Functions¶
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Details¶
- Cogl.begin_gl()¶
We do not advise nor reliably support the interleaving of raw GL drawing and Cogl drawing functions, but if you insist,
Cogl.begin_gl
() andCogl.end_gl
() provide a simple mechanism that may at least give you a fighting chance of succeeding.Note: this doesn’t help you modify the behaviour of Cogl drawing functions through the modification of GL state; that will never be reliably supported, but if you are trying to do something like:
{ - setup some OpenGL state. - draw using OpenGL (e.g. glDrawArrays() ) - reset modified OpenGL state. - continue using Cogl to draw }
You should surround blocks of drawing using raw GL with
Cogl.begin_gl
() andCogl.end_gl
():{ cogl_begin_gl (); - setup some OpenGL state. - draw using OpenGL (e.g. glDrawArrays() ) - reset modified OpenGL state. cogl_end_gl (); - continue using Cogl to draw }
Don’t ever try and do:
{ - setup some OpenGL state. - use Cogl to draw - reset modified OpenGL state. }
When the internals of Cogl evolves, this is very liable to break.
This function will flush all batched primitives, and subsequently flush all internal Cogl state to OpenGL as if it were going to draw something itself.
The result is that the OpenGL modelview matrix will be setup; the state corresponding to the current source material will be set up and other world state such as backface culling, depth and fogging enabledness will be sent to OpenGL.
No special material state is flushed, so if you want Cogl to setup a simplified material state it is your responsibility to set a simple source material before calling
Cogl.begin_gl
(). E.g. by callingCogl.set_source_color4ub
(). It is your responsibility to restore any OpenGL state that you modify to how it was after callingCogl.begin_gl
() if you don’t do this then the result of further Cogl calls is undefined. You can not nest begin/end blocks. Again we would like to stress, we do not advise the use of this API and if possible we would prefer to improve Cogl than have developers require raw OpenGL.New in version 1.0.
Deprecated since version 1.16: Use the #CoglGLES2Context api instead
- Cogl.check_extension(name, ext)¶
- Parameters:
- Returns:
- Return type:
Check whether name occurs in list of extensions in ext.
Deprecated since version 1.2: OpenGL is an implementation detail for Cogl and so it’s not appropriate to expose OpenGL extensions through the Cogl API. This function can be replaced by the following equivalent code:
CoglBool retval = (strstr (ext, name) != NULL) ? TRUE : FALSE;
- Cogl.clear(color, buffers)¶
- Parameters:
color (
Cogl.Color
) – Background color to clear tobuffers (
int
) – A mask ofCogl.BufferBit
‘s identifying which auxiliary buffers to clear
Clears all the auxiliary buffers identified in the buffers mask, and if that includes the color buffer then the specified color is used.
Deprecated since version 1.16: Use cogl_framebuffer_clear() api instead
- 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.
New in version 1.0.
Deprecated since version 1.2: Calling this function has no effect
- Cogl.clip_pop()¶
Reverts the clipping region to the state before the last call to
Cogl.clip_push
().Deprecated since version 1.16: Use cogl_framebuffer_pop_clip() instead
- Cogl.clip_push(x_offset, y_offset, width, height)¶
- Parameters:
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_pop
().Deprecated since version 1.16: The x, y, width, height arguments are inconsistent with other API that specify rectangles in model space, and when used with a coordinate space that puts the origin at the center and y+ extending up, it’s awkward to use. Please use cogl_framebuffer_push_rectangle_clip()
- Cogl.clip_push_rectangle(x0, y0, x1, y1)¶
- Parameters:
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_pop
().New in version 1.2.
Deprecated since version 1.16: Use cogl_framebuffer_push_rectangle_clip() instead
- Cogl.clip_push_window_rect(x_offset, y_offset, width, height)¶
- Parameters:
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.clip_pop
().Deprecated since version 1.16: Use cogl_framebuffer_push_scissor_clip() instead
- Cogl.clip_push_window_rectangle(x_offset, y_offset, width, height)¶
- Parameters:
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.clip_pop
().New in version 1.2.
Deprecated since version 1.16: Use cogl_framebuffer_push_scissor_clip() instead
- Cogl.clip_stack_restore()¶
Restore the state of the clipping stack that was previously saved by
Cogl.clip_stack_save
().New in version 0.8.2.
Deprecated since version 1.2: This was originally added to allow us to restore the clip stack when switching back from an offscreen framebuffer, but it’s not necessary anymore given that framebuffers now own separate clip stacks which will be automatically switched between when a new buffer is set. Calling this function has no effect
- 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 toCogl.clip_push
() after this must be matched by a call toCogl.clip_pop
() before callingCogl.clip_stack_restore
().New in version 0.8.2.
Deprecated since version 1.2: This was originally added to allow us to save the clip stack when switching to an offscreen framebuffer, but it’s not necessary anymore given that framebuffers now own separate clip stacks which will be automatically switched between when a new buffer is set. Calling this function has no effect
- Cogl.clutter_check_extension_CLUTTER(name, ext)¶
- Cogl.clutter_winsys_has_feature_CLUTTER(feature)¶
- Parameters:
feature (
Cogl.WinsysFeature
) –- Return type:
- Cogl.color_equal(v1, v2)¶
- Parameters:
v1 (
object
orNone
) – aCogl.Color
v2 (
object
orNone
) – aCogl.Color
- Returns:
True
if the two colors are the same.- Return type:
Compares two
Cogl.Color
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
Cogl.Color
s as keys in aGLib.HashTable
.New in version 1.0.
