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Bug 1164 - Implements the proposed Mesh API
* 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.
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ChangeLog
35
ChangeLog
@ -33,6 +33,41 @@
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* tests/conform/test-mesh-mutability.c:
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Privides basic coverage testing for the mesh API.
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2008-11-10 Robert Bragg <robert@linux.intel.com>
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Bug 1164 - Implements the proposed Mesh API
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* clutter/cogl/cogl-mesh.h
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* clutter/cogl/cogl-types.h
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* clutter/cogl/cogl.h.in
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* clutter/cogl/common/Makefile.am
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* clutter/cogl/common/cogl-mesh-private.h
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* clutter/cogl/common/cogl-mesh.c
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* clutter/cogl/gl/cogl-context.c
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* clutter/cogl/gl/cogl-context.h
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* clutter/cogl/gl/cogl-defines.h.in
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* clutter/cogl/gl/cogl.c
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* clutter/cogl/gles/cogl-context.c
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* clutter/cogl/gles/cogl-context.h:
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The Mesh API provides a means for submitting an extensible number of
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per vertex attributes to OpenGL in a way that doesn't require format
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conversions and so that the data can be mapped into the GPU (in vertex
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buffer objects) for - hopefully - fast re-use.
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There are a number of things we can potentially use this API for, but
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right now this just provides a foundation to build on. Please read
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the extensive list of TODO items in cogl-mesh.c for examples.
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Please refer to the cogl-mesh section in the reference manual for
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documentation of the API.
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* tests/conform/Makefile.am
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* tests/conform/test-conform-main.c
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* tests/conform/test-mesh-contiguous.c
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* tests/conform/test-mesh-interleved.c
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* tests/conform/test-mesh-mutability.c:
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Privides basic coverage testing for the mesh API.
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2008-11-10 Robert Bragg <robert@linux.intel.com>
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* tests/conform/ADDING_NEW_TESTS
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286
clutter/cogl/cogl-mesh.h
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286
clutter/cogl/cogl-mesh.h
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@ -0,0 +1,286 @@
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/* cogl-mesh.h: Handle extensible arrays of vertex attributes
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* This file is part of Clutter
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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 <bob@o-hand.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_MESH_H__
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#define __COGL_MESH_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-mesh
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* @short_description: An API for submitting extensible arrays of vertex
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* attributes to OpenGL in a way that aims to minimise
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* copying or reformatting of the original data.
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*
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* The Mesh API is designed to be a fairly raw mechanism for developers
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* to be able to submit geometry to Cogl in a format that can be directly
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* consumed by an OpenGL driver and with awareness of the specific hardware
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* being used then costly format conversion can also be avoided.
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*
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* They are designed to work on top of buffer objects and developers should
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* understand that mesh objects are not cheap to create but once they
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* have been submitted they are stored in GPU addressable memory and can
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* be quickly reused.
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*
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* Although this API does allow you to modify mesh objects after they have
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* been submitted to the GPU you must note that modification is still
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* not cheap, so if at all possible think of tricks that let you reuse
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* a static buffer. To help with this, it is possible to enable and disable
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* individual attributes cheaply.
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*
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* Take for example a mesh representing an elipse. If you were to submit
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* a mesh with color attributes, texture coordinates and normals, then
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* you would be able to draw an elipses in the following different ways
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* without creating a new mesh:
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* <itemizedlist>
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* <listitem>Flat colored elipse</listitem>
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* <listitem>Textured elipse</listitem>
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* <listitem>Smoothly lit textured elipse blended with the color.</listitem>
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* </itemizedlist>
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*
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* Another trick that can be used is submitting a highly detailed mesh
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* and then using cogl_mesh_draw_range_elements to sample lower resolution
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* geometry out from a fixed mesh.
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*
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* The API doesn't currently give you any control over the actual buffer
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* objects that are created, but you can expect that when you first submit
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* your attributes they start off in one or more GL_STATIC_DRAW buffers.
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* If you then update some of your attributes; then these attributes will
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* normally be moved into new GL_DYNAMIC_DRAW draw buffers.
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*/
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/**
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* cogl_mesh_new:
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* @n_vertices: The number of vertices that will make up your mesh.
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*
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* This creates a Cogl handle for a new mesh that you can then start to add
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* attributes too.
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*/
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CoglHandle
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cogl_mesh_new (guint n_vertices);
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/**
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* cogl_mesh_add_attribute:
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* @handle: A Cogl mesh 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 in 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, GL_FLOAT or
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* GL_DOUBLE)
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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 call cogl_mesh_submit)
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*
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* This function lets you add an attribute to a mesh. You either use one
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* of the built-in names to add standard attributes, like positions, colors
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* and normals or you can add custom attributes for use in shaders.
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*
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* Note: The number of vertices declared when creating the mesh is used to
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* determine how many attribute values will be read from the supplied pointer.
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*
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* Note: the data supplied here isn't copied anywhere until you call
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* cogl_mesh_submit, so the supplied pointer must remain valid until then.
