/* cogl-mesh.h: Handle extensible arrays of vertex attributes * This file is part of Clutter * * Copyright (C) 2008 Intel Corporation. * * Authored by: Robert Bragg * * 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 . */ #if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_MESH_H__ #define __COGL_MESH_H__ #include #include G_BEGIN_DECLS /** * SECTION:cogl-mesh * @short_description: An API for submitting extensible arrays of vertex * attributes to OpenGL in a way that aims to minimise * copying or reformatting of the original data. * * The Mesh API is designed to be a fairly raw mechanism for developers * to be able to submit geometry to Cogl in a format that can be directly * consumed by an OpenGL driver and with awareness of the specific hardware * being used then costly format conversion can also be avoided. * * They are designed to work on top of buffer objects and developers should * understand that mesh objects are not cheap to create but once they * have been submitted they are stored in GPU addressable memory and can * be quickly reused. * * Although this API does allow you to modify mesh objects after they have * been submitted to the GPU you must note that modification is still * not cheap, so if at all possible think of tricks that let you reuse * a static buffer. To help with this, it is possible to enable and disable * individual attributes cheaply. * * Take for example a mesh representing an elipse. If you were to submit * a mesh with color attributes, texture coordinates and normals, then * you would be able to draw an elipses in the following different ways * without creating a new mesh: * * Flat colored elipse * Textured elipse * Smoothly lit textured elipse blended with the color. * * * Another trick that can be used is submitting a highly detailed mesh * and then using cogl_mesh_draw_range_elements to sample lower resolution * geometry out from a fixed mesh. * * The API doesn't currently give you any control over the actual buffer * objects that are created, but you can expect that when you first submit * your attributes they start off in one or more GL_STATIC_DRAW buffers. * If you then update some of your attributes; then these attributes will * normally be moved into new GL_DYNAMIC_DRAW draw buffers. */ /** * cogl_mesh_new: * @n_vertices: The number of vertices that will make up your mesh. * * This creates a Cogl handle for a new mesh that you can then start to add * attributes too. */ CoglHandle cogl_mesh_new (guint n_vertices); /** * cogl_mesh_add_attribute: * @handle: A Cogl mesh handle * @attribute_name: The name of your attribute. It should be a valid GLSL * variable name and standard attribute types must use one * of following built-in names: (Note: they correspond to the * built-in names in GLSL) * * "gl_Color" * "gl_Normal" * "gl_MultiTexCoord0, gl_MultiTexCoord1, ..." * "gl_Vertex" * * To support adding multiple variations of the same attribute * the name can have a detail component, E.g. * "gl_Color::active" or "gl_Color::inactive" * @n_components: The number of components per attribute and must be 1,2,3 or 4 * @gl_type: Specifies the data type of each component (GL_BYTE, GL_UNSIGNED_BYTE, * GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT or * GL_DOUBLE) * @normalized: If GL_TRUE, this specifies that values stored in an integer * format should be mapped into the range [-1.0, 1.0] or [0.1, 1.0] * for unsigned values. If GL_FALSE they are converted to floats * directly. * @stride: This specifies the number of bytes from the start of one attribute * value to the start of the next value (for the same attribute). So * for example with a position interleved with color like this: * XYRGBAXYRGBAXYRGBA, then if each letter represents a byte, the * stride for both attributes is 6. The special value 0 means the * values are stored sequentially in memory. * @pointer: This addresses the first attribute in the vertex array. (This * must remain valid until you call cogl_mesh_submit) * * This function lets you add an attribute to a mesh. You either use one * of the built-in names to add standard attributes, like positions, colors * and normals or you can add custom attributes for use in shaders. * * Note: The number of vertices declared when creating the mesh is used to * determine how many attribute values will be read from the supplied pointer. * * Note: the data supplied