cogl: Remove CoglVertexBuffer
It was deprecated, relied on deprecated API (implicit framebuffers, mateiarls etc), and was unused. Lets remove it. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
This commit is contained in:
parent
49c8d42317
commit
98c0fe934b
15 changed files with 3 additions and 3278 deletions
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@ -40,8 +40,7 @@ G_BEGIN_DECLS
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* @short_description: Functions that draw various primitive 3D shapes
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*
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* The primitives API provides utilities for drawing some
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* common 3D shapes in a more convenient way than the CoglVertexBuffer
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* API provides.
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* common 3D shapes.
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*/
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/**
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@ -88,7 +88,6 @@
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#include <cogl/deprecated/cogl-auto-texture.h>
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#include <cogl/deprecated/cogl-shader.h>
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#include <cogl/deprecated/cogl-material-compat.h>
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#include <cogl/deprecated/cogl-vertex-buffer.h>
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#ifdef COGL_ENABLE_MUTTER_API
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#include <cogl/cogl-mutter.h>
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@ -160,8 +160,7 @@ cogl_texture_new_from_bitmap (CoglBitmap *bitmap,
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* data is actually allocated.
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*
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* Sub textures have undefined behaviour texture coordinates outside
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* of the range [0,1] are used. They also do not work with
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* CoglVertexBuffers.
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* of the range [0,1] are used.
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*
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* The sub texture will keep a reference to the full texture so you do
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* not need to keep one separately if you only want to use the sub
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@ -1,165 +0,0 @@
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/*
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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) 2008,2009 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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#ifndef __COGL_VERTEX_BUFFER_H
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#define __COGL_VERTEX_BUFFER_H
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#include "cogl-object-private.h"
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#include "cogl-primitive.h"
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#include <glib.h>
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/* Note we put quite a bit into the flags here to help keep
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* the down size of the CoglVertexBufferAttrib struct below. */
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typedef enum _CoglVertexBufferAttribFlags
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{
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/* Types */
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/* NB: update the _TYPE_MASK below if these are changed */
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY = 1<<0,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY = 1<<1,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY = 1<<2,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY = 1<<3,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY = 1<<4,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID = 1<<5,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMALIZED = 1<<6,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED = 1<<7,
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/* Usage hints */
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/* FIXME - flatten into one flag, since its used as a boolean */
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT = 1<<8,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT = 1<<9,
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/* GL Data types */
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/* NB: Update the _GL_TYPE_MASK below if these are changed */
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_BYTE = 1<<10,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_BYTE = 1<<11,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_SHORT = 1<<12,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_SHORT = 1<<13,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_INT = 1<<14,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_INT = 1<<15,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_FLOAT = 1<<16,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_DOUBLE = 1<<17,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED = 1<<18,
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COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED = 1<<19
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/* XXX NB: If we need > 24 bits then look at changing the layout
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* of struct _CoglVertexBufferAttrib below */
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} CoglVertexBufferAttribFlags;
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#define COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK \
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(COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY \
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| COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY \
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| COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY \
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| COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY \
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| COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY \
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| COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
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typedef struct _CoglVertexBufferAttrib
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{
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/* TODO: look at breaking up the flags into seperate
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* bitfields and seperate enums */
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CoglVertexBufferAttribFlags flags:24;
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uint8_t id;
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GQuark name;
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char *name_without_detail;
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union _u
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{
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const void *pointer;
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size_t vbo_offset;
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} u;
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CoglAttributeType type;
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size_t span_bytes;
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uint16_t stride;
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uint8_t n_components;
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uint8_t texture_unit;
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int attribute_first;
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CoglAttribute *attribute;
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} CoglVertexBufferAttrib;
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typedef enum _CoglVertexBufferVBOFlags
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{
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COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED = 1<<0,
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COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK = 1<<1,
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/* FIXME - flatten into one flag, since its used as a boolean */
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COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT = 1<<3,
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COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT = 1<<4,
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COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED = 1<<5
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} CoglVertexBufferVBOFlags;
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/*
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* A CoglVertexBufferVBO represents one or more attributes in a single
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* buffer object
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*/
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typedef struct _CoglVertexBufferVBO
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{
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CoglVertexBufferVBOFlags flags;
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CoglAttributeBuffer *attribute_buffer;
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size_t buffer_bytes;
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GList *attributes;
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} CoglVertexBufferVBO;
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typedef struct _CoglVertexBufferIndices
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{
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CoglHandleObject _parent;
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CoglIndices *indices;
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} CoglVertexBufferIndices;
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typedef struct _CoglVertexBuffer
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{
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CoglHandleObject _parent;
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int n_vertices; /*!< The number of vertices in the buffer */
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GList *submitted_vbos; /* The VBOs currently submitted to the GPU */
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/* Note: new_attributes is normally NULL and only valid while
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* modifying a buffer. */
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GList *new_attributes; /*!< attributes pending submission */
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gboolean dirty_attributes;
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CoglPrimitive *primitive;
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} CoglVertexBuffer;
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#endif /* __COGL_VERTEX_BUFFER_H */
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File diff suppressed because it is too large
Load diff
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@ -1,425 +0,0 @@
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/*
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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) 2008,2009 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_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-defines.h>
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-macros.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-vertex-buffer
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* @short_description: An API for submitting extensible arrays of vertex
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* attributes to be mapped into the GPU for fast drawing.
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*
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* For example to describe a textured triangle, you could create a new cogl
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* vertex buffer with 3 vertices, and then you might add 2 attributes for each
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* vertex:
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* <orderedlist>
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* <listitem>
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* a "gl_Position" describing the (x,y,z) position for each vertex.
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* </listitem>
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* <listitem>
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* a "gl_MultiTexCoord0" describing the (tx,ty) texture coordinates for each
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* vertex.
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* </listitem>
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* </orderedlist>
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*
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* The Vertex Buffer API is designed to be a fairly raw mechanism for
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* developers to be able to submit geometry to Cogl in a format that can be
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* directly consumed by an OpenGL driver and mapped into your GPU for fast
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* re-use. It is designed to avoid repeated validation of the attributes by the
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* driver; to minimize transport costs (e.g. considering indirect GLX
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* use-cases) and to potentially avoid repeated format conversions when
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* attributes are supplied in a format that is not natively supported by the
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* GPU.
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*
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* Although this API does allow you to modify attributes after they have been
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* submitted to the GPU you should be aware that modification is not that
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* cheap, since it implies validating the new data and potentially the
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* OpenGL driver will need to reformat it for the GPU.
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*
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* If at all possible think of tricks that let you re-use static attributes,
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* and if you do need to repeatedly update attributes (e.g. for some kind of
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* morphing geometry) then only update and re-submit the specific attributes
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* that have changed.
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*/
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/**
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* cogl_vertex_buffer_new:
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* @n_vertices: The number of vertices that your attributes will correspond to.
