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use crate::{ Bitmap, Color, ColorMask, Context, Euler, Fence, FenceClosure, Matrix, Object, Pipeline, PixelFormat, Primitive, ReadPixelsFlags, StereoMode, Texture, }; use crate::Quaternion; use glib::object::IsA; use glib::translate::*; use std::boxed::Box as Box_; use std::{fmt, ptr}; glib_wrapper! { pub struct Framebuffer(Interface<ffi::CoglFramebuffer>) @requires Object; match fn { get_type => || ffi::cogl_framebuffer_get_gtype(), } } impl Framebuffer { pub fn error_quark() -> u32 { unsafe { ffi::cogl_framebuffer_error_quark() } } } /// Trait containing all `Framebuffer` methods. /// /// # Implementors /// /// [`Framebuffer`](struct.Framebuffer.html), [`Onscreen`](struct.Onscreen.html) pub trait FramebufferExt: 'static { /// Calls the provided callback when all previously-submitted commands have /// been executed by the GPU. /// /// Returns non-NULL if the fence succeeded, or `None` if it was unable to /// be inserted and the callback will never be called. The user does not /// need to free the closure; it will be freed automatically when the /// callback is called, or cancelled. /// /// ## `callback` /// A `CoglFenceCallback` to be called when /// all commands submitted to Cogl have been executed /// ## `user_data` /// Private data that will be passed to the callback fn add_fence_callback<P: Fn(&Fence) + 'static>(&self, callback: P) -> Option<FenceClosure>; /// Explicitly allocates a configured `Framebuffer` allowing developers to /// check and handle any errors that might arise from an unsupported /// configuration so that fallback configurations may be tried. /// /// `<note>`Many applications don't support any fallback options at least when /// they are initially developed and in that case the don't need to use this API /// since Cogl will automatically allocate a framebuffer when it first gets /// used. The disadvantage of relying on automatic allocation is that the /// program will abort with an error message if there is an error during /// automatic allocation.`</note>` /// /// # Returns /// /// `true` if there were no error allocating the framebuffer, else `false`. fn allocate(&self) -> Result<bool, glib::Error>; /// Removes a fence previously submitted with /// `Framebuffer::add_fence_callback`; the callback will not be /// called. /// /// ## `closure` /// The `FenceClosure` returned from /// `Framebuffer::add_fence_callback` fn cancel_fence_callback(&self, closure: &mut FenceClosure); /// Clears all the auxiliary buffers identified in the `buffers` mask, and if /// that includes the color buffer then the specified `color` is used. /// ## `buffers` /// A mask of `BufferBit`<!-- -->'s identifying which auxiliary /// buffers to clear /// ## `color` /// The color to clear the color buffer too if specified in /// `buffers`. fn clear(&self, buffers: libc::c_ulong, color: &Color); /// Clears all the auxiliary buffers identified in the `buffers` mask, and if /// that includes the color buffer then the specified `color` is used. /// ## `buffers` /// A mask of `BufferBit`<!-- -->'s identifying which auxiliary /// buffers to clear /// ## `red` /// The red component of color to clear the color buffer too if /// specified in `buffers`. /// ## `green` /// The green component of color to clear the color buffer too if /// specified in `buffers`. /// ## `blue` /// The blue component of color to clear the color buffer too if /// specified in `buffers`. /// ## `alpha` /// The alpha component of color to clear the color buffer too if /// specified in `buffers`. fn clear4f(&self, buffers: libc::c_ulong, red: f32, green: f32, blue: f32, alpha: f32); /// Declares that the specified `buffers` no longer need to be referenced /// by any further rendering commands. This can be an important /// optimization to avoid subsequent frames of rendering depending on /// the results of a previous frame. /// /// For example; some tile-based rendering GPUs are able to avoid allocating and /// accessing system memory for the depth and stencil buffer so long as these /// buffers are not required as input for subsequent frames and that can save a /// significant amount of memory bandwidth used to save and restore their /// contents to system memory between frames. /// /// It is currently considered an error to try and explicitly discard the color /// buffer by passing `BufferBit::Color`. This is because the color buffer is /// already implicitly discard when you finish rendering to a `Onscreen` /// framebuffer, and it's not meaningful to try and discard the color buffer of /// a `CoglOffscreen` framebuffer since they are single-buffered. /// ## `buffers` /// A `BufferBit` mask of which ancillary buffers you want /// to discard. fn discard_buffers(&self, buffers: libc::c_ulong); /// Draws a textured rectangle to `self` with the given `pipeline` /// state with the top left corner positioned at (`x_1`, `y_1`) and the /// bottom right corner positioned at (`x_2`, `y_2`). As a pipeline may /// contain multiple texture layers this interface lets you supply /// texture coordinates for each layer of the pipeline. /// /// `<note>`The position is the position before the rectangle has been /// transformed by the model-view matrix and the projection /// matrix.`</note>` /// /// This is a high level drawing api that can handle any kind of /// `MetaTexture` texture for the first layer such as /// `Texture2DSliced` textures which may internally be comprised of /// multiple low-level textures. This is unlike low-level drawing apis /// such as `Primitive::draw` which only support low level texture /// types that are directly supported by GPUs such as `Texture2D`. /// /// `<note>`This api can not currently handle multiple high-level meta /// texture layers. The first layer may be a high level meta texture /// such as `Texture2DSliced` but all other layers much be low /// level textures such as `Texture2D` and additionally they /// should be textures that can be sampled using normalized coordinates /// (so not `TextureRectangle` textures).