mirror of
https://github.com/brl/mutter.git
synced 2024-12-23 19:42:05 +00:00
7583f5fc3f
Reviewed-by: Robert Bragg <robert@linux.intel.com>
539 lines
18 KiB
C
539 lines
18 KiB
C
/*
|
|
* 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(COGL_COMPILATION)
|
|
#error "Only <cogl/cogl.h> can be included directly."
|
|
#endif
|
|
|
|
#ifndef __COGL_ATTRIBUTE_H__
|
|
#define __COGL_ATTRIBUTE_H__
|
|
|
|
/* We forward declare the CoglAttribute type here to avoid some circular
|
|
* dependency issues with the following headers.
|
|
*/
|
|
typedef struct _CoglAttribute CoglAttribute;
|
|
|
|
#include <cogl/cogl-attribute-buffer.h>
|
|
#include <cogl/cogl-indices.h>
|
|
|
|
COGL_BEGIN_DECLS
|
|
|
|
/**
|
|
* SECTION:cogl-attribute
|
|
* @short_description: Functions for declaring and drawing vertex
|
|
* attributes
|
|
*
|
|
* FIXME
|
|
*/
|
|
|
|
/**
|
|
* cogl_attribute_new: (constructor)
|
|
* @attribute_buffer: The #CoglAttributeBuffer 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
|
|
* <literal>sizeof (MyVertex)</literal>)
|
|
* @offset: The byte offset from the start of @attribute_buffer for
|
|
* the first attribute value. (Usually
|
|
* <literal>offsetof (MyVertex, component0)</literal>
|
|
* @components: The number of components (e.g. 4 for an rgba color or
|
|
* 3 for and (x,y,z) position)
|
|
* @type: FIXME
|
|
*
|
|
* 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>
|
|
* <listitem>"cogl_point_size_in" (used to set the size of points
|
|
* per-vertex. Note this can only be used if
|
|
* %COGL_FEATURE_ID_POINT_SIZE_ATTRIBUTE is advertised and
|
|
* cogl_pipeline_set_per_vertex_point_size() is called on the pipeline.
|
|
* </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 <literal>sizeof (MyVertex)</literal> 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 <literal>(2 * sizeof (float))</literal>. 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 <literal>MyVertex</literal> example above the @offset is the
|
|
* offset inside the <literal>MyVertex</literal> structure to the first
|
|
* component of the attribute. For the texture coordinate attribute
|
|
* the offset would be <literal>offsetof (MyVertex, s)</literal> or instead of
|
|
* using the offsetof macro you could use <literal>sizeof (float) *
|
|
* 3</literal>. 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.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* 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. */
|
|
CoglAttribute *
|
|
cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
|
|
const char *name,
|
|
size_t stride,
|
|
size_t offset,
|
|
int components,
|
|
CoglAttributeType type);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_1f:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @value: The constant value for the attribute
|
|
*
|
|
* Creates a new, single component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constant @value is a single precision floating point scalar
|
|
* which should have a corresponding declaration in GLSL code like:
|
|
*
|
|
* [|
|
|
* attribute float name;
|
|
* |]
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant @value.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_1f (CoglContext *context,
|
|
const char *name,
|
|
float value);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_2f:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @component0: The first component of a 2 component vector
|
|
* @component1: The second component of a 2 component vector
|
|
*
|
|
* Creates a new, 2 component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constants (@component0, @component1) represent a 2 component
|
|
* float vector which should have a corresponding declaration in GLSL
|
|
* code like:
|
|
*
|
|
* [|
|
|
* attribute vec2 name;
|
|
* |]
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant vector.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_2f (CoglContext *context,
|
|
const char *name,
|
|
float component0,
|
|
float component1);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_3f:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @component0: The first component of a 3 component vector
|
|
* @component1: The second component of a 3 component vector
|
|
* @component2: The third component of a 3 component vector
|
|
*
|
|
* Creates a new, 3 component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constants (@component0, @component1, @component2) represent a 3
|
|
* component float vector which should have a corresponding
|
|
* declaration in GLSL code like:
|
|
*
|
|
* [|
|
|
* attribute vec3 name;
|
|
* |]
|
|
*
|
|
* unless the built in name "cogl_normal_in" is being used where no
|
|
* explicit GLSL declaration need be made.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant vector.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_3f (CoglContext *context,
|
|
const char *name,
|
|
float component0,
|
|
float component1,
|
|
