
Avoids re-defining the types and cyclic dependencies between headers. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/4100>
513 lines
18 KiB
C
513 lines
18 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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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#pragma once
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#include "cogl/cogl-types.h" /* for CoglVerticesMode */
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#include "cogl/cogl-attribute.h"
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#include "cogl/cogl-framebuffer.h"
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#include <glib-object.h>
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G_BEGIN_DECLS
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/**
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* CoglPrimitive:
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*
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*Functions for creating, manipulating and drawing primitives
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*/
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#define COGL_TYPE_PRIMITIVE (cogl_primitive_get_type ())
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COGL_EXPORT
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G_DECLARE_FINAL_TYPE (CoglPrimitive,
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cogl_primitive,
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COGL,
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PRIMITIVE,
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GObject)
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/**
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* CoglVertexP2:
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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_p2().
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*/
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typedef struct {
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float x, y;
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} CoglVertexP2;
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/**
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* CoglVertexP3:
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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_p3().
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*/
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typedef struct {
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float x, y, z;
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} CoglVertexP3;
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/**
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* CoglVertexP2C4:
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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_p2c4().
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*/
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typedef struct {
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float x, y;
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uint8_t r, g, b, a;
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} CoglVertexP2C4;
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/**
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* CoglVertexP2T2:
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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_p2t2().
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*/
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typedef struct {
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float x, y;
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float s, t;
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} CoglVertexP2T2;
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/**
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* CoglVertexP3T2:
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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_p3t2().
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*/
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typedef struct {
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float x, y, z;
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float s, t;
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} CoglVertexP3T2;
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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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* @...: A %NULL terminated list of attributes
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*
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* Combines a set of `CoglAttribute`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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* The value passed as @n_vertices will simply update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive object
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*/
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COGL_EXPORT 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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/**
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* cogl_primitive_new_with_attributes:
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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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* @attributes: (array length=n_attributes): An array of CoglAttribute
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* @n_attributes: The number of attributes
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*
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* Combines a set of `CoglAttribute`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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* The value passed as @n_vertices will simply update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive object
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*/
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COGL_EXPORT CoglPrimitive *
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cogl_primitive_new_with_attributes (CoglVerticesMode mode,
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int n_vertices,
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CoglAttribute **attributes,
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int n_attributes);
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/**
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* cogl_primitive_new_p2:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: (array length=n_vertices) (element-type Cogl.VertexP2): An array
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* of #CoglVertexP2 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 #CoglAttributeBuffer storage, describe the position
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* attribute with a #CoglAttribute 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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* ```c
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* CoglVertexP2 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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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* 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). If your
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* hardware doesn't support non-power of two textures (For example you
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* are using GLES 1.1) then you will need to make sure your assets are
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* resized to a power-of-two size (though they don't have to be square)
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*
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive
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* with a reference of 1. This can be freed using g_object_unref().
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*/
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COGL_EXPORT CoglPrimitive *
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cogl_primitive_new_p2 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP2 *data);
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/**
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* cogl_primitive_new_p3:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: (array length=n_vertices) (element-type Cogl.VertexP3): An array of
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* #CoglVertexP3 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 #CoglAttributeBuffer storage, describe the position
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* attribute with a #CoglAttribute 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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* ```c
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* CoglVertexP3 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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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* 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). If your
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* hardware doesn't support non-power of two textures (For example you
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* are using GLES 1.1) then you will need to make sure your assets are
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* resized to a power-of-two size (though they don't have to be square)
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*
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive
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* with a reference of 1. This can be freed using g_object_unref().
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*/
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COGL_EXPORT CoglPrimitive *
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cogl_primitive_new_p3 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP3 *data);
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/**
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* cogl_primitive_new_p2c4:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: (array length=n_vertices) (element-type Cogl.VertexP2C4): An array
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* of #CoglVertexP2C4 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 #CoglAttributeBuffer storage, describe the position
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* and color attributes with `CoglAttribute`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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* ```c
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* CoglVertexP2C4 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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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* 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). If your
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* hardware doesn't support non-power of two textures (For example you
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* are using GLES 1.1) then you will need to make sure your assets are
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* resized to a power-of-two size (though they don't have to be square)
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*
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive
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* with a reference of 1. This can be freed using g_object_unref().
