/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2010 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * * Authors: * Robert Bragg */ #if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_INDICES_H__ #define __COGL_INDICES_H__ /* We forward declare the CoglIndices type here to avoid some circular * dependency issues with the following headers. */ typedef struct _CoglIndices CoglIndices; #include COGL_BEGIN_DECLS /** * SECTION:cogl-indices * @short_description: Describe vertex indices stored in a #CoglIndexBuffer. * * Indices allow you to avoid duplicating vertices in your vertex data * by virtualizing your data and instead providing a sequence of index * values that tell the GPU which data should be used for each vertex. * * If the GPU is given a sequence of indices it doesn't simply walk * through each vertex of your data in order it will instead walk * through the indices which can provide random access to the * underlying data. * * Since it's very common to have duplicate vertices when describing a * shape as a list of triangles it can often be a significant space * saving to describe geometry using indices. Reducing the size of * your models can make it cheaper to map them into the GPU by * reducing the demand on memory bandwidth and may help to make better * use of your GPUs internal vertex caching. * * For example, to describe a quadrilateral as 2 triangles for the GPU * you could either provide data with 6 vertices or instead with * indices you can provide vertex data for just 4 vertices and an * index buffer that specfies the 6 vertices by indexing the shared * vertices multiple times. * * |[ * CoglVertex2f quad_vertices[] = { * {x0, y0}, //0 = top left * {x1, y1}, //1 = bottom left * {x2, y2}, //2 = bottom right * {x3, y3}, //3 = top right * }; * //tell the gpu how to interpret the quad as 2 triangles... * unsigned char indices[] = {0, 1, 2, 0, 2, 3}; * ]| * * Even in the above illustration we see a saving of 10bytes for one * quad compared to having data for 6 vertices and no indices but if * you need to draw 100s or 1000s of quads then its really quite * significant. * * Something else to consider is that often indices can be defined * once and remain static while the vertex data may change for * animations perhaps. That means you may be able to ignore the * negligable cost of mapping your indices into the GPU if they don't * ever change. * * The above illustration is actually a good example of static indices * because it's really common that developers have quad mesh data that * they need to display and we know exactly what that indices array * needs to look like depending on the number of quads that need to be * drawn. It doesn't matter how the quads might be animated and * changed the indices will remain the same. Cogl even has a utility * (cogl_get_rectangle_indices()) to get access to re-useable indices * for drawing quads as above. */ CoglIndices * cogl_indices_new (CoglContext *context, CoglIndicesType type, const void *indices_data, int n_indices); CoglIndices * cogl_indices_new_for_buffer (CoglIndicesType type, CoglIndexBuffer *buffer, size_t offset); CoglIndexBuffer * cogl_indices_get_buffer (CoglIndices *indices); CoglIndicesType cogl_indices_get_type (CoglIndices *indices); size_t cogl_indices_get_offset (CoglIndices *indices); void cogl_indices_set_offset (CoglIndices *indices, size_t offset); CoglIndices * cogl_get_rectangle_indices (CoglContext *context, int n_rectangles); /** * cogl_is_indices: * @object: A #CoglObject pointer * * Gets whether the given object references a #CoglIndices. * * Return value: %TRUE if the object references a #CoglIndices * and %FALSE otherwise. * Since: 1.10 * Stability: unstable */ CoglBool cogl_is_indices (void *object); COGL_END_DECLS #endif /* __COGL_INDICES_H__ */