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Robert Bragg 3336359abb [Automatic fixed-to-float.sh change] Applies all scripted changes
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.

Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
      so that applications may still take advantage of fixed point if they
      desire for certain optimisations where lower precision may be acceptable.

Note: no API changes were made in Clutter, only in Cogl.

Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.

- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.

- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.

- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
2009-01-20 16:20:54 +00:00

480 lines
16 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifndef __COGL_H__
#define __COGL_H__
#define __COGL_H_INSIDE__
#include <glib.h>
#include <cogl/cogl-defines-@CLUTTER_COGL@.h>
#include <cogl/cogl-mesh.h>
#include <cogl/cogl-fixed.h>
#include <cogl/cogl-color.h>
#include <cogl/cogl-offscreen.h>
#include <cogl/cogl-path.h>
#include <cogl/cogl-shader.h>
#include <cogl/cogl-texture.h>
#include <cogl/cogl-types.h>
#include <cogl/cogl-deprecated.h>
G_BEGIN_DECLS
/**
* SECTION:cogl
* @short_description: General purpose API
*
* General utility functions for COGL.
*/
/* Context manipulation */
/**
* cogl_create_context:
*
* FIXME
*/
gboolean cogl_create_context (void);
/**
* cogl_destroy_context:
*
* FIXME
*/
void cogl_destroy_context (void);
/* Misc */
/**
* cogl_get_features:
*
* Returns all of the features supported by COGL.
*
* Return value: A logical OR of all the supported COGL features.
*
* Since: 0.8
*/
CoglFeatureFlags cogl_get_features (void);
/**
* cogl_features_available:
* @features: A bitmask of features to check for
*
* Checks whether the given COGL features are available. Multiple
* features can be checked for by or-ing them together with the '|'
* operator. %TRUE is only returned if all of the requested features
* are available.
*
* Return value: %TRUE if the features are available, %FALSE otherwise.
*/
gboolean cogl_features_available (CoglFeatureFlags features);
/**
* cogl_get_proc_address:
* @name: the name of the function.
*
* Gets a pointer to a given GL or GL ES extension function. This acts
* as a wrapper around glXGetProcAddress() or whatever is the
* appropriate function for the current backend.
*
* Return value: a pointer to the requested function or %NULL if the
* function is not available.
*/
CoglFuncPtr cogl_get_proc_address (const gchar *name);
/**
* cogl_check_extension:
* @name: extension to check for
* @ext: list of extensions
*
* Check whether @name occurs in list of extensions in @ext.
*
* Returns: %TRUE if the extension occurs in the list, %FALSE otherwize.
*/
gboolean cogl_check_extension (const gchar *name,
const gchar *ext);
/**
* cogl_get_bitmasks:
* @red: Return location for the number of red bits or %NULL
* @green: Return location for the number of green bits or %NULL
* @blue: Return location for the number of blue bits or %NULL
* @alpha: Return location for the number of alpha bits or %NULL
*
* Gets the number of bitplanes used for each of the color components
* in the color buffer. Pass %NULL for any of the arguments if the
* value is not required.
*/
void cogl_get_bitmasks (gint *red,
gint *green,
gint *blue,
gint *alpha);
/**
* cogl_perspective:
* @fovy: Vertical of view angle in degrees.
* @aspect: Aspect ratio of diesplay
* @z_near: Nearest visible point
* @z_far: Furthest visible point along the z-axis
*
* Replaces the current projection matrix with a perspective matrix
* based on the provided values.
*/
void cogl_perspective (float fovy,
float aspect,
float z_near,
float z_far);
/**
* cogl_frustum:
* @left: Left clipping plane
* @right: Right clipping plane
* @bottom: Bottom clipping plane
* @top: Top clipping plane
* @z_near: Nearest visible point
* @z_far: Furthest visible point along the z-axis
*
* Replaces the current projection matrix with a perspective matrix
* for the given viewing frustum.
*
* Since: 0.8.2
*/
void cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_setup_viewport:
* @width: Width of the viewport
