %FALSE otherwise A #CoglObject Gets whether the given object references a #CoglIndices. %TRUE if the object references a #CoglIndices and %FALSE otherwise. A #CoglObject pointer Determines if the given #CoglObject refers to a #CoglMatrixStack. %TRUE if @object is a #CoglMatrixStack, otherwise %FALSE. a #CoglObject Gets whether the given object references a #CoglOnscreen. %TRUE if the object references a #CoglOnscreen and %FALSE otherwise. A #CoglObject pointer Gets whether the given object references a #CoglOnscreenTemplate. %TRUE if the object references a #CoglOnscreenTemplate and %FALSE otherwise. A #CoglObject pointer Gets whether the given object references a #CoglOutput. %TRUE if the object references a #CoglOutput and %FALSE otherwise. A #CoglObject pointer Gets whether the given @object references an existing pipeline object. %TRUE if the @object references a #CoglPipeline, %FALSE otherwise A #CoglObject Checks whether @object is a pixel buffer. %TRUE if the @object is a pixel buffer, and %FALSE otherwise a #CoglObject to test Gets whether the given object references a #CoglPrimitive. %TRUE if the @object references a #CoglPrimitive, %FALSE otherwise A #CoglObject Gets whether the given object references a primitive texture object. %TRUE if the pointer references a primitive texture, and %FALSE otherwise A #CoglObject pointer Determines if the given @object is a #CoglRenderer %TRUE if @object is a #CoglRenderer, else %FALSE. A #CoglObject pointer Gets whether the given @object references an existing snippet object. %TRUE if the @object references a #CoglSnippet, %FALSE otherwise A #CoglObject pointer Checks whether @object is a #CoglSubTexture. %TRUE if the passed @object represents a #CoglSubTexture and %FALSE otherwise. a #CoglObject Gets whether the given object references a texture object. %TRUE if the @object references a texture, and %FALSE otherwise A #CoglObject pointer Gets whether the given object references an existing #CoglTexture2D object. %TRUE if the object references a #CoglTexture2D, %FALSE otherwise A #CoglObject Gets whether the given object references a #CoglTexture2DSliced. %TRUE if the object references a #CoglTexture2DSliced and %FALSE otherwise. A #CoglObject pointer Checks whether the given object references a #CoglTexture3D %TRUE if the passed object represents a 3D texture and %FALSE otherwise a #CoglObject Gets whether the given object references an existing #CoglTextureRectangle object. %TRUE if the object references a #CoglTextureRectangle, %FALSE otherwise. A #CoglObject Compares two matrices to see if they represent the same transformation. Although internally the matrices may have different annotations associated with them and may potentially have a cached inverse matrix these are not considered in the comparison. A 4x4 transformation matrix A 4x4 transformation matrix Allows you to manually iterate the low-level textures that define a given region of a high-level #CoglMetaTexture. For example cogl_texture_2d_sliced_new_with_size() can be used to create a meta texture that may slice a large image into multiple, smaller power-of-two sized textures. These high level textures are not directly understood by a GPU and so this API must be used to manually resolve the underlying textures for drawing. All high level textures (#CoglAtlasTexture, #CoglSubTexture, #CoglTexturePixmapX11, and #CoglTexture2DSliced) can be handled consistently using this interface which greately simplifies implementing primitives that support all texture types. For example if you use the cogl_rectangle() API then Cogl will internally use this API to resolve the low level textures of any meta textures you have associated with CoglPipeline layers. <note>The low level drawing APIs such as cogl_primitive_draw() don't understand the #CoglMetaTexture interface and so it is your responsibility to use this API to resolve all CoglPipeline textures into low-level textures before drawing.</note> For each low-level texture that makes up part of the given region of the @meta_texture, @callback is called specifying how the low-level texture maps to the original region. An object implementing the #CoglMetaTexture interface. The top-left x coordinate of the region to iterate The top-left y coordinate of the region to iterate The bottom-right x coordinate of the region to iterate The bottom-right y coordinate of the region to iterate The wrap mode for the x-axis The wrap mode for the y-axis A #CoglMetaTextureCallback pointer to be called for each low-level texture within the specified region. A private pointer that is passed to @callback. This should be called whenever an application is woken up from going idle in its main loop. The @poll_fds array should contain a list of file descriptors matched with the events that occurred in revents. The events field is ignored. It is safe to pass in extra file descriptors that Cogl didn't request when calling cogl_poll_renderer_get_info() or a shorter array missing some file descriptors that Cogl requested. <note>If your application didn't originally create a #CoglRenderer manually then you can easily get a #CoglRenderer pointer by calling cogl_get_renderer().</note> A #CoglRenderer An array of #CoglPollFD<!