float component2);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_4f:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @component0: The first component of a 4 component vector
|
|
* @component1: The second component of a 4 component vector
|
|
* @component2: The third component of a 4 component vector
|
|
* @component3: The fourth component of a 4 component vector
|
|
*
|
|
* Creates a new, 4 component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constants (@component0, @component1, @component2, @constant3)
|
|
* represent a 4 component float vector which should have a
|
|
* corresponding declaration in GLSL code like:
|
|
*
|
|
* [|
|
|
* attribute vec4 name;
|
|
* |]
|
|
*
|
|
* unless one of the built in names "cogl_color_in",
|
|
* "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where
|
|
* no explicit GLSL declaration need be made.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant vector.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_4f (CoglContext *context,
|
|
const char *name,
|
|
float component0,
|
|
float component1,
|
|
float component2,
|
|
float component3);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_2fv:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @value: A pointer to a 2 component float vector
|
|
*
|
|
* Creates a new, 2 component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constants (value[0], value[1]) represent a 2 component float
|
|
* vector which should have a corresponding declaration in GLSL code
|
|
* like:
|
|
*
|
|
* [|
|
|
* attribute vec2 name;
|
|
* |]
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant vector.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_2fv (CoglContext *context,
|
|
const char *name,
|
|
const float *value);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_3fv:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @value: A pointer to a 3 component float vector
|
|
*
|
|
* Creates a new, 3 component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constants (value[0], value[1], value[2]) represent a 3
|
|
* component float vector which should have a corresponding
|
|
* declaration in GLSL code like:
|
|
*
|
|
* [|
|
|
* attribute vec3 name;
|
|
* |]
|
|
*
|
|
* unless the built in name "cogl_normal_in" is being used where no
|
|
* explicit GLSL declaration need be made.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant vector.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_3fv (CoglContext *context,
|
|
const char *name,
|
|
const float *value);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_4fv:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @value: A pointer to a 4 component float vector
|
|
*
|
|
* Creates a new, 4 component, attribute whose value remains
|
|
* constant across all the vertices of a primitive without needing to
|
|
* duplicate the value for each vertex.
|
|
*
|
|
* The constants (value[0], value[1], value[2], value[3]) represent a
|
|
* 4 component float vector which should have a corresponding
|
|
* declaration in GLSL code like:
|
|
*
|
|
* [|
|
|
* attribute vec4 name;
|
|
* |]
|
|
*
|
|
* unless one of the built in names "cogl_color_in",
|
|
* "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where
|
|
* no explicit GLSL declaration need be made.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant vector.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_4fv (CoglContext *context,
|
|
const char *name,
|
|
const float *value);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_2x2fv:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @matrix2x2: A pointer to a 2 by 2 matrix
|
|
* @transpose: Whether the matrix should be transposed on upload or
|
|
* not
|
|
*
|
|
* Creates a new matrix attribute whose value remains constant
|
|
* across all the vertices of a primitive without needing to duplicate
|
|
* the value for each vertex.
|
|
*
|
|
* @matrix2x2 represent a square 2 by 2 matrix specified in
|
|
* column-major order (each pair of consecutive numbers represents a
|
|
* column) which should have a corresponding declaration in GLSL code
|
|
* like:
|
|
*
|
|
* [|
|
|
* attribute mat2 name;
|
|
* |]
|
|
*
|
|
* If @transpose is %TRUE then all matrix components are rotated
|
|
* around the diagonal of the matrix such that the first column
|
|
* becomes the first row and the second column becomes the second row.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant matrix.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_2x2fv (CoglContext *context,
|
|
const char *name,
|
|
const float *matrix2x2,
|
|
CoglBool transpose);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_3x3fv:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @matrix3x3: A pointer to a 3 by 3 matrix
|
|
* @transpose: Whether the matrix should be transposed on upload or
|
|
* not
|
|
*
|
|
* Creates a new matrix attribute whose value remains constant
|
|
* across all the vertices of a primitive without needing to duplicate
|
|
* the value for each vertex.
