f8ca841a8b
The symbol name for cogl_vertex_buffer_draw_elements was wrong so it ended up with no documentation. The name for the vertex attribute was incorrect in cogl_vertex_buffer_add.
324 lines
12 KiB
C
324 lines
12 KiB
C
/*
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* Cogl.
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*
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* An OpenGL/GLES Abstraction/Utility Layer
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*
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* Vertex Buffer API: Handle extensible arrays of vertex attributes
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*
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* Copyright (C) 2008 Intel Corporation.
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*
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* Authored by: Robert Bragg <robert@linux.intel.com>
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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
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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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_VERTEX_BUFFER_H__
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#define __COGL_VERTEX_BUFFER_H__
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#include <glib.h>
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#include <cogl/cogl-types.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-vertex-buffer
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* @short_description: An API for submitting extensible arrays of vertex
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* attributes to be mapped into the GPU for fast
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* drawing.
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*
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* For example to describe a textured triangle, you could create a new cogl
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* vertex buffer with 3 vertices, and then you might add 2 attributes for each
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* vertex:
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* <orderedlist>
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* <listitem>
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* a "gl_Position" describing the (x,y,z) position for each vertex.
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* </listitem>
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* <listitem>
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* a "gl_MultiTexCoord0" describing the (tx,ty) texture coordinates for each
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* vertex.
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* </listitem>
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* </orderedlist>
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*
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* The Vertex Buffer API is designed to be a fairly raw mechanism for
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* developers to be able to submit geometry to Cogl in a format that can be
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* directly consumed by an OpenGL driver and mapped into your GPU for fast
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* re-use. It is designed to avoid repeated validation of the attributes by the
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* driver; to minimize transport costs (e.g. considering indirect GLX
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* use-cases) and to potentially avoid repeated format conversions when
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* attributes are supplied in a format that is not natively supported by the
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* GPU.
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*
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* Although this API does allow you to modify attributes after they have been
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* submitted to the GPU you should be aware that modification is not that
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* cheap, since it implies validating the new data and potentially the
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* OpenGL driver will need to reformat it for the GPU.
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*
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* If at all possible think of tricks that let you re-use static attributes,
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* and if you do need to repeatedly update attributes (e.g. for some kind of
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* morphing geometry) then only update and re-submit the specific attributes
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* that have changed.
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*/
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/**
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* cogl_vertex_buffer_new:
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* @n_vertices: The number of vertices that your attributes will correspond to.
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*
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* This creates a Cogl handle for a new vertex buffer that you can then start
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* to add attributes too.
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*/
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CoglHandle
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cogl_vertex_buffer_new (guint n_vertices);
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/**
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* cogl_vertex_buffer_get_n_vertices:
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* @handle: A vertex buffer handle
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*
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* This returns the number of vertices that @handle represents
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*/
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guint
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cogl_vertex_buffer_get_n_vertices (CoglHandle handle);
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/**
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* cogl_vertex_buffer_add:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of your attribute. It should be a valid GLSL
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* variable name and standard attribute types must use one
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* of following built-in names: (Note: they correspond to the
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* built-in names of GLSL)
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* <itemizedlist>
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* <listitem>"gl_Color"</listitem>
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* <listitem>"gl_Normal"</listitem>
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* <listitem>"gl_MultiTexCoord0, gl_MultiTexCoord1, ..."</listitem>
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* <listitem>"gl_Vertex"</listitem>
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* </itemizedlist>
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* To support adding multiple variations of the same attribute
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* the name can have a detail component, E.g.
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* "gl_Color::active" or "gl_Color::inactive"
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* @n_components: The number of components per attribute and must be 1,2,3 or 4
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* @gl_type: Specifies the data type of each component (GL_BYTE, GL_UNSIGNED_BYTE,
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* GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT or GL_FLOAT)
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* @normalized: If GL_TRUE, this specifies that values stored in an integer
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* format should be mapped into the range [-1.0, 1.0] or [0.1, 1.0]
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* for unsigned values. If GL_FALSE they are converted to floats
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* directly.
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* @stride: This specifies the number of bytes from the start of one attribute
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* value to the start of the next value (for the same attribute). So
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* for example with a position interleved with color like this:
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* XYRGBAXYRGBAXYRGBA, then if each letter represents a byte, the
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* stride for both attributes is 6. The special value 0 means the
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* values are stored sequentially in memory.
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* @pointer: This addresses the first attribute in the vertex array. (This
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* must remain valid until you either call
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* cogl_vertex_buffer_submit() or issue a draw call.)
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*
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* This function lets you add an attribute to a buffer. You either use one
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* of the built-in names such as "gl_Vertex", or "gl_MultiTexCoord0" to add
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* standard attributes, like positions, colors and normals or you can add
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* custom attributes for use in shaders.
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*
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* The number of vertices declared when calling cogl_vertex_buffer_new()
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* determines how many attribute values will be read from the supplied pointer.
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*
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* The data for your attribute isn't copied anywhere until you call
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* cogl_vertex_buffer_submit(), (or issue a draw call which automatically
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* submits pending attribute changes) so the supplied pointer must remain
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* valid until then. If you are updating an existing attribute (done by
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* re-adding it) then you still need to re-call cogl_vertex_buffer_submit() to
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* commit the changes to the GPU. (Be carefull to minimize the number of calls
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* to cogl_vertex_buffer_submit though.)
