cogl: Adds experimental CoglVertexAttribute API

A CoglVertexAttribute defines a single attribute contained in a
CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes
intended for containing a collection of attributes (position, color,
normals etc) and a CoglVertexAttribute defines one such attribute by
specifying its start offset in the array, its type, the number of
components and the stride etc.
This commit is contained in:
Robert Bragg 2010-10-12 12:53:10 +01:00
parent 6e620e94b6
commit 070d90937b
5 changed files with 1171 additions and 0 deletions

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@ -75,6 +75,7 @@ cogl_public_h = \
$(srcdir)/cogl-index-array.h \
$(srcdir)/cogl-vertex-array.h \
$(srcdir)/cogl-indices.h \
$(srcdir)/cogl-vertex-attribute.h \
$(srcdir)/cogl.h \
$(NULL)
@ -214,6 +215,8 @@ cogl_sources_c = \
$(srcdir)/cogl-vertex-array.c \
$(srcdir)/cogl-indices-private.h \
$(srcdir)/cogl-indices.c \
$(srcdir)/cogl-vertex-attribute-private.h \
$(srcdir)/cogl-vertex-attribute.c \
$(srcdir)/cogl-matrix.c \
$(srcdir)/cogl-vector.c \
$(srcdir)/cogl-matrix-private.h \

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@ -0,0 +1,80 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_VERTEX_ATTRIBUTE_PRIVATE_H
#define __COGL_VERTEX_ATTRIBUTE_PRIVATE_H
#include "cogl-object-private.h"
#include "cogl-vertex-attribute.h"
typedef enum
{
COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY,
COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY,
COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY,
COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY,
COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY
} CoglVertexAttributeNameID;
struct _CoglVertexAttribute
{
CoglObject _parent;
CoglVertexArray *array;
char *name;
CoglVertexAttributeNameID name_id;
gsize stride;
gsize offset;
int n_components;
CoglVertexAttributeType type;
gboolean normalized;
unsigned int texture_unit;
int immutable_ref;
};
CoglVertexAttribute *
_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute);
void
_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute);
void
_cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglVertexAttribute **attributes);
void
_cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglVertexAttribute **attributes);
#endif /* __COGL_VERTEX_ATTRIBUTE_PRIVATE_H */

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@ -0,0 +1,882 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context.h"
#include "cogl-object-private.h"
#include "cogl-journal-private.h"
#include "cogl-vertex-attribute.h"
#include "cogl-vertex-attribute-private.h"
#include "cogl-material.h"
#include "cogl-material-private.h"
#include "cogl-material-opengl-private.h"
#include "cogl-texture-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-indices-private.h"
#include <string.h>
#include <stdio.h>
#if defined (HAVE_COGL_GL)
#define glGenBuffers ctx->drv.pf_glGenBuffers
#define glBindBuffer ctx->drv.pf_glBindBuffer
#define glBufferData ctx->drv.pf_glBufferData
#define glBufferSubData ctx->drv.pf_glBufferSubData
#define glGetBufferSubData ctx->drv.pf_glGetBufferSubData
#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
#define glMapBuffer ctx->drv.pf_glMapBuffer
#define glUnmapBuffer ctx->drv.pf_glUnmapBuffer
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER GL_ARRAY_BUFFER_ARB
#endif
#define glVertexAttribPointer ctx->drv.pf_glVertexAttribPointer
#define glEnableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
#define glDisableVertexAttribArray ctx->drv.pf_glDisableVertexAttribArray
#define MAY_HAVE_PROGRAMABLE_GL
#define glDrawRangeElements(mode, start, end, count, type, indices) \
ctx->drv.pf_glDrawRangeElements (mode, start, end, count, type, indices)
#else /* GLES 1/2 */
/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
* but that it makes no use of the start, end constraints: */
#define glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements (mode, count, type, indices)
/* This isn't defined in the GLES headers */
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#define MAY_HAVE_PROGRAMABLE_GL
#endif /* HAVE_COGL_GLES2 */
#endif
static void _cogl_vertex_attribute_free (CoglVertexAttribute *attribute);
COGL_OBJECT_DEFINE (VertexAttribute, vertex_attribute);
#if 0
gboolean
validate_gl_attribute (const char *name,
int n_components,
CoglVertexAttributeNameID *name_id,
gboolean *normalized,
unsigned int *texture_unit)
{
name = name + 3; /* skip past "gl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "Vertex") == 0)
{
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"gl_Vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
}
else if (strcmp (name, "Color") == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"gl_Color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