- Cogl.color_init_from_hsl(hue, saturation, luminance)¶
- Parameters:
- Returns:
return location for a
Cogl.Color
- Return type:
color:
Cogl.Color
Converts a color expressed in HLS (hue, luminance and saturation) values into a
Cogl.Color
.New in version 1.16.
- Cogl.create_program()¶
- Returns:
a new cogl program.
- Return type:
Create a new cogl program object that can be used to replace parts of the GL rendering pipeline with custom code.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.create_shader(shader_type)¶
- Parameters:
shader_type (
Cogl.ShaderType
) –Cogl.ShaderType.VERTEX
orCogl.ShaderType.FRAGMENT
.- Returns:
a new shader handle.
- Return type:
Create a new shader handle, use
Cogl.shader_source
() to set the source code to be used on it.Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.debug_matrix_print(matrix)¶
- Parameters:
matrix (
Cogl.Matrix
) – ACogl.Matrix
Prints the contents of a
Cogl.Matrix
to stdout.New in version 2.0.
- Cogl.disable_fog()¶
This function disables fogging, so primitives drawn afterwards will not be blended with any previously set fog color.
Deprecated since version 1.16: Use #CoglSnippet shader api for fog
- Cogl.end_gl()¶
This is the counterpart to
Cogl.begin_gl
() used to delimit blocks of drawing code using raw OpenGL. Please refer toCogl.begin_gl
() for full details.New in version 1.0.
Deprecated since version 1.16: Use the #CoglGLES2Context api instead
- Cogl.features_available(features)¶
- Parameters:
features (
Cogl.FeatureFlags
) – A bitmask of features to check for- Returns:
- Return type:
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.Deprecated since version 1.10: Use cogl_has_feature() instead
- Cogl.flush()¶
This function should only need to be called in exceptional circumstances.
As an optimization Cogl drawing functions may batch up primitives internally, so if you are trying to use raw GL outside of Cogl you stand a better chance of being successful if you ask Cogl to flush any batched geometry before making your state changes.
It only ensure that the underlying driver is issued all the commands necessary to draw the batched primitives. It provides no guarantees about when the driver will complete the rendering.
This provides no guarantees about the GL state upon returning and to avoid confusing Cogl you should aim to restore any changes you make before resuming use of Cogl.
If you are making state changes with the intention of affecting Cogl drawing primitives you are 100% on your own since you stand a good chance of conflicting with Cogl internals. For example clutter-gst which currently uses direct GL calls to bind ARBfp programs will very likely break when Cogl starts to use ARBfb programs itself for the material API.
New in version 1.0.
- Cogl.frustum(left, right, bottom, top, z_near, z_far)¶
- Parameters:
left (
float
) – X position of the left clipping plane where it intersects the near clipping planeright (
float
) – X position of the right clipping plane where it intersects the near clipping planebottom (
float
) – Y position of the bottom clipping plane where it intersects the near clipping planetop (
float
) – Y position of the top clipping plane where it intersects the near clipping planez_near (
float
) – The distance to the near clipping plane (Must be positive)z_far (
float
) – The distance to the far clipping plane (Must be positive)
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.
New in version 0.8.2.
Deprecated since version 1.10: Use cogl_framebuffer_frustum() instead
- Cogl.get_backface_culling_enabled()¶
-
Queries if backface culling has been enabled via
Cogl.set_backface_culling_enabled
()Deprecated since version 1.16: Use cogl_pipeline_get_cull_face_mode() instead
- Cogl.get_bitmasks()¶
- Returns:
- Return type:
Gets the number of bitplanes used for each of the color components in the color buffer. Pass
None
for any of the arguments if the value is not required.Deprecated since version 1.8: Use cogl_framebuffer_get_red/green/blue/alpha_bits() instead
- Cogl.get_depth_test_enabled()¶
-
Queries if depth testing has been enabled via cogl_set_depth_test_enable()
Deprecated since version 1.16: Use cogl_pipeline_set_depth_state() instead
- Cogl.get_features()¶
- Returns:
A logical OR of all the supported COGL features.
- Return type:
Returns all of the features supported by COGL.
New in version 0.8.
Deprecated since version 1.10: Use cogl_foreach_feature() instead
- Cogl.get_modelview_matrix()¶
- Returns:
return location for the model-view matrix
- Return type:
matrix:
Cogl.Matrix
Stores the current model-view matrix in matrix.
Deprecated since version 1.10: Use cogl_framebuffer_get_modelview_matrix() instead
- Cogl.get_option_group()¶
- Returns:
- Return type:
Retrieves the
GLib.OptionGroup
used by Cogl to parse the command line options. Clutter uses this to handle the Cogl command line options during its initialization process.New in version 1.0.
Deprecated since version 1.16: Not replaced
- Cogl.get_projection_matrix()¶
- Returns:
return location for the projection matrix
- Return type:
matrix:
Cogl.Matrix
Stores the current projection matrix in matrix.
