1e68a8d59e
* clutter/cogl/cogl-mesh.h * clutter/cogl/cogl-types.h * clutter/cogl/cogl.h.in * clutter/cogl/common/Makefile.am * clutter/cogl/common/cogl-mesh-private.h * clutter/cogl/common/cogl-mesh.c * clutter/cogl/gl/cogl-context.c * clutter/cogl/gl/cogl-context.h * clutter/cogl/gl/cogl-defines.h.in * clutter/cogl/gl/cogl.c * clutter/cogl/gles/cogl-context.c * clutter/cogl/gles/cogl-context.h * doc/reference/cogl/cogl-docs.sgml * doc/reference/cogl/cogl-sections.txt: The Mesh API provides a means for submitting an extensible number of per vertex attributes to OpenGL in a way that doesn't require format conversions and so that the data can be mapped into the GPU (in vertex buffer objects) for - hopefully - fast re-use. There are a number of things we can potentially use this API for, but right now this just provides a foundation to build on. Please read the extensive list of TODO items in cogl-mesh.c for examples. Please refer to the cogl-mesh section in the reference manual for documentation of the API. * tests/conform/Makefile.am * tests/conform/test-conform-main.c * tests/conform/test-mesh-contiguous.c * tests/conform/test-mesh-interleved.c * tests/conform/test-mesh-mutability.c: Privides basic coverage testing for the mesh API.
144 lines
4.6 KiB
C
144 lines
4.6 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Robert Bragg <bob@o-hand.com>
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*
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* Copyright (C) 2008 Intel
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef __COGL_MESH_H
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#define __COGL_MESH_H
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/* Note we put quite a bit into the flags here to help keep
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* the down size of the CoglMeshAttribute struct below. */
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typedef enum _CoglMeshAttributeFlags
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{
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/* Types */
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/* NB: update the _TYPE_MASK below if these are changed */
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COGL_MESH_ATTRIBUTE_FLAG_COLOR_ARRAY = 1<<0,
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COGL_MESH_ATTRIBUTE_FLAG_NORMAL_ARRAY = 1<<1,
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COGL_MESH_ATTRIBUTE_FLAG_TEXTURE_COORD_ARRAY = 1<<2,
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COGL_MESH_ATTRIBUTE_FLAG_VERTEX_ARRAY = 1<<3,
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COGL_MESH_ATTRIBUTE_FLAG_CUSTOM_ARRAY = 1<<4,
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COGL_MESH_ATTRIBUTE_FLAG_INVALID = 1<<5,
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COGL_MESH_ATTRIBUTE_FLAG_NORMALIZED = 1<<6,
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COGL_MESH_ATTRIBUTE_FLAG_ENABLED = 1<<7,
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/* Usage hints */
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/* FIXME - flatten into one flag, since its used as a boolean */
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COGL_MESH_ATTRIBUTE_FLAG_INFREQUENT_RESUBMIT = 1<<8,
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COGL_MESH_ATTRIBUTE_FLAG_FREQUENT_RESUBMIT = 1<<9,
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/* GL Data types */
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/* NB: Update the _GL_TYPE_MASK below if these are changed */
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE = 1<<10,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE = 1<<11,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT = 1<<12,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT = 1<<13,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT = 1<<14,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT = 1<<15,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT = 1<<16,
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COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE = 1<<17,
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COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED = 1<<18,
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COGL_MESH_ATTRIBUTE_FLAG_UNUSED = 1<<19
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/* XXX NB: If we need > 24 bits then look at changing the layout
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* of struct _CoglMeshAttribute below */
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} CoglMeshAttributeFlags;
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#define COGL_MESH_ATTRIBUTE_FLAG_TYPE_MASK \
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(COGL_MESH_ATTRIBUTE_FLAG_COLOR_ARRAY \
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| COGL_MESH_ATTRIBUTE_FLAG_NORMAL_ARRAY \
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| COGL_MESH_ATTRIBUTE_FLAG_TEXTURE_COORD_ARRAY \
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| COGL_MESH_ATTRIBUTE_FLAG_VERTEX_ARRAY \
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| COGL_MESH_ATTRIBUTE_FLAG_CUSTOM_ARRAY \
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| COGL_MESH_ATTRIBUTE_FLAG_INVALID)
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#define COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_MASK \
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(COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT \
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| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE)
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typedef struct _CoglMeshAttribute
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{
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/* TODO: look at breaking up the flags into seperate
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* bitfields and seperate enums */
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CoglMeshAttributeFlags flags:24;
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guint8 id;
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GQuark name;
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union _u
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{
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const void *pointer;
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gsize vbo_offset;
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} u;
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gsize span_bytes;
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guint16 stride;
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guint8 n_components;
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guint8 texture_unit;
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} CoglMeshAttribute;
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typedef enum _CoglMeshVBOFlags
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{
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COGL_MESH_VBO_FLAG_UNSTRIDED = 1<<0,
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COGL_MESH_VBO_FLAG_STRIDED = 1<<1,
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COGL_MESH_VBO_FLAG_MULTIPACK = 1<<2,
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/* FIXME - flatten into one flag, since its used as a boolean */
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COGL_MESH_VBO_FLAG_INFREQUENT_RESUBMIT = 1<<3,
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COGL_MESH_VBO_FLAG_FREQUENT_RESUBMIT = 1<<4,
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COGL_MESH_VBO_FLAG_SUBMITTED = 1<<5
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} CoglMeshVBOFlags;
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/*
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* A CoglMeshVBO represents one or more attributes in a single buffer object
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*/
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typedef struct _CoglMeshVBO
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{
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CoglMeshVBOFlags flags;
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GLuint vbo_name; /*!< The name of the corresponding buffer object */
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gsize vbo_bytes; /*!< The lengh of the allocated buffer object in bytes */
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GList *attributes;
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} CoglMeshVBO;
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typedef struct _CoglMesh
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{
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guint ref_count;
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guint n_vertices; /*!< The number of vertices in the mesh */
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GList *submitted_vbos; /* The VBOs currently submitted to the GPU */
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/* Note: new_attributes is normally NULL and only valid while
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* modifying a mesh object. */
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GList *new_attributes; /*!< attributes pending submission */
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} CoglMesh;
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#endif /* __COGL_MESH_H */
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