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*
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* Creates a new vertex buffer that you can use to add attributes.
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*
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* Return value: a new #CoglHandle
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* Deprecated: 1.16: Use the #CoglPrimitive api instead
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*/
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COGL_DEPRECATED_FOR (cogl_primitive_API)
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CoglHandle
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cogl_vertex_buffer_new (unsigned int n_vertices);
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/**
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* cogl_vertex_buffer_get_n_vertices:
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* @handle: A vertex buffer handle
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*
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* Retrieves the number of vertices that @handle represents
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*
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* Return value: the number of vertices
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* Deprecated: 1.16: Use the #CoglPrimitive api instead
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*/
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COGL_DEPRECATED_FOR (cogl_primitive_API)
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unsigned int
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cogl_vertex_buffer_get_n_vertices (CoglHandle handle);
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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 of following
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* built-in names: (Note: they correspond to the built-in names of GLSL)
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* <itemizedlist>
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* <listitem>"gl_Color"</listitem>
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* <listitem>"gl_Normal"</listitem>
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* <listitem>"gl_MultiTexCoord0, gl_MultiTexCoord1, ..."</listitem>
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* <listitem>"gl_Vertex"</listitem>
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* </itemizedlist>
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* To support adding multiple variations of the same attribute the name
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* can have a detail component, E.g. "gl_Color::active" or
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* "gl_Color::inactive"
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* @n_components: The number of components per attribute and must be 1, 2,
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* 3 or 4
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* @type: a #CoglAttributeType specifying the data type of each component.
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* @normalized: If %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 [0.0, 1.0]
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* for unsigned values. If %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, for
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* 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 either call cogl_vertex_buffer_submit() or
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* issue a draw call.
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*
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* Adds an attribute to a buffer, or replaces a previously added
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* attribute with the same name.
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*
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* You either can use one of the built-in names such as "gl_Vertex", or
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* "gl_MultiTexCoord0" 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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* The number of vertices declared when calling cogl_vertex_buffer_new()
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* determines how many attribute values will be read from the supplied
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* @pointer.
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*
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* The data for your attribute isn't copied anywhere until you call
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* cogl_vertex_buffer_submit(), or issue a draw call which automatically
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* submits pending attribute changes. so the supplied pointer must remain
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* valid until then. If you are updating an existing attribute (done by
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* re-adding it) then you still need to re-call cogl_vertex_buffer_submit()
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* to commit the changes to the GPU. Be carefull to minimize the number
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* 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 each interleaved
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* attribute starts no farther than +- stride bytes from the other attributes
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* it is interleved with. I.e. this is ok:
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* <programlisting>
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* |-0-0-0-0-0-0-0-0-0-0|
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* </programlisting>
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* This is not ok:
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* <programlisting>
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* |- - - - -0-0-0-0-0-0 0 0 0 0|
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* </programlisting>
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* (Though you can have multiple groups of interleved attributes)</note>
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*
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* Deprecated: 1.16: Use the #CoglPrimitive api instead
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*/
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COGL_DEPRECATED_FOR (cogl_primitive_API)
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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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uint8_t n_components,
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CoglAttributeType type,
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gboolean normalized,
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uint16_t 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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* Deletes an attribute from a buffer. You will need to call
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* cogl_vertex_buffer_submit() or issue a draw call to commit this
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* change to the GPU.
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*
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* Deprecated: 1.16: Use the #CoglPrimitive api instead
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*/
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COGL_DEPRECATED_FOR (cogl_primitive_API)
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void
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cogl_vertex_buffer_delete (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_submit:
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* @handle: A vertex buffer handle
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*
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* Submits all the user added attributes to the GPU; once submitted, the
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* attributes can be used for drawing.
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*
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* You should aim to minimize calls to this function since it implies
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* validating your data; it potentially incurs a transport cost (especially if
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* you are using GLX indirect rendering) and potentially a format conversion
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* cost if the GPU doesn't natively support any of the given attribute formats.
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*
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* Deprecated: 1.16: Use the #CoglPrimitive api instead
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*/
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COGL_DEPRECATED_FOR (cogl_primitive_API)
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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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* Disables a previosuly added attribute.
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*
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* Since it can be costly to add and remove new attributes to buffers; to make
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* individual buffers more reuseable it is possible to enable and disable
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* attributes before using a buffer for drawing.
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*
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* You don't need to call cogl_vertex_buffer_submit() after using this
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* function.
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*
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* Deprecated: 1.16: Use the #CoglPrimitive api instead
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*/
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COGL_DEPRECATED_FOR (cogl_primitive_API)
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void
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cogl_vertex_buffer_disable (CoglHandle handle,
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const char *attribute_name);
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/**
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* cogl_vertex_buffer_enable:
|
||||
* @handle: A vertex buffer handle
|
||||
* @attribute_name: The name of the attribute you want to enable
|
||||
*
|
||||
* Enables a previosuly disabled attribute.
|
||||
*
|
||||
* Since it can be costly to add and remove new attributes to buffers; to make
|
||||
* individual buffers more reuseable it is possible to enable and disable
|
||||
* attributes before using a buffer for drawing.
|
||||
*
|
||||
* You don't need to call cogl_vertex_buffer_submit() after using this function
|
||||
*
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
void
|
||||
cogl_vertex_buffer_enable (CoglHandle handle,
|
||||
const char *attribute_name);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_draw:
|
||||
* @handle: A vertex buffer handle
|
||||
* @mode: A #CoglVerticesMode specifying how the vertices should be
|
||||
* interpreted.
|
||||
* @first: Specifies the index of the first vertex you want to draw with
|
||||
* @count: Specifies the number of vertices you want to draw.
|
||||
*
|
||||
* Allows you to draw geometry using all or a subset of the
|
||||
* vertices in a vertex buffer.
|
||||
*
|
||||
* Any un-submitted attribute changes are automatically submitted before
|
||||
* drawing.
|
||||
*
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
void
|
||||
cogl_vertex_buffer_draw (CoglHandle handle,
|
||||
CoglVerticesMode mode,
|
||||
int first,
|
||||
int count);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_indices_new: (skip)
|
||||
* @indices_type: a #CoglIndicesType specifying the data type used for
|
||||
* the indices.
|
||||
* @indices_array: (array length=indices_len): Specifies the address of
|
||||
* your array of indices
|
||||
* @indices_len: The number of indices in indices_array
|
||||
*
|
||||
* Depending on how much geometry you are submitting it can be worthwhile
|
||||
* optimizing the number of redundant vertices you submit. Using an index
|
||||
* array allows you to reference vertices multiple times, for example
|
||||
* during triangle strips.
|
||||
*
|
||||
* Return value: A CoglHandle for the indices which you can pass to
|
||||
* cogl_vertex_buffer_draw_elements().