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*
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* Note: If you are interleving attributes it is assumed that each interleaved
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* attribute starts no farther than +- stride bytes from the other attributes
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* it is interleved with. I.e. this is ok:
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* <programlisting>
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* |-0-0-0-0-0-0-0-0-0-0|
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* </programlisting>
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* This is not ok:
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* <programlisting>
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* |- - - - -0-0-0-0-0-0 0 0 0 0|
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* </programlisting>
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* (Though you can have multiple groups of interleved attributes)
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*/
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void
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cogl_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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GLenum gl_type,
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gboolean normalized,
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guint16 stride,
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const void *pointer);
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/**
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* cogl_vertex_buffer_delete:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of a previously added attribute
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*
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* This function deletes an attribute from a buffer. You will need to
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* call cogl_vertex_buffer_submit() or issue a draw call to commit this
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* change to the GPU.
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*/
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void
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cogl_vertex_buffer_delete (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_submit:
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* @handle: A vertex buffer handle
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*
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* This function submits all the user added attributes to the GPU; once
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* submitted the attributes can be used for drawing.
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*
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* You should aim to minimize calls to this function since it implies
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* validating your data; it potentially incurs a transport cost (especially if
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* you are using GLX indirect rendering) and potentially a format conversion
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* cost if the GPU doesn't natively support any of the given attribute formats.
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*/
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void
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cogl_vertex_buffer_submit (CoglHandle handle);
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/**
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* cogl_vertex_buffer_disable:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of the attribute you want to disable
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*
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* This function disables a previosuly added attribute.
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*
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* Since it can be costly to add and remove new attributes to buffers; to make
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* individual buffers more reuseable it is possible to enable and disable
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* attributes before using a buffer for drawing.
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*
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* You don't need to call cogl_vertex_buffer_submit() after using this function.
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*/
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void
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cogl_vertex_buffer_disable (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_enable:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of the attribute you want to enable
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*
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* This function enables a previosuly disabled attribute.
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*
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* Since it can be costly to add and remove new attributes to buffers; to make
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* individual buffers more reuseable it is possible to enable and disable
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* attributes before using a buffer for drawing.
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*
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* You don't need to call cogl_vertex_buffer_submit() after using this function
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*/
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void
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cogl_vertex_buffer_enable (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_draw:
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* @handle: A vertex buffer handle
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* @mode: Specifies how the vertices should be interpreted, and should be
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* a valid GL primitive type:
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* <itemizedlist>
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* <listitem>GL_POINTS</listitem>
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* <listitem>GL_LINE_STRIP</listitem>
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* <listitem>GL_LINE_LOOP</listitem>
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* <listitem>GL_LINES</listitem>
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* <listitem>GL_TRIANGLE_STRIP</listitem>
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* <listitem>GL_TRIANGLE_FAN</listitem>
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* <listitem>GL_TRIANGLES</listitem>
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* </itemizedlist>
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* (Note: only types available in GLES are listed)
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* @first: Specifies the index of the first vertex you want to draw with
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* @count: Specifies the number of vertices you want to draw.
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*
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* This function lets you draw geometry using all or a subset of the
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* vertices in a vertex buffer.
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*
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* Any un-submitted attribute changes are automatically submitted before
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* drawing.
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*/
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void
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cogl_vertex_buffer_draw (CoglHandle handle,
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GLenum mode,
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GLint first,
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GLsizei count);
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/**
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* cogl_vertex_buffer_draw_elements:
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* @handle: A vertex buffer handle
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* @mode: Specifies how the vertices should be interpreted, and should be
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* a valid GL primitive type:
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* <itemizedlist>
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* <listitem>GL_POINTS</listitem>
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* <listitem>GL_LINE_STRIP</listitem>
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* <listitem>GL_LINE_LOOP</listitem>
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* <listitem>GL_LINES</listitem>
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* <listitem>GL_TRIANGLE_STRIP</listitem>
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* <listitem>GL_TRIANGLE_FAN</listitem>
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* <listitem>GL_TRIANGLES</listitem>
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* </itemizedlist>
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* (Note: only types available in GLES are listed)
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* @min_index: Specifies the minimum vertex index contained in indices
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* @max_index: Specifies the maximum vertex index contained in indices
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* @count: Specifies the number of vertices you want to draw.
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* @indices_type: Specifies the data type used for the indices, and must be
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* one of:
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* <itemizedlist>
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* <listitem>GL_UNSIGNED_BYTE</listitem>
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* <listitem>GL_UNSIGNED_SHORT</listitem>
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* <listitem>GL_UNSIGNED_INT</listitem>
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* </itemizedlist>
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* @indices: Specifies the address of your array of indices
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*
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* This function lets you use an array of indices to specify the vertices
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* within your vertex buffer that you want to draw.
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*
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* Any un-submitted attribute changes are automatically submitted before
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* drawing.
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*/
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void
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cogl_vertex_buffer_draw_elements (CoglHandle handle,
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GLenum mode,
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GLuint min_index,
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GLuint max_index,
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GLsizei count,
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GLenum indices_type,
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const GLvoid *indices);
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/**
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* cogl_vertex_buffer_ref:
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* @handle: a @CoglHandle.
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*
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* Increment the reference count for a vertex buffer
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*
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* Returns: the @handle.
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*/
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CoglHandle
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cogl_vertex_buffer_ref (CoglHandle handle);
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/**
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* cogl_vertex_buffer_unref:
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* @handle: a @CoglHandle.
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*
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* Decrement the reference count for a vertex buffer
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*/
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void
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cogl_vertex_buffer_unref (CoglHandle handle);
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G_END_DECLS
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#endif /* __COGL_VERTEX_BUFFER_H__ */
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