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b4f9c8204d
This hides a number of internal structs and enums from the docs, and moves some functions to more appropriate sections as well as misc description updates (mostly for the vertex buffer api)
305 lines
11 KiB
C
305 lines
11 KiB
C
/*
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* Cogl.
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*
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* An OpenGL/GLES Abstraction/Utility Layer
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*
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* Vertex Buffer API: Handle extensible arrays of vertex attributes
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*
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* Copyright (C) 2008 Intel Corporation.
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*
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* Authored by: Robert Bragg <robert@linux.intel.com>
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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 <http://www.gnu.org/licenses/>.
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_VERTEX_BUFFER_H__
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#define __COGL_VERTEX_BUFFER_H__
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#include <glib.h>
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#include <cogl/cogl-types.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-vertex-buffer
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* @short_description: An API for submitting extensible arrays of vertex
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* attributes to be mapped into the GPU for fast
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* drawing.
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*
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* For example to describe a textured triangle, you could create a new cogl
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* vertex buffer with 3 vertices, and then you might add 2 attributes for each
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* vertex:
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* <orderedlist>
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* <listitem>
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* a "gl_Position" describing the (x,y,z) position for each vertex.
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* </listitem>
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* <listitem>
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* a "gl_MultiTexCoord0" describing the (tx,ty) texture coordinates for each
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* vertex.
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* </listitem>
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* </orderedlist>
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*
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* The Vertex Buffer API is designed to be a fairly raw mechanism for
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* developers to be able to submit geometry to Cogl in a format that can be
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* directly consumed by an OpenGL driver and mapped into your GPU for fast
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* re-use. It is designed to avoid repeated validation of the attributes by the
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* driver; to minimize transport costs (considering indirect GLX use-cases)
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* and to potentially avoid repeated format conversions when attributes are
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* supplied in a format that is not natively supported by the GPU.
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*
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* Although this API does allow you to modify attributes after they have been
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* submitted to the GPU you should be aware that modification is not that
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* cheap, since it implies validating the new data and potentially the
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* OpenGL driver will need to reformat it for the GPU.
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*
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* If at all possible think of tricks that let you re-use static attributes,
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* and if you do need to repeatedly update attributes (e.g. for some kind of
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* morphing geometry) then only update and re-submit the specific attributes
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* that have changed.
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*/
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/**
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* cogl_vertex_buffer_new:
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* @n_vertices: The number of vertices that your attributes will correspond to.
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*
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* This creates a Cogl handle for a new vertex buffer that you can then start
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* to add attributes too.
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*/
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CoglHandle
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cogl_vertex_buffer_new (guint n_vertices);
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/**
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* cogl_vertex_buffer_add:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of your attribute. It should be a valid GLSL
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* variable name and standard attribute types must use one
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* of following built-in names: (Note: they correspond to the
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* built-in names of GLSL)
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* <itemizedlist>
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* <listitem>"gl_Color"</listitem>
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* <listitem>"gl_Normal"</listitem>
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* <listitem>"gl_MultiTexCoord0, gl_MultiTexCoord1, ..."</listitem>
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* <listitem>"gl_Vertex"</listitem>
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* </itemizedlist>
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* To support adding multiple variations of the same attribute
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* the name can have a detail component, E.g.
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* "gl_Color::active" or "gl_Color::inactive"
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* @n_components: The number of components per attribute and must be 1,2,3 or 4
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* @gl_type: Specifies the data type of each component (GL_BYTE, GL_UNSIGNED_BYTE,
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* GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT or GL_FLOAT)
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* @normalized: If GL_TRUE, this specifies that values stored in an integer
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* format should be mapped into the range [-1.0, 1.0] or [0.1, 1.0]
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* for unsigned values. If GL_FALSE they are converted to floats
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* directly.
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* @stride: This specifies the number of bytes from the start of one attribute
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* value to the start of the next value (for the same attribute). So
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* for example with a position interleved with color like this:
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* XYRGBAXYRGBAXYRGBA, then if each letter represents a byte, the
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* stride for both attributes is 6. The special value 0 means the
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* values are stored sequentially in memory.
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* @pointer: This addresses the first attribute in the vertex array. (This
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* must remain valid until you call cogl_vertex_buffer_submit())
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*
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* This function lets you add an attribute to a buffer. You either use one
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* of the built-in names such as "gl_Vertex", or "glMultiTexCoord0" to add
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* standard attributes, like positions, colors and normals or you can add
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* custom attributes for use in shaders.
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*
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* The number of vertices declared when calling cogl_vertex_buffer_new()
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* determines how many attribute values will be read from the supplied pointer.
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*
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* The data for your attribute isn't copied anywhere until you call
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* cogl_vertex_buffer_submit(), so the supplied pointer must remain valid
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* until then. If you are updating an attribute by re-adding it then you will
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* also need to re-call cogl_vertex_buffer_submit() to commit the changes to
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* the GPU. (Be carefull to minimize the number of calls to
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* cogl_vertex_buffer_submit though.)
