mirror of
https://github.com/brl/mutter.git
synced 2024-11-23 00:20:42 -05:00
cogl: Adds experimental CoglVertexAttribute API
A CoglVertexAttribute defines a single attribute contained in a CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes intended for containing a collection of attributes (position, color, normals etc) and a CoglVertexAttribute defines one such attribute by specifying its start offset in the array, its type, the number of components and the stride etc.
This commit is contained in:
parent
3d14fbc308
commit
dd63078bd3
@ -75,6 +75,7 @@ cogl_public_h = \
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$(srcdir)/cogl-index-array.h \
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$(srcdir)/cogl-vertex-array.h \
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$(srcdir)/cogl-indices.h \
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$(srcdir)/cogl-vertex-attribute.h \
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$(srcdir)/cogl.h \
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$(NULL)
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@ -214,6 +215,8 @@ cogl_sources_c = \
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$(srcdir)/cogl-vertex-array.c \
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$(srcdir)/cogl-indices-private.h \
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$(srcdir)/cogl-indices.c \
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$(srcdir)/cogl-vertex-attribute-private.h \
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$(srcdir)/cogl-vertex-attribute.c \
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$(srcdir)/cogl-matrix.c \
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$(srcdir)/cogl-vector.c \
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$(srcdir)/cogl-matrix-private.h \
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80
clutter/cogl/cogl/cogl-vertex-attribute-private.h
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80
clutter/cogl/cogl/cogl-vertex-attribute-private.h
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@ -0,0 +1,80 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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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
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* <http://www.gnu.org/licenses/>.
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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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#ifndef __COGL_VERTEX_ATTRIBUTE_PRIVATE_H
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#define __COGL_VERTEX_ATTRIBUTE_PRIVATE_H
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#include "cogl-object-private.h"
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#include "cogl-vertex-attribute.h"
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typedef enum
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{
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COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY,
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COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY,
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COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY,
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COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY,
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COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY
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} CoglVertexAttributeNameID;
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struct _CoglVertexAttribute
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{
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CoglObject _parent;
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CoglVertexArray *array;
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char *name;
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CoglVertexAttributeNameID name_id;
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gsize stride;
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gsize offset;
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int n_components;
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CoglVertexAttributeType type;
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gboolean normalized;
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unsigned int texture_unit;
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int immutable_ref;
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};
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CoglVertexAttribute *
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_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute);
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void
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_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute);
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void
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_cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglVertexAttribute **attributes);
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void
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_cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglIndices *indices,
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CoglVertexAttribute **attributes);
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#endif /* __COGL_VERTEX_ATTRIBUTE_PRIVATE_H */
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882
clutter/cogl/cogl/cogl-vertex-attribute.c
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882
clutter/cogl/cogl/cogl-vertex-attribute.c
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@ -0,0 +1,882 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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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
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* <http://www.gnu.org/licenses/>.
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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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context.h"
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#include "cogl-object-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-vertex-attribute.h"
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#include "cogl-vertex-attribute-private.h"
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#include "cogl-material.h"
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#include "cogl-material-private.h"
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#include "cogl-material-opengl-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-indices-private.h"
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#include <string.h>
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#include <stdio.h>
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#if defined (HAVE_COGL_GL)
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#define glGenBuffers ctx->drv.pf_glGenBuffers
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#define glBindBuffer ctx->drv.pf_glBindBuffer
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#define glBufferData ctx->drv.pf_glBufferData
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#define glBufferSubData ctx->drv.pf_glBufferSubData
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#define glGetBufferSubData ctx->drv.pf_glGetBufferSubData
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#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
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#define glMapBuffer ctx->drv.pf_glMapBuffer
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#define glUnmapBuffer ctx->drv.pf_glUnmapBuffer
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#ifndef GL_ARRAY_BUFFER
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#define GL_ARRAY_BUFFER GL_ARRAY_BUFFER_ARB
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#endif
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#define glVertexAttribPointer ctx->drv.pf_glVertexAttribPointer
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#define glEnableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
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#define glDisableVertexAttribArray ctx->drv.pf_glDisableVertexAttribArray
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#define MAY_HAVE_PROGRAMABLE_GL
