/* * 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, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * * Authors: * Neil Roberts */ #if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_TEXTURE_3D_H #define __COGL_TEXTURE_3D_H COGL_BEGIN_DECLS /** * SECTION:cogl-texture-3d * @short_description: Functions for creating and manipulating 3D textures * * These functions allow 3D textures to be used. 3D textures can be * thought of as layers of 2D images arranged into a cuboid * shape. When choosing a texel from the texture, Cogl will take into * account the 'r' texture coordinate to select one of the images. */ typedef struct _CoglTexture3D CoglTexture3D; #define COGL_TEXTURE_3D(X) ((CoglTexture3D *)X) /** * cogl_texture_3d_new_with_size: * @context: a #CoglContext * @width: width of the texture in pixels. * @height: height of the texture in pixels. * @depth: depth of the texture in pixels. * @internal_format: the #CoglPixelFormat to use for the GPU * storage of the texture. * * Creates a new #CoglTexture3D texture with the specified dimensions * and pixel format. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is going to be used and can optimize how it is * allocated. * * This texture will fail to allocate later if * %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also * fail if the requested dimensions are not supported by the * GPU. * * Returns: (transfer full): A new #CoglTexture3D object with no storage yet allocated. * Since: 1.10 * Stability: Unstable */ CoglTexture3D * cogl_texture_3d_new_with_size (CoglContext *context, int width, int height, int depth, CoglPixelFormat internal_format); /** * cogl_texture_3d_new_from_data: * @context: a #CoglContext * @width: width of the texture in pixels. * @height: height of the texture in pixels. * @depth: depth of the texture in pixels. * @format: the #CoglPixelFormat the buffer is stored in in RAM * @internal_format: the #CoglPixelFormat that will be used for storing * the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a * premultiplied format similar to the format of the source data will * be used. The default blending equations of Cogl expect premultiplied * color data; the main use of passing a non-premultiplied format here * is if you have non-premultiplied source data and are going to adjust * the blend mode (see cogl_pipeline_set_blend()) or use the data for * something other than straight blending. * @rowstride: the memory offset in bytes between the starts of * scanlines in @data or 0 to infer it from the width and format * @image_stride: the number of bytes from one image to the next. This * can be used to add padding between the images in a similar way * that the rowstride can be used to add padding between * rows. Alternatively 0 can be passed to infer the @image_stride * from the @height. * @data: pointer the memory region where the source buffer resides * @error: A CoglError return location. * * Creates a new 3D texture and initializes it with @data. The data is * assumed to be packed array of @depth images. There can be padding * between the images using @image_stride. * * Note that this function will throw a #CoglError if * %COGL_FEATURE_ID_TEXTURE_3D is not advertised. It can also fail if the * requested dimensions are not supported by the GPU. * * Return value: (transfer full): the newly created #CoglTexture3D or * %NULL if there was an error an an exception will be * returned through @error. * Since: 1.10 * Stability: Unstable */ CoglTexture3D * cogl_texture_3d_new_from_data (CoglContext *context, int width, int height, int depth, CoglPixelFormat format, CoglPixelFormat internal_format, int rowstride, int image_stride, const uint8_t *data, CoglError **error); /** * cogl_texture_3d_new_from_bitmap: * @bitmap: A #CoglBitmap object. * @height: height of the texture in pixels. * @depth: depth of the texture in pixels. * @internal_format: the #CoglPixelFormat that will be used for storing * the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a * premultiplied format similar to the format of the source data will * be used. The default blending equations of Cogl expect premultiplied * color data; the main use of passing a non-premultiplied format here * is if you have non-premultiplied source data and are going to adjust * the blend mode (see cogl_pipeline_set_blend()) or use the data for * something other than straight blending. * @error: A CoglError return location. * * Creates a new 3D texture and initializes it with the images in * @bitmap. The images are assumed to be packed together after one * another in the increasing y axis. The height of individual image is * given as @height and the number of images is given in @depth. The * actual height of the bitmap can be larger than @height × @depth. In * this case it assumes there is padding between the images. * * Return value: (transfer full): the newly created texture or %NULL * if there was an error. * Since: 2.0 * Stability: unstable */ CoglTexture3D * cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap, unsigned int height, unsigned int depth, CoglPixelFormat internal_format, CoglError **error); /** * cogl_is_texture_3d: * @object: a #CoglObject * * Checks whether the given object references a #CoglTexture3D * * Return value: %TRUE if the passed object represents a 3D texture * and %FALSE otherwise * * Since: 1.4 * Stability: Unstable */ CoglBool cogl_is_texture_3d (void *object); COGL_END_DECLS #endif /* __COGL_TEXTURE_3D_H */