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Offscreen BuffersOffscreen Buffers — Functions for creating and manipulating offscreen framebuffers. |
Functions
CoglOffscreen * | cogl_offscreen_new_with_texture () |
CoglOffscreen * | cogl_offscreen_new_to_texture () |
CoglBool | cogl_is_offscreen () |
void | cogl_set_framebuffer () |
void | cogl_push_framebuffer () |
void | cogl_pop_framebuffer () |
void | cogl_set_draw_buffer () |
void | cogl_pop_draw_buffer () |
void | cogl_push_draw_buffer () |
Functions
cogl_offscreen_new_with_texture ()
CoglOffscreen *
cogl_offscreen_new_with_texture (CoglTexture *texture
);
This creates an offscreen framebuffer object using the given
texture
as the primary color buffer. It doesn't just initialize
the contents of the offscreen buffer with the texture
; they are
tightly bound so that drawing to the offscreen buffer effectively
updates the contents of the given texture. You don't need to
destroy the offscreen buffer before you can use the texture
again.
The storage for the framebuffer is actually allocated lazily
so this function will never return NULL
to indicate a runtime
error. This means it is still possible to configure the framebuffer
before it is really allocated.
Simple applications without full error handling can simply rely on
Cogl to lazily allocate the storage of framebuffers but you should
be aware that if Cogl encounters an error (such as running out of
GPU memory) then your application will simply abort with an error
message. If you need to be able to catch such exceptions at runtime
then you can explicitly allocate your framebuffer when you have
finished configuring it by calling cogl_framebuffer_allocate()
and
passing in a CoglError argument to catch any exceptions.
cogl_offscreen_new_to_texture ()
CoglOffscreen *
cogl_offscreen_new_to_texture (CoglTexture *texture
);
cogl_offscreen_new_to_texture
has been deprecated since version 1.16 and should not be used in newly-written code.
Use cogl_offscreen_new_with_texture instead.
This creates an offscreen buffer object using the given texture
as the
primary color buffer. It doesn't just initialize the contents of the
offscreen buffer with the texture
; they are tightly bound so that
drawing to the offscreen buffer effectivly updates the contents of the
given texture. You don't need to destroy the offscreen buffer before
you can use the texture
again.
cogl_is_offscreen ()
CoglBool
cogl_is_offscreen (void *object
);
Determines whether the given CoglObject references an offscreen framebuffer object.
cogl_set_framebuffer ()
void
cogl_set_framebuffer (CoglFramebuffer *buffer
);
cogl_set_framebuffer
has been deprecated since version 1.16 and should not be used in newly-written code.
The latest drawing apis take explicit CoglFramebuffer arguments so this stack of framebuffers shouldn't be used anymore.
This redirects all subsequent drawing to the specified framebuffer. This can
either be an offscreen buffer created with cogl_offscreen_new_to_texture()
or in the future it may be an onscreen framebuffers too.
Since: 1.2
cogl_push_framebuffer ()
void
cogl_push_framebuffer (CoglFramebuffer *buffer
);
cogl_push_framebuffer
has been deprecated since version 1.16 and should not be used in newly-written code.
The latest drawing apis take explicit CoglFramebuffer arguments so this stack of framebuffers shouldn't be used anymore.
Redirects all subsequent drawing to the specified framebuffer. This can
either be an offscreen buffer created with cogl_offscreen_new_to_texture()
or in the future it may be an onscreen framebuffer too.
You should understand that a framebuffer owns the following state:
- The projection matrix
- The modelview matrix stack
- The viewport
- The clip stack
So these items will automatically be saved and restored when you push and pop between different framebuffers.
Also remember a newly allocated framebuffer will have an identity matrix for the projection and modelview matrices which gives you a coordinate space like OpenGL with (-1, -1) corresponding to the top left of the viewport, (1, 1) corresponding to the bottom right and +z coming out towards the viewer.
If you want to set up a coordinate space like Clutter does with (0, 0) corresponding to the top left and (framebuffer_width, framebuffer_height) corresponding to the bottom right you can do so like this:
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static void setup_viewport (unsigned int width, unsigned int height, float fovy, float aspect, float z_near, float z_far) { float z_camera; CoglMatrix projection_matrix; CoglMatrix mv_matrix; cogl_set_viewport (0, 0, width, height); cogl_perspective (fovy, aspect, z_near, z_far); cogl_get_projection_matrix (&projection_matrix); z_camera = 0.5 * projection_matrix.xx; cogl_matrix_init_identity (&mv_matrix); cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera); cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width); cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f); cogl_set_modelview_matrix (&mv_matrix); } static void my_init_framebuffer (ClutterStage *stage, CoglFramebuffer *framebuffer, unsigned int framebuffer_width, unsigned int framebuffer_height) { ClutterPerspective perspective; clutter_stage_get_perspective (stage, &perspective); cogl_push_framebuffer (framebuffer); setup_viewport (framebuffer_width, framebuffer_height, perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); } |
The previous framebuffer can be restored by calling cogl_pop_framebuffer()
Since: 1.2
cogl_pop_framebuffer ()
void
cogl_pop_framebuffer (void
);
cogl_pop_framebuffer
has been deprecated since version 1.16 and should not be used in newly-written code.
The latest drawing apis take explicit CoglFramebuffer arguments so this stack of framebuffers shouldn't be used anymore.
Restores the framebuffer that was previously at the top of the stack. All subsequent drawing will be redirected to this framebuffer.
Since: 1.2
cogl_set_draw_buffer ()
void cogl_set_draw_buffer (CoglBufferTarget target
,CoglHandle offscreen
);
cogl_set_draw_buffer
has been deprecated since version 1.16 and should not be used in newly-written code.
The latest drawing apis take explicit CoglFramebuffer arguments so this stack of framebuffers shouldn't be used anymore.
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.
Parameters
target |
A CoglBufferTarget that specifies what kind of framebuffer you are setting as the render target. |
|
offscreen |
If you are setting a framebuffer of type COGL_OFFSCREEN_BUFFER then this is a CoglHandle for the offscreen buffer. |
cogl_pop_draw_buffer ()
void
cogl_pop_draw_buffer (void
);
cogl_pop_draw_buffer
has been deprecated since version 1.16 and should not be used in newly-written code.
The latest drawing apis take explicit CoglFramebuffer arguments so this stack of framebuffers shouldn't be used anymore.
Restore cogl_set_draw_buffer()
state.
cogl_push_draw_buffer ()
void
cogl_push_draw_buffer (void
);
cogl_push_draw_buffer
has been deprecated since version 1.16 and should not be used in newly-written code.
The latest drawing apis take explicit CoglFramebuffer arguments so this stack of framebuffers shouldn't be used anymore.
Save cogl_set_draw_buffer()
state.