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mutter-performance-source/cogl/cogl-primitive.h
Neil Roberts 146803c191 Add cogl_primitive_copy()
This adds a public function to make a copy of a primitive. The copy is
shallow which means it will share the same attributes and attribute
buffers. This could be useful for code that wants to have multiple
similar primitives with slightly modified properties.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-02-07 15:25:35 +00:00

822 lines
28 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_PRIMITIVE_H__
#define __COGL_PRIMITIVE_H__
#include <cogl/cogl-vertex-buffer.h> /* for CoglVerticesMode */
#include <cogl/cogl-attribute.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-primitive
* @short_description: Functions for creating, manipulating and drawing
* primitives
*
* FIXME
*/
typedef struct _CoglPrimitive CoglPrimitive;
/**
* CoglVertexP2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v2_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
} CoglVertexP2;
/**
* CoglVertexP3:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
} CoglVertexP3;
/**
* CoglVertexP2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v2c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
guint8 r, g, b, a;
} CoglVertexP2C4;
/**
* CoglVertexP3C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
guint8 r, g, b, a;
} CoglVertexP3C4;
/**
* CoglVertexP2T2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v2t2_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
float s, t;
} CoglVertexP2T2;
/**
* CoglVertexP3T2:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3t2_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
float s, t;
} CoglVertexP3T2;
/**
* CoglVertexP2T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3t2c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y;
float s, t;
guint8 r, g, b, a;
} CoglVertexP2T2C4;
/**
* CoglVertexP3T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*
* A convenience vertex definition that can be used with
* cogl_primitive_new_with_v3t2c4_attributes().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct
{
float x, y, z;
float s, t;
guint8 r, g, b, a;
} CoglVertexP3T2C4;
/**
* cogl_primitive_new:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @Varargs: A %NULL terminated list of attributes
*
* Combines a set of #CoglAttribute<!-- -->s with a specific draw @mode
* and defines a vertex count so a #CoglPrimitive object can be retained and
* drawn later with no addition information required.
*
* The value passed as @n_vertices will simply update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
*
* Returns: A newly allocated #CoglPrimitive object
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new (CoglVerticesMode mode,
int n_vertices,
...);
CoglPrimitive *
cogl_primitive_new_with_attributes (CoglVerticesMode mode,
int n_vertices,
CoglAttribute **attributes,
int n_attributes);
/**
* cogl_primitive_new_p2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* attribute with a #CoglAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglVertexP2 triangle[] =
* {
* { 0, 300 },
* { 150, 0, },
* { 300, 300 }
* };
* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2 *data);
/**
* cogl_primitive_new_p3:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP3 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* attribute with a #CoglAttribute and upload your data.
*
* For example to draw a convex polygon you can do:
* |[
* CoglVertexP3 triangle[] =
* {
* { 0, 300, 0 },
* { 150, 0, 0 },
* { 300, 300, 0 }
* };
* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3 *data);
/**
* cogl_primitive_new_p2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* and color attributes with #CoglAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglVertexP2C4 triangle[] =
* {
* { 0, 300, 0xff, 0x00, 0x00, 0xff },
* { 150, 0, 0x00, 0xff, 0x00, 0xff },
* { 300, 300, 0xff, 0x00, 0x00, 0xff }
* };
* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2C4 *data);
/**
* cogl_primitive_new_p3c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP3C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position
* and color attributes with #CoglAttribute<!-- -->s and upload
* your data.