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* (This is an important optimisation since we can't create a buffer
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* object until we know about all the attributes, and repeatedly copying
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* large buffers of vertex data may be very costly) If you add attributes
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* after submitting then you will need to re-call cogl_mesh_submit to
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* commit the changes to the GPU. (Be carefull to minimize the number of
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* calls to cogl_mesh_submit though)
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*
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* Note: If you are interleving attributes it is assumed that that each
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* interleaved attribute starts no farther than +- stride bytes from
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* the other attributes it is interleved with. I.e. this is ok:
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* |-0-0-0-0-0-0-0-0-0-0|
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* This is not ok:
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* |- - - - -0-0-0-0-0-0 0 0 0 0|
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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_mesh_add_attribute (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_mesh_delete_attribute:
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* @handle: A Cogl mesh 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 mesh. You will need to
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* call cogl_mesh_submit to commit this change to the GPU.
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*/
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void
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cogl_mesh_delete_attribute (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_mesh_enable_attribute:
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* @handle: A Cogl mesh 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 added attribute
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*
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* Since it is costly to create new mesh objects, then to make individual mesh
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* objects more reuseable it is possible to enable and disable attributes
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* before using a mesh for drawing.
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*
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* Note: You don't need to call cogl_mesh_submit after using this function
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*/
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void
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cogl_mesh_enable_attribute (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_mesh_disable_attribute:
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* @handle: A Cogl mesh 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 is costly to create new mesh objects, then to make individual mesh
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* objects more reuseable it is possible to enable and disable attributes
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* before using a mesh for drawing.
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*
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* Note: You don't need to call cogl_mesh_submit after using this function
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*/
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void
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cogl_mesh_disable_attribute (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_mesh_draw_arrays:
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* @handle: A Cogl mesh 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 mesh object.
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*/
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void
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cogl_mesh_draw_arrays (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_mesh_draw_range_elements:
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* @handle: A Cogl mesh 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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* @start: Specifies the minimum vertex index contained in indices
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* @end: 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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* @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 mesh pbject that you want to draw.
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*/
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void
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cogl_mesh_draw_range_elements (CoglHandle handle,
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GLenum mode,
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GLuint start,
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GLuint end,
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GLsizei count,
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GLenum type,
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const GLvoid *indices);
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/**
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* cogl_mesh_ref:
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* @handle: a @CoglHandle.
