1
0
Fork 0

primitive: fix prototypes and start adding docs

This fixes the prototypes for the cogl_primitive_new_xyz functions and
also adds documentation with examples for each one.
This commit is contained in:
Robert Bragg 2010-11-04 13:23:23 +00:00 committed by Neil Roberts
parent 2a7e7fb6d3
commit 18e302c5cd

View file

@ -39,7 +39,7 @@ G_BEGIN_DECLS
/**
* SECTION:cogl-primitive
* @short_description: Functions for creating, manipulating and drawing
* primitive
* primitives
*
* FIXME
*/
@ -237,40 +237,325 @@ cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
int n_vertices,
CoglVertexAttribute **attributes);
/**
* cogl_primitive_new_p3:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP3Vertex 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 #CoglVertexArray storage, describe the position
* attribute with a #CoglVertexAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglP3Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v3_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP3Vertex *data);
cogl_primitive_new_p3 (CoglVerticesMode mode,
int n_vertices,
const CoglP3Vertex *data);
/**
* cogl_primitive_new_p2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP2C4Vertex 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 #CoglVertexArray storage, describe the position
* and color attributes with #CoglVertexAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglP2C4Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v2c4_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP2C4Vertex *data);
cogl_primitive_new_p2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglP2C4Vertex *data);
/**
* cogl_primitive_new_p3c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP3C4Vertex 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 #CoglVertexArray storage, describe the position
* and color attributes with #CoglVertexAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglP3C4Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v3c4_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP3C4Vertex *data);
cogl_primitive_new_p3c4 (CoglVerticesMode mode,
int n_vertices,
const CoglP3C4Vertex *data);
/**
* cogl_primitive_new_p2t2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP2T2Vertex 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 #CoglVertexArray storage, describe the position and
* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglP2T2Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v2t2_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP2T2Vertex *data);
cogl_primitive_new_p2t2 (CoglVerticesMode mode,
int n_vertices,
const CoglP2T2Vertex *data);
/**
* cogl_primitive_new_p3t2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP3T2Vertex 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 #CoglVertexArray storage, describe the position and
* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglP3T2Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v3t2_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP3T2Vertex *data);
cogl_primitive_new_p3t2 (CoglVerticesMode mode,
int n_vertices,
const CoglP3T2Vertex *data);
/**
* cogl_primitive_new_p2t2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP2T2C4Vertex 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 #CoglVertexArray storage, describe the position, texture
* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglP2T2C4Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v2t2c4_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP2T2C4Vertex *data);
cogl_primitive_new_p2t2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglP2T2C4Vertex *data);
/**
* cogl_primitive_new_p3t2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP3T2C4Vertex 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 #CoglVertexArray storage, describe the position, texture
* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglP3T2C4Vertex 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);
* ]|
*
* <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>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_v3t2c4_attributes (CoglVerticesMode mode,
int n_vertices,
const CoglP3T2C4Vertex *data);
cogl_primitive_new_p3t2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglP3T2C4Vertex *data);
int
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);