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1b2dd815b4
This adds much more comprehensive support for gobject-introspection based bindings by registering all objects as fundamental types that inherit from CoglObject, and all structs as boxed types. Co-Author: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
559 lines
19 KiB
C
559 lines
19 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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_ATTRIBUTE_H__
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#define __COGL_ATTRIBUTE_H__
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/* We forward declare the CoglAttribute 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 _CoglAttribute CoglAttribute;
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#include <cogl/cogl-attribute-buffer.h>
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#include <cogl/cogl-indices.h>
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#ifdef COGL_HAS_GTYPE_SUPPORT
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#include <glib-object.h>
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#endif
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-attribute
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* @short_description: Functions for declaring and drawing vertex
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* attributes
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*
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* FIXME
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*/
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#ifdef COGL_HAS_GTYPE_SUPPORT
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/**
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* cogl_attribute_get_gtype:
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*
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* Returns: a #GType that can be used with the GLib type system.
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*/
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GType cogl_attribute_get_gtype (void);
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#endif
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/**
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* cogl_attribute_new: (constructor)
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* @attribute_buffer: The #CoglAttributeBuffer containing the actual
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* attribute data
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* @name: The name of the attribute (used to reference it from GLSL)
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* @stride: The number of bytes to jump to get to the next attribute
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* value for the next vertex. (Usually
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* <literal>sizeof (MyVertex)</literal>)
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* @offset: The byte offset from the start of @attribute_buffer for
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* the first attribute value. (Usually
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* <literal>offsetof (MyVertex, component0)</literal>
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* @components: The number of components (e.g. 4 for an rgba color or
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* 3 for and (x,y,z) position)
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* @type: FIXME
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*
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* Describes the layout for a list of vertex attribute values (For
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* example, a list of texture coordinates or colors).
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*
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* The @name is used to access the attribute inside a GLSL vertex
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* shader and there are some special names you should use if they are
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* applicable:
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* <itemizedlist>
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* <listitem>"cogl_position_in" (used for vertex positions)</listitem>
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* <listitem>"cogl_color_in" (used for vertex colors)</listitem>
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* <listitem>"cogl_tex_coord0_in", "cogl_tex_coord1", ...
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* (used for vertex texture coordinates)</listitem>
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* <listitem>"cogl_normal_in" (used for vertex normals)</listitem>
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* <listitem>"cogl_point_size_in" (used to set the size of points
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* per-vertex. Note this can only be used if
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* %COGL_FEATURE_ID_POINT_SIZE_ATTRIBUTE is advertised and
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* cogl_pipeline_set_per_vertex_point_size() is called on the pipeline.
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* </listitem>
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* </itemizedlist>
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*
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* The attribute values corresponding to different vertices can either
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* be tightly packed or interleaved with other attribute values. For
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* example it's common to define a structure for a single vertex like:
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* |[
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* typedef struct
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* {
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* float x, y, z; /<!-- -->* position attribute *<!-- -->/
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* float s, t; /<!-- -->* texture coordinate attribute *<!-- -->/
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* } MyVertex;
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* ]|
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*
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* And then create an array of vertex data something like:
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* |[
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* MyVertex vertices[100] = { .... }
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* ]|
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*
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* In this case, to describe either the position or texture coordinate
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* attribute you have to move <literal>sizeof (MyVertex)</literal> bytes to
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* move from one vertex to the next. This is called the attribute
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* @stride. If you weren't interleving attributes and you instead had
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* a packed array of float x, y pairs then the attribute stride would
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* be <literal>(2 * sizeof (float))</literal>. So the @stride is the number of
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* bytes to move to find the attribute value of the next vertex.
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*
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* Normally a list of attributes starts at the beginning of an array.
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* So for the <literal>MyVertex</literal> example above the @offset is the
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* offset inside the <literal>MyVertex</literal> structure to the first
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* component of the attribute. For the texture coordinate attribute
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* the offset would be <literal>offsetof (MyVertex, s)</literal> or instead of
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* using the offsetof macro you could use <literal>sizeof (float) *
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* 3</literal>. If you've divided your @array into blocks of non-interleved
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* attributes then you will need to calculate the @offset as the number of
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* bytes in blocks preceding the attribute you're describing.