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*
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* Increment the reference count for a cogl mesh.
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*
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* Returns: the @handle.
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*/
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CoglHandle cogl_mesh_ref (CoglHandle handle);
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/**
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* cogl_mesh_unref:
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* @handle: a @CoglHandle.
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*
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* Deccrement the reference count for a cogl mesh.
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*/
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void cogl_mesh_unref (CoglHandle handle);
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G_END_DECLS
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#endif /* __COGL_MESH_H__ */
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@ -183,6 +183,7 @@ typedef enum
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* @COGL_FEATURE_OFFSCREEN_BLIT:
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* @COGL_FEATURE_FOUR_CLIP_PLANES:
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* @COGL_FEATURE_STENCIL_BUFFER:
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* @COGL_FEATURE_VBOS:
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*
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* Flags for the supported features.
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*/
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@ -197,7 +198,8 @@ typedef enum
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COGL_FEATURE_OFFSCREEN_MULTISAMPLE = (1 << 7),
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COGL_FEATURE_OFFSCREEN_BLIT = (1 << 8),
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COGL_FEATURE_FOUR_CLIP_PLANES = (1 << 9),
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COGL_FEATURE_STENCIL_BUFFER = (1 << 10)
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COGL_FEATURE_STENCIL_BUFFER = (1 << 10),
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COGL_FEATURE_VBOS = (1 << 11)
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} CoglFeatureFlags;
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/**
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@ -32,6 +32,7 @@
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#include <cogl/cogl-defines-@CLUTTER_COGL@.h>
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#include <cogl/cogl-mesh.h>
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#include <cogl/cogl-fixed.h>
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#include <cogl/cogl-color.h>
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#include <cogl/cogl-offscreen.h>
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|
@ -28,4 +28,6 @@ libclutter_cogl_common_la_SOURCES = \
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cogl-clip-stack.h \
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cogl-clip-stack.c \
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cogl-fixed.c \
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cogl-color.c
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cogl-color.c \
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cogl-mesh.c \
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cogl-mesh.h
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|
143
clutter/cogl/common/cogl-mesh-private.h
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143
clutter/cogl/common/cogl-mesh-private.h
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@ -0,0 +1,143 @@
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/*
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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
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* 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
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the
|
||||
* 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,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_ENABLED = 1<<7,
|
||||
|
||||
/* Usage hints */
|
||||
/* FIXME - flatten into one flag, since its used as a boolean */
|
||||
COGL_MESH_ATTRIBUTE_FLAG_INFREQUENT_RESUBMIT = 1<<8,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_FREQUENT_RESUBMIT = 1<<9,
|
||||
|
||||
/* GL Data types */
|
||||
/* NB: Update the _GL_TYPE_MASK below if these are changed */
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE = 1<<10,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE = 1<<11,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT = 1<<12,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT = 1<<13,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT = 1<<14,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT = 1<<15,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT = 1<<16,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE = 1<<17,
|
||||
|
||||
COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED = 1<<18,
|
||||
COGL_MESH_ATTRIBUTE_FLAG_UNUSED = 1<<19
|
||||
|
||||
/* XXX NB: If we need > 24 bits then look at changing the layout
|
||||
* of struct _CoglMeshAttribute below */
|
||||
} CoglMeshAttributeFlags;
|
||||
|
||||
#define COGL_MESH_ATTRIBUTE_FLAG_TYPE_MASK \
|
||||
(COGL_MESH_ATTRIBUTE_FLAG_COLOR_ARRAY \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_NORMAL_ARRAY \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_TEXTURE_COORD_ARRAY \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_VERTEX_ARRAY \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_CUSTOM_ARRAY \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_INVALID)