*normalized = TRUE;
}
else if (strncmp (name, "MultiTexCoord", strlen ("MultiTexCoord")) == 0)
{
if (sscanf (gl_attribute, "MultiTexCoord%u", texture_unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strncmp (name, "Normal") == 0)
{
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"gl_Normal\" attributes where "
"n_components == 3");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", name);
return FALSE;
}
return TRUE;
}
#endif
gboolean
validate_cogl_attribute (const char *name,
int n_components,
CoglVertexAttributeNameID *name_id,
gboolean *normalized,
unsigned int *texture_unit)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "position_in") == 0)
{
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"cogl_vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
}
else if (strcmp (name, "color_in") == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"cogl_color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
}
else if (strcmp (name, "tex_coord_in") == 0)
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
{
if (sscanf (name, "tex_coord%u_in", texture_unit) != 1)
{
g_warning ("Texture coordinate attributes should either be named "
"\"cogl_tex_coord\" or named with a texture unit index "
"like \"cogl_tex_coord2_in\"\n");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strcmp (name, "normal") == 0)
{
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"cogl_normal\" attributes "
"where n_components == 3");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
return FALSE;
}
return TRUE;
}
CoglVertexAttribute *
cogl_vertex_attribute_new (CoglVertexArray *array,
const char *name,
gsize stride,
gsize offset,
int n_components,
CoglVertexAttributeType type)
{
CoglVertexAttribute *attribute = g_slice_new (CoglVertexAttribute);
gboolean status;
attribute->array = cogl_object_ref (array);
attribute->name = g_strdup (name);
attribute->stride = stride;
attribute->offset = offset;
attribute->n_components = n_components;
attribute->type = type;
attribute->immutable_ref = 0;
if (strncmp (name, "cogl_", 5) == 0)
status = validate_cogl_attribute (attribute->name,
n_components,
&attribute->name_id,
&attribute->normalized,
&attribute->texture_unit);
#if 0
else if (strncmp (name, "gl_", 3) == 0)
status = validate_gl_attribute (attribute->name,
n_components,
&attribute->name_id,
&attribute->normalized,
&attribute->texture_unit);
#endif
else
{
attribute->name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
attribute->normalized = FALSE;
attribute->texture_unit = 0;
status = TRUE;
}
if (!status)
{
_cogl_vertex_attribute_free (attribute);
return NULL;
}
return _cogl_vertex_attribute_object_new (attribute);
}
gboolean
cogl_vertex_attribute_get_normalized (CoglVertexAttribute *attribute)
{
g_return_val_if_fail (cogl_is_vertex_attribute (attribute), FALSE);
return attribute->normalized;
}
static void
warn_about_midscene_changes (void)
{
static gboolean seen = FALSE;
if (!seen)
{
g_warning ("Mid-scene modification of attributes has "
"undefined results\n");
seen = TRUE;
}
}
void
cogl_vertex_attribute_set_normalized (CoglVertexAttribute *attribute,
gboolean normalized)
{
g_return_if_fail (cogl_is_vertex_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
attribute->normalized = normalized;
}
CoglVertexArray *
cogl_vertex_attribute_get_array (CoglVertexAttribute *attribute)
{
g_return_val_if_fail (cogl_is_vertex_attribute (attribute), NULL);
return attribute->array;
}
void
cogl_vertex_attribute_set_array (CoglVertexAttribute *attribute,
CoglVertexArray *array)
{
g_return_if_fail (cogl_is_vertex_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
cogl_object_ref (array);
cogl_object_unref (attribute->array);
attribute->array = array;
}
CoglVertexAttribute *
_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute)
{
g_return_val_if_fail (cogl_is_vertex_attribute (vertex_attribute), NULL);
vertex_attribute->immutable_ref++;
_cogl_buffer_immutable_ref (COGL_BUFFER (vertex_attribute->array));
return vertex_attribute;
}
void
_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute)
{
g_return_if_fail (cogl_is_vertex_attribute (vertex_attribute));
g_return_if_fail (vertex_attribute->immutable_ref > 0);
vertex_attribute->immutable_ref--;
_cogl_buffer_immutable_unref (COGL_BUFFER (vertex_attribute->array));
}
static void
_cogl_vertex_attribute_free (CoglVertexAttribute *attribute)
{
g_free (attribute->name);
cogl_object_unref (attribute->array);
g_slice_free (CoglVertexAttribute, attribute);
}
typedef struct
{
int unit;
CoglMaterialFlushOptions options;
guint32 fallback_layers;
} ValidateLayerState;
static gboolean
validate_layer_cb (CoglMaterial *material,
int layer_index,
void *user_data)
{
CoglHandle texture =
_cogl_material_get_layer_texture (material, layer_index);