`</note>` /// /// The top left texture coordinate for layer 0 of any pipeline will be /// (tex_coords[0], tex_coords[1]) and the bottom right coordinate will /// be (tex_coords[2], tex_coords[3]). The coordinates for layer 1 /// would be (tex_coords[4], tex_coords[5]) (tex_coords[6], /// tex_coords[7]) and so on... /// /// The given texture coordinates should always be normalized such that /// (0, 0) corresponds to the top left and (1, 1) corresponds to the /// bottom right. To map an entire texture across the rectangle pass /// in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1, /// tex_coords[3]=1. /// /// `<note>`Even if you have associated a `TextureRectangle` texture /// which normally implies working with non-normalized texture /// coordinates this api should still be passed normalized texture /// coordinates.`</note>` /// /// 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. /// ## `pipeline` /// A `Pipeline` state object /// ## `x_1` /// x coordinate upper left on screen. /// ## `y_1` /// y coordinate upper left on screen. /// ## `x_2` /// x coordinate lower right on screen. /// ## `y_2` /// y coordinate lower right on screen. /// ## `tex_coords` /// An array containing groups of /// 4 float values: [s_1, t_1, s_2, t_2] that are interpreted as two texture /// coordinates; one for the top left texel, and one for the bottom 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` /// The length of the `tex_coords` array. (For one layer /// and one group of texture coordinates, this would be 4) fn draw_multitextured_rectangle( &self, pipeline: &Pipeline, x_1: f32, y_1: f32, x_2: f32, y_2: f32, tex_coords: &[f32], ); /// Draws a rectangle to `self` with the given `pipeline` state /// and with the top left corner positioned at (`x_1`, `y_1`) and the /// bottom right corner positioned at (`x_2`, `y_2`). /// /// `<note>`The position is the position before the rectangle has been /// transformed by the model-view matrix and the projection /// matrix.`</note>` /// /// `<note>`If you want to describe a rectangle with a texture mapped on /// it then you can use /// `Framebuffer::draw_textured_rectangle`.`</note>` /// ## `pipeline` /// A `Pipeline` state object /// ## `x_1` /// X coordinate of the top-left corner /// ## `y_1` /// Y coordinate of the top-left corner /// ## `x_2` /// X coordinate of the bottom-right corner /// ## `y_2` /// Y coordinate of the bottom-right corner fn draw_rectangle(&self, pipeline: &Pipeline, x_1: f32, y_1: f32, x_2: f32, y_2: f32); //fn draw_rectangles(&self, pipeline: &Pipeline, coordinates: &[f32], n_rectangles: u32); /// Draws a textured rectangle to `self` using the given /// `pipeline` state with the top left corner positioned at (`x_1`, `y_1`) /// and the bottom right corner positioned at (`x_2`, `y_2`). The top /// left corner will have texture coordinates of (`s_1`, `t_1`) and the /// bottom right corner will have texture coordinates of (`s_2`, `t_2`). /// /// `<note>`The position is the position before the rectangle has been /// transformed by the model-view matrix and the projection /// matrix.`</note>` /// /// This is a high level drawing api that can handle any kind of /// `MetaTexture` texture such as `Texture2DSliced` textures /// which may internally be comprised of multiple low-level textures. /// This is unlike low-level drawing apis such as `Primitive::draw` /// which only support low level texture types that are directly /// supported by GPUs such as `Texture2D`. /// /// `<note>`The given texture coordinates will only be used for the first /// texture layer of the pipeline and if your pipeline has more than /// one layer then all other layers will have default texture /// coordinates of `s_1`=0.0 `t_1`=0.0 `s_2`=1.0 `t_2`=1.0 `</note>` /// /// The given texture coordinates should always be normalized such that /// (0, 0) corresponds to the top left and (1, 1) corresponds to the /// bottom right. To map an entire texture across the rectangle pass /// in `s_1`=0, `t_1`=0, `s_2`=1, `t_2`=1. /// /// `<note>`Even if you have associated a `TextureRectangle` texture /// with one of your `pipeline` layers which normally implies working /// with non-normalized texture coordinates this api should still be /// passed normalized texture coordinates.`</note>` /// ## `pipeline` /// A `Pipeline` state object /// ## `x_1` /// x coordinate upper left on screen. /// ## `y_1` /// y coordinate upper left on screen. /// ## `x_2` /// x coordinate lower right on screen. /// ## `y_2` /// y coordinate lower right on screen. /// ## `s_1` /// S texture coordinate of the top-left coorner /// ## `t_1` /// T texture coordinate of the top-left coorner /// ## `s_2` /// S texture coordinate of the bottom-right coorner /// ## `t_2` /// T texture coordinate of the bottom-right coorner fn draw_textured_rectangle( &self, pipeline: &Pipeline, x_1: f32, y_1: f32, x_2: f32, y_2: f32, s_1: f32, t_1: f32, s_2: f32, t_2: f32, ); //fn draw_textured_rectangles(&self, pipeline: &Pipeline, coordinates: &[f32], n_rectangles: u32); /// This blocks the CPU until all pending rendering associated with the /// specified framebuffer has completed. It's very rare that developers should /// ever need this level of synchronization with the GPU and should never be /// used unless you clearly understand why you need to