mutter/cogl/cogl/cogl-primitive.h
Bilal Elmoussaoui 2c4968fb41 cogl: Port Primitive away from CoglObject
- The associated CoglAttribute's are now stored in GPtrArray as suggested
by carlosg in
https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3193?commit_id=19b619073b3c7d311c64e0a997558f943b38c94a#note_1849281
- cogl_primitive_set_attributes was dropped for "simplicity"
especially that nothing uses it.
- As this is the last remaining CoglObject subclass, the commit also drops
all the CoglObject related macros/types

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3193>
2023-10-29 21:16:24 +00:00

818 lines
30 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
* 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);
/**
* cogl_primitive_draw: (skip)
* @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.
*/
COGL_EXPORT void
cogl_primitive_draw (CoglPrimitive *primitive,
CoglFramebuffer *framebuffer,
CoglPipeline *pipeline);
G_END_DECLS