ValidateLayerState *state = user_data;
gboolean status = TRUE;
/* invalid textures will be handled correctly in
* _cogl_material_flush_layers_gl_state */
if (texture == COGL_INVALID_HANDLE)
goto validated;
/* Give the texture a chance to know that we're rendering
non-quad shaped primitives. If the texture is in an atlas it
will be migrated */
_cogl_texture_ensure_non_quad_rendering (texture);
/* We need to ensure the mipmaps are ready before deciding
* anything else about the texture because the texture storate
* could completely change if it needs to be migrated out of the
* atlas and will affect how we validate the layer.
*/
_cogl_material_pre_paint_for_layer (material, layer_index);
if (!_cogl_texture_can_hardware_repeat (texture))
{
g_warning ("Disabling layer %d of the current source material, "
"because texturing with the vertex buffer API is not "
"currently supported using sliced textures, or textures "
"with waste\n", layer_index);
/* XXX: maybe we can add a mechanism for users to forcibly use
* textures with waste where it would be their responsability to use
* texture coords in the range [0,1] such that sampling outside isn't
* required. We can then use a texture matrix (or a modification of
* the users own matrix) to map 1 to the edge of the texture data.
*
* Potentially, given the same guarantee as above we could also
* support a single sliced layer too. We would have to redraw the
* vertices once for each layer, each time with a fiddled texture
* matrix.
*/
state->fallback_layers |= (1 << state->unit);
state->options.flags |= COGL_MATERIAL_FLUSH_FALLBACK_MASK;
}
validated:
state->unit++;
return status;
}
static CoglHandle
enable_gl_state (CoglVertexAttribute **attributes,
ValidateLayerState *state)
{
int i;
#ifdef MAY_HAVE_PROGRAMABLE_GL
GLuint generic_index = 0;
#endif
unsigned long enable_flags = 0;
gboolean skip_gl_color = FALSE;
CoglMaterial *source;
CoglMaterial *copy = NULL;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the material state) when flushing the clip stack, so should
* always be done first when preparing to draw. We need to do this
* before setting up the array pointers because setting up the clip
* stack can cause some drawing which would change the array
* pointers. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
source = cogl_get_source ();
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
for (i = 0; attributes[i]; i++)
{
CoglVertexAttribute *attribute = attributes[i];
CoglVertexArray *vertex_array;
CoglBuffer *buffer;
void *base;
vertex_array = cogl_vertex_attribute_get_array (attribute);
buffer = COGL_BUFFER (vertex_array);
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_VERTEX_ARRAY);
switch (attribute->name_id)
{
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
GE (glColorPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
if (!_cogl_material_get_real_blend_enabled (source))
{
CoglMaterialBlendEnable blend_enable =
COGL_MATERIAL_BLEND_ENABLE_ENABLED;
copy = cogl_material_copy (source);
_cogl_material_set_blend_enabled (copy, blend_enable);
source = copy;
}
skip_gl_color = TRUE;
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
/* FIXME: go through cogl cache to enable normal array */
GE (glEnableClientState (GL_NORMAL_ARRAY));
GE (glNormalPointer (attribute->type,
attribute->stride,
base + attribute->offset));
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
GE (glClientActiveTexture (GL_TEXTURE0 +
attribute->texture_unit));
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
GE (glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
_cogl_bitmask_set (&ctx->temp_bitmask,
attribute->texture_unit, TRUE);
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
GE (glVertexPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
{
#ifdef MAY_HAVE_PROGRAMABLE_GL
/* FIXME: go through cogl cache to enable generic array */
GE (glEnableVertexAttribArray (generic_index++));
GE (glVertexAttribPointer (generic_index,
attribute->n_components,
attribute->type,
attribute->normalized,
attribute->stride,
base + attribute->offset));
#endif
}
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
_cogl_buffer_unbind (buffer);
}
/* Disable any tex coord arrays that we didn't use */
_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
if (G_UNLIKELY (state->options.flags))
{
/* If we haven't already created a derived material... */
if (!copy)
{
copy = cogl_material_copy (source);
source = copy;
}
_cogl_material_apply_overrides (source, &state->options);
/* TODO:
* overrides = cogl_material_get_data (material,
* last_overrides_key);
* if (overrides)
* {
* age = cogl_material_get_age (material);
* XXX: actually we also need to check for legacy_state
* and blending overrides for use of glColorPointer...