|
||||
|
||||
#define COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_MASK \
|
||||
(COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT \
|
||||
| COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE)
|
||||
|
||||
|
||||
typedef struct _CoglMeshAttribute
|
||||
{
|
||||
/* TODO: look at breaking up the flags into seperate
|
||||
* bitfields and seperate enums */
|
||||
CoglMeshAttributeFlags flags:24;
|
||||
guint8 id;
|
||||
GQuark name;
|
||||
union _u
|
||||
{
|
||||
const void *pointer;
|
||||
gsize vbo_offset;
|
||||
} u;
|
||||
gsize span_bytes;
|
||||
guint16 stride;
|
||||
guint8 n_components;
|
||||
guint8 texture_unit;
|
||||
|
||||
} CoglMeshAttribute;
|
||||
|
||||
typedef enum _CoglMeshVBOFlags
|
||||
{
|
||||
COGL_MESH_VBO_FLAG_UNSTRIDED = 1<<0,
|
||||
COGL_MESH_VBO_FLAG_STRIDED = 1<<1,
|
||||
COGL_MESH_VBO_FLAG_MULTIPACK = 1<<2,
|
||||
|
||||
/* FIXME - flatten into one flag, since its used as a boolean */
|
||||
COGL_MESH_VBO_FLAG_INFREQUENT_RESUBMIT = 1<<3,
|
||||
COGL_MESH_VBO_FLAG_FREQUENT_RESUBMIT = 1<<4,
|
||||
|
||||
COGL_MESH_VBO_FLAG_SUBMITTED = 1<<5
|
||||
} CoglMeshVBOFlags;
|
||||
|
||||
/*
|
||||
* A CoglMeshVBO represents one or more attributes in a single buffer object
|
||||
*/
|
||||
typedef struct _CoglMeshVBO
|
||||
{
|
||||
CoglMeshVBOFlags flags;
|
||||
GLuint vbo_name; /*!< The name of the corresponding buffer object */
|
||||
gsize vbo_bytes; /*!< The lengh of the allocated buffer object in bytes */
|
||||
GList *attributes;
|
||||
} CoglMeshVBO;
|
||||
|
||||
|
||||
typedef struct _CoglMesh
|
||||
{
|
||||
guint ref_count;
|
||||
guint n_vertices; /*!< The number of vertices in the mesh */
|
||||
GList *submitted_vbos; /* The VBOs currently submitted to the GPU */
|
||||
|
||||
/* Note: new_attributes is normally NULL and only valid while
|
||||
* modifying a mesh object. */
|
||||
GList *new_attributes; /*!< attributes pending submission */
|
||||
} CoglMesh;
|
||||
|
||||
#endif /* __COGL_MESH_H */
|
||||
|
1611
clutter/cogl/common/cogl-mesh.c
Normal file
1611
clutter/cogl/common/cogl-mesh.c
Normal file
File diff suppressed because it is too large
Load Diff
@ -67,6 +67,8 @@ cogl_create_context ()
|
||||
_context->shader_handles = NULL;
|
||||
|
||||
_context->program_handles = NULL;
|
||||
|
||||
_context->mesh_handles = NULL;
|
||||
|
||||
_context->pf_glGenRenderbuffersEXT = NULL;
|
||||
_context->pf_glBindRenderbufferEXT = NULL;
|
||||
|
@ -68,6 +68,9 @@ typedef struct
|
||||
/* Programs */
|
||||
GArray *program_handles;
|
||||
|
||||
/* Mesh */
|
||||
GArray *mesh_handles;
|
||||
|
||||
/* Relying on glext.h to define these */
|
||||
COGL_PFNGLGENRENDERBUFFERSEXTPROC pf_glGenRenderbuffersEXT;
|
||||
COGL_PFNGLDELETERENDERBUFFERSEXTPROC pf_glDeleteRenderbuffersEXT;
|
||||
@ -94,7 +97,18 @@ typedef struct
|
||||
COGL_PFNGLGETINFOLOGARBPROC pf_glGetInfoLogARB;
|
||||
COGL_PFNGLGETOBJECTPARAMETERIVARBPROC pf_glGetObjectParameterivARB;
|
||||
COGL_PFNGLUNIFORM1FARBPROC pf_glUniform1fARB;
|
||||
|
||||
COGL_PFNGLVERTEXATTRIBPOINTERARBPROC pf_glVertexAttribPointerARB;
|
||||
COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC pf_glEnableVertexAttribArrayARB;
|
||||
COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC pf_glDisableVertexAttribArrayARB;
|
||||
|
||||
COGL_PFNGLGENBUFFERSARBPROC pf_glGenBuffersARB;
|
||||
COGL_PFNGLBINDBUFFERARBPROC pf_glBindBufferARB;
|
||||
COGL_PFNGLBUFFERDATAARBPROC pf_glBufferDataARB;
|
||||
COGL_PFNGLBUFFERDATASUBARBPROC pf_glBufferDataSubARB;
|
||||
COGL_PFNGLMAPBUFFERARBPROC pf_glMapBufferARB;
|
||||
COGL_PFNGLUNMAPBUFFERARBPROC pf_glUnmapBufferARB;
|
||||
COGL_PFNGLDELETEBUFFERSARBPROC pf_glDeleteBuffersARB;
|
||||
|
||||
} CoglContext;
|
||||
|
||||
CoglContext *
|
||||
|
@ -842,6 +842,61 @@ typedef void
|
||||
(GLint location,
|
||||
GLfloat v0);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLVERTEXATTRIBPOINTERARBPROC)
|
||||
(GLuint index,
|
||||
GLint size,
|
||||
GLenum type,
|
||||
GLboolean normalized,
|
||||
GLsizei stride,
|
||||
const GLvoid *pointer);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC)
|
||||
(GLuint index);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)
|
||||
(GLuint index);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLGENBUFFERSARBPROC)
|
||||
(GLuint n,
|
||||
GLuint *buffers);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLBINDBUFFERARBPROC)
|
||||
(GLenum target,
|
||||
GLuint buffer);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLBUFFERDATAARBPROC)
|
||||
(GLenum target,
|
||||
GLsizeiptr size,
|
||||
const GLvoid *data,
|
||||
GLenum usage);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLBUFFERDATASUBARBPROC)
|
||||
(GLenum target,
|
||||
GLintptr offset,
|
||||
GLsizeiptr size,
|
||||
const GLvoid *data);
|
||||
|
||||
typedef void *
|
||||
(APIENTRYP COGL_PFNGLMAPBUFFERARBPROC)
|
||||
(GLenum target,
|
||||
GLenum access);
|
||||
|
||||
typedef GLboolean
|
||||
(APIENTRYP COGL_PFNGLUNMAPBUFFERARBPROC)
|
||||
(GLenum target);
|
||||
|
||||
typedef void
|
||||
(APIENTRYP COGL_PFNGLDELETEBUFFERSARBPROC)
|
||||
(GLsizei n,
|
||||
const GLuint *buffers);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif
|
||||
|
@ -1015,6 +1015,18 @@ _cogl_features_init ()
|
||||
ctx->pf_glUniform1fARB =
|
||||
(COGL_PFNGLUNIFORM1FARBPROC)
|
||||
cogl_get_proc_address ("glUniform1fARB");
|
||||
|
||||
ctx->pf_glVertexAttribPointerARB =
|
||||
(COGL_PFNGLVERTEXATTRIBPOINTERARBPROC)
|
||||
cogl_get_proc_address ("glVertexAttribPointerARB");
|
||||
|
||||