explicitly force /// synchronization. /// /// One example might be for benchmarking purposes to be sure timing /// measurements reflect the time that the GPU is busy for not just the time it /// takes to queue rendering commands. fn finish(&self); /// 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. /// ## `left` /// X position of the left clipping plane where it /// intersects the near clipping plane /// ## `right` /// X position of the right clipping plane where it /// intersects the near clipping plane /// ## `bottom` /// Y position of the bottom clipping plane where it /// intersects the near clipping plane /// ## `top` /// Y position of the top clipping plane where it intersects /// the near clipping plane /// ## `z_near` /// The distance to the near clipping plane (Must be positive) /// ## `z_far` /// The distance to the far clipping plane (Must be positive) fn frustum(&self, left: f32, right: f32, bottom: f32, top: f32, z_near: f32, z_far: f32); /// Retrieves the number of alpha bits of `self` /// /// # Returns /// /// the number of bits fn get_alpha_bits(&self) -> i32; /// Retrieves the number of blue bits of `self` /// /// # Returns /// /// the number of bits fn get_blue_bits(&self) -> i32; /// Gets the current `ColorMask` of which channels would be written to the /// current framebuffer. Each bit set in the mask means that the /// corresponding color would be written. /// /// # Returns /// /// A `ColorMask` fn get_color_mask(&self) -> ColorMask; /// Can be used to query the `Context` a given `self` was /// instantiated within. This is the `Context` that was passed to /// `Onscreen::new` for example. /// /// # Returns /// /// The `Context` that the given /// `self` was instantiated within. fn get_context(&self) -> Option<Context>; /// Retrieves the number of depth bits of `self` /// /// /// # Returns /// /// the number of bits fn get_depth_bits(&self) -> i32; /// Retrieves the depth buffer of `self` as a `Texture`. You need to /// call framebuffer_get_depth_texture(fb, TRUE); before using this /// function. /// /// `<note>`Calling this function implicitely allocates the framebuffer.`</note>` /// `<note>`The texture returned stays valid as long as the framebuffer stays /// valid.`</note>` /// /// # Returns /// /// the depth texture fn get_depth_texture(&self) -> Option<Texture>; /// Queries whether texture based depth buffer has been enabled via /// `Framebuffer::set_depth_texture_enabled`. /// /// # Returns /// /// `true` if a depth texture has been enabled, else /// `false`. fn get_depth_texture_enabled(&self) -> bool; /// Queries whether depth buffer writing is enabled for `self`. This /// can be controlled via `Framebuffer::set_depth_write_enabled`. /// /// # Returns /// /// `true` if depth writing is enabled or `false` if not. fn get_depth_write_enabled(&self) -> bool; /// Returns whether dithering has been requested for the given `self`. /// See `Framebuffer::set_dither_enabled` for more details about dithering. /// /// `<note>`This may return `true` even when the underlying `self` /// display pipeline does not support dithering. This value only represents /// the user's request for dithering.`</note>` /// /// # Returns /// /// `true` if dithering has been requested or `false` if not. fn get_dither_enabled(&self) -> bool; /// Retrieves the number of green bits of `self` /// /// # Returns /// /// the number of bits fn get_green_bits(&self) -> i32; /// Queries the current height of the given `self`. /// /// # Returns /// /// The height of `self`. fn get_height(&self) -> i32; fn get_is_stereo(&self) -> bool; /// Stores the current model-view matrix in `matrix`. /// ## `matrix` /// return location for the model-view matrix fn get_modelview_matrix(&self) -> Matrix; /// Stores the current projection matrix in `matrix`. /// ## `matrix` /// return location for the projection matrix fn get_projection_matrix(&self) -> Matrix; /// Retrieves the number of red bits of `self` /// /// # Returns /// /// the number of bits fn get_red_bits(&self) -> i32; /// Gets the number of points that are sampled per-pixel when /// rasterizing geometry. Usually by default this will return 0 which /// means that single-sample not multisample rendering has been chosen. /// When using a GPU supporting multisample rendering it's possible to /// increase the number of samples per pixel using /// `Framebuffer::set_samples_per_pixel`. /// /// Calling `Framebuffer::get_samples_per_pixel` before the /// framebuffer has been allocated will simply return the value set /// using `Framebuffer::set_samples_per_pixel`. After the /// framebuffer has been allocated the value will reflect the actual /// number of samples that will be made by the GPU. /// /// # Returns /// /// The number of point samples made per pixel when /// rasterizing geometry or 0 if single-sample rendering /// has been chosen. fn get_samples_per_pixel(&self) -> i32; /// Gets the current `StereoMode`, which defines which stereo buffers /// should be drawn to. See `Framebuffer::set_stereo_mode`. /// /// # Returns /// /// A `StereoMode` fn get_stereo_mode(&self) -> StereoMode; //fn get_viewport4fv(&self, viewport: /*Unimplemented*/FixedArray TypeId { ns_id: 0, id: 20 }; 4); /// Queries the height of the viewport as set using `Framebuffer::set_viewport` /// or the default value which is the height of the framebuffer. /// /// # Returns /// /// The height of the viewport. fn get_viewport_height(&self) -> f32; /// Queries the width of the viewport as set using `Framebuffer::set_viewport` /// or the default value which is the width of the framebuffer. /// /// # Returns /// /// The width of the viewport. fn get_viewport_width(&self) -> f32; /// Queries