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4f6fe6f0e2
This fixes some problems which were stopping --disable-glib from working properly: • A lot of the public headers were including glib.h. This shouldn't be necessary because the API doesn't expose any glib types. Otherwise any apps would require glib in order to get the header. • The public headers were using G_BEGIN_DECLS. There is now a replacement macro called COGL_BEGIN_DECLS which is defined in cogl-types.h. • A similar fix has been done for G_GNUC_NULL_TERMINATED and G_GNUC_DEPRECATED. • The CFLAGS were not including $(builddir)/deps/glib which was preventing it finding the generated glibconfig.h when building out of tree. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 4138b3141c2f39cddaea3d72bfc04342ed5092d0)
147 lines
4.8 KiB
C
147 lines
4.8 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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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 License
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* along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_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_INDICES_H__
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#define __COGL_INDICES_H__
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/* We forward declare the CoglIndices type here to avoid some circular
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* dependency issues with the following headers.
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*/
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typedef struct _CoglIndices CoglIndices;
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#include <cogl/cogl-index-buffer.h>
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-index-range
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* @short_description: Fuctions for declaring a range of vertex indices
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* stored in a #CoglIndexBuffer.
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*
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* Indices allow you to avoid duplicating vertices in your vertex data
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* by virtualizing your data and instead providing a sequence of index
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* values that tell the GPU which data should be used for each vertex.
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*
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* If the GPU is given a squence of indices it doesn't simply walk
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* through each vertex of your data in order it will instead walk
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* through the indices which can provide random access to the
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* underlying data.
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*
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* Since it's very common to have duplicate vertices when describing a
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* shape as a list of triangles it can often be a significant space
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* saving to describe geometry using indices. Reducing the size of
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* your models can make it cheaper to map them into the GPU by
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* reducing the demand on memory bandwidth and may help to make better
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* use of your GPUs internal vertex caching.
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*
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* For example, to describe a quadrilateral as 2 triangles for the GPU
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* you could either provide data with 6 vertices or instead with
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* indices you can provide vertex data for just 4 vertices and an
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* index buffer that specfies the 6 vertices by indexing the shared
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* vertices multiple times.
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*
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* |[
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* CoglVertex2f quad_vertices[] = {
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* {x0, y0}, //0 = top left
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* {x1, y1}, //1 = bottom left
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* {x2, y2}, //2 = bottom right
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* {x3, y3}, //3 = top right
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* };
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* //tell the gpu how to interpret the quad as 2 triangles...
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* unsigned char indices[] = {0, 1, 2, 0, 2, 3};
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* ]|
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*
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* Even in the above illustration we see a saving of 10bytes for one
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* quad compared to having data for 6 vertices and no indices but if
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* you need to draw 100s or 1000s of quads then its really quite
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* significant.
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*
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* Something else to consider is that often indices can be defined
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* once and remain static while the vertex data may change for
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* animations perhaps. That means you may be able to ignore the
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* negligable cost of mapping your indices into the GPU if they don't
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* ever change.
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*
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* The above illustration is actually a good example of static indices
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* because it's really common that developers have quad mesh data that
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* they need to display and we know exactly what that indices array
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* needs to look like depending on the number of quads that need to be
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* drawn. It doesn't matter how the quads might be animated and
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* changed the indices will remain the same. Cogl even has a utility
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* (cogl_get_rectangle_indices()) to get access to re-useable indices
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* for drawing quads as above.
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*/
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CoglIndices *
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cogl_indices_new (CoglContext *context,
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CoglIndicesType type,
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const void *indices_data,
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int n_indices);
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CoglIndices *
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cogl_indices_new_for_buffer (CoglIndicesType type,
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CoglIndexBuffer *buffer,
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size_t offset);
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CoglIndexBuffer *
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cogl_indices_get_buffer (CoglIndices *indices);
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CoglIndicesType
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cogl_indices_get_type (CoglIndices *indices);
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size_t
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cogl_indices_get_offset (CoglIndices *indices);
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void
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cogl_indices_set_offset (CoglIndices *indices,
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size_t offset);
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CoglIndices *
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cogl_get_rectangle_indices (CoglContext *context, int n_rectangles);
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/**
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* cogl_is_indices:
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* @object: A #CoglObject pointer
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*
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* Gets whether the given object references a #CoglIndices.
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*
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* Return value: %TRUE if the object references a #CoglIndices
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* and %FALSE otherwise.
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* Since: 1.10
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* Stability: unstable
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*/
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CoglBool
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cogl_is_indices (void *object);
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COGL_END_DECLS
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#endif /* __COGL_INDICES_H__ */
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