ctx->pf_glEnableVertexAttribArrayARB =
|
||||
(COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC)
|
||||
cogl_get_proc_address ("glEnableVertexAttribArrayARB");
|
||||
|
||||
ctx->pf_glDisableVertexAttribArrayARB =
|
||||
(COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)
|
||||
cogl_get_proc_address ("glDisableVertexAttribArrayARB");
|
||||
|
||||
if (ctx->pf_glCreateProgramObjectARB &&
|
||||
ctx->pf_glCreateShaderObjectARB &&
|
||||
@ -1027,7 +1039,10 @@ _cogl_features_init ()
|
||||
ctx->pf_glDeleteObjectARB &&
|
||||
ctx->pf_glGetInfoLogARB &&
|
||||
ctx->pf_glGetObjectParameterivARB &&
|
||||
ctx->pf_glUniform1fARB)
|
||||
ctx->pf_glUniform1fARB &&
|
||||
ctx->pf_glVertexAttribPointerARB &&
|
||||
ctx->pf_glEnableVertexAttribArrayARB &&
|
||||
ctx->pf_glDisableVertexAttribArrayARB)
|
||||
flags |= COGL_FEATURE_SHADERS_GLSL;
|
||||
}
|
||||
|
||||
@ -1116,6 +1131,39 @@ _cogl_features_init ()
|
||||
if (max_clip_planes >= 4)
|
||||
flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
|
||||
|
||||
if (cogl_check_extension ("GL_ARB_vertex_buffer_object", gl_extensions))
|
||||
{
|
||||
ctx->pf_glGenBuffersARB =
|
||||
(COGL_PFNGLGENBUFFERSARBPROC)
|
||||
cogl_get_proc_address ("glGenBuffersARB");
|
||||
ctx->pf_glBindBufferARB =
|
||||
(COGL_PFNGLBINDBUFFERARBPROC)
|
||||
cogl_get_proc_address ("glBindBufferARB");
|
||||
ctx->pf_glBufferDataARB =
|
||||
(COGL_PFNGLBUFFERDATAARBPROC)
|
||||
cogl_get_proc_address ("glBufferDataARB");
|
||||
ctx->pf_glBufferDataSubARB =
|
||||
(COGL_PFNGLBUFFERDATASUBARBPROC)
|
||||
cogl_get_proc_address ("glBufferDataSubARB");
|
||||
ctx->pf_glDeleteBuffersARB =
|
||||
(COGL_PFNGLDELETEBUFFERSARBPROC)
|
||||
cogl_get_proc_address ("glDeleteBuffersARB");
|
||||
ctx->pf_glMapBufferARB =
|
||||
(COGL_PFNGLMAPBUFFERARBPROC)
|
||||
cogl_get_proc_address ("glMapBufferARB");
|
||||
ctx->pf_glUnmapBufferARB =
|
||||
(COGL_PFNGLUNMAPBUFFERARBPROC)
|
||||
cogl_get_proc_address ("glUnmapBufferARB");
|
||||
if (ctx->pf_glGenBuffersARB
|
||||
&& ctx->pf_glBindBufferARB
|
||||
&& ctx->pf_glBufferDataARB
|
||||
&& ctx->pf_glBufferDataSubARB
|
||||
&& ctx->pf_glDeleteBuffersARB
|
||||
&& ctx->pf_glMapBufferARB
|
||||
&& ctx->pf_glUnmapBufferARB)
|
||||
flags |= COGL_FEATURE_VBOS;
|
||||
}
|
||||
|
||||
/* Cache features */
|
||||
ctx->feature_flags = flags;
|
||||
ctx->features_cached = TRUE;
|
||||
@ -1265,3 +1313,4 @@ cogl_fog_set (const CoglColor *fog_color,
|
||||
glFogf (GL_FOG_START, COGL_FIXED_TO_FLOAT (start));
|
||||
glFogf (GL_FOG_END, COGL_FIXED_TO_FLOAT (stop));
|
||||
}
|
||||
|
||||
|
@ -67,6 +67,8 @@ cogl_create_context ()
|
||||
_context->program_handles = NULL;
|
||||
_context->shader_handles = NULL;
|
||||
_context->draw_buffer = COGL_WINDOW_BUFFER;
|
||||
|
||||
_context->mesh_handles = NULL;
|
||||
|
||||
_context->blend_src_factor = CGL_SRC_ALPHA;
|
||||
_context->blend_dst_factor = CGL_ONE_MINUS_SRC_ALPHA;
|
||||
|
@ -77,6 +77,9 @@ typedef struct
|
||||
GArray *program_handles;
|
||||
GArray *shader_handles;
|
||||
|
||||
/* Mesh */
|
||||
GArray *mesh_handles;
|
||||
|
||||
#ifdef HAVE_COGL_GLES2
|
||||
CoglGles2Wrapper gles2;
|
||||
|
||||
|
@ -60,6 +60,7 @@
|
||||
<xi:include href="xml/cogl-offscreen.xml"/>
|
||||
<xi:include href="xml/cogl-fixed.xml"/>
|
||||
<xi:include href="xml/cogl-color.xml"/>
|
||||
<xi:include href="xml/cogl-mesh.xml"/>
|
||||
|
||||
</chapter>
|
||||
|
||||
|
@ -257,3 +257,18 @@ cogl_color_get_green_float
|
||||
cogl_color_get_blue_float
|
||||
cogl_color_get_alpha_float
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-mesh</FILE>
|
||||
<TITLE>Mesh API</TITLE>
|
||||
cogl_mesh_new
|
||||
cogl_mesh_ref
|
||||
cogl_mesh_unref
|
||||
cogl_mesh_add_attribute
|
||||
cogl_mesh_delete_attribute
|
||||
cogl_mesh_enable_attribute
|
||||
cogl_mesh_disable_attribute
|
||||
cogl_mesh_draw_arrays
|
||||
cogl_mesh_draw_range_elements
|
||||
</SECTION>
|
||||
|
||||
|
@ -10,6 +10,9 @@ test_conformance_SOURCES = \
|
||||
test-timeline-rewind.c \
|
||||
test-timeline-smoothness.c \
|
||||
test-timeline.c \
|
||||
test-mesh-contiguous.c \
|
||||
test-mesh-interleved.c \
|
||||
test-mesh-mutability.c \
|
||||
test-pick.c \
|
||||
test-label-cache.c \
|
||||
test-clutter-entry.c \
|
||||
|
@ -51,7 +51,7 @@ main (int argc, char **argv)
|
||||
TEST_CONFORM_SIMPLE ("/timeline", test_timeline_rewind);
|
||||
TEST_CONFORM_SIMPLE ("/timeline", test_timeline_smoothness);
|
||||
}
|
||||
|
||||
|
||||
TEST_CONFORM_SIMPLE ("/picking", test_pick);
|
||||
|
||||
TEST_CONFORM_SIMPLE ("/label", test_label_cache);
|
||||
@ -75,12 +75,16 @@ main (int argc, char **argv)
|
||||
TEST_CONFORM_SIMPLE ("/rectangle", test_rect_set_color);
|
||||
|
||||
TEST_CONFORM_SIMPLE ("/fixed", test_fixed_constants);
|
||||
|
||||
|
||||
TEST_CONFORM_SIMPLE ("/invariants", test_initial_state);
|
||||
TEST_CONFORM_SIMPLE ("/invatiants", test_realized);
|
||||
TEST_CONFORM_SIMPLE ("/invariants", test_mapped);
|
||||
TEST_CONFORM_SIMPLE ("/invariants", test_show_on_set_parent);
|
||||
|
||||
TEST_CONFORM_SIMPLE ("/mesh", test_mesh_contiguous);
|
||||
TEST_CONFORM_SIMPLE ("/mesh", test_mesh_interleved);
|
||||
TEST_CONFORM_SIMPLE ("/mesh", test_mesh_mutability);
|
||||
|
||||
g_test_run ();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
183
tests/conform/test-mesh-contiguous.c
Normal file
183
tests/conform/test-mesh-contiguous.c
Normal file
@ -0,0 +1,183 @@
|
||||
|
||||
#include <clutter/clutter.h>
|
||||
#include <cogl/cogl.h>
|
||||
|
||||
#include "test-conform-common.h"
|
||||
|
||||
/* This test verifies that the simplest usage of the mesh API, where we add
|
||||
* contiguous (x,y) GLfloat vertices, and RGBA GLubyte color attributes to a
|
||||
* mesh object, submit, and draw.