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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ctx->drv.pf_glDrawRangeElements (mode, start, end, count, type, indices)
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#else /* GLES 1/2 */
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/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
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* but that it makes no use of the start, end constraints: */
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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glDrawElements (mode, count, type, indices)
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/* This isn't defined in the GLES headers */
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#ifndef GL_UNSIGNED_INT
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#define GL_UNSIGNED_INT 0x1405
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#endif
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#define MAY_HAVE_PROGRAMABLE_GL
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#endif /* HAVE_COGL_GLES2 */
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#endif
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static void _cogl_vertex_attribute_free (CoglVertexAttribute *attribute);
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COGL_OBJECT_DEFINE (VertexAttribute, vertex_attribute);
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#if 0
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gboolean
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validate_gl_attribute (const char *name,
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int n_components,
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CoglVertexAttributeNameID *name_id,
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gboolean *normalized,
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unsigned int *texture_unit)
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{
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name = name + 3; /* skip past "gl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "Vertex") == 0)
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{
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"gl_Vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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}
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else if (strcmp (name, "Color") == 0)
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{
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"gl_Color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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*normalized = TRUE;
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}
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else if (strncmp (name, "MultiTexCoord", strlen ("MultiTexCoord")) == 0)
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{
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if (sscanf (gl_attribute, "MultiTexCoord%u", texture_unit) != 1)
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{
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g_warning ("gl_MultiTexCoord attributes should include a\n"
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"texture unit number, E.g. gl_MultiTexCoord0\n");
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unit = 0;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (name, "Normal") == 0)
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{
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"gl_Normal\" attributes where "
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"n_components == 3");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown gl_* attribute name gl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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#endif
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gboolean
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validate_cogl_attribute (const char *name,
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int n_components,
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CoglVertexAttributeNameID *name_id,
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gboolean *normalized,
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unsigned int *texture_unit)
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{
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name = name + 5; /* skip "cogl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "position_in") == 0)
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{
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"cogl_vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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}
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else if (strcmp (name, "color_in") == 0)
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{
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"cogl_color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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}
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else if (strcmp (name, "tex_coord_in") == 0)
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
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{
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if (sscanf (name, "tex_coord%u_in", texture_unit) != 1)
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{
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g_warning ("Texture coordinate attributes should either be named "
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"\"cogl_tex_coord\" or named with a texture unit index "
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"like \"cogl_tex_coord2_in\"\n");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strcmp (name, "normal") == 0)
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{
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"cogl_normal\" attributes "
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"where n_components == 3");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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CoglVertexAttribute *
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cogl_vertex_attribute_new (CoglVertexArray *array,
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const char *name,
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gsize stride,
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gsize offset,
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int n_components,
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CoglVertexAttributeType type)
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{
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CoglVertexAttribute *attribute = g_slice_new (CoglVertexAttribute);
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gboolean status;
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attribute->array = cogl_object_ref (array);
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attribute->name = g_strdup (name);
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attribute->stride = stride;
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attribute->offset = offset;
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attribute->n_components = n_components;
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attribute->type = type;
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attribute->immutable_ref = 0;
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if (strncmp (name, "cogl_", 5) == 0)
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status = validate_cogl_attribute (attribute->name,
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n_components,
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&attribute->name_id,
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&attribute->normalized,
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&attribute->texture_unit);
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#if 0
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else if (strncmp (name, "gl_", 3) == 0)
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status = validate_gl_attribute (attribute->name,
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n_components,
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&attribute->name_id,
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&attribute->normalized,
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&attribute->texture_unit);
