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309 lines
11 KiB
C
309 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 OpenGL in a way that aims to minimise
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* copying or reformatting of the original data.
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*
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* The Attributes 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 with awareness of the specific
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* hardware being used then costly format conversion can also be avoided.
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*
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* They are designed to work on top of buffer objects and developers should
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* understand that attribute buffers are not that cheap to create but once they
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* have been submitted they can be stored in GPU addressable memory and can
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* be quickly reused.
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*
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* Although this API does allow you to modify attribute buffers after they have
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* been submitted to the GPU you must note that modification is also not that
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* cheap, so if at all possible think of tricks that let you reuse a static
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* buffer. To help with this, it is possible to enable and disable individual
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* attributes cheaply.
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*
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* Take for example attributes representing an elipse. If you were to submit
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* color attributes, texture coordinates and normals, then you would be able
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* to draw an elipses in the following different ways without modifying
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* the vertex buffer, only by changing your source material.
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* <itemizedlist>
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* <listitem>Flat colored elipse</listitem>
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* <listitem>Textured elipse</listitem>
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* <listitem>Smoothly lit textured elipse blended with the color.</listitem>
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* </itemizedlist>
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*
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* Another trick that can be used is submitting highly detailed vertices and
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* then using cogl_vertex_buffer_draw_range_elements to sample sub-sets of
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* the geometry or lower resolution geometry out from a fixed buffer.
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*
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* The API doesn't currently give you any control over the actual OpenGL buffer
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* objects that are created, but you can expect that when you first submit
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* your attributes they start off in one or more GL_STATIC_DRAW buffers.
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* If you then update some of your attributes; then these attributes will
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* normally be moved into new GL_DYNAMIC_DRAW draw buffers.
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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 in 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, GL_FLOAT or
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* GL_DOUBLE)
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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 to add standard attributes, like positions, colors
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* and normals or you can add custom attributes for use in shaders.
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*
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* Note: The number of vertices declared when first creating the vertex
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* buffer is used to determine how many attribute values will be read from the
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* supplied pointer.
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*
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* Note: the data supplied here 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.
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* (This is an important optimisation since we can't create the underlying
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* OpenGL buffer object until we know about all the attributes, and repeatedly
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* copying large buffers of vertex data may be very costly) If you add
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* attributes after submitting then you will need to re-call
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* cogl_vertex_buffer_submit to commit the changes to the GPU. (Be carefull
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* to minimize the number of calls to 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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* |-0-0-0-0-0-0-0-0-0-0|
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* This is not ok:
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* |- - - - -0-0-0-0-0-0 0 0 0 0|
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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_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 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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* Note: You don't need to call cogl_vertex_buffer_submit after using this
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* 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_submit:
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* @handle: A vertex buffer handle
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*
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* This function copies all the user added attributes into buffer objects
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* managed by the OpenGL driver.
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*
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* You should aim to minimize calls to this function.
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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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* Note: You don't need to call cogl_vertex_buffer_submit after using this
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* 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_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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