mutter/cogl/cogl-primitive.h
Robert Bragg 9b0fd92527 cogl: rename CoglVertexAttribute CoglAttribute
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to reduce the verbosity
of using the API. Another reason is that CoglVertexArray is going to be
renamed CoglAttributeBuffer and we want to help emphasize the
relationship between CoglAttributes and CoglAttributeBuffers.
2011-01-21 16:24:14 +00:00

675 lines
22 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(CLUTTER_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_PRIMITIVE_H__
#define __COGL_PRIMITIVE_H__
#include <cogl/cogl-vertex-buffer.h> /* for CoglVerticesMode */
#include <cogl/cogl-attribute.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-primitive
* @short_description: Functions for creating, manipulating and drawing
* primitives
*
* FIXME
*/
typedef struct _CoglPrimitive CoglPrimitive;
/**
* CoglVertexP2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v2_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
} CoglVertexP2;
/**
* CoglVertexP3:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
} CoglVertexP3;
/**
* CoglVertexP2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v2c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
guint8 r, g, b, a;
} CoglVertexP2C4;
/**
* CoglVertexP3C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
guint8 r, g, b, a;
} CoglVertexP3C4;
/**
* CoglVertexP2T2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v2t2_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
float s, t;
} CoglVertexP2T2;
/**
* CoglVertexP3T2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3t2_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
float s, t;
} CoglVertexP3T2;
/**
* CoglVertexP2T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3t2c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
float s, t;
guint8 r, g, b, a;
} CoglVertexP2T2C4;
/**
* CoglVertexP3T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3t2c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
float s, t;
guint8 r, g, b, a;
} CoglVertexP3T2C4;
/**
* cogl_primitive_new:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @Varargs: A %NULL terminated list of attributes
*
* Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode
* and defines a vertex count so a #CoglPrimitive object can be retained and
* drawn later with no addition information required.
*
* Returns: A newly allocated #CoglPrimitive object
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new (CoglVerticesMode mode,
int n_vertices,
...);
/* XXX: how about just: cogl_primitive_new_with_attributes () ? */
CoglPrimitive *
cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
int n_vertices,
CoglAttribute **attributes);
/**
* cogl_primitive_new_p2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position
* attribute with a #CoglAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglVertexP2 triangle[] =
* {
* { 0, 300 },
* { 150, 0, },
* { 300, 300 }
* };
* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2 *data);
/**
* cogl_primitive_new_p3:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP3 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position
* attribute with a #CoglAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglVertexP3 triangle[] =
* {
* { 0, 300, 0 },
* { 150, 0, 0 },
* { 300, 300, 0 }
* };
* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3 *data);
/**
* cogl_primitive_new_p2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position
* and color attributes with #CoglAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglVertexP2C4 triangle[] =
* {
* { 0, 300, 0xff, 0x00, 0x00, 0xff },
* { 150, 0, 0x00, 0xff, 0x00, 0xff },
* { 300, 300, 0xff, 0x00, 0x00, 0xff }
* };
* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2C4 *data);
/**
* cogl_primitive_new_p3c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP3C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position
* and color attributes with #CoglAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglVertexP3C4 triangle[] =
* {
* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
* };
* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3C4 *data);
/**
* cogl_primitive_new_p2t2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP2T2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position and
* texture coordinate attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglVertexP2T2 triangle[] =
* {
* { 0, 300, 0.0, 1.0},
* { 150, 0, 0.5, 0.0},
* { 300, 300, 1.0, 1.0}
* };
* prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2t2 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2 *data);
/**
* cogl_primitive_new_p3t2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP3T2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position and
* texture coordinate attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglVertexP3T2 triangle[] =
* {
* { 0, 300, 0, 0.0, 1.0},
* { 150, 0, 0, 0.5, 0.0},
* { 300, 300, 0, 1.0, 1.0}
* };
* prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3t2 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2 *data);
/**
* cogl_primitive_new_p2t2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP2T2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position, texture
* coordinate and color attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglVertexP2T2C4 triangle[] =
* {
* { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
* { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
* { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
* };
* prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2t2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2C4 *data);
/**
* cogl_primitive_new_p3t2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @data: An array of #CoglVertexP3T2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglVertexArray storage, describe the position, texture
* coordinate and color attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglVertexP3T2C4 triangle[] =
* {
* { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
* { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
* { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
* };
* prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3t2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2C4 *data);
int
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);
void
cogl_primitive_set_first_vertex (CoglPrimitive *primitive,
int first_vertex);
int
cogl_primitive_get_n_vertices (CoglPrimitive *primitive);
void
cogl_primitive_set_n_vertices (CoglPrimitive *primitive,
int n_vertices);
CoglVerticesMode
cogl_primitive_get_mode (CoglPrimitive *primitive);
void
cogl_primitive_set_mode (CoglPrimitive *primitive,
CoglVerticesMode mode);
/**
* cogl_primitive_set_attributes:
* @primitive: A #CoglPrimitive object
* @attributes: A %NULL terminated array of #CoglAttribute
* pointers
*
* Replaces all the attributes of the given #CoglPrimitive object.
*
* Since: 1.6
* Stability: Unstable
*/
void
cogl_primitive_set_attributes (CoglPrimitive *primitive,
CoglAttribute **attributes);
void
cogl_primitive_set_indices (CoglPrimitive *primitive,
CoglIndices *indices);
/**
* cogl_primitive_draw:
* @primitive: A #CoglPrimitive object
*
* Draw the given @primitive with the current source material.
*
* Since: 1.6
* Stability: Unstable
*/
void
cogl_primitive_draw (CoglPrimitive *primitive);
/**
* cogl_is_primitive:
* @object: A #CoglObject
*
* Gets whether the given object references a #CoglPrimitive.
*
* Returns: %TRUE if the handle references a #CoglPrimitive,
* %FALSE otherwise
*
* Since: 1.6
* Stability: Unstable
*/
gboolean
cogl_is_primitive (void *object);
G_END_DECLS
#endif /* __COGL_PRIMITIVE_H__ */