* if (overrides->ags != age ||
* memcmp (&overrides->options, &options,
* sizeof (options) != 0)
* {
* cogl_object_unref (overrides->weak_material);
* g_slice_free (Overrides, overrides);
* overrides = NULL;
* }
* }
* if (!overrides)
* {
* overrides = g_slice_new (Overrides);
* overrides->weak_material =
* cogl_material_weak_copy (cogl_get_source ());
* _cogl_material_apply_overrides (overrides->weak_material,
* &options);
*
* cogl_material_set_data (material, last_overrides_key,
* weak_overrides,
* free_overrides_cb,
* NULL);
* }
* source = overrides->weak_material;
*/
}
if (G_UNLIKELY (ctx->legacy_state_set))
{
/* If we haven't already created a derived material... */
if (!copy)
{
copy = cogl_material_copy (source);
source = copy;
}
_cogl_material_apply_legacy_state (source);
}
_cogl_material_flush_gl_state (source, skip_gl_color);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
return source;
}
/* FIXME: we shouldn't be disabling state after drawing we should
* just disable the things not needed after enabling state. */
static void
disable_gl_state (CoglVertexAttribute **attributes,
CoglMaterial *source)
{
#ifdef MAY_HAVE_PROGRAMABLE_GL
GLuint generic_index = 0;
#endif
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (G_UNLIKELY (source != cogl_get_source ()))
cogl_object_unref (source);
for (i = 0; attributes[i]; i++)
{
CoglVertexAttribute *attribute = attributes[i];
switch (attribute->name_id)
{
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
/* GE (glDisableClientState (GL_COLOR_ARRAY)); */
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
/* FIXME: go through cogl cache to enable normal array */
GE (glDisableClientState (GL_NORMAL_ARRAY));
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
/* The enabled state of the texture coord arrays is
cached in ctx->enabled_texcoord_arrays so we don't
need to do anything here. The array will be disabled
by the next drawing primitive if it is not
required */
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
#ifdef MAY_HAVE_PROGRAMABLE_GL
/* FIXME: go through cogl cache to enable generic array */
GE (glDisableVertexAttribArray (generic_index++));
#endif
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
}
}
static void
_cogl_draw_vertex_attributes_array_real (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglVertexAttribute **attributes,
ValidateLayerState *state)
{
CoglMaterial *source = enable_gl_state (attributes, state);
GE (glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
/* FIXME: we shouldn't be disabling state after drawing we should
* just disable the things not needed after enabling state. */
disable_gl_state (attributes, source);
}
/* This can be used by the CoglJournal to draw attributes skiping
* the implicit journal flush and material validation. */
void
_cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglVertexAttribute **attributes)
{
ValidateLayerState state;
state.unit = 0;
state.options.flags = 0;
state.fallback_layers = 0;
_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
attributes, &state);
}
void
cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglVertexAttribute **attributes)
{
ValidateLayerState state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_journal_flush ();
state.unit = 0;
state.options.flags = 0;
state.fallback_layers = 0;
cogl_material_foreach_layer (cogl_get_source (),
validate_layer_cb,
&state);
_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
attributes, &state);
}
void
cogl_draw_vertex_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...)