the x coordinate of the viewport origin as set using `Framebuffer::set_viewport` /// or the default value which is 0. /// /// # Returns /// /// The x coordinate of the viewport origin. fn get_viewport_x(&self) -> f32; /// Queries the y coordinate of the viewport origin as set using `Framebuffer::set_viewport` /// or the default value which is 0. /// /// # Returns /// /// The y coordinate of the viewport origin. fn get_viewport_y(&self) -> f32; /// Queries the current width of the given `self`. /// /// # Returns /// /// The width of `self`. fn get_width(&self) -> i32; /// Resets the current model-view matrix to the identity matrix. fn identity_matrix(&self); /// Replaces the current projection matrix with an orthographic projection /// matrix. /// ## `x_1` /// The x coordinate for the first vertical clipping plane /// ## `y_1` /// The y coordinate for the first horizontal clipping plane /// ## `x_2` /// The x coordinate for the second vertical clipping plane /// ## `y_2` /// The y coordinate for the second horizontal clipping plane /// ## `near` /// The `<emphasis>`distance`</emphasis>` to the near clipping /// plane (will be `<emphasis>`negative`</emphasis>` if the plane is /// behind the viewer) /// ## `far` /// The `<emphasis>`distance`</emphasis>` to the far clipping /// plane (will be `<emphasis>`negative`</emphasis>` if the plane is /// behind the viewer) fn orthographic(&self, x_1: f32, y_1: f32, x_2: f32, y_2: f32, near: f32, far: f32); /// Replaces the current projection matrix with a perspective matrix /// based on the provided values. /// /// `<note>`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.`</note>` /// ## `fov_y` /// Vertical field of view angle in degrees. /// ## `aspect` /// The (width over height) aspect ratio for display /// ## `z_near` /// The distance to the near clipping plane (Must be positive, /// and must not be 0) /// ## `z_far` /// The distance to the far clipping plane (Must be positive) fn perspective(&self, fov_y: f32, aspect: f32, z_near: f32, z_far: f32); /// Reverts the clipping region to the state before the last call to /// `Framebuffer::push_scissor_clip`, `Framebuffer::push_rectangle_clip` /// `framebuffer_push_path_clip`, or `Framebuffer::push_primitive_clip`. fn pop_clip(&self); /// Restores the model-view matrix on the top of the matrix stack. fn pop_matrix(&self); /// Copies the current model-view matrix onto the matrix stack. The matrix /// can later be restored with `Framebuffer::pop_matrix`. fn push_matrix(&self); /// Sets a new clipping area using a 2D shaped described with a /// `Primitive`. The shape must not contain self overlapping /// geometry and must lie on a single 2D plane. A bounding box of the /// 2D shape in local coordinates (the same coordinates used to /// describe the shape) must be given. It is acceptable for the bounds /// to be larger than the true bounds but behaviour is undefined if the /// bounds are smaller than the true bounds. /// /// The primitive is transformed by the current model-view matrix and /// the silhouette is intersected with the previous clipping area. To /// restore the previous clipping area, call /// `Framebuffer::pop_clip`. /// ## `primitive` /// A `Primitive` describing a flat 2D shape /// ## `bounds_x1` /// x coordinate for the top-left corner of the primitives /// bounds /// ## `bounds_y1` /// y coordinate for the top-left corner of the primitives /// bounds /// ## `bounds_x2` /// x coordinate for the bottom-right corner of the /// primitives bounds. /// ## `bounds_y2` /// y coordinate for the bottom-right corner of the /// primitives bounds. fn push_primitive_clip( &self, primitive: &Primitive, bounds_x1: f32, bounds_y1: f32, bounds_x2: f32, bounds_y2: f32, ); /// Specifies a modelview transformed 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 `Framebuffer::pop_clip`. /// ## `x_1` /// x coordinate for top left corner of the clip rectangle /// ## `y_1` /// y coordinate for top left corner of the clip rectangle /// ## `x_2` /// x coordinate for bottom right corner of the clip rectangle /// ## `y_2` /// y coordinate for bottom right corner of the clip rectangle fn push_rectangle_clip(&self, x_1: f32, y_1: f32, x_2: f32, y_2: f32); /// 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 `Framebuffer::pop_clip`. /// ## `x` /// left edge of the clip rectangle in window coordinates /// ## `y` /// top edge of the clip rectangle in window coordinates /// ## `width` /// width of the clip rectangle /// ## `height` /// height of the clip rectangle fn push_scissor_clip(&self, x: i32, y: i32, width: i32, height: i32); /// This is a convenience wrapper around /// `Framebuffer::read_pixels_into_bitmap` which allocates a /// temporary `Bitmap` to read pixel data directly into the given /// buffer. The rowstride of the buffer is assumed to be the width of /// the region times the bytes per pixel of the format. The source for /// the data is always taken from the color buffer. If you want to use /// any other rowstride or source, please use the /// `Framebuffer::read_pixels_into_bitmap` function directly. /// /// The implementation of the function looks like this: /// /// /// ```text /// bitmap = bitmap_new_for_data (context, /// width, height, /// format, /// /<!-- -->* rowstride *<!