Deprecated since version 1.10: Use cogl_framebuffer_get_projection_matrix() instead
- Cogl.get_source()¶
-
Returns the current source material as previously set using
Cogl.set_source
().You should typically consider the returned material immutable and not try to change any of its properties unless you own a reference to that material. At times you may be able to get a reference to an internally managed materials and the result of modifying such materials is undefined.
New in version 1.6.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.get_viewport()¶
- Returns:
pointer to a 4 element array of #float s to receive the viewport dimensions.
- Return type:
v: [
float
]
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.
Deprecated since version 1.10: Use cogl_framebuffer_get_viewport4fv() instead
- Cogl.gtype_matrix_get_type()¶
- Returns:
the
GObject.GType
for the registered “Cogl.Matrix
" boxed type. This can be used for example to defineGObject.Object
properties that accept aCogl.Matrix
value.- Return type:
Deprecated since version 1.18: Use cogl_matrix_get_gtype() instead.
- Cogl.handle_get_type()¶
- Return type:
- Cogl.handle_ref(handle)¶
- Parameters:
handle (
object
) – a #CoglHandle- Returns:
the handle, with its reference count increased
- Return type:
Increases the reference count of handle by 1
- Cogl.handle_unref(handle)¶
- Parameters:
handle (
object
) – a #CoglHandle
Drecreases the reference count of handle by 1; if the reference count reaches 0, the resources allocated by handle will be freed
- Cogl.is_bitmap(object)¶
- Parameters:
- Returns:
True
if the passed object represents a bitmap, andFalse
otherwise- Return type:
Checks whether object is a
Cogl.Bitmap
New in version 1.0.
- Cogl.is_material(handle)¶
- Parameters:
handle (
object
) – A CoglHandle- Returns:
True
if the handle references aCogl.Material
,False
otherwise- Return type:
Gets whether the given handle references an existing material object.
Deprecated since version 1.16: Use cogl_is_pipeline() instead
- Cogl.is_offscreen(object)¶
- Parameters:
- Returns:
True
if object is aCogl.Offscreen
framebuffer,False
otherwise- Return type:
Determines whether the given #CoglObject references an offscreen framebuffer object.
- Cogl.is_program(handle)¶
- Parameters:
handle (
object
) – A CoglHandle- Returns:
- Return type:
Gets whether the given handle references an existing program object.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.is_shader(handle)¶
- Parameters:
handle (
object
) – A CoglHandle- Returns:
- Return type:
Gets whether the given handle references an existing shader object.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.is_texture(object)¶
-
Gets whether the given object references a texture object.
- Cogl.is_vertex_buffer(handle)¶
- Parameters:
handle (
object
) – a #CoglHandle for a vertex buffer object- Returns:
- Return type:
Checks whether handle is a Vertex Buffer Object
New in version 1.0.
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.is_vertex_buffer_indices(handle)¶
- Parameters:
handle (
object
) – a #CoglHandle- Returns:
- Return type:
Checks whether handle is a handle to the indices for a vertex buffer object
New in version 1.4.
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.material_ref(material)¶
- Parameters:
material (
object
) – aCogl.Material
object.- Returns:
the material.
- Return type:
Increment the reference count for a
Cogl.Material
.New in version 1.0.
Deprecated since version 1.2: Use cogl_object_ref() instead
- Cogl.material_unref(material)¶
- Parameters:
material (
object
) – aCogl.Material
object.
Decrement the reference count for a
Cogl.Material
.New in version 1.0.
Deprecated since version 1.2: Use cogl_object_unref() instead
- Cogl.matrix_equal(v1, v2)¶
- Parameters:
- Return type:
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.
New in version 1.4.
- Cogl.onscreen_clutter_backend_set_size_CLUTTER(width, height)¶
- Cogl.ortho(left, right, bottom, top, near, far)¶
- Parameters:
left (
float
) – The coordinate for the left clipping planeright (
float
) – The coordinate for the right clipping planebottom (
float
) – The coordinate for the bottom clipping planetop (
float
) – The coordinate for the top clipping planenear (
float
) – The distance to the near clipping plane (negative if the plane is behind the viewer)far (
float
) – The distance for the far clipping plane (negative if the plane is behind the viewer)
Replaces the current projection matrix with an orthographic projection matrix. See to see how the matrix is calculated.
This function copies the arguments from OpenGL’s glOrtho() even though they are unnecessarily confusing due to the z near and z far arguments actually being a “distance” from the origin, where negative values are behind the viewer, instead of coordinates for the z clipping planes which would have been consistent with the left, right bottom and top arguments.
New in version 1.0.
Deprecated since version 1.10: Use cogl_framebuffer_orthographic() instead
- Cogl.perspective(fovy, aspect, z_near, z_far)¶
- Parameters:
Replaces the current projection matrix with a perspective matrix based on the provided values.
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.
Deprecated since version 1.10: Use cogl_framebuffer_perspective() instead
- Cogl.polygon(vertices, n_vertices, use_color)¶
- Parameters:
vertices (
Cogl.TextureVertex
) – An array ofCogl.TextureVertex
structsn_vertices (
int
) – The length of the vertices arrayuse_color (
int
) –True
if the color member ofCogl.TextureVertex
should be used
Draws a convex polygon using the current source material to fill / texture with according to the texture coordinates passed.