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#endif
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else
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{
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attribute->name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
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attribute->normalized = FALSE;
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attribute->texture_unit = 0;
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status = TRUE;
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}
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if (!status)
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{
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_cogl_vertex_attribute_free (attribute);
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return NULL;
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}
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return _cogl_vertex_attribute_object_new (attribute);
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}
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gboolean
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cogl_vertex_attribute_get_normalized (CoglVertexAttribute *attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (attribute), FALSE);
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return attribute->normalized;
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}
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static void
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warn_about_midscene_changes (void)
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{
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static gboolean seen = FALSE;
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if (!seen)
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{
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g_warning ("Mid-scene modification of attributes has "
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"undefined results\n");
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seen = TRUE;
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}
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}
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void
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cogl_vertex_attribute_set_normalized (CoglVertexAttribute *attribute,
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gboolean normalized)
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{
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g_return_if_fail (cogl_is_vertex_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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attribute->normalized = normalized;
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}
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CoglVertexArray *
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cogl_vertex_attribute_get_array (CoglVertexAttribute *attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (attribute), NULL);
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return attribute->array;
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}
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void
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cogl_vertex_attribute_set_array (CoglVertexAttribute *attribute,
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CoglVertexArray *array)
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{
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g_return_if_fail (cogl_is_vertex_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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cogl_object_ref (array);
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cogl_object_unref (attribute->array);
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attribute->array = array;
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}
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CoglVertexAttribute *
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_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (vertex_attribute), NULL);
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vertex_attribute->immutable_ref++;
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_cogl_buffer_immutable_ref (COGL_BUFFER (vertex_attribute->array));
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return vertex_attribute;
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}
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void
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_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute)
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{
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g_return_if_fail (cogl_is_vertex_attribute (vertex_attribute));
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g_return_if_fail (vertex_attribute->immutable_ref > 0);
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vertex_attribute->immutable_ref--;
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_cogl_buffer_immutable_unref (COGL_BUFFER (vertex_attribute->array));
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}
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static void
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_cogl_vertex_attribute_free (CoglVertexAttribute *attribute)
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{
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g_free (attribute->name);
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cogl_object_unref (attribute->array);
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g_slice_free (CoglVertexAttribute, attribute);
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}
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typedef struct
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{
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int unit;
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CoglMaterialFlushOptions options;
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guint32 fallback_layers;
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} ValidateLayerState;
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static gboolean
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validate_layer_cb (CoglMaterial *material,
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int layer_index,
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void *user_data)
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{
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CoglHandle texture =
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_cogl_material_get_layer_texture (material, layer_index);
|
||||
ValidateLayerState *state = user_data;
|
||||
gboolean status = TRUE;
|
||||
|
||||
/* invalid textures will be handled correctly in
|
||||
* _cogl_material_flush_layers_gl_state */
|
||||
if (texture == COGL_INVALID_HANDLE)
|
||||
goto validated;
|
||||
|
||||
/* Give the texture a chance to know that we're rendering
|
||||
non-quad shaped primitives. If the texture is in an atlas it
|
||||
will be migrated */
|
||||
_cogl_texture_ensure_non_quad_rendering (texture);
|
||||
|
||||
/* We need to ensure the mipmaps are ready before deciding
|
||||
* anything else about the texture because the texture storate
|
||||
* could completely change if it needs to be migrated out of the
|
||||
* atlas and will affect how we validate the layer.
|
||||
*/
|
||||
_cogl_material_pre_paint_for_layer (material, layer_index);
|
||||
|
||||
if (!_cogl_texture_can_hardware_repeat (texture))
|
||||
{
|
||||
g_warning ("Disabling layer %d of the current source material, "
|
||||
"because texturing with the vertex buffer API is not "
|
||||
"currently supported using sliced textures, or textures "
|
||||
"with waste\n", layer_index);
|
||||
|
||||
/* XXX: maybe we can add a mechanism for users to forcibly use
|
||||
* textures with waste where it would be their responsability to use
|
||||
* texture coords in the range [0,1] such that sampling outside isn't
|
||||
* required. We can then use a texture matrix (or a modification of
|
||||
* the users own matrix) to map 1 to the edge of the texture data.
|
||||
*
|
||||
* Potentially, given the same guarantee as above we could also
|
||||
* support a single sliced layer too. We would have to redraw the
|
||||
* vertices once for each layer, each time with a fiddled texture
|
||||
* matrix.
