mutter/cogl/cogl/cogl-primitive.h

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/*
* Cogl
*
This re-licenses Cogl 1.18 under the MIT license Since the Cogl 1.18 branch is actively maintained in parallel with the master branch; this is a counter part to commit 1b83ef938fc16b which re-licensed the master branch to use the MIT license. This re-licensing is a follow up to the proposal that was sent to the Cogl mailing list: http://lists.freedesktop.org/archives/cogl/2013-December/001465.html Note: there was a copyright assignment policy in place for Clutter (and therefore Cogl which was part of Clutter at the time) until the 11th of June 2010 and so we only checked the details after that point (commit 0bbf50f905) For each file, authors were identified via this Git command: $ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD We received blanket approvals for re-licensing all Red Hat and Collabora contributions which reduced how many people needed to be contacted individually: - http://lists.freedesktop.org/archives/cogl/2013-December/001470.html - http://lists.freedesktop.org/archives/cogl/2014-January/001536.html Individual approval requests were sent to all the other identified authors who all confirmed the re-license on the Cogl mailinglist: http://lists.freedesktop.org/archives/cogl/2014-January As well as updating the copyright header in all sources files, the COPYING file has been updated to reflect the license change and also document the other licenses used in Cogl such as the SGI Free Software License B, version 2.0 and the 3-clause BSD license. This patch was not simply cherry-picked from master; but the same methodology was used to check the source files.
2014-02-22 01:28:54 +00:00
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
This re-licenses Cogl 1.18 under the MIT license Since the Cogl 1.18 branch is actively maintained in parallel with the master branch; this is a counter part to commit 1b83ef938fc16b which re-licensed the master branch to use the MIT license. This re-licensing is a follow up to the proposal that was sent to the Cogl mailing list: http://lists.freedesktop.org/archives/cogl/2013-December/001465.html Note: there was a copyright assignment policy in place for Clutter (and therefore Cogl which was part of Clutter at the time) until the 11th of June 2010 and so we only checked the details after that point (commit 0bbf50f905) For each file, authors were identified via this Git command: $ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD We received blanket approvals for re-licensing all Red Hat and Collabora contributions which reduced how many people needed to be contacted individually: - http://lists.freedesktop.org/archives/cogl/2013-December/001470.html - http://lists.freedesktop.org/archives/cogl/2014-January/001536.html Individual approval requests were sent to all the other identified authors who all confirmed the re-license on the Cogl mailinglist: http://lists.freedesktop.org/archives/cogl/2014-January As well as updating the copyright header in all sources files, the COPYING file has been updated to reflect the license change and also document the other licenses used in Cogl such as the SGI Free Software License B, version 2.0 and the 3-clause BSD license. This patch was not simply cherry-picked from master; but the same methodology was used to check the source files.
2014-02-22 01:28:54 +00:00
* 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 <robert@linux.intel.com>
*/
#pragma once
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
/* We forward declare the CoglPrimitive type here to avoid some circular
* dependency issues with the following headers.
*/
typedef struct _CoglPrimitive CoglPrimitive;
#include "cogl/cogl-types.h" /* for CoglVerticesMode */
#include "cogl/cogl-attribute.h"
#include "cogl/cogl-framebuffer.h"
#include <glib-object.h>
G_BEGIN_DECLS
/**
* CoglPrimitive:
*
*Functions for creating, manipulating and drawing primitives
*/
#define COGL_TYPE_PRIMITIVE (cogl_primitive_get_type ())
COGL_EXPORT
G_DECLARE_FINAL_TYPE (CoglPrimitive,
cogl_primitive,
COGL,
PRIMITIVE,
GObject)
/**
* CoglVertexP2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p2().
*/
typedef struct {
float x, y;
} CoglVertexP2;
/**
* CoglVertexP3:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p3().
*/
typedef struct {
float x, y, z;
} CoglVertexP3;
/**
* CoglVertexP2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p2c4().