If use_color is
True
then the color will be changed for each vertex using the value specified in the color member ofCogl.TextureVertex
. This can be used for example to make the texture fade out by setting the alpha value of the color.All of the texture coordinates must be in the range [0,1] and repeating the texture is not supported.
Because of the way this function is implemented it will currently only work if either the texture is not sliced or the backend is not OpenGL ES and the minifying and magnifying functions are both set to
Cogl.MaterialFilter.NEAREST
.New in version 1.0.
- Cogl.pop_draw_buffer()¶
Restore
Cogl.set_draw_buffer
() state.Deprecated since version 1.16: The latest drawing apis take explicit #CoglFramebuffer arguments so this stack of framebuffers shouldn’t be used anymore.
- Cogl.pop_framebuffer()¶
Restores the framebuffer that was previously at the top of the stack. All subsequent drawing will be redirected to this framebuffer.
New in version 1.2.
Deprecated since version 1.16: The latest drawing apis take explicit #CoglFramebuffer arguments so this stack of framebuffers shouldn’t be used anymore.
- Cogl.pop_matrix()¶
Restores the current model-view matrix from the matrix stack.
Deprecated since version 1.10: Use cogl_framebuffer_pop_matrix() instead
- Cogl.pop_source()¶
Removes the material at the top of the source stack. The material at the top of this stack defines the GPU state used to process later primitives as defined by
Cogl.set_source
().New in version 1.6.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.program_attach_shader(program_handle, shader_handle)¶
- Parameters:
Attaches a shader to a program object. A program can have multiple vertex or fragment shaders but only one of them may provide a main() function. It is allowed to use a program with only a vertex shader or only a fragment shader.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_get_uniform_location(handle, uniform_name)¶
- Parameters:
- Returns:
the offset of a uniform in a specified program. This uniform can be set using
Cogl.program_uniform_1f
() when the program is in use.- Return type:
Retrieve the location (offset) of a uniform variable in a shader program, a uniform is a variable that is constant for all vertices/fragments for a shader object and is possible to modify as an external parameter.
Deprecated since version 1.16: Use #CoglSnippet api instead
- Cogl.program_link(handle)¶
- Parameters:
handle (
object
) – a #CoglHandle for a shader program.
Links a program making it ready for use. Note that calling this function is optional. If it is not called the program will automatically be linked the first time it is used.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_ref(handle)¶
-
Add an extra reference to a program.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_set_uniform_1f(program, uniform_location, value)¶
- Parameters:
program (
object
) – A #CoglHandle for a linked programuniform_location (
int
) – the uniform location retrieved fromCogl.program_get_uniform_location
().value (
float
) – the new value of the uniform.
Changes the value of a floating point uniform for the given linked program.
New in version 1.4.
Deprecated since version 1.16: Use #CoglSnippet api instead
- Cogl.program_set_uniform_1i(program, uniform_location, value)¶
- Parameters:
program (
object
) – A #CoglHandle for a linked programuniform_location (
int
) – the uniform location retrieved fromCogl.program_get_uniform_location
().value (
int
) – the new value of the uniform.
Changes the value of an integer uniform for the given linked program.
New in version 1.4.
Deprecated since version 1.16: Use #CoglSnippet api instead
- Cogl.program_set_uniform_float(program, uniform_location, n_components, value)¶
- Parameters:
program (
object
) – A #CoglHandle for a linked programuniform_location (
int
) – the uniform location retrieved fromCogl.program_get_uniform_location
().n_components (
int
) – The number of components for the uniform. For example with glsl you’d use 3 for a vec3 or 4 for a vec4.value ([
float
]) – the new value of the uniform[s].
Changes the value of a float vector uniform, or uniform array for the given linked program.
New in version 1.4.
Deprecated since version 1.16: Use #CoglSnippet api instead
- Cogl.program_set_uniform_int(program, uniform_location, n_components, value)¶
- Parameters:
program (
object
) – A #CoglHandle for a linked programuniform_location (
int
) – the uniform location retrieved fromCogl.program_get_uniform_location
().n_components (
int
) – The number of components for the uniform. For example with glsl you’d use 3 for a vec3 or 4 for a vec4.value ([
int
]) – the new value of the uniform[s].
Changes the value of a int vector uniform, or uniform array for the given linked program.
New in version 1.4.
Deprecated since version 1.16: Use #CoglSnippet api instead
- Cogl.program_set_uniform_matrix(program, uniform_location, dimensions, transpose, value)¶
- Parameters:
program (
object
) – A #CoglHandle for a linked programuniform_location (
int
) – the uniform location retrieved fromCogl.program_get_uniform_location
().dimensions (
int
) – The dimensions of the matrix. So for for example pass 2 for a 2x2 matrix or 3 for 3x3.transpose (
int
) – Whether to transpose the matrix when setting the uniform.value ([
float
]) – the new value of the uniform.
Changes the value of a matrix uniform, or uniform array in the given linked program.
New in version 1.4.