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*/
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COGL_EXPORT CoglPrimitive *
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cogl_primitive_new_p2c4 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP2C4 *data);
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/**
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* cogl_primitive_new_p2t2:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: (array length=n_vertices) (element-type Cogl.VertexP2T2): An array
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* of #CoglVertexP2T2 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 #CoglAttributeBuffer storage, describe the position and
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* texture coordinate attributes with `CoglAttribute`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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* ```c
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* CoglVertexP2T2 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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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
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* 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). If your
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* hardware doesn't support non-power of two textures (For example you
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* are using GLES 1.1) then you will need to make sure your assets are
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* resized to a power-of-two size (though they don't have to be square)
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*
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive
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* with a reference of 1. This can be freed using g_object_unref().
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*/
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COGL_EXPORT CoglPrimitive *
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cogl_primitive_new_p2t2 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP2T2 *data);
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/**
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* cogl_primitive_new_p3t2:
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* @context: A #CoglContext
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to read from @data and also
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* the number of vertices to read when later drawing.
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* @data: (array length=n_vertices) (element-type Cogl.VertexP3T2): An array
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* of #CoglVertexP3T2 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
|
|
* necessary #CoglAttributeBuffer storage, describe the position and
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* texture coordinate attributes with `CoglAttribute`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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* ```c
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* CoglVertexP3T2 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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* The value passed as @n_vertices is initially used to determine how
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* much can be read from @data but it will also be used to update the
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* #CoglPrimitive `n_vertices` property as if
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* cogl_primitive_set_n_vertices() were called. This property defines
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* the number of vertices to read when drawing.
|
|
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* 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). If your
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|
* hardware doesn't support non-power of two textures (For example you
|
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* are using GLES 1.1) then you will need to make sure your assets are
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* resized to a power-of-two size (though they don't have to be square)
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*
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*
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* Return value: (transfer full): A newly allocated #CoglPrimitive
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* with a reference of 1. This can be freed using g_object_unref().
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*/
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COGL_EXPORT CoglPrimitive *
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cogl_primitive_new_p3t2 (CoglContext *context,
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CoglVerticesMode mode,
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int n_vertices,
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const CoglVertexP3T2 *data);
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COGL_EXPORT void
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cogl_primitive_set_first_vertex (CoglPrimitive *primitive,
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int first_vertex);
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/**
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* cogl_primitive_set_n_vertices:
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* @primitive: A #CoglPrimitive object
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* @n_vertices: The number of vertices to read when drawing.
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*
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* Specifies how many vertices should be read when drawing the given
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* @primitive.
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*
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* Usually this value is set implicitly when associating vertex data
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* or indices with a #CoglPrimitive.
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*
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* To be clear; it doesn't refer to the number of vertices - in
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* terms of data - associated with the primitive it's just the number
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* of vertices to read and draw.
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*/
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COGL_EXPORT void
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cogl_primitive_set_n_vertices (CoglPrimitive *primitive,
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int n_vertices);
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/**
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* cogl_primitive_set_indices:
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* @primitive: A #CoglPrimitive
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* @indices: (array length=n_indices): A #CoglIndices array
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* @n_indices: The number of indices to reference when drawing
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*
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* Associates a sequence of #CoglIndices with the given @primitive.
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*
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* #CoglIndices provide a way to virtualize your real vertex data by
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* 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 `n_vertices` 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.
|
|
*
|
|
* The #CoglPrimitive `first_vertex` property
|
|
* also affects drawing with indices by defining the first entry of the
|
|
* indices to start drawing from.
|
|
*/
|
|
COGL_EXPORT void
|
|
cogl_primitive_set_indices (CoglPrimitive *primitive,
|
|
CoglIndices *indices,
|
|
int n_indices);
|
|
|
|
/**
|
|
* cogl_primitive_draw:
|
|
* @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
|