*/
typedef struct {
float x, y;
uint8_t r, g, b, a;
} CoglVertexP2C4;
/**
* CoglVertexP3C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p3c4().
*/
typedef struct {
float x, y, z;
uint8_t r, g, b, a;
} CoglVertexP3C4;
/**
* CoglVertexP2T2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p2t2().
*/
typedef struct {
float x, y;
float s, t;
} CoglVertexP2T2;
/**
* CoglVertexP3T2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p3t2().
*/
typedef struct {
float x, y, z;
float s, t;
} CoglVertexP3T2;
/**
* CoglVertexP2T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p3t2c4().
*/
typedef struct {
float x, y;
float s, t;
uint8_t r, g, b, a;
} CoglVertexP2T2C4;
/**
* CoglVertexP3T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_p3t2c4().
*/
typedef struct {
float x, y, z;
float s, t;
uint8_t r, g, b, a;
} CoglVertexP3T2C4;
/**
* cogl_primitive_new:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @...: A %NULL terminated list of attributes
*
* Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode
* and defines a vertex count so a #CoglPrimitive object can be retained and
* drawn later with no addition information required.
*
* The value passed as @n_vertices will simply update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
*
* Return value: (transfer full): A newly allocated #CoglPrimitive object
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new (CoglVerticesMode mode,
int n_vertices,
...);
/**
* cogl_primitive_new_with_attributes: (skip)
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @attributes: An array of CoglAttribute
* @n_attributes: The number of attributes
*
* Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode
* and defines a vertex count so a #CoglPrimitive object can be retained and
* drawn later with no addition information required.
*
* The value passed as @n_vertices will simply update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
*
* Return value: (transfer full): A newly allocated #CoglPrimitive object
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_with_attributes (CoglVerticesMode mode,
int n_vertices,
CoglAttribute **attributes,
int n_attributes);
/**
* cogl_primitive_new_p2: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP2): An array
* of #CoglVertexP2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* attribute with a #CoglAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglVertexP2 triangle[] =
* {
* { 0, 300 },
* { 150, 0, },
* { 300, 300 }
* };
* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p2 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2 *data);
/**
* cogl_primitive_new_p3: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP3): An array of
* #CoglVertexP3 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* attribute with a #CoglAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglVertexP3 triangle[] =
* {
* { 0, 300, 0 },
* { 150, 0, 0 },
* { 300, 300, 0 }
* };
* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p3 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3 *data);
/**
* cogl_primitive_new_p2c4: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP2C4): An array
* of #CoglVertexP2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* and color attributes with #CoglAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglVertexP2C4 triangle[] =
* {
* { 0, 300, 0xff, 0x00, 0x00, 0xff },
* { 150, 0, 0x00, 0xff, 0x00, 0xff },
* { 300, 300, 0xff, 0x00, 0x00, 0xff }
* };
* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p2c4 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2C4 *data);
/**
* cogl_primitive_new_p3c4: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP3C4): An array
* of #CoglVertexP3C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* and color attributes with #CoglAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglVertexP3C4 triangle[] =
* {
* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
* };
* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p3c4 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3C4 *data);
/**
* cogl_primitive_new_p2t2: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP2T2): An array
* of #CoglVertexP2T2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position and
* texture coordinate attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglVertexP2T2 triangle[] =
* {
* { 0, 300, 0.0, 1.0},
* { 150, 0, 0.5, 0.0},
* { 300, 300, 1.0, 1.0}
* };
* prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p2t2 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2 *data);
/**
* cogl_primitive_new_p3t2: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP3T2): An array
* of #CoglVertexP3T2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position and
* texture coordinate attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglVertexP3T2 triangle[] =
* {
* { 0, 300, 0, 0.0, 1.0},
* { 150, 0, 0, 0.5, 0.0},
* { 300, 300, 0, 1.0, 1.0}
* };
* prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p3t2 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2 *data);
/**
* cogl_primitive_new_p2t2c4: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP2T2C4): An
* array of #CoglVertexP2T2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position, texture
* coordinate and color attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglVertexP2T2C4 triangle[] =
* {
* { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
* { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
* { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
* };
* prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p2t2c4 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2C4 *data);
/**
* cogl_primitive_new_p3t2c4: (skip)
* @context: A #CoglContext
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: (array length=n_vertices): (type Cogl.VertexP3T2C4): An
* array of #CoglVertexP3T2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position, texture
* coordinate and color attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglVertexP3T2C4 triangle[] =
* {
* { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
* { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
* { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
* };
* prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). If your
* hardware doesn't support non-power of two textures (For example you
* are using GLES 1.1) then you will need to make sure your assets are
* resized to a power-of-two size (though they don't have to be square)
* </note>
*
* Return value: (transfer full): A newly allocated #CoglPrimitive
* with a reference of 1. This can be freed using g_object_unref().