|
||||
*
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
CoglHandle
|
||||
cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
|
||||
const void *indices_array,
|
||||
int indices_len);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_indices_get_type:
|
||||
* @indices: An indices handle
|
||||
*
|
||||
* Queries back the data type used for the given indices
|
||||
*
|
||||
* Returns: The CoglIndicesType used
|
||||
*
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
CoglIndicesType
|
||||
cogl_vertex_buffer_indices_get_type (CoglHandle indices);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_draw_elements:
|
||||
* @handle: A vertex buffer handle
|
||||
* @mode: A #CoglVerticesMode specifying how the vertices should be
|
||||
* interpreted.
|
||||
* @indices: A CoglHandle for a set of indices allocated via
|
||||
* cogl_vertex_buffer_indices_new ()
|
||||
* @min_index: Specifies the minimum vertex index contained in indices
|
||||
* @max_index: Specifies the maximum vertex index contained in indices
|
||||
* @indices_offset: An offset into named indices. The offset marks the first
|
||||
* index to use for drawing.
|
||||
* @count: Specifies the number of vertices you want to draw.
|
||||
*
|
||||
* This function lets you use an array of indices to specify the vertices
|
||||
* within your vertex buffer that you want to draw. The indices themselves
|
||||
* are created by calling cogl_vertex_buffer_indices_new ()
|
||||
*
|
||||
* Any un-submitted attribute changes are automatically submitted before
|
||||
* drawing.
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
void
|
||||
cogl_vertex_buffer_draw_elements (CoglHandle handle,
|
||||
CoglVerticesMode mode,
|
||||
CoglHandle indices,
|
||||
int min_index,
|
||||
int max_index,
|
||||
int indices_offset,
|
||||
int count);
|
||||
|
||||
/**
|
||||
* cogl_vertex_buffer_indices_get_for_quads:
|
||||
* @n_indices: the number of indices in the vertex buffer.
|
||||
*
|
||||
* Creates a vertex buffer containing the indices needed to draw pairs
|
||||
* of triangles from a list of vertices grouped as quads. There will
|
||||
* be at least @n_indices entries in the buffer (but there may be
|
||||
* more).
|
||||
*
|
||||
* The indices will follow this pattern:
|
||||
*
|
||||
* 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7 ... etc
|
||||
*
|
||||
* For example, if you submit vertices for a quad like like that shown
|
||||
* in <xref linkend="quad-indices-order"/> then you can request 6
|
||||
* indices to render two triangles like those shown in <xref
|
||||
* linkend="quad-indices-triangles"/>.
|
||||
*
|
||||
* <figure id="quad-indices-order">
|
||||
* <title>Example of vertices submitted to form a quad</title>
|
||||
* <graphic fileref="quad-indices-order.png" format="PNG"/>
|
||||
* </figure>
|
||||
*
|
||||
* <figure id="quad-indices-triangles">
|
||||
* <title>Illustration of the triangle indices that will be generated</title>
|
||||
* <graphic fileref="quad-indices-triangles.png" format="PNG"/>
|
||||
* </figure>
|
||||
*
|
||||
* Returns: A %CoglHandle containing the indices. The handled is
|
||||
* owned by Cogl and should not be modified or unref'd.
|
||||
*
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
CoglHandle
|
||||
cogl_vertex_buffer_indices_get_for_quads (unsigned int n_indices);
|
||||
|
||||
/**
|
||||
* cogl_is_vertex_buffer:
|
||||
* @handle: a #CoglHandle for a vertex buffer object
|
||||
*
|
||||
* Checks whether @handle is a Vertex Buffer Object
|
||||
*
|
||||
* Return value: %TRUE if the handle is a VBO, and %FALSE
|
||||
* otherwise
|
||||
*
|
||||
* Since: 1.0
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
gboolean
|
||||
cogl_is_vertex_buffer (CoglHandle handle);
|
||||
|
||||
/**
|
||||
* cogl_is_vertex_buffer_indices:
|
||||
* @handle: a #CoglHandle
|
||||
*
|
||||
* Checks whether @handle is a handle to the indices for a vertex
|
||||
* buffer object
|
||||
*
|
||||
* Return value: %TRUE if the handle is indices, and %FALSE
|
||||
* otherwise
|
||||
*
|
||||
* Since: 1.4
|
||||
* Deprecated: 1.16: Use the #CoglPrimitive api instead
|
||||
*/
|
||||
COGL_DEPRECATED_FOR (cogl_primitive_API)
|
||||
gboolean
|
||||
cogl_is_vertex_buffer_indices (CoglHandle handle);
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_VERTEX_BUFFER_H__ */
|
|
@ -985,7 +985,7 @@ fragend_add_layer_cb (CoglPipelineLayer *layer,
|
|||
*
|
||||
* Currently for textured rectangles we manually calculate the texture
|
||||
* coords for each slice based on the users given coords, but this solution
|
||||
* isn't ideal, and can't be used with CoglVertexBuffers.
|
||||
* isn't ideal.
|
||||
*/
|
||||
void
|
||||
_cogl_pipeline_flush_gl_state (CoglContext *ctx,
|
||||
|
|
|
@ -65,7 +65,6 @@ built_headers += [cogl_gl_header_h]
|
|||
|
||||
cogl_deprecated_headers = [
|
||||
'deprecated/cogl-material-compat.h',
|
||||
'deprecated/cogl-vertex-buffer.h',
|
||||
'deprecated/cogl-shader.h',
|
||||
'deprecated/cogl-clutter.h',
|
||||
'deprecated/cogl-type-casts.h',
|
||||
|
@ -352,8 +351,6 @@ cogl_sources = [
|
|||
'cogl-closure-list.c',
|
||||
'cogl-fence.c',
|
||||
'cogl-fence-private.h',
|
||||
'deprecated/cogl-vertex-buffer-private.h',
|
||||
'deprecated/cogl-vertex-buffer.c',
|
||||
'deprecated/cogl-material-compat.c',
|
||||
'deprecated/cogl-program.c',
|
||||
'deprecated/cogl-program-private.h',
|
||||
|
|
|
@ -54,8 +54,6 @@ cogl_test_conformance_sources = [
|
|||
# "test-readpixels.c",
|
||||
# "test-texture-mipmaps.c",
|
||||
# "test-texture-pixmap-x11.c",",
|
||||
# "test-vertex-buffer-contiguous.c",
|
||||
# "test-vertex-buffer-interleved.c",
|
||||
#]
|
||||
|
||||
cogl_test_conformance_includes = [
|
||||
|
|
|
@ -1,259 +0,0 @@
|
|||
|
||||
#include <clutter/clutter.h>
|
||||
#include <cogl/cogl.h>
|
||||
|
||||
#include "test-conform-common.h"
|
||||
|
||||
/* This test verifies that the simplest usage of the vertex buffer API,
|
||||
* where we add contiguous (x,y) GLfloat vertices, and RGBA GLubyte color
|
||||
* attributes to a buffer, submit, and draw.
|
||||
*
|
||||
* It also tries to verify that the enable/disable attribute APIs are working
|
||||
* too.