Deprecated since version 1.16: Use #CoglSnippet api instead
- Cogl.program_uniform_1f(uniform_no, value)¶
-
Changes the value of a floating point uniform in the currently used (see
Cogl.program_use
()) shader program.Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_uniform_1i(uniform_no, value)¶
-
Changes the value of an integer uniform in the currently used (see
Cogl.program_use
()) shader program.Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_uniform_float(uniform_no, size, value)¶
- Parameters:
Changes the value of a float vector uniform, or uniform array in the currently used (see
Cogl.program_use
()) shader program.Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_uniform_int(uniform_no, size, value)¶
- Parameters:
Changes the value of a int vector uniform, or uniform array in the currently used (see
Cogl.program_use
()) shader program.Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_uniform_matrix(uniform_no, size, transpose, value)¶
- Parameters:
Changes the value of a matrix uniform, or uniform array in the currently used (see
Cogl.program_use
()) shader program. The size parameter is used to determine the square size of the matrix.Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_unref(handle)¶
- Parameters:
handle (
object
) – A #CoglHandle to a program.
Removes a reference to a program. If it was the last reference the program object will be destroyed.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.program_use(handle)¶
- Parameters:
handle (
object
) – a #CoglHandle for a shader program or %COGL_INVALID_HANDLE.
Activate a specific shader program replacing that part of the GL rendering pipeline, if passed in %COGL_INVALID_HANDLE the default behavior of GL is reinstated.
This function affects the global state of the current Cogl context. It is much more efficient to attach the shader to a specific material used for rendering instead by calling
Cogl.Material.set_user_program
().Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.push_draw_buffer()¶
Save
Cogl.set_draw_buffer
() state.Deprecated since version 1.16: The latest drawing apis take explicit #CoglFramebuffer arguments so this stack of framebuffers shouldn’t be used anymore.
- Cogl.push_matrix()¶
Stores the current model-view matrix on the matrix stack. The matrix can later be restored with
Cogl.pop_matrix
().Deprecated since version 1.10: Use cogl_framebuffer_push_matrix() instead
- Cogl.push_source(material)¶
- Parameters:
material (
object
orNone
) – ACogl.Material
Pushes the given material to the top of the source stack. The material at the top of this stack defines the GPU state used to process later primitives as defined by
Cogl.set_source
().New in version 1.6.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.read_pixels(x, y, width, height, source, format, pixels)¶
- Parameters:
x (
int
) – The window x position to start reading fromy (
int
) – The window y position to start reading fromwidth (
int
) – The width of the rectangle you want to readheight (
int
) – The height of the rectangle you want to readsource (
Cogl.ReadPixelsFlags
) – Identifies which auxillary buffer you want to read (onlyCogl.ReadPixelsFlags.COLOR_BUFFER
supported currently)format (
Cogl.PixelFormat
) – The pixel format you want the result in (onlyCogl.PixelFormat.RGBA_8888
supported currently)pixels (
int
) – The location to write the pixel data.
This reads a rectangle of pixels from the current framebuffer where position (0, 0) is the top left. The pixel at (x, y) is the first read, and the data is returned with a rowstride of (width * 4).
Currently Cogl assumes that the framebuffer is in a premultiplied format so if format 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.
Deprecated since version 1.16: Use cogl_framebuffer_read_pixels() instead
- Cogl.rectangle(x_1, y_1, x_2, y_2)¶
- Parameters:
Fills a rectangle at the given coordinates with the current source material
- Cogl.rectangle_with_multitexture_coords(x1, y1, x2, y2, tex_coords, tex_coords_len)¶
- Parameters:
x1 (
float
) – x coordinate upper left on screen.y1 (
float
) – y coordinate upper left on screen.x2 (
float
) – x coordinate lower right on screen.y2 (
float
) – y coordinate lower right on screen.tex_coords ([
float
]) – An array containing groups of 4 float values: [tx1, ty1, tx2, ty2] that are interpreted as two texture coordinates; one for the upper left texel, and one for the lower right texel. Each value should be between 0.0 and 1.0, where the coordinate (0.0, 0.0) represents the top left of the texture, and (1.0, 1.0) the bottom right.tex_coords_len (
int
) – The length of the tex_coords array. (e.g. for one layer and one group of texture coordinates, this would be 4)
This function draws a rectangle using the current source material to texture or fill with. As a material may contain multiple texture layers this interface lets you supply texture coordinates for each layer of the material.
The first pair of coordinates are for the first layer (with the smallest layer index) and if you supply less texture coordinates than there are layers in the current source material then default texture coordinates (0.0, 0.0, 1.0, 1.0) are generated.
New in version 1.0.
- Cogl.rectangle_with_texture_coords(x1, y1, x2, y2, tx1, ty1, tx2, ty2)¶
- Parameters:
x1 (
float
) – x coordinate upper left on screen.y1 (
float
) – y coordinate upper left on screen.x2 (
float
) – x coordinate lower right on screen.y2 (
float
) – y coordinate lower right on screen.tx1 (
float
) – x part of texture coordinate to use for upper left pixelty1 (
float
) – y part of texture coordinate to use for upper left pixeltx2 (
float
) – x part of texture coordinate to use for lower right pixelty2 (
float
) – y part of texture coordinate to use for left pixel
Draw a rectangle using the current material and supply texture coordinates to be used for the first texture layer of the material. To draw the entire texture pass in tx1=0.0 ty1=0.0 tx2=1.0 ty2=1.0.
New in version 1.0.
- Cogl.rectangles(verts, n_rects)¶
-
Draws a series of rectangles in the same way that
Cogl.rectangle
() does. In some situations it can give a significant performance boost to use this function rather than callingCogl.rectangle
() separately for each rectangle.verts should point to an array of #float s with n_rects * 4 elements. Each group of 4 values corresponds to the parameters x1, y1, x2, and y2, and have the same meaning as in
Cogl.rectangle
().New in version 1.0.
