[cogl-vertex-buffer] Add cogl_vertex_buffer_indices_get_for_quads

This function can be used as an efficient way of drawing groups of
quads without using GL_QUADS. It generates a VBO containing the
indices needed to render using pairs of GL_TRIANGLES. The VBO is
globally cached so that it only needs to be uploaded whenever more
indices are requested than ever before.
This commit is contained in:
Neil Roberts 2009-05-28 13:47:18 +01:00
parent 2f319ad839
commit 39cb36ba01
7 changed files with 151 additions and 1 deletions

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@ -394,6 +394,46 @@ cogl_vertex_buffer_ref (CoglHandle handle);
void
cogl_vertex_buffer_unref (CoglHandle handle);
/**
* cogl_vertex_buffer_indices_get_for_quads:
* @n_indices: the number of indices in the vertex buffer.
*
* Creates a vertex buffer containing the indices needed to draw pairs
* of triangles from a list of vertices grouped as quads. There will
* be at least @n_indices entries in the buffer (but there may be
* more).
*
* The indices will follow this pattern:
*
* 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7 ... etc
*
* For example, if you submit vertices for a quad like this:
*
* |[
* 0 3
* ########
* # #
* # #
* ########
* 1 2
* ]|
*
* Then you can request 6 indices to render two triangles like this:
*
* |[
* 0 0 3
* ## ########
* # ## ## #
* # ## ## #
* ######## ##
* 1 2 2
* ]|
*
* Returns: A %CoglHandle containing the indices. The handled is
* owned by Cogl and should not be modified or unref'd.
*/
CoglHandle
cogl_vertex_buffer_indices_get_for_quads (guint n_indices);
G_END_DECLS

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@ -1880,3 +1880,83 @@ _cogl_vertex_buffer_free (CoglVertexBuffer *buffer)
g_slice_free (CoglVertexBuffer, buffer);
}
CoglHandle
cogl_vertex_buffer_indices_get_for_quads (guint n_indices)
{
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
/* Check if the indices would fit in a byte array */
if (n_indices <= 256 / 4 * 6)
{
/* Generate the byte array if we haven't already */
if (ctx->quad_indices_byte == COGL_INVALID_HANDLE)
{
guint8 *byte_array = g_malloc (256 / 4 * 6 * sizeof (guint8));
guint8 *p = byte_array;
int i, vert_num = 0;
for (i = 0; i < 256 / 4; i++)
{
*(p++) = vert_num + 0;
*(p++) = vert_num + 1;
*(p++) = vert_num + 2;
*(p++) = vert_num + 0;
*(p++) = vert_num + 2;
*(p++) = vert_num + 3;
vert_num += 4;
}
ctx->quad_indices_byte
= cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_BYTE,
byte_array,
256 / 4 * 6);
g_free (byte_array);
}
return ctx->quad_indices_byte;
}
else
{
if (ctx->quad_indices_short_len < n_indices)
{
guint16 *short_array;
guint16 *p;
int i, vert_num = 0;
if (ctx->quad_indices_short != COGL_INVALID_HANDLE)
cogl_handle_unref (ctx->quad_indices_short);
/* Pick a power of two >= MAX (512, n_indices) */
if (ctx->quad_indices_short_len == 0)
ctx->quad_indices_short_len = 512;
while (ctx->quad_indices_short_len < n_indices)
ctx->quad_indices_short_len *= 2;
/* Over-allocate to generate a whole number of quads */
p = short_array = g_malloc ((ctx->quad_indices_short_len
+ 5) / 6 * 6
* sizeof (guint16));
/* Fill in the complete quads */
for (i = 0; i < ctx->quad_indices_short_len; i += 6)
{
*(p++) = vert_num + 0;
*(p++) = vert_num + 1;
*(p++) = vert_num + 2;
*(p++) = vert_num + 0;
*(p++) = vert_num + 2;
*(p++) = vert_num + 3;
vert_num += 4;
}
ctx->quad_indices_short
= cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
short_array,
ctx->quad_indices_short_len);
g_free (short_array);
}
return ctx->quad_indices_short;
}
}

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@ -313,6 +313,7 @@ CoglIndicesType
cogl_vertex_buffer_add_indices
cogl_vertex_buffer_delete_indices
cogl_vertex_buffer_draw_elements
cogl_vertex_buffer_indices_get_for_quads
<SUBSECTION Private>
CoglVertexBufferAttribFlags
COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_MASK

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@ -171,6 +171,10 @@ cogl_create_context ()
_cogl_material_get_cogl_enable_flags (_context->source_material);
cogl_enable (enable_flags);
_context->quad_indices_byte = COGL_INVALID_HANDLE;
_context->quad_indices_short = COGL_INVALID_HANDLE;
_context->quad_indices_short_len = 0;
return TRUE;
}
@ -207,6 +211,11 @@ _cogl_destroy_context ()
if (_context->current_layers)
g_array_free (_context->current_layers, TRUE);
if (_context->quad_indices_byte)
cogl_handle_unref (_context->quad_indices_byte);
if (_context->quad_indices_short)
cogl_handle_unref (_context->quad_indices_short);
g_free (_context);
}

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@ -102,6 +102,12 @@ typedef struct
floatVec2 path_nodes_max;
CoglHandle stencil_material;
/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
out of a vertex array of quads */
CoglHandle quad_indices_byte;
guint quad_indices_short_len;
CoglHandle quad_indices_short;
/* Relying on glext.h to define these */
COGL_PFNGLGENRENDERBUFFERSEXTPROC pf_glGenRenderbuffersEXT;
COGL_PFNGLDELETERENDERBUFFERSEXTPROC pf_glDeleteRenderbuffersEXT;

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@ -129,6 +129,10 @@ cogl_create_context ()
_cogl_material_get_cogl_enable_flags (_context->source_material);
cogl_enable (enable_flags);
_context->quad_indices_byte = COGL_INVALID_HANDLE;
_context->quad_indices_short = COGL_INVALID_HANDLE;
_context->quad_indices_short_len = 0;
return TRUE;
}
@ -165,6 +169,11 @@ _cogl_destroy_context ()
if (_context->current_layers)
g_array_free (_context->current_layers, TRUE);
if (_context->quad_indices_byte)
cogl_handle_unref (_context->quad_indices_byte);
if (_context->quad_indices_short)
cogl_handle_unref (_context->quad_indices_short);
g_free (_context);
}

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@ -104,6 +104,12 @@ typedef struct
floatVec2 path_nodes_max;
CoglHandle stencil_material;
/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
out of a vertex array of quads */
CoglHandle quad_indices_byte;
guint quad_indices_short_len;
CoglHandle quad_indices_short;
#ifdef HAVE_COGL_GLES2
CoglGles2Wrapper gles2;
@ -111,7 +117,6 @@ typedef struct
supported */
GLint viewport_store[4];
#endif
} CoglContext;
CoglContext *