|
||||
*
|
||||
* If you want visual feedback of what this test paints for debugging purposes,
|
||||
* then remove the call to clutter_main_quit() in validate_result.
|
||||
*/
|
||||
|
||||
typedef struct _TestState
|
||||
{
|
||||
CoglHandle buffer;
|
||||
CoglHandle texture;
|
||||
CoglHandle material;
|
||||
ClutterGeometry stage_geom;
|
||||
} TestState;
|
||||
|
||||
static void
|
||||
validate_result (TestState *state)
|
||||
{
|
||||
GLubyte pixel[4];
|
||||
GLint y_off = 90;
|
||||
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("y_off = %d\n", y_off);
|
||||
|
||||
/* NB: We ignore the alpha, since we don't know if our render target is
|
||||
* RGB or RGBA */
|
||||
|
||||
#define RED 0
|
||||
#define GREEN 1
|
||||
#define BLUE 2
|
||||
|
||||
/* Should see a blue pixel */
|
||||
cogl_read_pixels (10, y_off, 1, 1,
|
||||
COGL_READ_PIXELS_COLOR_BUFFER,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
||||
pixel);
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
||||
|
||||
/* Should see a red pixel */
|
||||
cogl_read_pixels (110, y_off, 1, 1,
|
||||
COGL_READ_PIXELS_COLOR_BUFFER,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
||||
pixel);
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("pixel 1 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] != 0 && pixel[GREEN] == 0 && pixel[BLUE] == 0);
|
||||
|
||||
/* Should see a blue pixel */
|
||||
cogl_read_pixels (210, y_off, 1, 1,
|
||||
COGL_READ_PIXELS_COLOR_BUFFER,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
||||
pixel);
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("pixel 2 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
||||
|
||||
/* Should see a green pixel, at bottom of 4th triangle */
|
||||
cogl_read_pixels (310, y_off, 1, 1,
|
||||
COGL_READ_PIXELS_COLOR_BUFFER,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
||||
pixel);
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("pixel 3 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[GREEN] > pixel[RED] && pixel[GREEN] > pixel[BLUE]);
|
||||
|
||||
/* Should see a red pixel, at top of 4th triangle */
|
||||
cogl_read_pixels (310, y_off - 70, 1, 1,
|
||||
COGL_READ_PIXELS_COLOR_BUFFER,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
||||
pixel);
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("pixel 4 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] > pixel[GREEN] && pixel[RED] > pixel[BLUE]);
|
||||
|
||||
|
||||
#undef RED
|
||||
#undef GREEN
|
||||
#undef BLUE
|
||||
|
||||
/* Comment this out if you want visual feedback of what this test
|
||||
* paints.
|
||||
*/
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
static void
|
||||
on_paint (ClutterActor *actor,
|
||||
ClutterPaintContext *paint_context,
|
||||
TestState *state)
|
||||
{
|
||||
/* Draw a faded blue triangle */
|
||||
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
|
||||
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_vertex_buffer_draw (state->buffer,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* Draw a red triangle */
|
||||
/* Here we are testing that the disable attribute works; if it doesn't
|
||||
* the triangle will remain faded blue */
|
||||
cogl_translate (100, 0, 0);
|
||||
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
|
||||
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_vertex_buffer_draw (state->buffer,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* Draw a faded blue triangle */
|
||||
/* Here we are testing that the re-enable works; if it doesn't
|
||||
* the triangle will remain red */
|
||||
cogl_translate (100, 0, 0);
|
||||
cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue");
|
||||
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_vertex_buffer_draw (state->buffer,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
/* Draw a textured triangle */
|
||||
cogl_translate (100, 0, 0);
|
||||
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
|
||||
cogl_set_source (state->material);
|
||||
cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff);
|
||||
cogl_vertex_buffer_draw (state->buffer,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
validate_result (state);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
queue_redraw (gpointer stage)
|
||||
{
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void
|
||||
test_vertex_buffer_contiguous (TestUtilsGTestFixture *fixture,
|
||||
void *data)
|
||||
{
|
||||
TestState state;
|
||||
ClutterActor *stage;
|
||||
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
|
||||
ClutterActor *group;
|
||||
unsigned int idle_source;
|
||||
guchar tex_data[] = {
|
||||
0xff, 0x00, 0x00, 0xff,
|
||||
0xff, 0x00, 0x00, 0xff,
|
||||
0x00, 0xff, 0x00, 0xff,
|
||||
0x00, 0xff, 0x00, 0xff
|
||||
};
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
||||
clutter_actor_get_geometry (stage, &state.stage_geom);
|
||||
|
||||
group = clutter_group_new ();
|
||||
clutter_actor_set_size (group,
|
||||
state.stage_geom.width,
|
||||
state.stage_geom.height);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
|
||||
|
||||
/* We force continuous redrawing incase someone comments out the
|
||||
* clutter_main_quit and wants visual feedback for the test since we
|
||||
* wont be doing anything else that will trigger redrawing. */
|
||||
idle_source = g_idle_add (queue_redraw, stage);
|
||||
|
||||
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
|
||||
|
||||
state.texture = cogl_texture_new_from_data (2, 2,
|
||||
COGL_TEXTURE_NO_SLICING,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888,
|
||||
COGL_PIXEL_FORMAT_ANY,
|
||||
0, /* auto calc row stride */
|
||||
tex_data);
|
||||
|
||||
state.material = cogl_material_new ();
|
||||
cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
|
||||
cogl_material_set_layer (state.material, 0, state.texture);
|
||||
|
||||
{
|
||||
GLfloat triangle_verts[3][2] =
|
||||
{
|
||||
{0.0, 0.0},
|
||||
{100.0, 100.0},
|
||||
{0.0, 100.0}
|
||||
};
|
||||
GLbyte triangle_colors[3][4] =
|
||||
{
|
||||
{0x00, 0x00, 0xff, 0xff}, /* blue */
|
||||
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
|
||||
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
|
||||
};
|
||||
GLfloat triangle_tex_coords[3][2] =
|
||||
{
|
||||
{0.0, 0.0},
|
||||
{1.0, 1.0},
|
||||
{0.0, 1.0}
|
||||
};
|
||||
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
|
||||
cogl_vertex_buffer_add (state.buffer,
|
||||
"gl_Vertex",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_verts);
|
||||
cogl_vertex_buffer_add (state.buffer,
|
||||
"gl_Color::blue",
|
||||
4, /* n components */
|
||||
GL_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_colors);
|
||||
cogl_vertex_buffer_add (state.buffer,
|
||||
"gl_MultiTexCoord0",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
triangle_tex_coords);
|
||||
|
||||
cogl_vertex_buffer_submit (state.buffer);
|
||||
}
|
||||
|
||||
clutter_actor_show_all (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
cogl_object_unref (state.buffer);
|
||||
cogl_object_unref (state.material);
|
||||
cogl_object_unref (state.texture);
|
||||
|
||||
g_clear_handle_id (&idle_source, g_source_remove);
|
||||
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("OK\n");
|
||||
}
|
||||
|
|
@ -1,164 +0,0 @@
|
|||
|
||||
#include <clutter/clutter.h>
|
||||
#include <cogl/cogl.h>
|
||||
|
||||
#include "test-conform-common.h"
|
||||
|
||||
/* This test verifies that interleved attributes work with the vertex buffer
|
||||
* API. We add (x,y) GLfloat vertices, interleved with RGBA GLubyte color
|
||||
* attributes to a buffer, submit and draw.