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*
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* An attribute often has more than one component. For example a color
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* is often comprised of 4 red, green, blue and alpha @components, and a
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* position may be comprised of 2 x and y @components. You should aim
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* to keep the number of components to a minimum as more components
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* means more data needs to be mapped into the GPU which can be a
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* bottlneck when dealing with a large number of vertices.
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*
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* Finally you need to specify the component data type. Here you
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* should aim to use the smallest type that meets your precision
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* requirements. Again the larger the type then more data needs to be
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* mapped into the GPU which can be a bottlneck when dealing with
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* a large number of vertices.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* describing the layout for a list of attribute values
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* stored in @array.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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/* XXX: look for a precedent to see if the stride/offset args should
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* have a different order. */
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CoglAttribute *
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cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
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const char *name,
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size_t stride,
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size_t offset,
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int components,
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CoglAttributeType type);
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/**
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* cogl_attribute_new_const_1f:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @value: The constant value for the attribute
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*
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* Creates a new, single component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constant @value is a single precision floating point scalar
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* which should have a corresponding declaration in GLSL code like:
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*
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* [|
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* attribute float name;
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* |]
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant @value.
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*/
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CoglAttribute *
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cogl_attribute_new_const_1f (CoglContext *context,
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const char *name,
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float value);
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/**
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* cogl_attribute_new_const_2f:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @component0: The first component of a 2 component vector
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* @component1: The second component of a 2 component vector
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*
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* Creates a new, 2 component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constants (@component0, @component1) represent a 2 component
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* float vector which should have a corresponding declaration in GLSL
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* code like:
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*
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* [|
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* attribute vec2 name;
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* |]
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant vector.
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*/
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CoglAttribute *
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cogl_attribute_new_const_2f (CoglContext *context,
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const char *name,
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float component0,
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float component1);
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/**
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* cogl_attribute_new_const_3f:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @component0: The first component of a 3 component vector
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* @component1: The second component of a 3 component vector
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* @component2: The third component of a 3 component vector
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*
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* Creates a new, 3 component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constants (@component0, @component1, @component2) represent a 3
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* component float vector which should have a corresponding
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* declaration in GLSL code like:
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*
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* [|
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* attribute vec3 name;
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* |]
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*
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* unless the built in name "cogl_normal_in" is being used where no
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* explicit GLSL declaration need be made.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant vector.
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*/
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CoglAttribute *
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cogl_attribute_new_const_3f (CoglContext *context,
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const char *name,
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float component0,
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float component1,
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float component2);
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/**
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* cogl_attribute_new_const_4f:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @component0: The first component of a 4 component vector
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* @component1: The second component of a 4 component vector
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* @component2: The third component of a 4 component vector
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* @component3: The fourth component of a 4 component vector
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*
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* Creates a new, 4 component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constants (@component0, @component1, @component2, @constant3)
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* represent a 4 component float vector which should have a
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* corresponding declaration in GLSL code like:
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*
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* [|
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* attribute vec4 name;
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* |]
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*
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* unless one of the built in names "cogl_color_in",
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* "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where
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* no explicit GLSL declaration need be made.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant vector.
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*/
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CoglAttribute *
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cogl_attribute_new_const_4f (CoglContext *context,
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const char *name,
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float component0,
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float component1,
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float component2,
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float component3);
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/**
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* cogl_attribute_new_const_2fv:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @value: A pointer to a 2 component float vector
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*
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* Creates a new, 2 component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constants (value[0], value[1]) represent a 2 component float
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* vector which should have a corresponding declaration in GLSL code
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* like:
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*
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* [|
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* attribute vec2 name;
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* |]
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant vector.
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*/
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CoglAttribute *
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cogl_attribute_new_const_2fv (CoglContext *context,
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const char *name,
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const float *value);
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/**
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* cogl_attribute_new_const_3fv:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @value: A pointer to a 3 component float vector
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*
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* Creates a new, 3 component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constants (value[0], value[1], value[2]) represent a 3
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* component float vector which should have a corresponding
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* declaration in GLSL code like:
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*
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* [|
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* attribute vec3 name;
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* |]
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*
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* unless the built in name "cogl_normal_in" is being used where no
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* explicit GLSL declaration need be made.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant vector.
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*/
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CoglAttribute *
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cogl_attribute_new_const_3fv (CoglContext *context,
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const char *name,
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const float *value);
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/**
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* cogl_attribute_new_const_4fv:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @value: A pointer to a 4 component float vector
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*
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* Creates a new, 4 component, attribute whose value remains
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* constant across all the vertices of a primitive without needing to
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* duplicate the value for each vertex.