-- -->s describing the events that have occurred since the application went idle. The length of the @poll_fds array. Is used to integrate Cogl with an application mainloop that is based on the unix poll(2) api (or select() or something equivalent). This api should be called whenever an application is about to go idle so that Cogl has a chance to describe what file descriptor events it needs to be woken up for. <note>If your application is using the Glib mainloop then you should jump to the cogl_glib_source_new() api as a more convenient way of integrating Cogl with the mainloop.</note> After the function is called *@poll_fds will contain a pointer to an array of #CoglPollFD structs describing the file descriptors that Cogl expects. The fd and events members will be updated accordingly. After the application has completed its idle it is expected to either update the revents members directly in this array or to create a copy of the array and update them there. When the application mainloop returns from calling poll(2) (or its equivalent) then it should call cogl_poll_renderer_dispatch() passing a pointer the array of CoglPollFD<!-- -->s with updated revent values. When using the %COGL_WINSYS_ID_WGL winsys (where file descriptors don't make any sense) or %COGL_WINSYS_ID_SDL (where the event handling functions of SDL don't allow blocking on a file descriptor) *n_poll_fds is guaranteed to be zero. @timeout will contain a maximum amount of time to wait in microseconds before the application should wake up or -1 if the application should wait indefinitely. This can also be 0 if Cogl needs to be woken up immediately. A "poll fd state age" that changes whenever the set of poll_fds has changed. If this API is being used to integrate with another system mainloop api then knowing if the set of file descriptors and events has really changed can help avoid redundant work depending the api. The age isn't guaranteed to change when the timeout changes. A #CoglRenderer A return location for a pointer to an array of #CoglPollFD<!-- -->s A return location for the number of entries in *@poll_fds A return location for the maximum length of time to wait in microseconds, or -1 to wait indefinitely. Restores the previously active #CoglGLES2Context if there were nested calls to cogl_push_gles2_context() or otherwise restores the ability to render with the Cogl api instead of OpenGLES 2.0. The behaviour is undefined if calls to cogl_pop_gles2_context() are not balenced with the number of corresponding calls to cogl_push_gles2_context(). A #CoglContext Pushes the given @gles2_ctx onto a stack associated with @ctx so that the OpenGLES 2.0 api can be used instead of the Cogl rendering apis to read and write to the specified framebuffers. Usage of the api available through a #CoglGLES2Vtable is only allowed between cogl_push_gles2_context() and cogl_pop_gles2_context() calls. If there is a runtime problem with switching over to the given @gles2_ctx then this function will return %FALSE and return an error through @error. %TRUE if operation was successfull or %FALSE otherwise and @error will be updated. A #CoglContext A #CoglGLES2Context allocated with cogl_gles2_context_new() A #CoglFramebuffer to access to read operations such as glReadPixels. (must be a #CoglOffscreen framebuffer currently) A #CoglFramebuffer to access for drawing operations such as glDrawArrays. (must be a #CoglOffscreen framebuffer currently) Compares that all the components of quaternions @a and @b are equal. An epsilon value is not used to compare the float components, but the == operator is at least used so that 0 and -0 are considered equal. %TRUE if the quaternions are equal else %FALSE. A #CoglQuaternion A #CoglQuaternion Adds each of the corresponding components in vectors @a and @b storing the results in @result. Where you want the result written The first vector operand The second vector operand Allocates a new 3 component float vector on the heap initializing the components from the given @vector and returns a pointer to the newly allocated vector. You should free the memory using cogl_vector3_free() A newly allocated 3 component float vector The 3 component vector you want to copy Calculates the cross product between the two vectors @u and @v. The cross product is a vector perpendicular to both @u and @v. This can be useful for calculating the normal of a polygon by creating two vectors in its plane using the polygons vertices and taking their cross product. If the two vectors are parallel then the cross product is 0. You can use a right hand rule to determine which direction the perpendicular vector will point: If you place the two vectors tail, to tail and imagine grabbing the perpendicular line that extends through the common tail with your right hand such that you fingers rotate in the direction from @u to @v then the resulting vector points along your extended thumb. Where you want the result written Your first 3 component vector Your second 3 component vector If you consider the two given vectors as (x,y,z) points instead then this will compute the distance between those two points. The distance between two points given as 3 component vectors. The first point The second point Divides each of the @vector components by the given scalar. The 3 component vector you want to manipulate The scalar you want to divide the vector components by Calculates the dot product of the two 3 component vectors. This