cogl-primitive: Add the missing cogl_primitive_new_p2 function

There was a struct defined for CoglP2Vertex but there was no
constructor function to use it.
This commit is contained in:
Neil Roberts 2010-11-04 16:42:11 +00:00
parent 5dc1b2fb8f
commit ec080f2db0
2 changed files with 71 additions and 0 deletions

View File

@ -120,6 +120,33 @@ cogl_primitive_new (CoglVerticesMode mode,
attributes);
}
CoglPrimitive *
cogl_primitive_new_p2 (CoglVerticesMode mode,
int n_vertices,
const CoglP2Vertex *data)
{
CoglVertexArray *array =
cogl_vertex_array_new (n_vertices * sizeof (CoglP2Vertex));
CoglBuffer *buffer = COGL_BUFFER (array);
CoglVertexAttribute *attributes[2];
cogl_buffer_set_data (buffer, 0, (guint8 *)data,
n_vertices * sizeof (CoglP2Vertex));
attributes[0] =
cogl_vertex_attribute_new (array,
"cogl_position_in",
sizeof (CoglP2Vertex),
offsetof (CoglP2Vertex, x),
2,
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
attributes[1] = NULL;
cogl_object_unref (array);
return _cogl_primitive_new_with_attributes_array_unref (mode, n_vertices,
attributes);
}
CoglPrimitive *
cogl_primitive_new_p3 (CoglVerticesMode mode,
int n_vertices,

View File

@ -237,6 +237,50 @@ cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
int n_vertices,
CoglVertexAttribute **attributes);
/**
* cogl_primitive_new_p2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglP2Vertex vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position
* attribute with a #CoglVertexAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglP2Vertex triangle[] =
* {
* { 0, 300 },
* { 150, 0, },
* { 300, 300 }
* };
* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2 (CoglVerticesMode mode,
int n_vertices,
const CoglP2Vertex *data);
/**
* cogl_primitive_new_p3:
* @mode: A #CoglVerticesMode defining how to draw the vertices