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*
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* Note: If you are interleving attributes it is assumed that that each
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* interleaved attribute starts no farther than +- stride bytes from the other
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* attributes it is interleved with. I.e. this is ok:
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* <programlisting>
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* |-0-0-0-0-0-0-0-0-0-0|
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* </programlisting>
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* This is not ok:
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* <programlisting>
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* |- - - - -0-0-0-0-0-0 0 0 0 0|
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* </programlisting>
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* (Though you can have multiple groups of interleved attributes)
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*/
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void
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cogl_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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GLenum gl_type,
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gboolean normalized,
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guint16 stride,
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const void *pointer);
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/**
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* cogl_vertex_buffer_delete:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of a previously added attribute
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*
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* This function deletes an attribute from a buffer. You will need to
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* call cogl_vertex_buffer_submit() to commit this change to the GPU.
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*/
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void
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cogl_vertex_buffer_delete (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_submit:
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* @handle: A vertex buffer handle
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*
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* This function submits all the user added attributes to the GPU; once
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* submitted the attributes can be used for drawing.
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*
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* You should aim to minimize calls to this function since it implies
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* validating your data; it potentially incurs a transport cost (especially if
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* you are using GLX indirect rendering) and potentially a format conversion
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* cost if the GPU doesn't natively support any of the given attribute formats.
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*/
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void
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cogl_vertex_buffer_submit (CoglHandle handle);
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/**
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* cogl_vertex_buffer_disable:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of the attribute you want to disable
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*
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* This function disables a previosuly added attribute.
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*
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* Since it can be costly to add and remove new attributes to buffers; to make
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* individual buffers more reuseable it is possible to enable and disable
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* attributes before using a buffer for drawing.
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*
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* You don't need to call cogl_vertex_buffer_submit() after using this function.
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*/
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void
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cogl_vertex_buffer_disable (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_enable:
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* @handle: A vertex buffer handle
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* @attribute_name: The name of the attribute you want to enable
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*
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* This function enables a previosuly disabled attribute.
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*
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* Since it can be costly to add and remove new attributes to buffers; to make
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* individual buffers more reuseable it is possible to enable and disable
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* attributes before using a buffer for drawing.
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*
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* You don't need to call cogl_vertex_buffer_submit() after using this function
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*/
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void
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cogl_vertex_buffer_enable (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_draw:
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* @handle: A vertex buffer handle
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* @mode: Specifies how the vertices should be interpreted, and should be
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* a valid GL primitive type:
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* <itemizedlist>
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* <listitem>GL_POINTS</listitem>
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* <listitem>GL_LINE_STRIP</listitem>
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* <listitem>GL_LINE_LOOP</listitem>
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* <listitem>GL_LINES</listitem>
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* <listitem>GL_TRIANGLE_STRIP</listitem>
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* <listitem>GL_TRIANGLE_FAN</listitem>
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* <listitem>GL_TRIANGLES</listitem>
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* </itemizedlist>
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* (Note: only types available in GLES are listed)
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* @first: Specifies the index of the first vertex you want to draw with
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* @count: Specifies the number of vertices you want to draw.
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*
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* This function lets you draw geometry using all or a subset of the
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* vertices in a vertex buffer.
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*/
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void
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cogl_vertex_buffer_draw (CoglHandle handle,
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GLenum mode,
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GLint first,
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GLsizei count);
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/**
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* cogl_vertex_buffer_draw_range_elements:
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* @handle: A vertex buffer handle
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* @mode: Specifies how the vertices should be interpreted, and should be
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* a valid GL primitive type:
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* <itemizedlist>
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* <listitem>GL_POINTS</listitem>
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* <listitem>GL_LINE_STRIP</listitem>
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* <listitem>GL_LINE_LOOP</listitem>
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* <listitem>GL_LINES</listitem>
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* <listitem>GL_TRIANGLE_STRIP</listitem>
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* <listitem>GL_TRIANGLE_FAN</listitem>
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* <listitem>GL_TRIANGLES</listitem>
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* </itemizedlist>
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* (Note: only types available in GLES are listed)
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* @min_index: Specifies the minimum vertex index contained in indices
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* @max_index: Specifies the maximum vertex index contained in indices
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* @count: Specifies the number of vertices you want to draw.
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* @indices_type: Specifies the data type used for the indices, and must be
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* one of:
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* <itemizedlist>
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* <listitem>GL_UNSIGNED_BYTE</listitem>
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* <listitem>GL_UNSIGNED_SHORT</listitem>
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* <listitem>GL_UNSIGNED_INT</listitem>
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* </itemizedlist>
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* @indices: Specifies the address of your array of indices
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*
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* This function lets you use an array of indices to specify the vertices
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* within your vertex buffer that you want to draw.
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*/
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void
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cogl_vertex_buffer_draw_range_elements (CoglHandle handle,
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GLenum mode,
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GLuint min_index,
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GLuint max_index,
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GLsizei count,
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GLenum indices_type,
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const GLvoid *indices);
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/**
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* cogl_vertex_buffer_ref:
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* @handle: a @CoglHandle.
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*
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* Increment the reference count for a vertex buffer
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*
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* Returns: the @handle.
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*/
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CoglHandle
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cogl_vertex_buffer_ref (CoglHandle handle);
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/**
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* cogl_vertex_buffer_unref:
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* @handle: a @CoglHandle.
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*
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* Decrement the reference count for a vertex buffer
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*/
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void
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cogl_vertex_buffer_unref (CoglHandle handle);
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G_END_DECLS
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#endif /* __COGL_VERTEX_BUFFER_H__ */
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