-- -->/ /// bpp * width, /// pixels); /// framebuffer_read_pixels_into_bitmap (framebuffer, /// x, y, /// READ_PIXELS_COLOR_BUFFER, /// bitmap); /// object_unref (bitmap); /// ``` /// ## `x` /// The x position to read from /// ## `y` /// The y position to read from /// ## `width` /// The width of the region of rectangles to read /// ## `height` /// The height of the region of rectangles to read /// ## `format` /// The pixel format to store the data in /// ## `pixels` /// The address of the buffer to store the data in /// /// # Returns /// /// `true` if the read succeeded or `false` otherwise. fn read_pixels( &self, x: i32, y: i32, width: i32, height: i32, format: PixelFormat, pixels: &[u8], ) -> bool; /// This reads a rectangle of pixels from the given framebuffer where /// position (0, 0) is the top left. The pixel at (x, y) is the first /// read, and a rectangle of pixels with the same size as the bitmap is /// read right and downwards from that point. /// /// Currently Cogl assumes that the framebuffer is in a premultiplied /// format so if the format of `bitmap` 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. /// ## `x` /// The x position to read from /// ## `y` /// The y position to read from /// ## `source` /// Identifies which auxillary buffer you want to read /// (only READ_PIXELS_COLOR_BUFFER supported currently) /// ## `bitmap` /// The bitmap to store the results in. /// /// # Returns /// /// `true` if the read succeeded or `false` otherwise. The /// function is only likely to fail if the bitmap points to a pixel /// buffer and it could not be mapped. fn read_pixels_into_bitmap( &self, x: i32, y: i32, source: ReadPixelsFlags, bitmap: &Bitmap, ) -> bool; /// When point sample rendering (also known as multisample rendering) /// has been enabled via `Framebuffer::set_samples_per_pixel` /// then you can optionally call this function (or /// `Framebuffer::resolve_samples_region`) to explicitly resolve /// the point samples into values for the final color buffer. /// /// Some GPUs will implicitly resolve the point samples during /// rendering and so this function is effectively a nop, but with other /// architectures it is desirable to defer the resolve step until the /// end of the frame. /// /// Since Cogl will automatically ensure samples are resolved if the /// target color buffer is used as a source this API only needs to be /// used if explicit control is desired - perhaps because you want to /// ensure that the resolve is completed in advance to avoid later /// having to wait for the resolve to complete. /// /// If you are performing incremental updates to a framebuffer you /// should consider using `Framebuffer::resolve_samples_region` /// instead to avoid resolving redundant pixels. fn resolve_samples(&self); /// When point sample rendering (also known as multisample rendering) /// has been enabled via `Framebuffer::set_samples_per_pixel` /// then you can optionally call this function (or /// `Framebuffer::resolve_samples`) to explicitly resolve the point /// samples into values for the final color buffer. /// /// Some GPUs will implicitly resolve the point samples during /// rendering and so this function is effectively a nop, but with other /// architectures it is desirable to defer the resolve step until the /// end of the frame. /// /// Use of this API is recommended if incremental, small updates to /// a framebuffer are being made because by default Cogl will /// implicitly resolve all the point samples of the framebuffer which /// can result in redundant work if only a small number of samples have /// changed. /// /// Because some GPUs implicitly resolve point samples this function /// only guarantees that at-least the region specified will be resolved /// and if you have rendered to a larger region then it's possible that /// other samples may be implicitly resolved. /// ## `x` /// top-left x coordinate of region to resolve /// ## `y` /// top-left y coordinate of region to resolve /// ## `width` /// width of region to resolve /// ## `height` /// height of region to resolve fn resolve_samples_region(&self, x: i32, y: i32, width: i32, height: i32); /// Multiplies the current model-view matrix by one that rotates the /// model around the axis-vector specified by `x`, `y` and `z`. The /// rotation follows the right-hand thumb rule so for example rotating /// by 10 degrees about the axis-vector (0, 0, 1) causes a small /// counter-clockwise rotation. /// ## `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. fn rotate(&self, angle: f32, x: f32, y: f32, z: f32); /// Multiplies the current model-view matrix by one that rotates /// according to the rotation described by `euler`. /// /// ## `euler` /// A `Euler` fn rotate_euler(&self, euler: &Euler); /// Multiplies the current model-view matrix by one that rotates /// according to the rotation described by `quaternion`. /// /// ## `quaternion` /// A `Quaternion` fn rotate_quaternion(&self, quaternion: &Quaternion); /// Multiplies the current model-view matrix by one that scales the x, /// y and z axes by the given values. /// ## `x` /// Amount to scale along the x-axis /// ## `y` /// Amount to scale along the y-axis /// ## `z` /// Amount to scale along the z-axis fn scale(&self, x: f32, y: f32, z: f32); /// Defines a bit mask of which color channels should be written to the /// given `self`. If a bit is set in `color_mask` that means that /// color will be written. /// ## `color_mask` /// A `ColorMask` of which color channels to write to /// the current framebuffer. fn set_color_mask(&self, color_mask: ColorMask); /// If `enabled` is `true`, the depth buffer used when rendering to `self` /// is available as a texture. You can retrieve the texture with /// `Framebuffer::get_depth_texture`. /// /// `<note>`It's possible that your GPU does not support depth textures. You /// should check the `FeatureID::OglFeatureIdDepthTexture` feature before using this /// function.