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_new_p3t2c4 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2C4 *data);
COGL_EXPORT int
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);
COGL_EXPORT void
cogl_primitive_set_first_vertex (CoglPrimitive *primitive,
int first_vertex);
/**
* cogl_primitive_get_n_vertices:
* @primitive: A #CoglPrimitive object
*
* Queries the number of vertices to read when drawing the given
* @primitive. Usually this value is implicitly set when associating
* vertex data or indices with a #CoglPrimitive.
*
* If cogl_primitive_set_indices() has been used to associate a
* sequence of #CoglIndices with the given @primitive then the
* number of vertices to read can also be phrased as the number
* of indices to read.
*
* <note>To be clear; it doesn't refer to the number of vertices - in
* terms of data - associated with the primitive it's just the number
* of vertices to read and draw.</note>
*
* Returns: The number of vertices to read when drawing.
*/
COGL_EXPORT int
cogl_primitive_get_n_vertices (CoglPrimitive *primitive);
/**
* cogl_primitive_set_n_vertices:
* @primitive: A #CoglPrimitive object
* @n_vertices: The number of vertices to read when drawing.
*
* Specifies how many vertices should be read when drawing the given
* @primitive.
*
* Usually this value is set implicitly when associating vertex data
* or indices with a #CoglPrimitive.
*
* <note>To be clear; it doesn't refer to the number of vertices - in
* terms of data - associated with the primitive it's just the number
* of vertices to read and draw.</note>
*/
COGL_EXPORT void
cogl_primitive_set_n_vertices (CoglPrimitive *primitive,
int n_vertices);
COGL_EXPORT CoglVerticesMode
cogl_primitive_get_mode (CoglPrimitive *primitive);
COGL_EXPORT void
cogl_primitive_set_mode (CoglPrimitive *primitive,
CoglVerticesMode mode);
/**
* cogl_primitive_set_indices: (skip)
* @primitive: A #CoglPrimitive
* @indices: A #CoglIndices array
* @n_indices: The number of indices to reference when drawing
*
* Associates a sequence of #CoglIndices with the given @primitive.
*
* #CoglIndices provide a way to virtualize your real vertex data by
* providing a sequence of indices that index into your real vertex
* data. The GPU will walk though the index values to indirectly
* lookup the data for each vertex instead of sequentially walking
* through the data directly. This lets you save memory by indexing
* shared data multiple times instead of duplicating the data.
*
* The value passed as @n_indices will simply update the
* #CoglPrimitive <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to draw or, put another way, how many
* indices should be read from @indices when drawing.
*
* <note>The #CoglPrimitive <structfield>first_vertex</structfield> property
* also affects drawing with indices by defining the first entry of the
* indices to start drawing from.</note>
*/
COGL_EXPORT void
cogl_primitive_set_indices (CoglPrimitive *primitive,
CoglIndices *indices,
int n_indices);
/**
* cogl_primitive_get_indices: (skip)
* @primitive: A #CoglPrimitive
*
* Return value: (transfer none): the indices that were set with
* cogl_primitive_set_indices() or %NULL if no indices were set.