|
||||
*
|
||||
* If you want visual feedback of what this test paints for debugging purposes,
|
||||
* then remove the call to clutter_main_quit() in validate_result.
|
||||
*/
|
||||
|
||||
typedef struct _TestState
|
||||
{
|
||||
CoglHandle buffer;
|
||||
ClutterGeometry stage_geom;
|
||||
} TestState;
|
||||
|
||||
typedef struct _InterlevedVertex
|
||||
{
|
||||
GLfloat x;
|
||||
GLfloat y;
|
||||
|
||||
GLubyte r;
|
||||
GLubyte g;
|
||||
GLubyte b;
|
||||
GLubyte a;
|
||||
} InterlevedVertex;
|
||||
|
||||
|
||||
static void
|
||||
validate_result (TestState *state)
|
||||
{
|
||||
GLubyte pixel[4];
|
||||
GLint y_off = 90;
|
||||
|
||||
/* NB: We ignore the alpha, since we don't know if our render target is
|
||||
* RGB or RGBA */
|
||||
|
||||
#define RED 0
|
||||
#define GREEN 1
|
||||
#define BLUE 2
|
||||
|
||||
/* Should see a blue pixel */
|
||||
cogl_read_pixels (10, y_off, 1, 1,
|
||||
COGL_READ_PIXELS_COLOR_BUFFER,
|
||||
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
|
||||
pixel);
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("pixel 0 = %x, %x, %x\n", pixel[RED], pixel[GREEN], pixel[BLUE]);
|
||||
g_assert (pixel[RED] == 0 && pixel[GREEN] == 0 && pixel[BLUE] != 0);
|
||||
|
||||
#undef RED
|
||||
#undef GREEN
|
||||
#undef BLUE
|
||||
|
||||
/* Comment this out if you want visual feedback of what this test
|
||||
* paints.
|
||||
*/
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
static void
|
||||
on_paint (ClutterActor *actor,
|
||||
ClutterPaintContext *paint_context,
|
||||
TestState *state)
|
||||
{
|
||||
/* Draw a faded blue triangle */
|
||||
cogl_vertex_buffer_draw (state->buffer,
|
||||
GL_TRIANGLE_STRIP, /* mode */
|
||||
0, /* first */
|
||||
3); /* count */
|
||||
|
||||
validate_result (state);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
queue_redraw (gpointer stage)
|
||||
{
|
||||
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void
|
||||
test_vertex_buffer_interleved (TestUtilsGTestFixture *fixture,
|
||||
void *data)
|
||||
{
|
||||
TestState state;
|
||||
ClutterActor *stage;
|
||||
ClutterColor stage_clr = {0x0, 0x0, 0x0, 0xff};
|
||||
ClutterActor *group;
|
||||
unsigned int idle_source;
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
||||
clutter_actor_get_geometry (stage, &state.stage_geom);
|
||||
|
||||
group = clutter_group_new ();
|
||||
clutter_actor_set_size (group,
|
||||
state.stage_geom.width,
|
||||
state.stage_geom.height);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
|
||||
|
||||
/* We force continuous redrawing incase someone comments out the
|
||||
* clutter_main_quit and wants visual feedback for the test since we
|
||||
* wont be doing anything else that will trigger redrawing. */
|
||||
idle_source = g_idle_add (queue_redraw, stage);
|
||||
|
||||
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
|
||||
|
||||
{
|
||||
InterlevedVertex verts[3] =
|
||||
{
|
||||
{ /* .x = */ 0.0, /* .y = */ 0.0,
|
||||
/* blue */
|
||||
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0xff },
|
||||
|
||||
{ /* .x = */ 100.0, /* .y = */ 100.0,
|
||||
/* transparent blue */
|
||||
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
|
||||
|
||||
{ /* .x = */ 0.0, /* .y = */ 100.0,
|
||||
/* transparent blue */
|
||||
/* .r = */ 0x00, /* .g = */ 0x00, /* .b = */ 0xff, /* .a = */ 0x00 },
|
||||
};
|
||||
|
||||
/* We assume the compiler is doing no funny struct padding for this test:
|
||||
*/
|
||||
g_assert (sizeof (InterlevedVertex) == 12);
|
||||
|
||||
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
|
||||
cogl_vertex_buffer_add (state.buffer,
|
||||
"gl_Vertex",
|
||||
2, /* n components */
|
||||
GL_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
12, /* stride */
|
||||
&verts[0].x);
|
||||
cogl_vertex_buffer_add (state.buffer,
|
||||
"gl_Color",
|
||||
4, /* n components */
|
||||
GL_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
12, /* stride */
|
||||
&verts[0].r);
|
||||
cogl_vertex_buffer_submit (state.buffer);
|
||||
}
|
||||
|
||||
clutter_actor_show_all (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
cogl_object_unref (state.buffer);
|
||||
|
||||
g_clear_handle_id (&idle_source, g_source_remove);
|
||||
|
||||
if (cogl_test_verbose ())
|
||||
g_print ("OK\n");
|
||||
}
|
||||
|
|
@ -139,43 +139,6 @@ draw_tests_polygon (TestState *state)
|
|||
}
|
||||
}
|
||||
|
||||
static void
|
||||
draw_tests_vbo (TestState *state)
|
||||
{
|
||||
CoglHandle vbo;
|
||||
int i;
|
||||
|
||||
vbo = cogl_vertex_buffer_new (4);
|
||||
cogl_vertex_buffer_add (vbo, "gl_Vertex", 3,
|
||||
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
|
||||
sizeof (vertices[0]),
|
||||
&vertices[0].x);
|
||||
cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2,
|
||||
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
|
||||
sizeof (vertices[0]),
|
||||
&vertices[0].tx);
|
||||
cogl_vertex_buffer_submit (vbo);
|
||||
|
||||
for (i = 0; i < G_N_ELEMENTS (wrap_modes); i += 2)
|
||||
{
|
||||
CoglPipelineWrapMode wrap_mode_s, wrap_mode_t;
|
||||
CoglPipeline *pipeline;
|
||||
|
||||
wrap_mode_s = wrap_modes[i];
|
||||
wrap_mode_t = wrap_modes[i + 1];
|
||||
pipeline = create_pipeline (state, wrap_mode_s, wrap_mode_t);
|
||||
cogl_set_source (pipeline);
|
||||
cogl_object_unref (pipeline);
|
||||
cogl_push_matrix ();
|
||||
cogl_translate (TEX_SIZE * i, 0.0f, 0.0f);
|
||||
/* Render the pipeline at four times the size of the texture */
|
||||