`</note>` /// `<note>`It's not valid to call this function after the framebuffer has been /// allocated as the creation of the depth texture is done at allocation time. /// `</note>` /// ## `enabled` /// TRUE or FALSE fn set_depth_texture_enabled(&self, enabled: bool); /// Enables or disables depth buffer writing when rendering to `self`. /// If depth writing is enabled for both the framebuffer and the rendering /// pipeline, and the framebuffer has an associated depth buffer, depth /// information will be written to this buffer during rendering. /// /// Depth buffer writing is enabled by default. /// ## `depth_write_enabled` /// `true` to enable depth writing or `false` to disable fn set_depth_write_enabled(&self, depth_write_enabled: bool); /// Enables or disabled dithering if supported by the hardware. /// /// Dithering is a hardware dependent technique to increase the visible /// color resolution beyond what the underlying hardware supports by playing /// tricks with the colors placed into the framebuffer to give the illusion /// of other colors. (For example this can be compared to half-toning used /// by some news papers to show varying levels of grey even though their may /// only be black and white are available). /// /// If the current display pipeline for `self` does not support dithering /// then this has no affect. /// /// Dithering is enabled by default. /// ## `dither_enabled` /// `true` to enable dithering or `false` to disable fn set_dither_enabled(&self, dither_enabled: bool); /// Sets `matrix` as the new model-view matrix. /// ## `matrix` /// the new model-view matrix fn set_modelview_matrix(&self, matrix: &Matrix); /// Sets `matrix` as the new projection matrix. /// ## `matrix` /// the new projection matrix fn set_projection_matrix(&self, matrix: &Matrix); /// Requires that when rendering to `self` then `n` point samples /// should be made per pixel which will all contribute to the final /// resolved color for that pixel. The idea is that the hardware aims /// to get quality similar to what you would get if you rendered /// everything twice as big (for 4 samples per pixel) and then scaled /// that image back down with filtering. It can effectively remove the /// jagged edges of polygons and should be more efficient than if you /// were to manually render at a higher resolution and downscale /// because the hardware is often able to take some shortcuts. For /// example the GPU may only calculate a single texture sample for all /// points of a single pixel, and for tile based architectures all the /// extra sample data (such as depth and stencil samples) may be /// handled on-chip and so avoid increased demand on system memory /// bandwidth. /// /// By default this value is usually set to 0 and that is referred to /// as "single-sample" rendering. A value of 1 or greater is referred /// to as "multisample" rendering. /// /// `<note>`There are some semantic differences between single-sample /// rendering and multisampling with just 1 point sample such as it /// being redundant to use the `Framebuffer::resolve_samples` and /// `Framebuffer::resolve_samples_region` apis with single-sample /// rendering.`</note>` /// /// `<note>`It's recommended that /// `Framebuffer::resolve_samples_region` be explicitly used at the /// end of rendering to a point sample buffer to minimize the number of /// samples that get resolved. By default Cogl will implicitly resolve /// all framebuffer samples but if only a small region of a /// framebuffer has changed this can lead to redundant work being /// done.`</note>` /// ## `samples_per_pixel` /// The minimum number of samples per pixel fn set_samples_per_pixel(&self, samples_per_pixel: i32); /// Sets which stereo buffers should be drawn to. The default /// is `StereoMode::Both`, which means that both the left and /// right buffers will be affected by drawing. For this to have /// an effect, the display system must support stereo drawables, /// and the framebuffer must have been created with stereo /// enabled. (See `OnscreenTemplate::set_stereo_enabled`, /// `Framebuffer::get_is_stereo`.) /// ## `stereo_mode` /// A `StereoMode` specifying which stereo buffers /// should be drawn tow. fn set_stereo_mode(&self, stereo_mode: StereoMode); /// Defines a scale and offset for everything rendered relative to the /// top-left of the destination framebuffer. /// /// By default the viewport has an origin of (0,0) and width and height /// that match the framebuffer's size. Assuming a default projection and /// modelview matrix then you could translate the contents of a window /// down and right by leaving the viewport size unchanged by moving the /// offset to (10,10). The viewport coordinates are measured in pixels. /// If you left the x and y origin as (0,0) you could scale the windows /// contents down by specify and width and height that's half the real /// size of the framebuffer. /// /// `<note>`Although the function takes floating point arguments, existing /// drivers only allow the use of integer values. In the future floating /// point values will be exposed via a checkable feature.