|
||||
*/
|
||||
state->fallback_layers |= (1 << state->unit);
|
||||
state->options.flags |= COGL_MATERIAL_FLUSH_FALLBACK_MASK;
|
||||
}
|
||||
|
||||
validated:
|
||||
state->unit++;
|
||||
return status;
|
||||
}
|
||||
|
||||
static CoglHandle
|
||||
enable_gl_state (CoglVertexAttribute **attributes,
|
||||
ValidateLayerState *state)
|
||||
{
|
||||
int i;
|
||||
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
||||
GLuint generic_index = 0;
|
||||
#endif
|
||||
unsigned long enable_flags = 0;
|
||||
gboolean skip_gl_color = FALSE;
|
||||
CoglMaterial *source;
|
||||
CoglMaterial *copy = NULL;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
||||
|
||||
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
||||
* as the material state) when flushing the clip stack, so should
|
||||
* always be done first when preparing to draw. We need to do this
|
||||
* before setting up the array pointers because setting up the clip
|
||||
* stack can cause some drawing which would change the array
|
||||
* pointers. */
|
||||
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
|
||||
|
||||
source = cogl_get_source ();
|
||||
|
||||
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
|
||||
|
||||
for (i = 0; attributes[i]; i++)
|
||||
{
|
||||
CoglVertexAttribute *attribute = attributes[i];
|
||||
CoglVertexArray *vertex_array;
|
||||
CoglBuffer *buffer;
|
||||
void *base;
|
||||
|
||||
vertex_array = cogl_vertex_attribute_get_array (attribute);
|
||||
buffer = COGL_BUFFER (vertex_array);
|
||||
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_VERTEX_ARRAY);
|
||||
|
||||
switch (attribute->name_id)
|
||||
{
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
||||
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
||||
/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
|
||||
GE (glColorPointer (attribute->n_components,
|
||||
attribute->type,
|
||||
attribute->stride,
|
||||
base + attribute->offset));
|
||||
|
||||
if (!_cogl_material_get_real_blend_enabled (source))
|
||||
{
|
||||
CoglMaterialBlendEnable blend_enable =
|
||||
COGL_MATERIAL_BLEND_ENABLE_ENABLED;
|
||||
copy = cogl_material_copy (source);
|
||||
_cogl_material_set_blend_enabled (copy, blend_enable);
|
||||
source = copy;
|
||||
}
|
||||
skip_gl_color = TRUE;
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
|
||||
/* FIXME: go through cogl cache to enable normal array */
|
||||
GE (glEnableClientState (GL_NORMAL_ARRAY));
|
||||
GE (glNormalPointer (attribute->type,
|
||||
attribute->stride,
|
||||
base + attribute->offset));
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
||||
GE (glClientActiveTexture (GL_TEXTURE0 +
|
||||
attribute->texture_unit));
|
||||
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
|
||||
GE (glTexCoordPointer (attribute->n_components,
|
||||
attribute->type,
|
||||
attribute->stride,
|
||||
base + attribute->offset));
|
||||
_cogl_bitmask_set (&ctx->temp_bitmask,
|
||||
attribute->texture_unit, TRUE);
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
||||
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
|
||||
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
|
||||
GE (glVertexPointer (attribute->n_components,
|
||||
attribute->type,
|
||||
attribute->stride,
|
||||
base + attribute->offset));
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
|
||||
{
|
||||
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
||||
/* FIXME: go through cogl cache to enable generic array */
|
||||
GE (glEnableVertexAttribArray (generic_index++));
|
||||
GE (glVertexAttribPointer (generic_index,
|
||||
attribute->n_components,
|
||||
attribute->type,
|
||||
attribute->normalized,
|
||||
attribute->stride,
|
||||
base + attribute->offset));
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
default:
|
||||
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
|
||||
}
|
||||
|
||||
_cogl_buffer_unbind (buffer);
|
||||
}
|
||||
|
||||
/* Disable any tex coord arrays that we didn't use */
|
||||
_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
|
||||
|
||||
if (G_UNLIKELY (state->options.flags))
|
||||
{
|
||||
/* If we haven't already created a derived material... */
|
||||
if (!copy)
|
||||
{
|
||||
copy = cogl_material_copy (source);
|
||||
source = copy;
|
||||
}
|
||||
_cogl_material_apply_overrides (source, &state->options);
|
||||
|
||||
/* TODO:
|
||||
* overrides = cogl_material_get_data (material,
|
||||
* last_overrides_key);
|
||||
* if (overrides)
|
||||
* {
|
||||
* age = cogl_material_get_age (material);
|
||||
* XXX: actually we also need to check for legacy_state
|
||||
* and blending overrides for use of glColorPointer...