- Cogl.rectangles_with_texture_coords(verts, n_rects)¶
-
Draws a series of rectangles in the same way that
Cogl.rectangle_with_texture_coords
() does. In some situations it can give a significant performance boost to use this function rather than callingCogl.rectangle_with_texture_coords
() separately for each rectangle.verts should point to an array of #float s with n_rects * 8 elements. Each group of 8 values corresponds to the parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same meaning as in
Cogl.rectangle_with_texture_coords
().New in version 0.8.6.
- Cogl.rotate(angle, x, y, z)¶
- Parameters:
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.
Deprecated since version 1.10: Use cogl_framebuffer_rotate() instead
- Cogl.scale(x, y, z)¶
- Parameters:
Multiplies the current model-view matrix by one that scales the x, y and z axes by the given values.
Deprecated since version 1.10: Use cogl_framebuffer_pop_matrix() instead
- Cogl.set_backface_culling_enabled(setting)¶
-
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. This only affects calls to the
Cogl.rectangle
family of functions andCogl.vertex_buffer_draw
. Backface culling is disabled by default.Deprecated since version 1.16: Use cogl_pipeline_set_cull_face_mode() instead
- Cogl.set_depth_test_enabled(setting)¶
-
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.
Deprecated since version 1.16: Use cogl_pipeline_set_depth_state() instead
- Cogl.set_draw_buffer(target, offscreen)¶
- Parameters:
target (
Cogl.BufferTarget
) – ACogl.BufferTarget
that specifies what kind of framebuffer you are setting as the render target.offscreen (
object
) – If you are setting a framebuffer of typeCogl.BufferTarget.OFFSCREEN_BUFFER
then this is a CoglHandle for the offscreen buffer.
Redirects all subsequent drawing to the specified framebuffer. This can either be an offscreen buffer created with
Cogl.Offscreen.new_to_texture
() or you can revert to your original on screen window buffer.Deprecated since version 1.16: The latest drawing apis take explicit #CoglFramebuffer arguments so this stack of framebuffers shouldn’t be used anymore.
- Cogl.set_fog(fog_color, mode, density, z_near, z_far)¶
- Parameters:
fog_color (
Cogl.Color
) – The color of the fogmode (
Cogl.FogMode
) – ACogl.FogMode
that determines the equation used to calculate the fogging blend factor.density (
float
) – Used byCogl.FogMode.EXPONENTIAL
and byCogl.FogMode.EXPONENTIAL_SQUARED
equations.z_near (
float
) – Position along Z axis where no fogging should be appliedz_far (
float
) – Position along Z axis 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 determined according to the chosen fog mode; at it’s simplest 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 you call
Cogl.disable_fog
().The fogging functions only work correctly when primitives use unmultiplied alpha colors. By default Cogl will premultiply textures and
Cogl.set_source_color
() will premultiply colors, so unless you explicitly load your textures requesting an unmultiplied internal format and useCogl.Material.set_color
() you can only use fogging with fully opaque primitives. This might improve in the future when we can depend on fragment shaders.Deprecated since version 1.16: Use #CoglSnippet shader api for fog
- Cogl.set_modelview_matrix(matrix)¶
- Parameters:
matrix (
Cogl.Matrix
) – the new model-view matrix
Loads matrix as the new model-view matrix.
Deprecated since version 1.10: Use cogl_framebuffer_set_modelview_matrix() instead
- Cogl.set_projection_matrix(matrix)¶
- Parameters:
matrix (
Cogl.Matrix
) – the new projection matrix
Loads matrix as the new projection matrix.
Deprecated since version 1.10: Use cogl_framebuffer_set_projection_matrix() instead
- Cogl.set_source(material)¶
- Parameters:
material (
object
orNone
) – ACogl.Material
This function changes the material at the top of the source stack. The material at the top of this stack defines the GPU state used to process subsequent primitives, such as rectangles drawn with
Cogl.rectangle
() or vertices drawn usingCogl.vertex_buffer_draw
().New in version 1.0.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.set_source_color(color)¶
- Parameters:
color (
Cogl.Color
) – aCogl.Color
This is a convenience function for creating a solid fill source material from the given color. This color will be used for any subsequent drawing operation.
The color will be premultiplied by Cogl, so the color should be non-premultiplied. For example: use (1.0, 0.0, 0.0, 0.5) for semi-transparent red.
See also
Cogl.set_source_color4ub
() andCogl.set_source_color4f
() if you already have the color components.New in version 1.0.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.set_source_color4f(red, green, blue, alpha)¶
- Parameters:
This is a convenience function for creating a solid fill source material from the given color using normalized values for each component. This color will be used for any subsequent drawing operation.
The value for each component is a fixed point number in the range between 0 and %1.0. If the values passed in are outside that range, they will be clamped.
New in version 1.0.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.set_source_color4ub(red, green, blue, alpha)¶
- Parameters:
This is a convenience function for creating a solid fill source material from the given color using unsigned bytes for each component. This color will be used for any subsequent drawing operation.
The value for each component is an unsigned byte in the range between 0 and 255.