|
||||
*
|
||||
* It also tries to verify that the enable/disable attribute APIs are working
|
||||
* too.
|
||||
*
|
||||
* If you want visual feedback of what this test paints for debugging purposes,
|
||||
* then remove the call to clutter_main_quit() in validate_result.
|
||||
*/
|
||||
|
||||
typedef struct _TestState
|
||||
{
|
||||
CoglHandle mesh;
|
||||
ClutterGeometry stage_geom;
|
||||
guint frame;
|
||||
} TestState;
|
||||
|
||||
static void
|
||||
validate_result (TestState *state)
|
||||
{
|
||||
GLubyte pixel[4];
|
||||
GLint y_off = state->stage_geom.height - 90;
|
||||
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
|
||||
g_print ("y_off = %d\n", y_off);
|
||||
/* NB: We ignore the alpha, since we don't know if our render target is
|
||||
* RGB or RGBA */
|
||||
|
||||
#define RED 0
|
||||
#define GREEN 1
|
||||
#define BLUE 2
|
||||
|
||||
/* Should see a blue pixel */
|
||||
glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
||||
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
||||
|
||||
/* Should see a red pixel */
|
||||
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
||||
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
|
||||
|
||||
/* Should see a blue pixel */
|
||||
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
||||
g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
||||
|
||||
#undef RED
|
||||
#undef GREEN
|
||||
#undef BLUE
|
||||
|
||||
/* Comment this out if you want visual feedback of what this test
|
||||
* paints.
|
||||
*/
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
static void
|
||||
on_paint (ClutterActor *actor, TestState *state)
|
||||
{
|
||||
/* Draw a faded blue triangle */
|
||||
cogl_mesh_enable_attribute (state->mesh, "gl_Color::blue");
|
||||
glColor4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_mesh_draw_arrays (state->mesh,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* Draw a red triangle */
|
||||
/* Here we are testing that the disable attribute works; if it doesn't
|
||||
* the triangle will remain faded blue */
|
||||
cogl_translate (100, 0, 0);
|
||||
cogl_mesh_disable_attribute (state->mesh, "gl_Color::blue");
|
||||
glColor4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_mesh_draw_arrays (state->mesh,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* Draw a faded blue triangle */
|
||||
/* Here we are testing that the re-enable works; if it doesn't
|
||||
* the triangle will remain red */
|
||||
cogl_translate (100, 0, 0);
|
||||
cogl_mesh_enable_attribute (state->mesh, "gl_Color::blue");
|
||||
glColor4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_mesh_draw_arrays (state->mesh,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* XXX: Experiments have shown that for some buggy drivers, when using
|
||||
* glReadPixels there is some kind of race, so we delay our test for a
|
||||
* few frames and a few seconds:
|
||||
*/
|
||||
if (state->frame >= 2)
|
||||
validate_result (state);
|
||||
else
|
||||
sleep (1);
|
||||
|
||||
state->frame++;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
queue_redraw (gpointer stage)
|
||||
{
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
||||
}
|
||||
|
||||
void
|
||||
test_mesh_contiguous (TestConformSimpleFixture *fixture,
|
||||
gconstpointer data)
|
||||
{
|
||||
TestState state;
|
||||
ClutterActor *stage;
|
||||
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
|
||||
ClutterActor *group;
|
||||
|
||||
state.frame = 0;
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
||||
clutter_actor_get_geometry (stage, &state.stage_geom);
|
||||
|
||||
group = clutter_group_new ();
|
||||
clutter_actor_set_size (group,
|
||||
state.stage_geom.width,
|
||||
state.stage_geom.height);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
|
||||
|
||||
/* We force continuous redrawing of the stage, since we need to skip
|
||||
* the first few frames, and we wont be doing anything else that
|
||||
* will trigger redrawing. */
|
||||
g_idle_add (queue_redraw, stage);
|
||||
|
||||
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
|
||||
|
||||
{
|
||||
GLfloat triangle_verts[3][2] =
|
||||
{
|
||||
{0.0, 0.0},
|
||||
{100.0, 100.0},
|
||||
{0.0, 100.0}
|
||||
};
|
||||
GLbyte triangle_colors[3][4] =
|
||||
{
|
||||
{0x00, 0x00, 0xff, 0xff}, /* blue */
|
||||
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
|
||||
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
|
||||
};
|
||||
state.mesh = cogl_mesh_new (3 /* n vertices */);
|
||||
cogl_mesh_add_attribute (state.mesh,
|
||||
"gl_Vertex",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_verts);
|
||||
cogl_mesh_add_attribute (state.mesh,
|
||||
"gl_Color::blue",
|
||||
4, /* n components */
|
||||
GL_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_colors);
|
||||
cogl_mesh_submit (state.mesh);
|
||||
}
|
||||
|
||||
clutter_actor_show_all (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
cogl_mesh_unref (state.mesh);
|
||||
|
||||
g_print ("OK\n");
|
||||
}
|
||||
|
165
tests/conform/test-mesh-interleved.c
Normal file
165
tests/conform/test-mesh-interleved.c
Normal file
@ -0,0 +1,165 @@
|
||||
|
||||
#include <clutter/clutter.h>
|
||||
#include <cogl/cogl.h>
|
||||
|
||||
#include "test-conform-common.h"
|
||||
|
||||
/* This test verifies that interleved attributes work with the mesh API.