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*
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* The constants (value[0], value[1], value[2], value[3]) represent a
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* 4 component float vector which should have a corresponding
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* declaration in GLSL code like:
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*
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* [|
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* attribute vec4 name;
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* |]
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*
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* unless one of the built in names "cogl_color_in",
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* "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where
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* no explicit GLSL declaration need be made.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant vector.
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*/
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CoglAttribute *
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cogl_attribute_new_const_4fv (CoglContext *context,
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const char *name,
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const float *value);
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/**
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* cogl_attribute_new_const_2x2fv:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @matrix2x2: A pointer to a 2 by 2 matrix
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* @transpose: Whether the matrix should be transposed on upload or
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* not
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*
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* Creates a new matrix attribute whose value remains constant
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* across all the vertices of a primitive without needing to duplicate
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* the value for each vertex.
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*
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* @matrix2x2 represent a square 2 by 2 matrix specified in
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* column-major order (each pair of consecutive numbers represents a
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* column) which should have a corresponding declaration in GLSL code
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* like:
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*
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* [|
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* attribute mat2 name;
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* |]
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*
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* If @transpose is %TRUE then all matrix components are rotated
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* around the diagonal of the matrix such that the first column
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* becomes the first row and the second column becomes the second row.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant matrix.
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*/
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CoglAttribute *
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cogl_attribute_new_const_2x2fv (CoglContext *context,
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const char *name,
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const float *matrix2x2,
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CoglBool transpose);
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/**
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* cogl_attribute_new_const_3x3fv:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @matrix3x3: A pointer to a 3 by 3 matrix
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* @transpose: Whether the matrix should be transposed on upload or
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* not
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*
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* Creates a new matrix attribute whose value remains constant
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* across all the vertices of a primitive without needing to duplicate
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* the value for each vertex.
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*
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* @matrix3x3 represent a square 3 by 3 matrix specified in
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* column-major order (each triple of consecutive numbers represents a
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* column) which should have a corresponding declaration in GLSL code
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* like:
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*
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* [|
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* attribute mat3 name;
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* |]
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*
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* If @transpose is %TRUE then all matrix components are rotated
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* around the diagonal of the matrix such that the first column
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* becomes the first row and the second column becomes the second row
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* etc.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant matrix.
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*/
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CoglAttribute *
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cogl_attribute_new_const_3x3fv (CoglContext *context,
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const char *name,
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const float *matrix3x3,
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CoglBool transpose);
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/**
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* cogl_attribute_new_const_4x4fv:
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* @context: A #CoglContext
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* @name: The name of the attribute (used to reference it from GLSL)
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* @matrix4x4: A pointer to a 4 by 4 matrix
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* @transpose: Whether the matrix should be transposed on upload or
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* not
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*
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* Creates a new matrix attribute whose value remains constant
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* across all the vertices of a primitive without needing to duplicate
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* the value for each vertex.
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*
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* @matrix4x4 represent a square 4 by 4 matrix specified in
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* column-major order (each 4-tuple of consecutive numbers represents a
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* column) which should have a corresponding declaration in GLSL code
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* like:
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*
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* [|
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* attribute mat4 name;
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* |]
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*
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* If @transpose is %TRUE then all matrix components are rotated
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* around the diagonal of the matrix such that the first column
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* becomes the first row and the second column becomes the second row
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* etc.
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*
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* Return value: (transfer full): A newly allocated #CoglAttribute
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* representing the given constant matrix.
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*/
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CoglAttribute *
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cogl_attribute_new_const_4x4fv (CoglContext *context,
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const char *name,
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const float *matrix4x4,
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CoglBool transpose);
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/**
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* cogl_attribute_set_normalized:
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* @attribute: A #CoglAttribute
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* @normalized: The new value for the normalized property.
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*
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* Sets whether fixed point attribute types are mapped to the range
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* 0→1. For example when this property is TRUE and a
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* %COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE type is used then the value 255
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* will be mapped to 1.0.
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*
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* The default value of this property depends on the name of the
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* attribute. For the builtin properties cogl_color_in and
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* cogl_normal_in it will default to TRUE and for all other names it
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* will default to FALSE.
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*
|
|
* 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__ */
|
|
|