203 lines
7.4 KiB
C
203 lines
7.4 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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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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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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#ifndef __COGL_TEXTURE_3D_H
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#define __COGL_TEXTURE_3D_H
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-texture-3d
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* @short_description: Functions for creating and manipulating 3D textures
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*
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* These functions allow 3D textures to be used. 3D textures can be
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* thought of as layers of 2D images arranged into a cuboid
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* shape. When choosing a texel from the texture, Cogl will take into
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* account the 'r' texture coordinate to select one of the images.
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*/
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typedef struct _CoglTexture3D CoglTexture3D;
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#define COGL_TEXTURE_3D(X) ((CoglTexture3D *)X)
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/**
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* cogl_texture_3d_get_gtype:
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*
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* Returns: a #GType that can be used with the GLib type system.
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*/
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GType cogl_texture_3d_get_gtype (void);
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/**
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* cogl_texture_3d_new_with_size:
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* @context: a #CoglContext
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* @width: width of the texture in pixels.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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*
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* Creates a low-level #CoglTexture3D texture with the specified
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* dimensions and pixel format.
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*
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* The storage for the texture is not allocated before this function
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* returns. You can call cogl_texture_allocate() to explicitly
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* allocate the underlying storage or preferably let Cogl
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* automatically allocate storage lazily when it may know more about
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* how the texture is going to be used and can optimize how it is
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* allocated.
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*
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* The texture is still configurable until it has been allocated so
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* for example you can influence the internal format of the texture
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* using cogl_texture_set_components() and
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* cogl_texture_set_premultiplied().
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*
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* <note>This texture will fail to allocate later if
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* %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
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* fail if the requested dimensions are not supported by the
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* GPU.</note>
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*
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* Returns: (transfer full): A new #CoglTexture3D object with no storage yet allocated.
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* Since: 1.10
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* Stability: Unstable
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*/
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CoglTexture3D *
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cogl_texture_3d_new_with_size (CoglContext *context,
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int width,
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int height,
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int depth);
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/**
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* cogl_texture_3d_new_from_data:
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* @context: a #CoglContext
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* @width: width of the texture in pixels.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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* @format: the #CoglPixelFormat the buffer is stored in in RAM
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* @rowstride: the memory offset in bytes between the starts of
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* scanlines in @data or 0 to infer it from the width and format
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* @image_stride: the number of bytes from one image to the next. This
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* can be used to add padding between the images in a similar way
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* that the rowstride can be used to add padding between
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* rows. Alternatively 0 can be passed to infer the @image_stride
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* from the @height.
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* @data: pointer the memory region where the source buffer resides
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* @error: A CoglError return location.
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*
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* Creates a low-level 3D texture and initializes it with @data. The
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* data is assumed to be packed array of @depth images. There can be
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* padding between the images using @image_stride.
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*
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* <note>This api will always immediately allocate GPU memory for the
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* texture and upload the given data so that the @data pointer does
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* not need to remain valid once this function returns. This means it
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* is not possible to configure the texture before it is allocated. If
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* you do need to configure the texture before allocation (to specify
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* constraints on the internal format for example) then you can
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* instead create a #CoglBitmap for your data and use
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* cogl_texture_3d_new_from_bitmap().</note>
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*
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* Return value: (transfer full): the newly created #CoglTexture3D or
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* %NULL if there was an error and an exception will be
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* returned through @error.
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* Since: 1.10
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* Stability: Unstable
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*/
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CoglTexture3D *
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cogl_texture_3d_new_from_data (CoglContext *context,
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int width,
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int height,
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int depth,
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CoglPixelFormat format,
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int rowstride,
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int image_stride,
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const uint8_t *data,
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CoglError **error);
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/**
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* cogl_texture_3d_new_from_bitmap:
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* @bitmap: A #CoglBitmap object.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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*
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* Creates a low-level 3D texture and initializes it with the images
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* in @bitmap. The images are assumed to be packed together after one
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* another in the increasing y axis. The height of individual image is
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* given as @height and the number of images is given in @depth. The
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* actual height of the bitmap can be larger than @height × @depth. In
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* this case it assumes there is padding between the images.
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*
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* The storage for the texture is not allocated before this function
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* returns. You can call cogl_texture_allocate() to explicitly
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* allocate the underlying storage or preferably let Cogl
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* automatically allocate storage lazily when it may know more about
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* how the texture is going to be used and can optimize how it is
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* allocated.
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*
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* The texture is still configurable until it has been allocated so
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* for example you can influence the internal format of the texture
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* using cogl_texture_set_components() and
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* cogl_texture_set_premultiplied().
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*
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* <note>This texture will fail to allocate later if
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* %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
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* fail if the requested dimensions are not supported by the
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* GPU.</note>
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*
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* Return value: (transfer full): a newly created #CoglTexture3D
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* Since: 2.0
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* Stability: unstable
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*/
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CoglTexture3D *
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cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap,
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int height,
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int depth);
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/**
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* cogl_is_texture_3d:
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* @object: a #CoglObject
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*
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* Checks whether the given object references a #CoglTexture3D
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*
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* Return value: %TRUE if the passed object represents a 3D texture
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* and %FALSE otherwise
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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CoglBool
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cogl_is_texture_3d (void *object);
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COGL_END_DECLS
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#endif /* __COGL_TEXTURE_3D_H */
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