`</note>` /// ## `x` /// The top-left x coordinate of the viewport origin (only integers /// supported currently) /// ## `y` /// The top-left y coordinate of the viewport origin (only integers /// supported currently) /// ## `width` /// The width of the viewport (only integers supported currently) /// ## `height` /// The height of the viewport (only integers supported currently) fn set_viewport(&self, x: f32, y: f32, width: f32, height: f32); /// Multiplies the current model-view matrix by the given matrix. /// ## `matrix` /// the matrix to multiply with the current model-view fn transform(&self, matrix: &Matrix); /// Multiplies the current model-view matrix by one that translates the /// model along all three axes according to the given values. /// ## `x` /// Distance to translate along the x-axis /// ## `y` /// Distance to translate along the y-axis /// ## `z` /// Distance to translate along the z-axis fn translate(&self, x: f32, y: f32, z: f32); } impl<O: IsA<Framebuffer>> FramebufferExt for O { fn add_fence_callback<P: Fn(&Fence) + 'static>(&self, callback: P) -> Option<FenceClosure> { let callback_data: Box_<P> = Box_::new(callback); unsafe extern "C" fn callback_func<P: Fn(&Fence) + 'static>( fence: *mut ffi::CoglFence, user_data: glib_sys::gpointer, ) { let fence = from_glib_borrow(fence); let callback: &P = &*(user_data as *mut _); (*callback)(&fence); } let callback = Some(callback_func::<P> as _); let super_callback0: Box_<P> = callback_data; unsafe { from_glib_none(ffi::cogl_framebuffer_add_fence_callback( self.as_ref().to_glib_none().0, callback, Box_::into_raw(super_callback0) as *mut _, )) } } fn allocate(&self) -> Result<bool, glib::Error> { unsafe { let mut error = ptr::null_mut(); let ret = ffi::cogl_framebuffer_allocate(self.as_ref().to_glib_none().0, &mut error); if error.is_null() { Ok(ret == crate::TRUE) } else { Err(from_glib_full(error)) } } } fn cancel_fence_callback(&self, closure: &mut FenceClosure) { unsafe { ffi::cogl_framebuffer_cancel_fence_callback( self.as_ref().to_glib_none().0, closure.to_glib_none_mut().0, ); } } fn clear(&self, buffers: libc::c_ulong, color: &Color) { unsafe { ffi::cogl_framebuffer_clear( self.as_ref().to_glib_none().0, buffers, color.to_glib_none().0, ); } } fn clear4f(&self, buffers: libc::c_ulong, red: f32, green: f32, blue: f32, alpha: f32) { unsafe { ffi::cogl_framebuffer_clear4f( self.as_ref().to_glib_none().0, buffers, red, green, blue, alpha, ); } } fn discard_buffers(&self, buffers: libc::c_ulong) { unsafe { ffi::cogl_framebuffer_discard_buffers(self.as_ref().to_glib_none().0, buffers); } } fn draw_multitextured_rectangle( &self, pipeline: &Pipeline, x_1: f32, y_1: f32, x_2: f32, y_2: f32, tex_coords: &[f32], ) { let tex_coords_len = tex_coords.len() as i32; unsafe { ffi::cogl_framebuffer_draw_multitextured_rectangle( self.as_ref().to_glib_none().0, pipeline.to_glib_none().0, x_1, y_1, x_2, y_2, tex_coords.to_glib_none().0, tex_coords_len, ); } } fn draw_rectangle(&self, pipeline: &Pipeline, x_1: f32, y_1: f32, x_2: f32, y_2: f32) { unsafe { ffi::cogl_framebuffer_draw_rectangle( self.as_ref().to_glib_none().0, pipeline.to_glib_none().0, x_1, y_1, x_2, y_2, ); } } //fn draw_rectangles(&self, pipeline: &Pipeline, coordinates: &[f32], n_rectangles: u32) { // unsafe { TODO: call cogl_sys:cogl_framebuffer_draw_rectangles() } //} fn draw_textured_rectangle( &self, pipeline: &Pipeline, x_1: f32, y_1: f32, x_2: f32, y_2: f32, s_1: f32, t_1: f32, s_2: f32, t_2: f32, ) { unsafe { ffi::cogl_framebuffer_draw_textured_rectangle( self.as_ref().to_glib_none().0, pipeline.to_glib_none().0, x_1, y_1, x_2, y_2, s_1, t_1, s_2, t_2, ); } } //fn draw_textured_rectangles(&self, pipeline: &Pipeline, coordinates: &[f32], n_rectangles: u32) { // unsafe { TODO: call cogl_sys:cogl_framebuffer_draw_textured_rectangles() } //} fn finish(&self) { unsafe { ffi::cogl_framebuffer_finish(self.as_ref().to_glib_none().0); } } fn frustum(&self, left: f32, right: f32, bottom: f32, top: f32, z_near: f32, z_far: f32) { unsafe { ffi::cogl_framebuffer_frustum( self.as_ref().to_glib_none().0, left, right, bottom, top, z_near, z_far, ); } } fn get_alpha_bits(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_alpha_bits(self.as_ref().to_glib_none().0) } } fn get_blue_bits(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_blue_bits(self.as_ref().to_glib_none().0) } } fn get_color_mask(&self) -> ColorMask { unsafe { from_glib(ffi::cogl_framebuffer_get_color_mask( self.as_ref().to_glib_none().0, )) } } fn get_context(&self) -> Option<Context> { unsafe { from_glib_none(ffi::cogl_framebuffer_get_context( self.as_ref().to_glib_none().0, )) } } fn get_depth_bits(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_depth_bits(self.as_ref().to_glib_none().0) } } fn get_depth_texture(&self) -> Option<Texture> { unsafe { from_glib_none(ffi::cogl_framebuffer_get_depth_texture( self.as_ref().to_glib_none().0, )) } } fn get_depth_texture_enabled(&self) -> bool { unsafe { ffi::cogl_framebuffer_get_depth_texture_enabled(self.as_ref().to_glib_none().0) == crate::TRUE } } fn get_depth_write_enabled(&self) -> bool { unsafe { ffi::cogl_framebuffer_get_depth_write_enabled(self.as_ref().to_glib_none().0) == crate::TRUE } } fn get_dither_enabled(&self) -> bool { unsafe { ffi::cogl_framebuffer_get_dither_enabled(self.as_ref().to_glib_none().0) == crate::TRUE } } fn get_green_bits(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_green_bits(self.as_ref().to_glib_none().0) } } fn get_height(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_height(self.as_ref().to_glib_none().0) } } fn get_is_stereo(&self) -> bool { unsafe { ffi::cogl_framebuffer_get_is_stereo(self.as_ref().to_glib_none().0) == crate::TRUE } } fn get_modelview_matrix(&self) -> Matrix { unsafe { let mut matrix = Matrix::uninitialized(); ffi::cogl_framebuffer_get_modelview_matrix( self.as_ref().to_glib_none().0, matrix.to_glib_none_mut().0, ); matrix } } fn get_projection_matrix(&self) -> Matrix { unsafe { let mut matrix = Matrix::uninitialized(); ffi::cogl_framebuffer_get_projection_matrix( self.as_ref().to_glib_none().0, matrix.to_glib_none_mut().0, ); matrix } } fn get_red_bits(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_red_bits(self.as_ref().to_glib_none().0) } } fn get_samples_per_pixel(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_samples_per_pixel(self.as_ref().to_glib_none().0) } } fn