|
||||
* if (overrides->ags != age ||
|
||||
* memcmp (&overrides->options, &options,
|
||||
* sizeof (options) != 0)
|
||||
* {
|
||||
* cogl_object_unref (overrides->weak_material);
|
||||
* g_slice_free (Overrides, overrides);
|
||||
* overrides = NULL;
|
||||
* }
|
||||
* }
|
||||
* if (!overrides)
|
||||
* {
|
||||
* overrides = g_slice_new (Overrides);
|
||||
* overrides->weak_material =
|
||||
* cogl_material_weak_copy (cogl_get_source ());
|
||||
* _cogl_material_apply_overrides (overrides->weak_material,
|
||||
* &options);
|
||||
*
|
||||
* cogl_material_set_data (material, last_overrides_key,
|
||||
* weak_overrides,
|
||||
* free_overrides_cb,
|
||||
* NULL);
|
||||
* }
|
||||
* source = overrides->weak_material;
|
||||
*/
|
||||
}
|
||||
|
||||
if (G_UNLIKELY (ctx->legacy_state_set))
|
||||
{
|
||||
/* If we haven't already created a derived material... */
|
||||
if (!copy)
|
||||
{
|
||||
copy = cogl_material_copy (source);
|
||||
source = copy;
|
||||
}
|
||||
_cogl_material_apply_legacy_state (source);
|
||||
}
|
||||
|
||||
_cogl_material_flush_gl_state (source, skip_gl_color);
|
||||
|
||||
if (ctx->enable_backface_culling)
|
||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
||||
|
||||
_cogl_enable (enable_flags);
|
||||
_cogl_flush_face_winding ();
|
||||
|
||||
return source;
|
||||
}
|
||||
|
||||
/* FIXME: we shouldn't be disabling state after drawing we should
|
||||
* just disable the things not needed after enabling state. */
|
||||
static void
|
||||
disable_gl_state (CoglVertexAttribute **attributes,
|
||||
CoglMaterial *source)
|
||||
{
|
||||
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
||||
GLuint generic_index = 0;
|
||||
#endif
|
||||
int i;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
if (G_UNLIKELY (source != cogl_get_source ()))
|
||||
cogl_object_unref (source);
|
||||
|
||||
for (i = 0; attributes[i]; i++)
|
||||
{
|
||||
CoglVertexAttribute *attribute = attributes[i];
|
||||
|
||||
switch (attribute->name_id)
|
||||
{
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
||||
/* GE (glDisableClientState (GL_COLOR_ARRAY)); */
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
|
||||
/* FIXME: go through cogl cache to enable normal array */
|
||||
GE (glDisableClientState (GL_NORMAL_ARRAY));
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
||||
/* The enabled state of the texture coord arrays is
|
||||
cached in ctx->enabled_texcoord_arrays so we don't
|
||||
need to do anything here. The array will be disabled
|
||||
by the next drawing primitive if it is not
|
||||
required */
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
||||
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
|
||||
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
||||
/* FIXME: go through cogl cache to enable generic array */
|
||||
GE (glDisableVertexAttribArray (generic_index++));
|
||||
#endif
|
||||
break;
|
||||
default:
|
||||
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_draw_vertex_attributes_array_real (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglVertexAttribute **attributes,
|
||||
ValidateLayerState *state)
|
||||
{
|
||||
CoglMaterial *source = enable_gl_state (attributes, state);
|
||||
|
||||
GE (glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
|
||||
|
||||
/* FIXME: we shouldn't be disabling state after drawing we should
|
||||
* just disable the things not needed after enabling state. */
|
||||
disable_gl_state (attributes, source);
|
||||
}
|
||||
|
||||
/* This can be used by the CoglJournal to draw attributes skiping
|
||||
* the implicit journal flush and material validation. */
|
||||
void
|
||||
_cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglVertexAttribute **attributes)
|
||||
{
|
||||
ValidateLayerState state;
|
||||
|
||||
state.unit = 0;
|
||||
state.options.flags = 0;
|
||||
state.fallback_layers = 0;
|
||||
|
||||
_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
|
||||
attributes, &state);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglVertexAttribute **attributes)
|
||||
{
|
||||
ValidateLayerState state;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
_cogl_journal_flush ();
|
||||
|
||||
state.unit = 0;
|
||||
state.options.flags = 0;
|
||||
state.fallback_layers = 0;
|
||||
|
||||
cogl_material_foreach_layer (cogl_get_source (),
|
||||
validate_layer_cb,
|
||||
&state);
|
||||
|
||||
_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
|
||||
attributes, &state);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_draw_vertex_attributes (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
...)