* @height: Height of the viewport
* @fovy: Field of view angle in degrees
* @aspect: Aspect ratio to determine the field of view along the x-axis
* @z_near: Nearest visible point along the z-axis
* @z_far: Furthest visible point along the z-axis
*
* Replaces the current viewport and projection matrix with the given
* values. The viewport is placed at the top left corner of the window
* with the given width and height. The projection matrix is replaced
* with one that has a viewing angle of @fovy along the y-axis and a
* view scaled according to @aspect along the x-axis. The view is
* clipped according to @z_near and @z_far on the z-axis.
*/
void cogl_setup_viewport (guint width,
guint height,
float fovy,
float aspect,
float z_near,
float z_far);
/**
* cogl_viewport:
* @width: Width of the viewport
* @height: Height of the viewport
*
* Replace the current viewport with the given values.
*
* Since: 0.8.2
*/
void cogl_viewport (guint width,
guint height);
/**
* cogl_push_matrix:
*
* Store the current model-view matrix on the matrix stack. The matrix
* can later be restored with cogl_pop_matrix().
*/
void cogl_push_matrix (void);
/**
* cogl_pop_matrix:
*
* Restore the current model-view matrix from the matrix stack.
*/
void cogl_pop_matrix (void);
/**
* cogl_scale:
* @x: Amount to scale along the x-axis
* @y: Amount to scale along the y-axis
*
* Multiplies the current model-view matrix by one that scales the x
* and y axes by the given values.
*/
void cogl_scale (float x,
float y);
/**
* cogl_translatex:
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
*
* Multiplies the current model-view matrix by one that translates the
* model along all three axes according to the given values.
*/
void cogl_translatex (float x,
float y,
float z);
/**
* cogl_translate:
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
*
* Integer version of cogl_translatex(). Multiplies the current
* model-view matrix by one that translates the model along all three
* axes according to the given values.
*/
void cogl_translate (gint x,
gint y,
gint z);
/**
* cogl_rotatex:
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
* @z: Z-component of vertex to rotate around.
*
* Multiplies the current model-view matrix by one that rotates the
* model around the vertex specified by @x, @y and @z. The rotation
* follows the right-hand thumb rule so for example rotating by 10
* degrees about the vertex (0, 0, 1) causes a small counter-clockwise
* rotation.
*/
void cogl_rotatex (float angle,
gint x,
gint y,
gint z);
/**
* cogl_rotate:
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
* @z: Z-component of vertex to rotate around.
*
* Integer version of cogl_rotatex(). Multiplies the current
* model-view matrix by one that rotates the model around the vertex
* specified by @x, @y and @z.
*/
void cogl_rotate (gint angle,
gint x,
gint y,
gint z);
/**
* cogl_get_modelview_matrix:
* @m: pointer to a 4x4 array of #float<!-- -->s to receive the matrix
*
* Stores the current model-view matrix in @m. The matrix is in
* column-major order.
*/
void cogl_get_modelview_matrix (float m[16]);
/**
* cogl_get_projection_matrix:
* @m: pointer to a 4x4 array of #float<!-- -->s to receive the matrix
*
* Stores the current projection matrix in @m. The matrix is in
* column-major order.
*/
void cogl_get_projection_matrix (float m[16]);
/**
* cogl_get_viewport:
* @v: pointer to a 4 element array of #float<!-- -->s to
* receive the viewport dimensions.
*
* Stores the current viewport in @v. @v[0] and @v[1] get the x and y
* position of the viewport and @v[2] and @v[3] get the width and
* height.
*/
void cogl_get_viewport (float v[4]);
/**
* cogl_clip_set:
* @x_offset: left edge of the clip rectangle
* @y_offset: top edge of the clip rectangle
* @width: width of the clip rectangle
* @height: height of the clip rectangle
*
* Specifies a rectangular clipping area for all subsequent drawing
* operations. Any drawing commands that extend outside the rectangle
* will be clipped so that only the portion inside the rectangle will
* be displayed. The rectangle dimensions are transformed by the
* current model-view matrix.
*