|
|
*
|
|
* @matrix3x3 represent a square 3 by 3 matrix specified in
|
|
* column-major order (each triple of consecutive numbers represents a
|
|
* column) which should have a corresponding declaration in GLSL code
|
|
* like:
|
|
*
|
|
* [|
|
|
* attribute mat3 name;
|
|
* |]
|
|
*
|
|
* If @transpose is %TRUE then all matrix components are rotated
|
|
* around the diagonal of the matrix such that the first column
|
|
* becomes the first row and the second column becomes the second row
|
|
* etc.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant matrix.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_3x3fv (CoglContext *context,
|
|
const char *name,
|
|
const float *matrix3x3,
|
|
CoglBool transpose);
|
|
|
|
/**
|
|
* cogl_attribute_new_const_4x4fv:
|
|
* @context: A #CoglContext
|
|
* @name: The name of the attribute (used to reference it from GLSL)
|
|
* @matrix4x4: A pointer to a 4 by 4 matrix
|
|
* @transpose: Whether the matrix should be transposed on upload or
|
|
* not
|
|
*
|
|
* Creates a new matrix attribute whose value remains constant
|
|
* across all the vertices of a primitive without needing to duplicate
|
|
* the value for each vertex.
|
|
*
|
|
* @matrix4x4 represent a square 4 by 4 matrix specified in
|
|
* column-major order (each 4-tuple of consecutive numbers represents a
|
|
* column) which should have a corresponding declaration in GLSL code
|
|
* like:
|
|
*
|
|
* [|
|
|
* attribute mat4 name;
|
|
* |]
|
|
*
|
|
* If @transpose is %TRUE then all matrix components are rotated
|
|
* around the diagonal of the matrix such that the first column
|
|
* becomes the first row and the second column becomes the second row
|
|
* etc.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglAttribute
|
|
* representing the given constant matrix.
|
|
*/
|
|
CoglAttribute *
|
|
cogl_attribute_new_const_4x4fv (CoglContext *context,
|
|
const char *name,
|
|
const float *matrix4x4,
|
|
CoglBool transpose);
|
|
|
|
/**
|
|
* cogl_attribute_set_normalized:
|
|
* @attribute: A #CoglAttribute
|
|
* @normalized: The new value for the normalized property.
|
|
*
|
|
* Sets whether fixed point attribute types are mapped to the range
|
|
* 0→1. For example when this property is TRUE and a
|
|
* %COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE type is used then the value 255
|
|
* will be mapped to 1.0.
|
|
*
|
|
* The default value of this property depends on the name of the
|
|
* attribute. For the builtin properties cogl_color_in and
|
|
* cogl_normal_in it will default to TRUE and for all other names it
|
|
* will default to FALSE.
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_attribute_set_normalized (CoglAttribute *attribute,
|
|
CoglBool normalized);
|
|
|
|
/**
|
|
* cogl_attribute_get_normalized:
|
|
* @attribute: A #CoglAttribute
|
|
*
|
|
* Return value: the value of the normalized property set with
|
|
* cogl_attribute_set_normalized().
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
CoglBool
|
|
cogl_attribute_get_normalized (CoglAttribute *attribute);
|
|
|
|
/**
|
|
* cogl_attribute_get_buffer:
|
|
* @attribute: A #CoglAttribute
|
|
*
|
|
* Return value: (transfer none): the #CoglAttributeBuffer that was
|
|
* set with cogl_attribute_set_buffer() or cogl_attribute_new().
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
CoglAttributeBuffer *
|
|
cogl_attribute_get_buffer (CoglAttribute *attribute);
|
|
|
|
/**
|
|
* cogl_attribute_set_buffer:
|
|
* @attribute: A #CoglAttribute
|
|
* @attribute_buffer: A #CoglAttributeBuffer
|
|
*
|
|
* Sets a new #CoglAttributeBuffer for the attribute.
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_attribute_set_buffer (CoglAttribute *attribute,
|
|
CoglAttributeBuffer *attribute_buffer);
|
|
|
|
/**
|
|
* cogl_is_attribute:
|
|
* @object: A #CoglObject
|
|
*
|
|
* Gets whether the given object references a #CoglAttribute.
|
|
*
|
|
* Return value: %TRUE if the @object references a #CoglAttribute,
|
|
* %FALSE otherwise
|
|
*/
|
|
CoglBool
|
|
cogl_is_attribute (void *object);
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_ATTRIBUTE_H__ */
|
|
|