get_stereo_mode(&self) -> StereoMode { unsafe { from_glib(ffi::cogl_framebuffer_get_stereo_mode( self.as_ref().to_glib_none().0, )) } } //fn get_viewport4fv(&self, viewport: /*Unimplemented*/FixedArray TypeId { ns_id: 0, id: 20 }; 4) { // unsafe { TODO: call cogl_sys:cogl_framebuffer_get_viewport4fv() } //} fn get_viewport_height(&self) -> f32 { unsafe { ffi::cogl_framebuffer_get_viewport_height(self.as_ref().to_glib_none().0) } } fn get_viewport_width(&self) -> f32 { unsafe { ffi::cogl_framebuffer_get_viewport_width(self.as_ref().to_glib_none().0) } } fn get_viewport_x(&self) -> f32 { unsafe { ffi::cogl_framebuffer_get_viewport_x(self.as_ref().to_glib_none().0) } } fn get_viewport_y(&self) -> f32 { unsafe { ffi::cogl_framebuffer_get_viewport_y(self.as_ref().to_glib_none().0) } } fn get_width(&self) -> i32 { unsafe { ffi::cogl_framebuffer_get_width(self.as_ref().to_glib_none().0) } } fn identity_matrix(&self) { unsafe { ffi::cogl_framebuffer_identity_matrix(self.as_ref().to_glib_none().0); } } fn orthographic(&self, x_1: f32, y_1: f32, x_2: f32, y_2: f32, near: f32, far: f32) { unsafe { ffi::cogl_framebuffer_orthographic( self.as_ref().to_glib_none().0, x_1, y_1, x_2, y_2, near, far, ); } } fn perspective(&self, fov_y: f32, aspect: f32, z_near: f32, z_far: f32) { unsafe { ffi::cogl_framebuffer_perspective( self.as_ref().to_glib_none().0, fov_y, aspect, z_near, z_far, ); } } fn pop_clip(&self) { unsafe { ffi::cogl_framebuffer_pop_clip(self.as_ref().to_glib_none().0); } } fn pop_matrix(&self) { unsafe { ffi::cogl_framebuffer_pop_matrix(self.as_ref().to_glib_none().0); } } fn push_matrix(&self) { unsafe { ffi::cogl_framebuffer_push_matrix(self.as_ref().to_glib_none().0); } } fn push_primitive_clip( &self, primitive: &Primitive, bounds_x1: f32, bounds_y1: f32, bounds_x2: f32, bounds_y2: f32, ) { unsafe { ffi::cogl_framebuffer_push_primitive_clip( self.as_ref().to_glib_none().0, primitive.to_glib_none().0, bounds_x1, bounds_y1, bounds_x2, bounds_y2, ); } } fn push_rectangle_clip(&self, x_1: f32, y_1: f32, x_2: f32, y_2: f32) { unsafe { ffi::cogl_framebuffer_push_rectangle_clip( self.as_ref().to_glib_none().0, x_1, y_1, x_2, y_2, ); } } fn push_scissor_clip(&self, x: i32, y: i32, width: i32, height: i32) { unsafe { ffi::cogl_framebuffer_push_scissor_clip( self.as_ref().to_glib_none().0, x, y, width, height, ); } } fn read_pixels( &self, x: i32, y: i32, width: i32, height: i32, format: PixelFormat, pixels: &[u8], ) -> bool { unsafe { ffi::cogl_framebuffer_read_pixels( self.as_ref().to_glib_none().0, x, y, width, height, format.to_glib(), pixels.to_glib_none().0, ) == crate::TRUE } } fn read_pixels_into_bitmap( &self, x: i32, y: i32, source: ReadPixelsFlags, bitmap: &Bitmap, ) -> bool { unsafe { ffi::cogl_framebuffer_read_pixels_into_bitmap( self.as_ref().to_glib_none().0, x, y, source.to_glib(), bitmap.to_glib_none().0, ) == crate::TRUE } } fn resolve_samples(&self) { unsafe { ffi::cogl_framebuffer_resolve_samples(self.as_ref().to_glib_none().0); } } fn resolve_samples_region(&self, x: i32, y: i32, width: i32, height: i32) { unsafe { ffi::cogl_framebuffer_resolve_samples_region( self.as_ref().to_glib_none().0, x, y, width, height, ); } } fn rotate(&self, angle: f32, x: f32, y: f32, z: f32) { unsafe { ffi::cogl_framebuffer_rotate(self.as_ref().to_glib_none().0, angle, x, y, z); } } fn rotate_euler(&self, euler: &Euler) { unsafe { ffi::cogl_framebuffer_rotate_euler( self.as_ref().to_glib_none().0, euler.to_glib_none().0, ); } } fn rotate_quaternion(&self, quaternion: &Quaternion) { unsafe { ffi::cogl_framebuffer_rotate_quaternion( self.as_ref().to_glib_none().0, quaternion.to_glib_none().0, ); } } fn scale(&self, x: f32, y: f32, z: f32) { unsafe { ffi::cogl_framebuffer_scale(self.as_ref().to_glib_none().0, x, y, z); } } fn set_color_mask(&self, color_mask: ColorMask) { unsafe { ffi::cogl_framebuffer_set_color_mask( self.as_ref().to_glib_none().0, color_mask.to_glib(), ); } } fn set_depth_texture_enabled(&self, enabled: bool) { unsafe { ffi::cogl_framebuffer_set_depth_texture_enabled( self.as_ref().to_glib_none().0, enabled as i32, ); } } fn set_depth_write_enabled(&self, depth_write_enabled: bool) { unsafe { ffi::cogl_framebuffer_set_depth_write_enabled( self.as_ref().to_glib_none().0, depth_write_enabled as i32, ); } } fn set_dither_enabled(&self, dither_enabled: bool) { unsafe { ffi::cogl_framebuffer_set_dither_enabled( self.as_ref().to_glib_none().0, dither_enabled as i32, ); } } fn set_modelview_matrix(&self, matrix: &Matrix) { unsafe { ffi::cogl_framebuffer_set_modelview_matrix( self.as_ref().to_glib_none().0, matrix.to_glib_none().0, ); } } fn set_projection_matrix(&self, matrix: &Matrix) { unsafe { ffi::cogl_framebuffer_set_projection_matrix( self.as_ref().to_glib_none().0, matrix.to_glib_none().0, ); } } fn set_samples_per_pixel(&self, samples_per_pixel: i32) { unsafe { ffi::cogl_framebuffer_set_samples_per_pixel( self.as_ref().to_glib_none().0, samples_per_pixel, ); } } fn set_stereo_mode(&self, stereo_mode: StereoMode) { unsafe { ffi::cogl_framebuffer_set_stereo_mode( self.as_ref().to_glib_none().0, stereo_mode.to_glib(), ); } } fn set_viewport(&self, x: f32, y: f32, width: f32, height: f32) { unsafe { ffi::cogl_framebuffer_set_viewport(self.as_ref().to_glib_none().0, x, y, width, height); } } fn transform(&self, matrix: &Matrix) { unsafe { ffi::cogl_framebuffer_transform( self.as_ref().to_glib_none().0, matrix.to_glib_none().0, ); } } fn translate(&self, x: f32, y: f32, z: f32) { unsafe { ffi::cogl_framebuffer_translate(self.as_ref().to_glib_none().0, x, y, z); } } } impl fmt::Display for Framebuffer { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!(f, "Framebuffer") } }