* The rectangle is intersected with the current clip region. To undo
* the effect of this function, call cogl_clip_unset().
*/
void cogl_clip_set (float x_offset,
float y_offset,
float width,
float height);
/**
* cogl_clip_set_from_path:
*
* Sets a new clipping area using the current path. The current path
* is then cleared. The clipping area is intersected with the previous
* clipping area. To restore the previous clipping area, call
* cogl_clip_unset().
*
* Since: 1.0
*/
void cogl_clip_set_from_path (void);
/**
* cogl_clip_set_from_path_preserve:
*
* Sets a new clipping area using the current path. The current path
* is then cleared. The clipping area is intersected with the previous
* clipping area. To restore the previous clipping area, call
* cogl_clip_unset().
*
* Since: 1.0
*/
void cogl_clip_set_from_path_preserve (void);
/**
* cogl_clip_unset:
*
* Reverts the clipping region to the state before the last call to
* cogl_clip_set().
*/
void cogl_clip_unset (void);
/**
* cogl_clip_ensure:
*
* Ensures that the current clipping region has been set in GL. This
* will automatically be called before any Cogl primitives but it
* maybe be neccessary to call if you are using raw GL calls with
* clipping.
*
* Since: 1.0
*/
void cogl_clip_ensure (void);
/**
* cogl_clip_stack_save:
*
* Save the entire state of the clipping stack and then clear all
* clipping. The previous state can be returned to with
* cogl_clip_stack_restore(). Each call to cogl_clip_set() after this
* must be matched by a call to cogl_clip_unset() before calling
* cogl_clip_stack_restore().
*
* Since: 0.8.2
*/
void cogl_clip_stack_save (void);
/**
* cogl_clip_stack_restore:
*
* Restore the state of the clipping stack that was previously saved
* by cogl_clip_stack_save().
*
* Since: 0.8.2
*/
void cogl_clip_stack_restore (void);
/**
* cogl_enable_depth_test:
* @setting: %TRUE to enable depth testing or %FALSE to disable.
*
* Sets whether depth testing is enabled. If it is disabled then the
* order that actors are layered on the screen depends solely on the
* order specified using clutter_actor_raise() and
* clutter_actor_lower(), otherwise it will also take into account the
* actor's depth. Depth testing is disabled by default.
*/
void cogl_enable_depth_test (gboolean setting);
/**
* cogl_enable_backface_culling:
* @setting: %TRUE to enable backface culling or %FALSE to disable.
*
* Sets whether textures positioned so that their backface is showing
* should be hidden. This can be used to efficiently draw two-sided
* textures or fully closed cubes without enabling depth testing. Only
* calls to cogl_texture_rectangle() and cogl_texture_polygon() are
* affected. Backface culling is disabled by default.
*/
void cogl_enable_backface_culling (gboolean setting);
/**
* cogl_alpha_func:
* @func: the comparison function to use, one of CGL_NEVER, CGL_LESS,
* CGL_EQUAL, CGL_LEQUAL, CGL_GREATER, CGL_NOTEQUAL, CGL_GEQUAL and GL_ALWAYS.
* @ref: reference value.
*
* Changes the alpha test to use the specified function specified in @func,
* comparing with the value in @ref. The default function is CGL_ALWAYS the
* initial reference value is 1.0.
*/
void cogl_alpha_func (COGLenum func,
float ref);
/**
* cogl_fog_set:
* @fog_color: The color of the fog
* @density: Ignored
* @z_near: Position along z-axis where no fogging should be applied
* @z_far: Position along z-axes where full fogging should be applied
*
* Enables fogging. Fogging causes vertices that are further away from
* the eye to be rendered with a different color. The color is
* linearly interpolated so that vertices at @z_near are drawn fully
* with their original color and vertices at @z_far are drawn fully
* with @fog_color. Fogging will remain enabled until the next call to
* cogl_paint_init().
*/
void cogl_fog_set (const CoglColor *fog_color,
float density,
float z_near,
float z_far);
/**
* cogl_paint_init:
* @color: Background color to clear to
*
* Clears the color buffer to @color. The depth buffer and stencil
* buffers are also cleared and fogging and lighting are disabled.
*/
void cogl_paint_init (const CoglColor *color);
G_END_DECLS
#undef __COGL_H_INSIDE__
#endif /* __COGL_H__ */