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0, 4);
|
||||
cogl_pop_matrix ();
|
||||
}
|
||||
|
||||
cogl_object_unref (vbo);
|
||||
}
|
||||
|
||||
static void
|
||||
validate_set (TestState *state, int offset)
|
||||
{
|
||||
|
@ -232,7 +195,6 @@ validate_result (TestState *state)
|
|||
validate_set (state, 1); /* atlased rectangle */
|
||||
#endif
|
||||
validate_set (state, 2); /* cogl_polygon */
|
||||
validate_set (state, 3); /* vertex buffer */
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -260,14 +222,6 @@ paint (TestState *state)
|
|||
cogl_pop_matrix ();
|
||||
cogl_object_unref (state->texture);
|
||||
|
||||
/* Draw the tests using a vertex buffer */
|
||||
state->texture = create_texture (TEST_UTILS_TEXTURE_NO_ATLAS);
|
||||
cogl_push_matrix ();
|
||||
cogl_translate (0.0f, TEX_SIZE * 6.0f, 0.0f);
|
||||
draw_tests_vbo (state);
|
||||
cogl_pop_matrix ();
|
||||
cogl_object_unref (state->texture);
|
||||
|
||||
validate_result (state);
|
||||
}
|
||||
|
||||
|
|
|
@ -36,7 +36,6 @@ clutter_tests_interactive_test_sources = [
|
|||
'test-text-field.c',
|
||||
'test-cairo-clock.c',
|
||||
'test-cairo-flowers.c',
|
||||
'test-cogl-vertex-buffer.c',
|
||||
'test-stage-sizing.c',
|
||||
'test-scrolling.c',
|
||||
'test-swipe-action.c',
|
||||
|
|
|
@ -102,7 +102,6 @@ paint_cb (ClutterActor *stage,
|
|||
CoglMatrix old_matrix, new_matrix;
|
||||
int i;
|
||||
float diff_time;
|
||||
CoglHandle vbo;
|
||||
|
||||
cogl_get_projection_matrix (&old_matrix);
|
||||
/* Use an orthogonal projection from -1 -> 1 in both axes */
|
||||
|
@ -197,22 +196,6 @@ paint_cb (ClutterActor *stage,
|
|||
g_timer_reset (data->last_spark_time);
|
||||
}
|
||||
|
||||
vbo = cogl_vertex_buffer_new (N_SPARKS);
|
||||
cogl_vertex_buffer_add (vbo, "gl_Vertex", 2,
|
||||
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
|
||||
sizeof (Spark),
|
||||
&data->sparks[0].x);
|
||||
cogl_vertex_buffer_add (vbo, "gl_Color", 4,
|
||||
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE, TRUE,
|
||||
sizeof (Spark),
|
||||
&data->sparks[0].color.red);
|
||||
cogl_vertex_buffer_submit (vbo);
|
||||
|
||||
cogl_set_source (data->material);
|
||||
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_POINTS, 0, N_SPARKS);
|
||||
|
||||
cogl_object_unref (vbo);
|
||||
|
||||
cogl_set_projection_matrix (&old_matrix);
|
||||
cogl_pop_matrix ();
|
||||
}
|
||||
|
|
|
@ -1,398 +0,0 @@
|
|||
#include <glib.h>
|
||||
#include <gmodule.h>
|
||||
#include <stdlib.h>
|
||||
#include <clutter/clutter.h>
|
||||
#include <cogl/cogl.h>
|
||||
#include <math.h>
|
||||
|
||||
/* Defines the size and resolution of the quad mesh we morph:
|
||||
*/
|
||||
#define MESH_WIDTH 100.0 /* number of quads along x axis */
|
||||
#define MESH_HEIGHT 100.0 /* number of quads along y axis */
|
||||
#define QUAD_WIDTH 5.0 /* width in pixels of a single quad */
|
||||
#define QUAD_HEIGHT 5.0 /* height in pixels of a single quad */
|
||||
|
||||
/* Defines a sine wave that sweeps across the mesh:
|
||||
*/
|
||||
#define WAVE_DEPTH ((MESH_WIDTH * QUAD_WIDTH) / 16.0) /* peak amplitude */
|
||||
#define WAVE_PERIODS 4.0
|
||||
#define WAVE_SPEED 10.0
|
||||
|
||||
/* Defines a rippling sine wave emitted from a point:
|
||||
*/
|
||||
#define RIPPLE_CENTER_X ((MESH_WIDTH / 2.0) * QUAD_WIDTH)
|
||||
#define RIPPLE_CENTER_Y ((MESH_HEIGHT / 2.0) * QUAD_HEIGHT)
|
||||
#define RIPPLE_RADIUS (MESH_WIDTH * QUAD_WIDTH)
|
||||
#define RIPPLE_DEPTH ((MESH_WIDTH * QUAD_WIDTH) / 16.0) /* peak amplitude */
|
||||
#define RIPPLE_PERIODS 4.0
|
||||
#define RIPPLE_SPEED -10.0
|
||||
|
||||
/* Defines the width of the gaussian bell used to fade out the alpha
|
||||
* towards the edges of the mesh (starting from the ripple center):
|
||||
*/
|
||||
#define GAUSSIAN_RADIUS ((MESH_WIDTH * QUAD_WIDTH) / 6.0)
|
||||
|
||||
/* Our hues lie in the range [0, 1], and this defines how we map amplitude
|
||||
* to hues (before scaling by {WAVE,RIPPLE}_DEPTH)
|
||||
* As we are interferring two sine waves together; amplitudes lie in the
|
||||
* range [-2, 2]
|
||||
*/
|
||||
#define HSL_OFFSET 0.5 /* the hue that we map an amplitude of 0 too */
|
||||
#define HSL_SCALE 0.25
|
||||
|
||||
typedef struct _TestState
|
||||
{
|
||||
ClutterActor *dummy;
|
||||
CoglHandle buffer;
|
||||
float *quad_mesh_verts;
|
||||
guint8 *quad_mesh_colors;
|
||||
guint16 *static_indices;
|
||||
guint n_static_indices;
|
||||
CoglHandle indices;
|
||||
ClutterTimeline *timeline;
|
||||
guint frame_id;
|
||||
} TestState;
|
||||
|
||||
int
|
||||
test_cogl_vertex_buffer_main (int argc, char *argv[]);
|
||||
|
||||
const char *
|
||||
test_cogl_vertex_buffer_describe (void);
|
||||
|
||||
static void
|
||||
frame_cb (ClutterTimeline *timeline,
|
||||
gint elapsed_msecs,
|
||||
TestState *state)
|
||||
{
|
||||
guint x, y;
|
||||
float period_progress = clutter_timeline_get_progress (timeline);
|
||||
float period_progress_sin = sinf (period_progress);
|
||||
float wave_shift = period_progress * WAVE_SPEED;
|
||||
float ripple_shift = period_progress * RIPPLE_SPEED;
|
||||
|
||||
for (y = 0; y <= MESH_HEIGHT; y++)
|
||||
for (x = 0; x <= MESH_WIDTH; x++)
|
||||
{
|
||||
guint vert_index = (MESH_WIDTH + 1) * y + x;
|
||||
float *vert = &state->quad_mesh_verts[3 * vert_index];
|
||||
|
||||
float real_x = x * QUAD_WIDTH;
|
||||
float real_y = y * QUAD_HEIGHT;
|
||||
|
||||
float wave_offset = (float)x / (MESH_WIDTH + 1);
|
||||
float wave_angle =
|
||||
(WAVE_PERIODS * 2 * G_PI * wave_offset) + wave_shift;