|
||||
{
|
||||
va_list ap;
|
||||
int n_attributes;
|
||||
CoglVertexAttribute *attribute;
|
||||
CoglVertexAttribute **attributes;
|
||||
int i;
|
||||
|
||||
va_start (ap, n_vertices);
|
||||
for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
|
||||
;
|
||||
va_end (ap);
|
||||
|
||||
attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
|
||||
attributes[n_attributes] = NULL;
|
||||
|
||||
va_start (ap, n_vertices);
|
||||
for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
|
||||
attributes[i] = attribute;
|
||||
va_end (ap);
|
||||
|
||||
cogl_draw_vertex_attributes_array (mode, first_vertex, n_vertices,
|
||||
attributes);
|
||||
}
|
||||
|
||||
static size_t
|
||||
sizeof_index_type (CoglIndicesType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
||||
return 1;
|
||||
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
||||
return 2;
|
||||
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
||||
return 4;
|
||||
}
|
||||
g_return_val_if_reached (0);
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_draw_indexed_vertex_attributes_array_real (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglIndices *indices,
|
||||
CoglVertexAttribute **attributes,
|
||||
ValidateLayerState *state)
|
||||
{
|
||||
CoglMaterial *source = enable_gl_state (attributes, state);
|
||||
CoglBuffer *buffer;
|
||||
void *base;
|
||||
size_t array_offset;
|
||||
size_t index_size;
|
||||
GLenum indices_gl_type;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
buffer = COGL_BUFFER (_cogl_indices_get_array (indices));
|
||||
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_ARRAY);
|
||||
array_offset = cogl_indices_get_offset (indices);
|
||||
index_size = sizeof_index_type (cogl_indices_get_type (indices));
|
||||
|
||||
switch (cogl_indices_get_type (indices))
|
||||
{
|
||||
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
||||
indices_gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
||||
indices_gl_type = GL_UNSIGNED_SHORT;
|
||||
break;
|
||||
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
||||
indices_gl_type = GL_UNSIGNED_INT;
|
||||
break;
|
||||
}
|
||||
GE (glDrawElements ((GLenum)mode,
|
||||
n_vertices,
|
||||
indices_gl_type,
|
||||
base + array_offset + index_size * first_vertex));
|
||||
|
||||
_cogl_buffer_unbind (buffer);
|
||||
|
||||
/* FIXME: we shouldn't be disabling state after drawing we should
|
||||
* just disable the things not needed after enabling state. */
|
||||
disable_gl_state (attributes, source);
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglIndices *indices,
|
||||
CoglVertexAttribute **attributes)
|
||||
{
|
||||
ValidateLayerState state;
|
||||
|
||||
state.unit = 0;
|
||||
state.options.flags = 0;
|
||||
state.fallback_layers = 0;
|
||||
|
||||
_cogl_draw_indexed_vertex_attributes_array_real (mode,
|
||||
first_vertex,
|
||||
n_vertices,
|
||||
indices,
|
||||
attributes,
|
||||
&state);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglIndices *indices,
|
||||
CoglVertexAttribute **attributes)
|
||||
{
|
||||
ValidateLayerState state;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
_cogl_journal_flush ();
|
||||
|
||||
state.unit = 0;
|
||||
state.options.flags = 0;
|
||||
state.fallback_layers = 0;
|
||||
|
||||
cogl_material_foreach_layer (cogl_get_source (),
|
||||
validate_layer_cb,
|
||||
&state);
|
||||
|
||||
_cogl_draw_indexed_vertex_attributes_array_real (mode,
|
||||
first_vertex,
|
||||
n_vertices,
|
||||
indices,
|
||||
attributes,
|
||||
&state);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_draw_indexed_vertex_attributes (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglIndices *indices,
|
||||
...)
|
||||
{
|
||||
va_list ap;
|
||||
int n_attributes;
|
||||
CoglVertexAttribute **attributes;
|
||||
int i;
|
||||
CoglVertexAttribute *attribute;
|
||||
|
||||
va_start (ap, indices);
|
||||
for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
|
||||
;
|
||||
va_end (ap);
|
||||
|
||||
attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
|
||||
attributes[n_attributes] = NULL;
|
||||
|
||||
va_start (ap, indices);
|
||||
for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
|
||||
attributes[i] = attribute;
|
||||
va_end (ap);
|
||||
|
||||
cogl_draw_indexed_vertex_attributes_array (mode,
|
||||
first_vertex,
|
||||
n_vertices,
|
||||
indices,
|
||||
attributes);
|
||||
}
|
||||
|
||||
|
205
clutter/cogl/cogl/cogl-vertex-attribute.h
Normal file
205
clutter/cogl/cogl/cogl-vertex-attribute.h
Normal file
@ -0,0 +1,205 @@
|
||||
/*
|
||||
* Cogl
|
||||
*
|
||||
* An object oriented GL/GLES Abstraction/Utility Layer
|
||||
*
|
||||
* Copyright (C) 2010 Intel Corporation.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*
|
||||
*
|
||||
* Authors:
|
||||
* Robert Bragg <robert@linux.intel.com>
|
||||
*/
|
||||
|
||||
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
|
||||
#error "Only <cogl/cogl.h> can be included directly."
