/* * Cogl * * A Low-Level GPU Graphics and Utilities API * * Copyright (C) 2011 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * Authors: * Robert Bragg */ #ifndef __COGL_TEXURE_RECTANGLE_H #define __COGL_TEXURE_RECTANGLE_H #include "cogl-context.h" COGL_BEGIN_DECLS /** * SECTION:cogl-texture-rectangle * @short_description: Functions for creating and manipulating rectangle * textures for use with non-normalized coordinates. * * These functions allow low-level "rectangle" textures to be allocated. * These textures are never constrained to power-of-two sizes but they * also don't support having a mipmap and can only be wrapped with * %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE. * * The most notable difference between rectangle textures and 2D * textures is that rectangle textures are sampled using un-normalized * texture coordinates, so instead of using coordinates (0,0) and * (1,1) to map to the top-left and bottom right corners of the * texture you would instead use (0,0) and (width,height). * * The use of non-normalized coordinates can be particularly * convenient when writing glsl shaders that use a texture as a lookup * table since you don't need to upload separate uniforms to map * normalized coordinates to texels. * * If you want to sample from a rectangle texture from GLSL you should * use the sampler2DRect sampler type. * * Applications wanting to use #CoglTextureRectangle should first check * for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using * cogl_has_feature(). */ typedef struct _CoglTextureRectangle CoglTextureRectangle; #define COGL_TEXTURE_RECTANGLE(X) ((CoglTextureRectangle *)X) /** * cogl_is_texture_rectangle: * @object: A #CoglObject * * Gets whether the given object references an existing * #CoglTextureRectangle object. * * Return value: %TRUE if the object references a * #CoglTextureRectangle, %FALSE otherwise. */ CoglBool cogl_is_texture_rectangle (void *object); /** * cogl_texture_rectangle_new_with_size: * @ctx: A #CoglContext pointer * @width: The texture width to allocate * @height: The texture height to allocate * * 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. * * 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. * * If you want to sample from a rectangle texture from GLSL you * should use the sampler2DRect sampler type. * * Applications wanting to use #CoglTextureRectangle should * first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature * using cogl_has_feature(). * * 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. * * Returns: A pointer to a new #CoglTextureRectangle object with no * storage allocated yet. * * Since: 1.10 * Stability: unstable */ CoglTextureRectangle * cogl_texture_rectangle_new_with_size (CoglContext *ctx, int width, int height); /** * cogl_texture_rectangle_new_from_bitmap: * @bitmap: A #CoglBitmap * * 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. * * 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. * * If you want to sample from a rectangle texture from GLSL you * should use the sampler2DRect sampler type. * * Applications wanting to use #CoglTextureRectangle should * first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature * using cogl_has_feature(). * * 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. * * Returns: A pointer to a new #CoglTextureRectangle texture. * Since: 2.0 * Stability: unstable */ CoglTextureRectangle * cogl_texture_rectangle_new_from_bitmap (CoglBitmap *bitmap); /** * cogl_texture_rectangle_new_from_foreign: * @ctx: A #CoglContext * @gl_handle: A GL handle for a GL_TEXTURE_RECTANGLE texture object * @width: Width of the foreign GL texture * @height: Height of the foreign GL texture * @format: The format of the texture * * Wraps an existing GL_TEXTURE_RECTANGLE texture object as a * #CoglTextureRectangle. This can be used for integrating Cogl with * software using OpenGL directly. * * 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. * * The results are undefined for passing an invalid @gl_handle * or if @width or @height don't have the correct texture * geometry. * * If you want to sample from a rectangle texture from GLSL you * should use the sampler2DRect sampler type. * * Applications wanting to use #CoglTextureRectangle should * first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature * using cogl_has_feature(). * * 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(). * * Returns: A new #CoglTextureRectangle texture */ CoglTextureRectangle * cogl_texture_rectangle_new_from_foreign (CoglContext *ctx, unsigned int gl_handle, int width, int height, CoglPixelFormat format); COGL_END_DECLS #endif /* __COGL_TEXURE_RECTANGLE_H */