*/
COGL_EXPORT CoglIndices *
cogl_primitive_get_indices (CoglPrimitive *primitive);
/**
* cogl_primitive_copy:
* @primitive: A primitive copy
*
* Makes a copy of an existing #CoglPrimitive. Note that the primitive
* is a shallow copy which means it will use the same attributes and
* attribute buffers as the original primitive.
*
* Return value: (transfer full): the new primitive
*/
COGL_EXPORT CoglPrimitive *
cogl_primitive_copy (CoglPrimitive *primitive);
/**
* CoglPrimitiveAttributeCallback:
* @primitive: The #CoglPrimitive whose attributes are being iterated
* @attribute: The #CoglAttribute
* @user_data: The private data passed to cogl_primitive_foreach_attribute()
*
* The callback prototype used with cogl_primitive_foreach_attribute()
* for iterating all the attributes of a #CoglPrimitive.
*
* The function should return TRUE to continue iteration or FALSE to
* stop.
*/
typedef gboolean (* CoglPrimitiveAttributeCallback) (CoglPrimitive *primitive,
CoglAttribute *attribute,
void *user_data);
/**
* cogl_primitive_foreach_attribute:
* @primitive: A #CoglPrimitive object
* @callback: (scope call): A #CoglPrimitiveAttributeCallback to be
* called for each attribute
* @user_data: (closure): Private data that will be passed to the
* callback
*
* Iterates all the attributes of the given #CoglPrimitive.
*/
COGL_EXPORT void
cogl_primitive_foreach_attribute (CoglPrimitive *primitive,
CoglPrimitiveAttributeCallback callback,
void *user_data);
Add _primitive_draw to replace _framebuffer_draw_primitive When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
2013-07-09 22:47:29 +00:00
/**
* cogl_primitive_draw: (skip)
Add _primitive_draw to replace _framebuffer_draw_primitive When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
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* @primitive: A #CoglPrimitive geometry object
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
*
* Draws the given @primitive geometry to the specified destination
* @framebuffer using the graphics processing state described by @pipeline.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D are associated with layers of the given
* @pipeline.
Add _primitive_draw to replace _framebuffer_draw_primitive When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
2013-07-09 22:47:29 +00:00
*/
COGL_EXPORT void
Add _primitive_draw to replace _framebuffer_draw_primitive When splitting out the CoglPath api we saw that we would be left with inconsistent drawing apis if the drawing apis in core Cogl were lumped into the cogl_framebuffer_ api considering other Cogl sub-libraries or that others will want to create higher level drawing apis outside of Cogl but can't use the same namespace. So that we can aim for a more consistent style this adds a cogl_primitive_draw() api, comparable to cogl_path_fill() or cogl_pango_show_layout() that's intended to replace cogl_framebuffer_draw_primitive() Note: the attribute and rectangle drawing apis are still in the cogl_framebuffer_ namespace and this might potentially change but in these cases there is no single object representing the thing being drawn so it seems a more reasonable they they live in the framebuffer namespace for now. Note: the cogl_framebuffer_draw_primitive() api isn't removed by this patch so it can more conveniently be cherry picked to the 1.16 branch so we can mark it deprecated for a short while. Even though it's marked as experimental api we know that there are people using the api so we'd like to give them a chance to switch to the new api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 418912b93ff81a47f9b38114d05335ab76277c48) Conflicts: cogl-pango/cogl-pango-display-list.c cogl/Makefile.am cogl/cogl-framebuffer.c cogl/cogl-pipeline-layer-state.h cogl/cogl2-path.c cogl/driver/gl/cogl-clip-stack-gl.c
2013-07-09 22:47:29 +00:00
cogl_primitive_draw (CoglPrimitive *primitive,
CoglFramebuffer *framebuffer,
CoglPipeline *pipeline);
G_END_DECLS