|
||||
#endif
|
||||
|
||||
#ifndef __COGL_VERTEX_ATTRIBUTE_H__
|
||||
#define __COGL_VERTEX_ATTRIBUTE_H__
|
||||
|
||||
#include <cogl/cogl-vertex-array.h>
|
||||
#include <cogl/cogl-indices.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
/**
|
||||
* SECTION:cogl-vertex-attribute
|
||||
* @short_description: Fuctions for declaring and drawing vertex
|
||||
* attributes
|
||||
*
|
||||
* FIXME
|
||||
*/
|
||||
|
||||
typedef struct _CoglVertexAttribute CoglVertexAttribute;
|
||||
|
||||
/**
|
||||
* CoglVertexAttributeType:
|
||||
* @COGL_VERTEX_ATTRIBUTE_TYPE_BYTE: Data is the same size of a byte
|
||||
* @COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_BYTE: Data is the same size of an
|
||||
* unsigned byte
|
||||
* @COGL_VERTEX_ATTRIBUTE_TYPE_SHORT: Data is the same size of a short integer
|
||||
* @COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_SHORT: Data is the same size of
|
||||
* an unsigned short integer
|
||||
* @COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT: Data is the same size of a float
|
||||
*
|
||||
* Data types for the components of a vertex attribute.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
typedef enum {
|
||||
COGL_VERTEX_ATTRIBUTE_TYPE_BYTE = 0x1400,
|
||||
COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_BYTE = 0x1401,
|
||||
COGL_VERTEX_ATTRIBUTE_TYPE_SHORT = 0x1402,
|
||||
COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_SHORT = 0x1403,
|
||||
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT = 0x1406
|
||||
} CoglVertexAttributeType;
|
||||
|
||||
/**
|
||||
* cogl_vertex_attribute_new:
|
||||
* @array: The #CoglVertexArray containing the actual attribute data
|
||||
* @name: The name of the attribute (used to reference it from GLSL)
|
||||
* @stride: The number of bytes to jump to get to the next attribute
|
||||
* value for the next vertex. (Usually
|
||||
* <pre>sizeof (MyVertex)</pre>)
|
||||
* @offset: The byte offset from the start of @array for the first
|
||||
* attribute value. (Usually
|
||||
* <pre>offsetof (MyVertex, component0)</pre>
|
||||
* @components: The number of components (e.g. 4 for an rgba color or
|
||||
* 3 for and (x,y,z) position)
|
||||
* @type:
|
||||
*
|
||||
* Describes the layout for a list of vertex attribute values (For
|
||||
* example, a list of texture coordinates or colors).
|
||||
*
|
||||
* The @name is used to access the attribute inside a GLSL vertex
|
||||
* shader and there are some special names you should use if they are
|
||||
* applicable:
|
||||
* <itemizedlist>
|
||||
* <listitem>"cogl_position_in" (used for vertex positions)</listitem>
|
||||
* <listitem>"cogl_color_in" (used for vertex colors)</listitem>
|
||||
* <listitem>"cogl_tex_coord0_in", "cogl_tex_coord1", ...