New in version 1.0.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.set_source_texture(texture)¶
- Parameters:
texture (
Cogl.Texture
) – TheCogl.Texture
you want as your source
This is a convenience function for creating a material with the first layer set to texture and setting that material as the source with
Cogl.set_source
.Note: There is no interaction between calls to
Cogl.set_source_color
andCogl.set_source_texture
. If you need to blend a texture with a color then you can create a simple material like this:material = cogl_material_new (); cogl_material_set_color4ub (material, 0xff, 0x00, 0x00, 0x80); cogl_material_set_layer (material, 0, tex_handle); cogl_set_source (material);
New in version 1.0.
Deprecated since version 1.16: Latest drawing apis all take an explicit #CoglPipeline argument so this stack of
Cogl.Material
s shouldn’t be used.
- Cogl.set_viewport(x, y, width, height)¶
- Parameters:
Replaces the current viewport with the given values.
New in version 1.2.
Deprecated since version 1.8: Use cogl_framebuffer_set_viewport() instead
- Cogl.shader_compile(handle)¶
- Parameters:
handle (
object
) – #CoglHandle for a shader.
Compiles the shader, no return value, but the shader is now ready for linking into a program. Note that calling this function is optional. If it is not called then the shader will be automatically compiled when it is linked.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.shader_get_info_log(handle)¶
- Parameters:
handle (
object
) – #CoglHandle for a shader.- Returns:
a newly allocated string containing the info log. Use
GLib.free
() to free it- Return type:
Retrieves the information log for a coglobject, can be used in conjunction with cogl_shader_get_parameteriv() to retrieve the compiler warnings/error messages that caused a shader to not compile correctly, mainly useful for debugging purposes.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.shader_get_type(handle)¶
- Parameters:
handle (
object
) – #CoglHandle for a shader.- Returns:
Cogl.ShaderType.VERTEX
if the shader is a vertex processor orCogl.ShaderType.FRAGMENT
if the shader is a frament processor- Return type:
Retrieves the type of a shader #CoglHandle
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.shader_is_compiled(handle)¶
- Parameters:
handle (
object
) – #CoglHandle for a shader.- Returns:
True
if the shader object has sucessfully be compiled- Return type:
Retrieves whether a shader #CoglHandle has been compiled
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.shader_ref(handle)¶
-
Add an extra reference to a shader.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.shader_source(shader, source)¶
-
Replaces the current source associated with a shader with a new one.
Please see ‘above [cogl-Shaders-and-Programmable-Pipeline.description]’ for a description of the recommended format for the shader code.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.shader_unref(handle)¶
- Parameters:
handle (
object
) – A #CoglHandle to a shader.
Removes a reference to a shader. If it was the last reference the shader object will be destroyed.
Deprecated since version 1.16: Use #CoglSnippet api
- Cogl.sqrti(x)¶
-
Very fast fixed point implementation of square root for integers.
This function is at least 6x faster than clib sqrt() on x86, and (this is not a typo!) about 500x faster on ARM without FPU. It’s error is less than 5% for arguments smaller than
Cogl.SQRTI_ARG_5_PERCENT
and less than 10% for narguments smaller thanCogl.SQRTI_ARG_10_PERCENT
. The maximum argument that can be passed to this function isCogl.SQRTI_ARG_MAX
.New in version 1.0.
- Cogl.transform(matrix)¶
- Parameters:
matrix (
Cogl.Matrix
) – the matrix to multiply with the current model-view
Multiplies the current model-view matrix by the given matrix.
New in version 1.4.
Deprecated since version 1.10: Use cogl_framebuffer_transform() instead
- Cogl.translate(x, y, z)¶
- Parameters:
Multiplies the current model-view matrix by one that translates the model along all three axes according to the given values.
Deprecated since version 1.10: Use cogl_framebuffer_translate() instead
- Cogl.vertex_buffer_add(handle, attribute_name, n_components, type, normalized, stride, pointer)¶
- Parameters:
handle (
object
) – A vertex buffer handleattribute_name (
str
) –The name of your attribute. It should be a valid GLSL variable name and standard attribute types must use one of following built-in names: (Note: they correspond to the built-in names of GLSL)
”gl_Color”
”gl_Normal”
”gl_MultiTexCoord0, gl_MultiTexCoord1, …”
”gl_Vertex”
To support adding multiple variations of the same attribute the name can have a detail component, E.g. “gl_Color::active” or “gl_Color::inactive”
n_components (
int
) – The number of components per attribute and must be 1, 2, 3 or 4type (
Cogl.AttributeType
) – aCogl.AttributeType
specifying the data type of each component.normalized (
int
) – IfTrue
, this specifies that values stored in an integer format should be mapped into the range [-1.0, 1.0] or [0.0, 1.0] for unsigned values. IfFalse
they are converted to floats directly.stride (
int
) – This specifies the number of bytes from the start of one attribute value to the start of the next value (for the same attribute). So, for example, with a position interleved with color like this: XYRGBAXYRGBAXYRGBA, then if each letter represents a byte, the stride for both attributes is 6. The special value 0 means the values are stored sequentially in memory.pointer (
object
orNone
) – This addresses the first attribute in the vertex array. This must remain valid until you either callCogl.vertex_buffer_submit
() or issue a draw call.
Adds an attribute to a buffer, or replaces a previously added attribute with the same name.