can be used to determine the magnitude of one vector projected onto another. (for example a surface normal) For example if you have a polygon with a given normal vector and some other point for which you want to calculate its distance from the polygon, you can create a vector between one of the polygon vertices and that point and use the dot product to calculate the magnitude for that vector but projected onto the normal of the polygon. This way you don't just get the distance from the point to the edge of the polygon you get the distance from the point to the nearest part of the polygon. <note>If you don't use a unit length normal in the above example then you would then also have to divide the result by the magnitude of the normal</note> The dot product is calculated as: |[ (a->x * b->x + a->y * b->y + a->z * b->z) ]| For reference, the dot product can also be calculated from the angle between two vectors as: |[ |a||b|cos𝜃 ]| The dot product of two vectors. Your first 3 component vector Your second 3 component vector Compares the components of two vectors and returns TRUE if they are the same. The comparison of the components is done with the '==' operator such that -0 is considered equal to 0, but otherwise there is no fuzziness such as an epsilon to consider vectors that are essentially identical except for some minor precision error differences due to the way they have been manipulated. TRUE if the vectors are equal else FALSE. The first 3 component vector you want to compare The second 3 component vector you want to compare Compares the components of two vectors using the given epsilon and returns TRUE if they are the same, using an internal epsilon for comparing the floats. Each component is compared against the epsilon value in this way: |[ if (fabsf (vector0->x - vector1->x) < epsilon) ]| TRUE if the vectors are equal else FALSE. The first 3 component vector you want to compare The second 3 component vector you want to compare The allowable difference between components to still be considered equal Frees a 3 component vector that was previously allocated with cogl_vector3_copy() The 3 component you want to free Initializes a 3 component, single precision float vector which can then be manipulated with the cogl_vector convenience APIs. Vectors can also be used in places where a "point" is often desired. The 3 component vector you want to initialize The x component The y component The z component Initializes a 3 component, single precision float vector with zero for each component. The 3 component vector you want to initialize Inverts/negates all the components of the given @vector. The 3 component vector you want to manipulate Calculates the scalar magnitude or length of @vector. The magnitude of @vector. The 3 component vector you want the magnitude for Multiplies each of the @vector components by the given scalar. The 3 component vector you want to manipulate The scalar you want to multiply the vector components by Updates the vector so it is a "unit vector" such that the @vector<!-- -->s magnitude or length is equal to 1. <note>It's safe to use this function with the [0, 0, 0] vector, it will not try to divide components by 0 (its norm) and will leave the vector untouched.</note> The 3 component vector you want to manipulate Subtracts each of the corresponding components in vector @b from @a storing the results in @result. Where you want the result written The first vector operand The second vector operand Queries the internally created window HWND backing the given @onscreen framebuffer. If cogl_win32_onscreen_set_foreign_window() has been used then it will return the same handle set with that API. A #CoglOnscreen framebuffer Ideally we would recommend that you let Cogl be responsible for creating any window required to back an onscreen framebuffer but if you really need to target a window created manually this function can be called before @onscreen has been allocated to set a foreign XID for your existing X window. A #CoglOnscreen framebuffer A win32 window handle Adds a callback function that will receive all native events. The function can stop further processing of the event by return %COGL_FILTER_REMOVE. a #CoglRenderer the callback function user data passed to @func when called This function processes a single event; it can be used to hook into external event retrieval (for example that done by Clutter or GDK). #CoglFilterReturn. %COGL_FILTER_REMOVE indicates that Cogl has internally handled the event and the caller should do no further processing. %COGL_FILTER_CONTINUE indicates that Cogl is either not interested in the event, or has used the event to update internal state without taking any exclusive action. a #CoglRenderer A pointer to a win32 MSG struct Removes a callback that was previously added with cogl_win32_renderer_add_filter(). a #CoglRenderer the callback function user data given when the callback was installed Sets whether Cogl should automatically retrieve messages from Windows. It defaults to %TRUE. It can be set to %FALSE if the application wants to handle its own message retrieval. Note that Cogl still needs to see all of the messages to function properly so the application should call cogl_win32_renderer_handle_event() for each message if it disables automatic event retrieval. a #CoglRenderer The new value