|
||||
* We add (x,y) GLfloat vertices, interleved with RGBA GLubyte color
|
||||
* attributes to a mesh object, submit and draw.
|
||||
*
|
||||
* If you want visual feedback of what this test paints for debugging purposes,
|
||||
* then remove the call to clutter_main_quit() in validate_result.
|
||||
*/
|
||||
|
||||
typedef struct _TestState
|
||||
{
|
||||
CoglHandle mesh;
|
||||
ClutterGeometry stage_geom;
|
||||
guint frame;
|
||||
} TestState;
|
||||
|
||||
typedef struct _InterlevedVertex
|
||||
{
|
||||
GLfloat x;
|
||||
GLfloat y;
|
||||
|
||||
GLubyte r;
|
||||
GLubyte g;
|
||||
GLubyte b;
|
||||
GLubyte a;
|
||||
} InterlevedVertex;
|
||||
|
||||
|
||||
static void
|
||||
validate_result (TestState *state)
|
||||
{
|
||||
GLubyte pixel[4];
|
||||
GLint y_off = state->stage_geom.height - 90;
|
||||
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
|
||||
|
||||
/* NB: We ignore the alpha, since we don't know if our render target is
|
||||
* RGB or RGBA */
|
||||
|
||||
#define RED 0
|
||||
#define GREEN 1
|
||||
#define BLUE 2
|
||||
|
||||
/* Should see a blue pixel */
|
||||
glReadPixels (10, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
||||
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
||||
|
||||
#undef RED
|
||||
#undef GREEN
|
||||
#undef BLUE
|
||||
|
||||
/* Comment this out if you want visual feedback of what this test
|
||||
* paints.
|
||||
*/
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
static void
|
||||
on_paint (ClutterActor *actor, TestState *state)
|
||||
{
|
||||
/* Draw a faded blue triangle */
|
||||
cogl_mesh_draw_arrays (state->mesh,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* XXX: Experiments have shown that for some buggy drivers, when using
|
||||
* glReadPixels there is some kind of race, so we delay our test for a
|
||||
* few frames and a few seconds:
|
||||
*/
|
||||
if (state->frame >= 2)
|
||||
validate_result (state);
|
||||
else
|
||||
sleep (1);
|
||||
|
||||
state->frame++;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
queue_redraw (gpointer stage)
|
||||
{
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
||||
}
|
||||
|
||||
void
|
||||
test_mesh_interleved (TestConformSimpleFixture *fixture,
|
||||
gconstpointer data)
|
||||
{
|
||||
TestState state;
|
||||
ClutterActor *stage;
|
||||
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
|
||||
ClutterActor *group;
|
||||
|
||||
state.frame = 0;
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
||||
clutter_actor_get_geometry (stage, &state.stage_geom);
|
||||
|
||||
group = clutter_group_new ();
|
||||
clutter_actor_set_size (group,
|
||||
state.stage_geom.width,
|
||||
state.stage_geom.height);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
|
||||
|
||||
/* We force continuous redrawing of the stage, since we need to skip
|
||||
* the first few frames, and we wont be doing anything else that
|
||||
* will trigger redrawing. */
|
||||
g_idle_add (queue_redraw, stage);
|
||||
|
||||
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
|
||||
|
||||
{
|
||||
InterlevedVertex verts[3] =
|
||||
{
|
||||
{ /* .x = */ 0.0, /* .y = */ 0.0,
|
||||
/* blue */
|
||||
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0xff },
|
||||
|
||||
{ /* .x = */ 100.0, /* .y = */ 100.0,
|
||||
/* transparent blue */
|
||||
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
|
||||
|
||||
{ /* .x = */ 0.0, /* .y = */ 100.0,
|
||||
/* transparent blue */
|
||||
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
|
||||
};
|
||||
|
||||
/* We assume the compiler is doing no funny struct padding for this test:
|
||||
*/
|
||||
g_assert (sizeof (InterlevedVertex) == 12);
|
||||
|
||||
state.mesh = cogl_mesh_new (3 /* n vertices */);
|
||||
cogl_mesh_add_attribute (state.mesh,
|
||||
"gl_Vertex",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
12, /* stride */
|
||||
&verts[0].x);
|
||||
cogl_mesh_add_attribute (state.mesh,
|
||||
"gl_Color",
|
||||
4, /* n components */
|
||||
GL_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
12, /* stride */
|
||||
&verts[0].r);
|
||||
cogl_mesh_submit (state.mesh);
|
||||
}
|
||||
|
||||
clutter_actor_show_all (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
cogl_mesh_unref (state.mesh);
|
||||
|
||||
g_print ("OK\n");
|
||||
}
|
||||
|
198
tests/conform/test-mesh-mutability.c
Normal file
198
tests/conform/test-mesh-mutability.c
Normal file
@ -0,0 +1,198 @@
|
||||
|
||||
#include <clutter/clutter.h>
|
||||
#include <cogl/cogl.h>
|
||||
|
||||
#include "test-conform-common.h"
|
||||
|
||||
/* This test verifies that modifying mesh objects works, by updating
|
||||
* vertex positions, and deleting and re-adding different color attributes.