|
||||
* (used for vertex texture coordinates)</listitem>
|
||||
* <listitem>"cogl_normal_in" (used for vertex normals)</listitem>
|
||||
* </itemizedlist>
|
||||
*
|
||||
* The attribute values corresponding to different vertices can either
|
||||
* be tightly packed or interleaved with other attribute values. For
|
||||
* example it's common to define a structure for a single vertex like:
|
||||
* |[
|
||||
* typedef struct
|
||||
* {
|
||||
* float x, y, z; /<!-- -->* position attribute *<!-- -->/
|
||||
* float s, t; /<!-- -->* texture coordinate attribute *<!-- -->/
|
||||
* } MyVertex;
|
||||
* ]|
|
||||
*
|
||||
* And then create an array of vertex data something like:
|
||||
* |[
|
||||
* MyVertex vertices[100] = { .... }
|
||||
* ]|
|
||||
*
|
||||
* In this case, to describe either the position or texture coordinate
|
||||
* attribute you have to move <pre>sizeof (MyVertex)</pre> bytes to
|
||||
* move from one vertex to the next. This is called the attribute
|
||||
* @stride. If you weren't interleving attributes and you instead had
|
||||
* a packed array of float x, y pairs then the attribute stride would
|
||||
* be <pre>(2 * sizeof (float))</pre>. So the @stride is the number of
|
||||
* bytes to move to find the attribute value of the next vertex.
|
||||
*
|
||||
* Normally a list of attributes starts at the beginning of an array.
|
||||
* So for the <pre>MyVertex</pre> example above the @offset is the
|
||||
* offset inside the <pre>MyVertex</pre> structure to the first
|
||||
* component of the attribute. For the texture coordinate attribute
|
||||
* the offset would be <pre>offsetof (MyVertex, s)</pre> or instead of
|
||||
* using the offsetof macro you could use <pre>sizeof (float) * 3</pre>.
|
||||
* If you've divided your @array into blocks of non-interleved
|
||||
* attributes then you will need to calculate the @offset as the
|
||||
* number of bytes in blocks preceding the attribute you're
|
||||
* describing.
|
||||
*
|
||||
* An attribute often has more than one component. For example a color
|
||||
* is often comprised of 4 red, green, blue and alpha @components, and a
|
||||
* position may be comprised of 2 x and y @components. You should aim
|
||||
* to keep the number of components to a minimum as more components
|
||||
* means more data needs to be mapped into the GPU which can be a
|
||||
* bottlneck when dealing with a large number of vertices.
|
||||
*
|
||||
* Finally you need to specify the component data type. Here you
|
||||
* should aim to use the smallest type that meets your precision
|
||||
* requirements. Again the larger the type then more data needs to be
|
||||
* mapped into the GPU which can be a bottlneck when dealing with
|
||||
* a large number of vertices.
|
||||
*
|
||||
* Returns: A newly allocated #CoglVertexAttribute describing the
|
||||
* layout for a list of attribute values stored in @array.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
/* XXX: look for a precedent to see if the stride/offset args should
|
||||
* have a different order. */
|
||||
CoglVertexAttribute *
|
||||
cogl_vertex_attribute_new (CoglVertexArray *array,
|
||||
const char *name,
|
||||
gsize stride,
|
||||
gsize offset,
|
||||
int components,
|
||||
CoglVertexAttributeType type);
|
||||
|
||||
/**
|
||||
* cogl_is_vertex_attribute:
|
||||
* @object: A #CoglObject
|
||||
*
|
||||
* Gets whether the given object references a #CoglVertexAttribute.
|
||||
*
|
||||
* Return value: %TRUE if the handle references a #CoglVertexAttribute,
|
||||
* %FALSE otherwise
|
||||
*/
|
||||
gboolean
|
||||
cogl_is_vertex_attribute (void *object);
|
||||
|
||||
void
|
||||
cogl_draw_vertex_attributes (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
...) G_GNUC_NULL_TERMINATED;
|
||||
|
||||
void
|
||||
cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglVertexAttribute **attributes);
|
||||
|
||||
void
|
||||
cogl_draw_indexed_vertex_attributes (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglIndices *indices,
|
||||
...) G_GNUC_NULL_TERMINATED;
|
||||
|
||||
void
|
||||
cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
||||
int first_vertex,
|
||||
int n_vertices,
|
||||
CoglIndices *indices,
|
||||
CoglVertexAttribute **attributes);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_VERTEX_ATTRIBUTE_H__ */
|
||||
|
@ -57,6 +57,7 @@
|
||||
#include <cogl/cogl-index-array.h>
|
||||
#include <cogl/cogl-vertex-array.h>
|
||||
#include <cogl/cogl-indices.h>
|
||||
#include <cogl/cogl-vertex-attribute.h>
|
||||
#endif
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
Loading…
Reference in New Issue
Block a user