|
||||
float wave_sin = sinf (wave_angle);
|
||||
|
||||
float a_sqr = (RIPPLE_CENTER_X - real_x) * (RIPPLE_CENTER_X - real_x);
|
||||
float b_sqr = (RIPPLE_CENTER_Y - real_y) * (RIPPLE_CENTER_Y - real_y);
|
||||
float ripple_offset = sqrtf (a_sqr + b_sqr) / RIPPLE_RADIUS;
|
||||
float ripple_angle =
|
||||
(RIPPLE_PERIODS * 2 * G_PI * ripple_offset) + ripple_shift;
|
||||
float ripple_sin = sinf (ripple_angle);
|
||||
|
||||
float h, s, l;
|
||||
guint8 *color;
|
||||
|
||||
vert[2] = (wave_sin * WAVE_DEPTH) + (ripple_sin * RIPPLE_DEPTH);
|
||||
|
||||
/* Burn some CPU time picking a pretty color... */
|
||||
h = (HSL_OFFSET
|
||||
+ wave_sin
|
||||
+ ripple_sin
|
||||
+ period_progress_sin) * HSL_SCALE;
|
||||
s = 0.5;
|
||||
l = 0.25 + (period_progress_sin + 1.0) / 4.0;
|
||||
color = &state->quad_mesh_colors[4 * vert_index];
|
||||
/* A bit of a sneaky cast, but it seems safe to assume the ClutterColor
|
||||
* typedef is set in stone... */
|
||||
clutter_color_from_hls ((ClutterColor *)color, h * 360.0, l, s);
|
||||
|
||||
color[0] = (color[0] * color[3] + 128) / 255;
|
||||
color[1] = (color[1] * color[3] + 128) / 255;
|
||||
color[2] = (color[2] * color[3] + 128) / 255;
|
||||
}
|
||||
|
||||
cogl_vertex_buffer_add (state->buffer,
|
||||
"gl_Vertex",
|
||||
3, /* n components */
|
||||
COGL_ATTRIBUTE_TYPE_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
state->quad_mesh_verts);
|
||||
cogl_vertex_buffer_add (state->buffer,
|
||||
"gl_Color",
|
||||
4, /* n components */
|
||||
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
state->quad_mesh_colors);
|
||||
|
||||
cogl_vertex_buffer_submit (state->buffer);
|
||||
|
||||
clutter_actor_set_rotation (state->dummy,
|
||||
CLUTTER_Z_AXIS,
|
||||
360 * period_progress,
|
||||
(MESH_WIDTH * QUAD_WIDTH) / 2,
|
||||
(MESH_HEIGHT * QUAD_HEIGHT) / 2,
|
||||
0);
|
||||
clutter_actor_set_rotation (state->dummy,
|
||||
CLUTTER_X_AXIS,
|
||||
360 * period_progress,
|
||||
(MESH_WIDTH * QUAD_WIDTH) / 2,
|
||||
(MESH_HEIGHT * QUAD_HEIGHT) / 2,
|
||||
0);
|
||||
}
|
||||
|
||||
static void
|
||||
on_paint (ClutterActor *actor,
|
||||
ClutterPaintContext *paint_context,
|
||||
TestState *state)
|
||||
{
|
||||
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
|
||||
cogl_vertex_buffer_draw_elements (state->buffer,
|
||||
COGL_VERTICES_MODE_TRIANGLE_STRIP,
|
||||
state->indices,
|
||||
0, /* min index */
|
||||
(MESH_WIDTH + 1) *
|
||||
(MESH_HEIGHT + 1) - 1, /* max index */
|
||||
0, /* indices offset */
|
||||
state->n_static_indices);
|
||||
}
|
||||
|
||||
static void
|
||||
init_static_index_arrays (TestState *state)
|
||||
{
|
||||
guint n_indices;
|
||||
int x, y;
|
||||
guint16 *i;
|
||||
guint dir;
|
||||
|
||||
/* - Each row takes (2 + 2 * MESH_WIDTH indices)
|
||||
* - Thats 2 to start the triangle strip then 2 indices to add 2 triangles
|
||||
* per mesh quad.
|
||||
* - We have MESH_HEIGHT rows
|
||||
* - It takes one extra index for linking between rows (MESH_HEIGHT - 1)
|
||||
* - A 2 x 3 mesh == 20 indices... */
|
||||
n_indices = (2 + 2 * MESH_WIDTH) * MESH_HEIGHT + (MESH_HEIGHT - 1);
|
||||
state->static_indices = g_malloc (sizeof (guint16) * n_indices);
|
||||
state->n_static_indices = n_indices;
|
||||
|
||||
#define MESH_INDEX(X, Y) (Y) * (MESH_WIDTH + 1) + (X)
|
||||
|
||||
i = state->static_indices;
|
||||
|
||||
/* NB: front facing == anti-clockwise winding */
|
||||
|
||||
i[0] = MESH_INDEX (0, 0);
|
||||
i[1] = MESH_INDEX (0, 1);
|
||||
i += 2;
|
||||
|
||||
#define LEFT 0
|
||||
#define RIGHT 1
|
||||
|
||||
dir = RIGHT;
|
||||
|
||||
for (y = 0; y < MESH_HEIGHT; y++)
|
||||
{
|
||||
for (x = 0; x < MESH_WIDTH; x++)
|
||||
{
|
||||
/* Add 2 triangles per mesh quad... */
|
||||
if (dir == RIGHT)
|
||||
{
|
||||
i[0] = MESH_INDEX (x + 1, y);
|
||||
i[1] = MESH_INDEX (x + 1, y + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
i[0] = MESH_INDEX (MESH_WIDTH - x - 1, y);
|
||||
i[1] = MESH_INDEX (MESH_WIDTH - x - 1, y + 1);
|
||||
}
|
||||
i += 2;
|
||||
}
|
||||
|
||||
/* Link rows... */
|
||||
|
||||
if (y == (MESH_HEIGHT - 1))
|
||||
break;
|
||||
|
||||
if (dir == RIGHT)
|
||||
{
|
||||
i[0] = MESH_INDEX (MESH_WIDTH, y + 1);
|
||||
i[1] = MESH_INDEX (MESH_WIDTH, y + 1);
|
||||
i[2] = MESH_INDEX (MESH_WIDTH, y + 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
i[0] = MESH_INDEX (0, y + 1);
|
||||
i[1] = MESH_INDEX (0, y + 1);
|
||||
i[2] = MESH_INDEX (0, y + 2);
|
||||
}
|
||||
i += 3;
|
||||
dir = !dir;
|
||||
}
|
||||
|
||||
#undef MESH_INDEX
|
||||
|
||||
state->indices =
|
||||
cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
|
||||
state->static_indices,
|
||||
state->n_static_indices);
|
||||
}
|
||||
|
||||
static float
|
||||
gaussian (float x, float y)
|
||||
{
|
||||
/* Bell width */
|
||||
float c = GAUSSIAN_RADIUS;
|
||||
|
||||
/* Peak amplitude */
|
||||
float a = 1.0;
|
||||
/* float a = 1.0 / (c * sqrtf (2.0 * G_PI)); */
|
||||
|
||||
/* Center offset */
|
||||
float b = 0.0;
|
||||
|
||||
float dist;
|
||||
x = x - RIPPLE_CENTER_X;
|
||||
y = y - RIPPLE_CENTER_Y;
|
||||
dist = sqrtf (x*x + y*y);
|
||||
|
||||
return a * exp ((- ((dist - b) * (dist - b))) / (2.0 * c * c));
|
||||
}
|
||||
|
||||
static void
|
||||
init_quad_mesh (TestState *state)
|
||||
{
|
||||
int x, y;
|
||||
float *vert;
|
||||
guint8 *color;
|
||||
|
||||
/* Note: we maintain the minimum number of vertices possible. This minimizes
|
||||
* the work required when we come to morph the geometry.