You either can use one of the built-in names such as “gl_Vertex”, or “gl_MultiTexCoord0” to add standard attributes, like positions, colors and normals, or you can add custom attributes for use in shaders.
The number of vertices declared when calling
Cogl.vertex_buffer_new
() determines how many attribute values will be read from the supplied pointer.The data for your attribute isn’t copied anywhere until you call
Cogl.vertex_buffer_submit
(), or issue a draw call which automatically submits pending attribute changes. so the supplied pointer must remain valid until then. If you are updating an existing attribute (done by re-adding it) then you still need to re-callCogl.vertex_buffer_submit
() to commit the changes to the GPU. Be carefull to minimize the number of calls toCogl.vertex_buffer_submit
(), though.If you are interleving attributes it is assumed that each interleaved attribute starts no farther than +- stride bytes from the other attributes it is interleved with. I.e. this is ok:
|-0-0-0-0-0-0-0-0-0-0|
This is not ok:|- - - - -0-0-0-0-0-0 0 0 0 0|
(Though you can have multiple groups of interleved attributes)Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_delete(handle, attribute_name)¶
- Parameters:
Deletes an attribute from a buffer. You will need to call
Cogl.vertex_buffer_submit
() or issue a draw call to commit this change to the GPU.Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_disable(handle, attribute_name)¶
- Parameters:
Disables a previosuly added attribute.
Since it can be costly to add and remove new attributes to buffers; to make individual buffers more reuseable it is possible to enable and disable attributes before using a buffer for drawing.
You don’t need to call
Cogl.vertex_buffer_submit
() after using this function.Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_draw(handle, mode, first, count)¶
- Parameters:
handle (
object
) – A vertex buffer handlemode (
Cogl.VerticesMode
) – ACogl.VerticesMode
specifying how the vertices should be interpreted.first (
int
) – Specifies the index of the first vertex you want to draw withcount (
int
) – Specifies the number of vertices you want to draw.
Allows you to draw geometry using all or a subset of the vertices in a vertex buffer.
Any un-submitted attribute changes are automatically submitted before drawing.
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_draw_elements(handle, mode, indices, min_index, max_index, indices_offset, count)¶
- Parameters:
handle (
object
) – A vertex buffer handlemode (
Cogl.VerticesMode
) – ACogl.VerticesMode
specifying how the vertices should be interpreted.indices (
object
) – A CoglHandle for a set of indices allocated via cogl_vertex_buffer_indices_new ()min_index (
int
) – Specifies the minimum vertex index contained in indicesmax_index (
int
) – Specifies the maximum vertex index contained in indicesindices_offset (
int
) – An offset into named indices. The offset marks the first index to use for drawing.count (
int
) – Specifies the number of vertices you want to draw.
This function lets you use an array of indices to specify the vertices within your vertex buffer that you want to draw. The indices themselves are created by calling cogl_vertex_buffer_indices_new ()
Any un-submitted attribute changes are automatically submitted before drawing.
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_enable(handle, attribute_name)¶
- Parameters:
Enables a previosuly disabled attribute.
Since it can be costly to add and remove new attributes to buffers; to make individual buffers more reuseable it is possible to enable and disable attributes before using a buffer for drawing.
You don’t need to call
Cogl.vertex_buffer_submit
() after using this functionDeprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_get_n_vertices(handle)¶
- Parameters:
handle (
object
) – A vertex buffer handle- Returns:
the number of vertices
- Return type:
Retrieves the number of vertices that handle represents
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_indices_get_for_quads(n_indices)¶
- Parameters:
n_indices (
int
) – the number of indices in the vertex buffer.- Returns:
A %CoglHandle containing the indices. The handled is owned by Cogl and should not be modified or unref’d.
- Return type:
Creates a vertex buffer containing the indices needed to draw pairs of triangles from a list of vertices grouped as quads. There will be at least n_indices entries in the buffer (but there may be more).
The indices will follow this pattern:
0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7 … etc
For example, if you submit vertices for a quad like like that shown in then you can request 6 indices to render two triangles like those shown in .
- Example of vertices submitted to form a quad
- Illustration of the triangle indices that will be generated
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_indices_get_type(indices)¶
- Parameters:
indices (
object
) – An indices handle- Returns:
The
Cogl.IndicesType
used- Return type:
Queries back the data type used for the given indices
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_new(n_vertices)¶
- Parameters:
n_vertices (
int
) – The number of vertices that your attributes will correspond to.- Returns:
a new #CoglHandle
- Return type:
Creates a new vertex buffer that you can use to add attributes.
Deprecated since version 1.16: Use the #CoglPrimitive api instead
- Cogl.vertex_buffer_ref(handle)¶
-
Increment the reference count for a vertex buffer
Deprecated since version 1.2: Use cogl_object_ref() instead
- Cogl.vertex_buffer_submit(handle)¶
- Parameters:
handle (
object
) – A vertex buffer handle
Submits all the user added attributes to the GPU; once submitted, the attributes can be used for drawing.
You should aim to minimize calls to this function since it implies validating your data; it potentially incurs a transport cost (especially if you are using GLX indirect rendering) and potentially a format conversion cost if the GPU doesn’t natively support any of the given attribute formats.
Deprecated since version 1.16: Use the #CoglPrimitive api instead