{
va_list ap;
int n_attributes;
CoglVertexAttribute *attribute;
CoglVertexAttribute **attributes;
int i;
va_start (ap, n_vertices);
for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
attributes[n_attributes] = NULL;
va_start (ap, n_vertices);
for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_vertex_attributes_array (mode, first_vertex, n_vertices,
attributes);
}
static size_t
sizeof_index_type (CoglIndicesType type)
{
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_INDICES_TYPE_UNSIGNED_INT:
return 4;
}
g_return_val_if_reached (0);
}
static void
_cogl_draw_indexed_vertex_attributes_array_real (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglVertexAttribute **attributes,
ValidateLayerState *state)
{
CoglMaterial *source = enable_gl_state (attributes, state);
CoglBuffer *buffer;
void *base;
size_t array_offset;
size_t index_size;
GLenum indices_gl_type;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
buffer = COGL_BUFFER (_cogl_indices_get_array (indices));
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_ARRAY);
array_offset = cogl_indices_get_offset (indices);
index_size = sizeof_index_type (cogl_indices_get_type (indices));
switch (cogl_indices_get_type (indices))
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
indices_gl_type = GL_UNSIGNED_BYTE;
break;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
indices_gl_type = GL_UNSIGNED_SHORT;
break;
case COGL_INDICES_TYPE_UNSIGNED_INT:
indices_gl_type = GL_UNSIGNED_INT;
break;
}
GE (glDrawElements ((GLenum)mode,
n_vertices,
indices_gl_type,
base + array_offset + index_size * first_vertex));
_cogl_buffer_unbind (buffer);
/* FIXME: we shouldn't be disabling state after drawing we should
* just disable the things not needed after enabling state. */
disable_gl_state (attributes, source);
}
void
_cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglVertexAttribute **attributes)
{
ValidateLayerState state;
state.unit = 0;
state.options.flags = 0;
state.fallback_layers = 0;
_cogl_draw_indexed_vertex_attributes_array_real (mode,
first_vertex,
n_vertices,
indices,
attributes,
&state);
}
void
cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglVertexAttribute **attributes)
{
ValidateLayerState state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_journal_flush ();
state.unit = 0;
state.options.flags = 0;
state.fallback_layers = 0;
cogl_material_foreach_layer (cogl_get_source (),
validate_layer_cb,
&state);
_cogl_draw_indexed_vertex_attributes_array_real (mode,
first_vertex,
n_vertices,
indices,
attributes,
&state);
}
void
cogl_draw_indexed_vertex_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...)
{
va_list ap;
int n_attributes;
CoglVertexAttribute **attributes;
int i;
CoglVertexAttribute *attribute;
va_start (ap, indices);
for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
attributes[n_attributes] = NULL;
va_start (ap, indices);
for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_indexed_vertex_attributes_array (mode,
first_vertex,
n_vertices,
indices,
attributes);
}

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@ -0,0 +1,205 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_VERTEX_ATTRIBUTE_H__
#define __COGL_VERTEX_ATTRIBUTE_H__
#include <cogl/cogl-vertex-array.h>
#include <cogl/cogl-indices.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-vertex-attribute
* @short_description: Fuctions for declaring and drawing vertex
* attributes
*
* FIXME
*/
typedef struct _CoglVertexAttribute CoglVertexAttribute;
/**
* CoglVertexAttributeType:
* @COGL_VERTEX_ATTRIBUTE_TYPE_BYTE: Data is the same size of a byte
* @COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_BYTE: Data is the same size of an
* unsigned byte
* @COGL_VERTEX_ATTRIBUTE_TYPE_SHORT: Data is the same size of a short integer
* @COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_SHORT: Data is the same size of
* an unsigned short integer
* @COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT: Data is the same size of a float
*
* Data types for the components of a vertex attribute.
*
* Since: 1.4
* Stability: Unstable
*/
typedef enum {
COGL_VERTEX_ATTRIBUTE_TYPE_BYTE = 0x1400,
COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_BYTE = 0x1401,
COGL_VERTEX_ATTRIBUTE_TYPE_SHORT = 0x1402,
COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_SHORT = 0x1403,
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT = 0x1406
} CoglVertexAttributeType;
/**
* cogl_vertex_attribute_new:
* @array: The #CoglVertexArray containing the actual attribute data
* @name: The name of the attribute (used to reference it from GLSL)
* @stride: The number of bytes to jump to get to the next attribute
* value for the next vertex. (Usually
* <pre>sizeof (MyVertex)</pre>)
* @offset: The byte offset from the start of @array for the first
* attribute value. (Usually
* <pre>offsetof (MyVertex, component0)</pre>
* @components: The number of components (e.g. 4 for an rgba color or
* 3 for and (x,y,z) position)
* @type:
*
* Describes the layout for a list of vertex attribute values (For
* example, a list of texture coordinates or colors).