|
||||
*
|
||||
* We use static indices into our mesh so that we can treat the data like a
|
||||
* single triangle list and drawing can be done in one operation (Note: We
|
||||
* are using degenerate triangles at the edges to link to the next row)
|
||||
*/
|
||||
state->quad_mesh_verts =
|
||||
g_malloc0 (sizeof (float) * 3 * (MESH_WIDTH + 1) * (MESH_HEIGHT + 1));
|
||||
|
||||
state->quad_mesh_colors =
|
||||
g_malloc0 (sizeof (guint8) * 4 * (MESH_WIDTH + 1) * (MESH_HEIGHT + 1));
|
||||
|
||||
vert = state->quad_mesh_verts;
|
||||
color = state->quad_mesh_colors;
|
||||
for (y = 0; y <= MESH_HEIGHT; y++)
|
||||
for (x = 0; x <= MESH_WIDTH; x++)
|
||||
{
|
||||
vert[0] = x * QUAD_WIDTH;
|
||||
vert[1] = y * QUAD_HEIGHT;
|
||||
vert += 3;
|
||||
|
||||
color[3] = gaussian (x * QUAD_WIDTH,
|
||||
y * QUAD_HEIGHT) * 255.0;
|
||||
color += 4;
|
||||
}
|
||||
|
||||
state->buffer = cogl_vertex_buffer_new ((MESH_WIDTH + 1)*(MESH_HEIGHT + 1));
|
||||
cogl_vertex_buffer_add (state->buffer,
|
||||
"gl_Vertex",
|
||||
3, /* n components */
|
||||
COGL_ATTRIBUTE_TYPE_FLOAT,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
state->quad_mesh_verts);
|
||||
|
||||
cogl_vertex_buffer_add (state->buffer,
|
||||
"gl_Color",
|
||||
4, /* n components */
|
||||
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
|
||||
FALSE, /* normalized */
|
||||
0, /* stride */
|
||||
state->quad_mesh_colors);
|
||||
|
||||
cogl_vertex_buffer_submit (state->buffer);
|
||||
|
||||
init_static_index_arrays (state);
|
||||
}
|
||||
|
||||
/* This creates an actor that has a specific size but that does not result
|
||||
* in any drawing so we can do our own drawing using Cogl... */
|
||||
static ClutterActor *
|
||||
create_dummy_actor (guint width, guint height)
|
||||
{
|
||||
ClutterActor *group, *rect;
|
||||
ClutterColor clr = { 0xff, 0xff, 0xff, 0xff};
|
||||
|
||||
group = clutter_group_new ();
|
||||
rect = clutter_rectangle_new_with_color (&clr);
|
||||
clutter_actor_set_size (rect, width, height);
|
||||
clutter_actor_hide (rect);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (group), rect);
|
||||
return group;
|
||||
}
|
||||
|
||||
static void
|
||||
stop_and_quit (ClutterActor *actor,
|
||||
TestState *state)
|
||||
{
|
||||
clutter_timeline_stop (state->timeline);
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
G_MODULE_EXPORT int
|
||||
test_cogl_vertex_buffer_main (int argc, char *argv[])
|
||||
{
|
||||
TestState state;
|
||||
ClutterActor *stage;
|
||||
gfloat stage_w, stage_h;
|
||||
gint dummy_width, dummy_height;
|
||||
|
||||
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
|
||||
return 1;
|
||||
|
||||
stage = clutter_stage_new ();
|
||||
|
||||
clutter_stage_set_title (CLUTTER_STAGE (stage), "Cogl Vertex Buffers");
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), CLUTTER_COLOR_Black);
|
||||
g_signal_connect (stage, "destroy", G_CALLBACK (stop_and_quit), &state);
|
||||
clutter_actor_get_size (stage, &stage_w, &stage_h);
|
||||
|
||||
dummy_width = MESH_WIDTH * QUAD_WIDTH;
|
||||
dummy_height = MESH_HEIGHT * QUAD_HEIGHT;
|
||||
state.dummy = create_dummy_actor (dummy_width, dummy_height);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), state.dummy);
|
||||
clutter_actor_set_position (state.dummy,
|
||||
(stage_w / 2.0) - (dummy_width / 2.0),
|
||||
(stage_h / 2.0) - (dummy_height / 2.0));
|
||||
|
||||
state.timeline = clutter_timeline_new (1000);
|
||||
clutter_timeline_set_loop (state.timeline, TRUE);
|
||||
|
||||
state.frame_id = g_signal_connect (state.timeline,
|
||||
"new-frame",
|
||||
G_CALLBACK (frame_cb),
|
||||
&state);
|
||||
|
||||
g_signal_connect (state.dummy, "paint", G_CALLBACK (on_paint), &state);
|
||||
|
||||
init_quad_mesh (&state);
|
||||
|
||||
clutter_actor_show_all (stage);
|
||||
|
||||
clutter_timeline_start (state.timeline);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
cogl_object_unref (state.buffer);
|
||||
cogl_object_unref (state.indices);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
G_MODULE_EXPORT const char *
|
||||
test_cogl_vertex_buffer_describe (void)
|
||||
{
|
||||
return "Vertex buffers support in Cogl.";
|
||||
}
|
Loading…
Reference in a new issue