ec080f2db0
There was a struct defined for CoglP2Vertex but there was no constructor function to use it.
675 lines
22 KiB
C
675 lines
22 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_PRIMITIVE_H__
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#define __COGL_PRIMITIVE_H__
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#include <cogl/cogl-vertex-buffer.h> /* for CoglVerticesMode */
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#include <cogl/cogl-vertex-attribute.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-primitive
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* @short_description: Functions for creating, manipulating and drawing
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* primitives
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*
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* FIXME
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*/
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typedef struct _CoglPrimitive CoglPrimitive;
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/**
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* CoglP2Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v2_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y;
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} CoglP2Vertex;
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/**
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* CoglP3Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v3_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y, z;
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} CoglP3Vertex;
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/**
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* CoglP2C4Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v2c4_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y;
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guint8 r, g, b, a;
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} CoglP2C4Vertex;
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/**
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* CoglP3C4Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v3c4_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y, z;
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guint8 r, g, b, a;
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} CoglP3C4Vertex;
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/**
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* CoglP2T2Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v2t2_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y;
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float s, t;
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} CoglP2T2Vertex;
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/**
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* CoglP3T2Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v3t2_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y, z;
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float s, t;
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} CoglP3T2Vertex;
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/**
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* CoglP2T2C4Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v3t2c4_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y;
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float s, t;
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guint8 r, g, b, a;
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} CoglP2T2C4Vertex;
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/**
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* CoglP3T2C4Vertex:
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* @x: The x component of a position attribute
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* @y: The y component of a position attribute
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* @z: The z component of a position attribute
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* @s: The s component of a texture coordinate attribute
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* @t: The t component of a texture coordinate attribute
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* @r: The red component of a color attribute
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* @b: The green component of a color attribute
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* @g: The blue component of a color attribute
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* @a: The alpha component of a color attribute
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*
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* A convenience vertex definition that can be used with
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* cogl_primitive_new_with_v3t2c4_attributes().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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typedef struct
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{
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float x, y, z;
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float s, t;
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guint8 r, g, b, a;
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} CoglP3T2C4Vertex;
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/**
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* cogl_primitive_new:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @Varargs: A %NULL terminated list of attributes
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*
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* Combines a set of #CoglVertexAttribute<!-- -->s with a specific draw @mode
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* and defines a vertex count so a #CoglPrimitive object can be retained and
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* drawn later with no addition information required.
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*
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* Returns: A newly allocated #CoglPrimitive object
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new (CoglVerticesMode mode,
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int n_vertices,
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...);
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/* XXX: how about just: cogl_primitive_new_with_attributes () ? */
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CoglPrimitive *
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cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
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int n_vertices,
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CoglVertexAttribute **attributes);
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/**
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* cogl_primitive_new_p2:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* attribute with a #CoglVertexAttribute and upload your data.
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*
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* For example to draw a convex polygon you can do:
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* |[
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* CoglP2Vertex triangle[] =
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* {
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* { 0, 300 },
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* { 150, 0, },
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* { 300, 300 }
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* };
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* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p2 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP2Vertex *data);
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/**
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* cogl_primitive_new_p3:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* attribute with a #CoglVertexAttribute and upload your data.
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*
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* For example to draw a convex polygon you can do:
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* |[
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* CoglP3Vertex triangle[] =
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* {
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* { 0, 300, 0 },
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* { 150, 0, 0 },
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* { 300, 300, 0 }
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* };
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* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p3 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP3Vertex *data);
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/**
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* cogl_primitive_new_p2c4:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2C4Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* and color attributes with #CoglVertexAttribute<!-- -->s and upload
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* your data.
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*
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* For example to draw a convex polygon with a linear gradient you
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* can do:
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* |[
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* CoglP2C4Vertex triangle[] =
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* {
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* { 0, 300, 0xff, 0x00, 0x00, 0xff },
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* { 150, 0, 0x00, 0xff, 0x00, 0xff },
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* { 300, 300, 0xff, 0x00, 0x00, 0xff }
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* };
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* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p2c4 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP2C4Vertex *data);
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/**
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* cogl_primitive_new_p3c4:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3C4Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* and color attributes with #CoglVertexAttribute<!-- -->s and upload
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* your data.
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*
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* For example to draw a convex polygon with a linear gradient you
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* can do:
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* |[
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* CoglP3C4Vertex triangle[] =
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* {
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* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
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* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
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* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
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* };
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* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p3c4 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP3C4Vertex *data);
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/**
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* cogl_primitive_new_p2t2:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2T2Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position and
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* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
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* upload your data.