*
* The @name is used to access the attribute inside a GLSL vertex
* shader and there are some special names you should use if they are
* applicable:
* <itemizedlist>
* <listitem>"cogl_position_in" (used for vertex positions)</listitem>
* <listitem>"cogl_color_in" (used for vertex colors)</listitem>
* <listitem>"cogl_tex_coord0_in", "cogl_tex_coord1", ...
* (used for vertex texture coordinates)</listitem>
* <listitem>"cogl_normal_in" (used for vertex normals)</listitem>
* </itemizedlist>
*
* The attribute values corresponding to different vertices can either
* be tightly packed or interleaved with other attribute values. For
* example it's common to define a structure for a single vertex like:
* |[
* typedef struct
* {
* float x, y, z; /<!-- -->* position attribute *<!-- -->/
* float s, t; /<!-- -->* texture coordinate attribute *<!-- -->/
* } MyVertex;
* ]|
*
* And then create an array of vertex data something like:
* |[
* MyVertex vertices[100] = { .... }
* ]|
*
* In this case, to describe either the position or texture coordinate
* attribute you have to move <pre>sizeof (MyVertex)</pre> bytes to
* move from one vertex to the next. This is called the attribute
* @stride. If you weren't interleving attributes and you instead had
* a packed array of float x, y pairs then the attribute stride would
* be <pre>(2 * sizeof (float))</pre>. So the @stride is the number of
* bytes to move to find the attribute value of the next vertex.
*
* Normally a list of attributes starts at the beginning of an array.
* So for the <pre>MyVertex</pre> example above the @offset is the
* offset inside the <pre>MyVertex</pre> structure to the first
* component of the attribute. For the texture coordinate attribute
* the offset would be <pre>offsetof (MyVertex, s)</pre> or instead of
* using the offsetof macro you could use <pre>sizeof (float) * 3</pre>.
* If you've divided your @array into blocks of non-interleved
* attributes then you will need to calculate the @offset as the
* number of bytes in blocks preceding the attribute you're
* describing.
*
* An attribute often has more than one component. For example a color
* is often comprised of 4 red, green, blue and alpha @components, and a
* position may be comprised of 2 x and y @components. You should aim
* to keep the number of components to a minimum as more components
* means more data needs to be mapped into the GPU which can be a
* bottlneck when dealing with a large number of vertices.
*
* Finally you need to specify the component data type. Here you
* should aim to use the smallest type that meets your precision
* requirements. Again the larger the type then more data needs to be
* mapped into the GPU which can be a bottlneck when dealing with
* a large number of vertices.
*
* Returns: A newly allocated #CoglVertexAttribute describing the
* layout for a list of attribute values stored in @array.
*
* Since: 1.4
* Stability: Unstable
*/
/* XXX: look for a precedent to see if the stride/offset args should
* have a different order. */
CoglVertexAttribute *
cogl_vertex_attribute_new (CoglVertexArray *array,
const char *name,
gsize stride,
gsize offset,
int components,
CoglVertexAttributeType type);
/**
* cogl_is_vertex_attribute:
* @object: A #CoglObject
*
* Gets whether the given object references a #CoglVertexAttribute.
*
* Return value: %TRUE if the handle references a #CoglVertexAttribute,
* %FALSE otherwise
*/
gboolean
cogl_is_vertex_attribute (void *object);
void
cogl_draw_vertex_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...) G_GNUC_NULL_TERMINATED;
void
cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglVertexAttribute **attributes);
void
cogl_draw_indexed_vertex_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...) G_GNUC_NULL_TERMINATED;
void
cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglVertexAttribute **attributes);
G_END_DECLS
#endif /* __COGL_VERTEX_ATTRIBUTE_H__ */

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@ -57,6 +57,7 @@
#include <cogl/cogl-index-array.h>
#include <cogl/cogl-vertex-array.h>
#include <cogl/cogl-indices.h>
#include <cogl/cogl-vertex-attribute.h>
#endif
G_BEGIN_DECLS