here isn't copied anywhere until you call * cogl_mesh_submit, so the supplied pointer must remain valid until then. * (This is an important optimisation since we can't create a buffer * object until we know about all the attributes, and repeatedly copying * large buffers of vertex data may be very costly) If you add attributes * after submitting then you will need to re-call cogl_mesh_submit to * commit the changes to the GPU. (Be carefull to minimize the number of * calls to cogl_mesh_submit though) * * Note: If you are interleving attributes it is assumed that that each * interleaved attribute starts no farther than +- stride bytes from * the other attributes it is interleved with. I.e. this is ok: * |-0-0-0-0-0-0-0-0-0-0| * This is not ok: * |- - - - -0-0-0-0-0-0 0 0 0 0| * (Though you can have multiple groups of interleved attributes) */ void cogl_mesh_add_attribute (CoglHandle handle, const char *attribute_name, guint8 n_components, GLenum gl_type, gboolean normalized, guint16 stride, const void *pointer); /** * cogl_mesh_delete_attribute: * @handle: A Cogl mesh handle * @attribute_name: The name of a previously added attribute * * This function deletes an attribute from a mesh. You will need to * call cogl_mesh_submit to commit this change to the GPU. */ void cogl_mesh_delete_attribute (CoglHandle handle, const char *attribute_name); /** * cogl_mesh_enable_attribute: * @handle: A Cogl mesh handle * @attribute_name: The name of the attribute you want to enable * * This function enables a previosuly added attribute * * Since it is costly to create new mesh objects, then to make individual mesh * objects more reuseable it is possible to enable and disable attributes * before using a mesh for drawing. * * Note: You don't need to call cogl_mesh_submit after using this function */ void cogl_mesh_enable_attribute (CoglHandle handle, const char *attribute_name); /** * cogl_mesh_disable_attribute: * @handle: A Cogl mesh handle * @attribute_name: The name of the attribute you want to disable * * This function disables a previosuly added attribute * * Since it is costly to create new mesh objects, then to make individual mesh * objects more reuseable it is possible to enable and disable attributes * before using a mesh for drawing. * * Note: You don't need to call cogl_mesh_submit after using this function */ void cogl_mesh_disable_attribute (CoglHandle handle, const char *attribute_name); /** * cogl_mesh_draw_arrays: * @handle: A Cogl mesh handle * @mode: Specifies how the vertices should be interpreted, and should be * a valid GL primitive type: * * GL_POINTS * GL_LINE_STRIP * GL_LINE_LOOP * GL_LINES * GL_TRIANGLE_STRIP * GL_TRIANGLE_FAN * GL_TRIANGLES * * (Note: only types available in GLES are listed) * @first: Specifies the index of the first vertex you want to draw with * @count: Specifies the number of vertices you want to draw. * * This function lets you draw geometry using all or a subset of the * vertices in a mesh object. */ void cogl_mesh_draw_arrays (CoglHandle handle, GLenum mode, GLint first, GLsizei count); /** * cogl_mesh_draw_range_elements: * @handle: A Cogl mesh handle * @mode: Specifies how the vertices should be interpreted, and should be * a valid GL primitive type: * * GL_POINTS * GL_LINE_STRIP * GL_LINE_LOOP * GL_LINES * GL_TRIANGLE_STRIP * GL_TRIANGLE_FAN * GL_TRIANGLES * * (Note: only types available in GLES are listed) * @start: Specifies the minimum vertex index contained in indices * @end: Specifies the maximum vertex index contained in indices * @count: Specifies the number of vertices you want to draw. * @type: Specifies the data type used for the indices, and must be * one of: * * GL_UNSIGNED_BYTE * GL_UNSIGNED_SHORT * GL_UNSIGNED_INT * * @indices: Specifies the address of your array of indices * * This function lets you use an array of indices to specify the vertices * within your mesh pbject that you want to draw. */ void cogl_mesh_draw_range_elements (CoglHandle handle, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); /** * cogl_mesh_ref: * @handle: a @CoglHandle. * * Increment the reference count for a cogl mesh. * * Returns: the @handle. */ CoglHandle cogl_mesh_ref (CoglHandle handle); /** * cogl_mesh_unref: * @handle: a @CoglHandle. * * Deccrement the reference count for a cogl mesh. */ void cogl_mesh_unref (CoglHandle handle); G_END_DECLS #endif /* __COGL_MESH_H__ */