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*
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* For example to draw a convex polygon with texture mapping you can
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* do:
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* |[
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* CoglP2T2Vertex triangle[] =
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* {
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* { 0, 300, 0.0, 1.0},
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* { 150, 0, 0.5, 0.0},
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* { 300, 300, 1.0, 1.0}
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* };
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* prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p2t2 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP2T2Vertex *data);
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/**
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* cogl_primitive_new_p3t2:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3T2Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position and
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* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
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* upload your data.
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*
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* For example to draw a convex polygon with texture mapping you can
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* do:
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* |[
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* CoglP3T2Vertex triangle[] =
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* {
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* { 0, 300, 0, 0.0, 1.0},
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* { 150, 0, 0, 0.5, 0.0},
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* { 300, 300, 0, 1.0, 1.0}
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* };
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* prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <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). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. 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: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p3t2 (CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglP3T2Vertex *data);
|
|
|
|
/**
|
|
* cogl_primitive_new_p2t2c4:
|
|
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
|
* @n_vertices: The number of vertices to process when drawing
|
|
* @data: An array of #CoglP2T2C4Vertex 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 #CoglVertexArray storage, describe the position, texture
|
|
* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
|
|
* upload your data.
|
|
*
|
|
* For example to draw a convex polygon with texture mapping and a
|
|
* linear gradient you can do:
|
|
* |[
|
|
* CoglP2T2C4Vertex 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);
|
|
* ]|
|
|
*
|
|
* <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). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. 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: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p2t2c4 (CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglP2T2C4Vertex *data);
|
|
|
|
/**
|
|
* cogl_primitive_new_p3t2c4:
|
|
* @mode: A #CoglVerticesMode defining how to draw the vertices
|
|
* @n_vertices: The number of vertices to process when drawing
|
|
* @data: An array of #CoglP3T2C4Vertex 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 #CoglVertexArray storage, describe the position, texture
|
|
* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
|
|
* upload your data.
|
|
*
|
|
* For example to draw a convex polygon with texture mapping and a
|
|
* linear gradient you can do:
|
|
* |[
|
|
* CoglP3T2C4Vertex 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);
|
|
* ]|
|
|
*
|
|
* <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). You
|
|
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
|
|
* might be used while drawing with this API. 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: A newly allocated #CoglPrimitive with a reference of
|
|
* 1. This can be freed using cogl_object_unref().
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
CoglPrimitive *
|
|
cogl_primitive_new_p3t2c4 (CoglVerticesMode mode,
|
|
int n_vertices,
|
|
const CoglP3T2C4Vertex *data);
|
|
int
|
|
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);
|
|
|
|
void
|
|
cogl_primitive_set_first_vertex (CoglPrimitive *primitive,
|
|
int first_vertex);
|
|
|
|
int
|
|
cogl_primitive_get_n_vertices (CoglPrimitive *primitive);
|
|
|
|
void
|
|
cogl_primitive_set_n_vertices (CoglPrimitive *primitive,
|
|
int n_vertices);
|
|
|
|
CoglVerticesMode
|
|
cogl_primitive_get_mode (CoglPrimitive *primitive);
|
|
|
|
void
|
|
cogl_primitive_set_mode (CoglPrimitive *primitive,
|
|
CoglVerticesMode mode);
|
|
|
|
/**
|
|
* cogl_primitive_set_attributes:
|
|
* @primitive: A #CoglPrimitive object
|
|
* @attributes: A %NULL terminated array of #CoglVertexAttribute
|
|
* pointers
|
|
*
|
|
* Replaces all the attributes of the given #CoglPrimitive object.
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_primitive_set_attributes (CoglPrimitive *primitive,
|
|
CoglVertexAttribute **attributes);
|
|
|
|
|
|
void
|
|
cogl_primitive_set_indices (CoglPrimitive *primitive,
|
|
CoglIndices *indices);
|
|
|
|
/**
|
|
* cogl_primitive_draw:
|
|
* @primitive: A #CoglPrimitive object
|
|
*
|
|
* Draw the given @primitive with the current source material.
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_primitive_draw (CoglPrimitive *primitive);
|
|
|
|
/**
|
|
* cogl_is_primitive:
|
|
* @object: A #CoglObject
|
|
*
|
|
* Gets whether the given object references a #CoglPrimitive.
|
|
*
|
|
* Returns: %TRUE if the handle references a #CoglPrimitive,
|
|
* %FALSE otherwise
|
|
*
|
|
* Since: 1.6
|
|
* Stability: Unstable
|
|
*/
|
|
gboolean
|
|
cogl_is_primitive (void *object);
|
|
|
|
G_END_DECLS
|
|
|
|
#endif /* __COGL_PRIMITIVE_H__ */
|
|
|