|
||||
*
|
||||
* If you want visual feedback of what this test paints for debugging purposes,
|
||||
* then remove the call to clutter_main_quit() in validate_result.
|
||||
*/
|
||||
|
||||
typedef struct _TestState
|
||||
{
|
||||
CoglHandle mesh;
|
||||
ClutterGeometry stage_geom;
|
||||
guint frame;
|
||||
} TestState;
|
||||
|
||||
static void
|
||||
validate_result (TestState *state)
|
||||
{
|
||||
GLubyte pixel[4];
|
||||
GLint y_off = state->stage_geom.height - 90;
|
||||
/* NB: glReadPixels is done in GL screen space so y = 0 is at the bottom */
|
||||
|
||||
/* NB: We ignore the alpha, since we don't know if our render target is
|
||||
* RGB or RGBA */
|
||||
|
||||
#define RED 0
|
||||
#define GREEN 1
|
||||
#define BLUE 2
|
||||
|
||||
/* Should see a red pixel */
|
||||
glReadPixels (110, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
||||
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
|
||||
|
||||
/* Should see a green pixel */
|
||||
glReadPixels (210, y_off, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
|
||||
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] != 0 && pixel[BLUE] == 0);
|
||||
|
||||
#undef RED
|
||||
#undef GREEN
|
||||
#undef BLUE
|
||||
|
||||
/* Comment this out if you want visual feedback of what this test
|
||||
* paints.
|
||||
*/
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
static void
|
||||
on_paint (ClutterActor *actor, TestState *state)
|
||||
{
|
||||
GLfloat triangle_verts[3][2] =
|
||||
{
|
||||
{100.0, 0.0},
|
||||
{200.0, 100.0},
|
||||
{100.0, 100.0}
|
||||
};
|
||||
GLbyte triangle_colors[3][4] =
|
||||
{
|
||||
{0x00, 0xff, 0x00, 0xff}, /* blue */
|
||||
{0x00, 0xff, 0x00, 0x00}, /* transparent blue */
|
||||
{0x00, 0xff, 0x00, 0x00} /* transparent blue */
|
||||
};
|
||||
|
||||
/*
|
||||
* Draw a red triangle
|
||||
*/
|
||||
|
||||
glColor4ub (0xff, 0x00, 0x00, 0xff);
|
||||
|
||||
cogl_mesh_add_attribute (state->mesh,
|
||||
"gl_Vertex",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_verts);
|
||||
cogl_mesh_delete_attribute (state->mesh, "gl_Color");
|
||||
cogl_mesh_submit (state->mesh);
|
||||
|
||||
cogl_mesh_draw_arrays (state->mesh,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/*
|
||||
* Draw a faded green triangle
|
||||
*/
|
||||
|
||||
cogl_mesh_add_attribute (state->mesh,
|
||||
"gl_Color",
|
||||
4, /* n components */
|
||||
GL_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_colors);
|
||||
cogl_mesh_submit (state->mesh);
|
||||
|
||||
cogl_translate (100, 0, 0);
|
||||
cogl_mesh_draw_arrays (state->mesh,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
|
||||
/* XXX: Experiments have shown that for some buggy drivers, when using
|
||||
* glReadPixels there is some kind of race, so we delay our test for a
|
||||
* few frames and a few seconds:
|
||||
*/
|
||||
if (state->frame >= 2)
|
||||
validate_result (state);
|
||||
else
|
||||
sleep (1);
|
||||
|
||||
state->frame++;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
queue_redraw (gpointer stage)
|
||||
{
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
||||
}
|
||||
|
||||
void
|
||||
test_mesh_mutability (TestConformSimpleFixture *fixture,
|
||||
gconstpointer data)
|
||||
{
|
||||
TestState state;
|
||||
ClutterActor *stage;
|
||||
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
|
||||
ClutterActor *group;
|
||||
|
||||
state.frame = 0;
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
||||
clutter_actor_get_geometry (stage, &state.stage_geom);
|
||||
|
||||
group = clutter_group_new ();
|
||||
clutter_actor_set_size (group,
|
||||
state.stage_geom.width,
|
||||
state.stage_geom.height);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
|
||||
|
||||
/* We force continuous redrawing of the stage, since we need to skip
|
||||
* the first few frames, and we wont be doing anything else that
|
||||
* will trigger redrawing. */
|
||||
g_idle_add (queue_redraw, stage);
|
||||
|
||||
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
|
||||
|
||||
{
|
||||
GLfloat triangle_verts[3][2] =
|
||||
{
|
||||
{0.0, 0.0},
|
||||
{100.0, 100.0},
|
||||
{0.0, 100.0}
|
||||
};
|
||||
GLbyte triangle_colors[3][4] =
|
||||
{
|
||||
{0x00, 0x00, 0xff, 0xff}, /* blue */
|
||||
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
|
||||
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
|
||||
};
|
||||
state.mesh = cogl_mesh_new (3 /* n vertices */);
|
||||
cogl_mesh_add_attribute (state.mesh,
|
||||
"gl_Vertex",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_verts);
|
||||
cogl_mesh_add_attribute (state.mesh,
|
||||
"gl_Color",
|
||||
4, /* n components */
|
||||
GL_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_colors);
|
||||
cogl_mesh_submit (state.mesh);
|
||||
}
|
||||
|
||||
clutter_actor_show_all (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
cogl_mesh_unref (state.mesh);
|
||||
|
||||
g_print ("OK\n");
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user