*
* For example to draw a convex polygon with a linear gradient you
* can do:
* |[
* CoglVertexP3C4 triangle[] =
* {
* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
* };
* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3C4 *data);
/**
* cogl_primitive_new_p2t2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP2T2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position and
* texture coordinate attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglVertexP2T2 triangle[] =
* {
* { 0, 300, 0.0, 1.0},
* { 150, 0, 0.5, 0.0},
* { 300, 300, 1.0, 1.0}
* };
* prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2t2 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2 *data);
/**
* cogl_primitive_new_p3t2:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP3T2 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position and
* texture coordinate attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping you can
* do:
* |[
* CoglVertexP3T2 triangle[] =
* {
* { 0, 300, 0, 0.0, 1.0},
* { 150, 0, 0, 0.5, 0.0},
* { 300, 300, 0, 1.0, 1.0}
* };
* prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3t2 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2 *data);
/**
* cogl_primitive_new_p2t2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP2T2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position, texture
* coordinate and color attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglVertexP2T2C4 triangle[] =
* {
* { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
* { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
* { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
* };
* prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p2t2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2C4 *data);
/**
* cogl_primitive_new_p3t2c4:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to read from @data and also
* the number of vertices to read when later drawing.
* @data: An array of #CoglVertexP3T2C4 vertices
*
* Provides a convenient way to describe a primitive, such as a single
* triangle strip or a triangle fan, that will internally allocate the
* necessary #CoglAttributeBuffer storage, describe the position, texture
* coordinate and color attributes with #CoglAttribute<!-- -->s and
* upload your data.
*
* For example to draw a convex polygon with texture mapping and a
* linear gradient you can do:
* |[
* CoglVertexP3T2C4 triangle[] =
* {
* { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
* { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
* { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
* };
* prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
* 3, triangle);
* cogl_primitive_draw (prim);
* ]|
*
* The value passed as @n_vertices is initially used to determine how
* much can be read from @data but it will also be used to update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
* <note>The primitive API doesn't support drawing with sliced
* textures (since switching between slices implies changing state and
* so that implies multiple primitives need to be submitted). You
* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
* might be used while drawing with this API. If your hardware doesn't
* support non-power of two textures (For example you are using GLES
* 1.1) then you will need to make sure your assets are resized to a
* power-of-two size (though they don't have to be square)</note>
*
* Return value: A newly allocated #CoglPrimitive with a reference of
* 1. This can be freed using cogl_object_unref().
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_p3t2c4 (CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2C4 *data);
int
cogl_primitive_get_first_vertex (CoglPrimitive *primitive);
void
cogl_primitive_set_first_vertex (CoglPrimitive *primitive,
int first_vertex);
#define cogl_primitive_get_n_vertices cogl_primitive_get_n_vertices_EXP
/**
* cogl_primitive_get_n_vertices:
* @primitive: A #CoglPrimitive object
*
* Queries the number of vertices to read when drawing the given
* @primitive. Usually this value is implicitly set when associating
* vertex data or indices with a #CoglPrimitive.
*
* If cogl_primitive_set_indices() has been used to associate a
* sequence of #CoglIndices with the given @primitive then the
* number of vertices to read can also be phrased as the number
* of indices to read.
*
* <note>To be clear; it doesn't refer to the number of vertices - in
* terms of data - associated with the primitive it's just the number
* of vertices to read and draw.</note>
*
* Returns: The number of vertices to read when drawing.
*
* Since: 1.8
* Stability: unstable
*/
int
cogl_primitive_get_n_vertices (CoglPrimitive *primitive);
#define cogl_primitive_set_n_vertices cogl_primitive_set_n_vertices_EXP
/**
* cogl_primitive_set_n_vertices:
* @primitive: A #CoglPrimitive object
* @n_vertices: The number of vertices to read when drawing.
*
* Specifies how many vertices should be read when drawing the given
* @primitive.
*
* Usually this value is set implicitly when associating vertex data
* or indices with a #CoglPrimitive.
*
* <note>To be clear; it doesn't refer to the number of vertices - in
* terms of data - associated with the primitive it's just the number
* of vertices to read and draw.</note>
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_primitive_set_n_vertices (CoglPrimitive *primitive,
int n_vertices);
CoglVerticesMode
cogl_primitive_get_mode (CoglPrimitive *primitive);
void
cogl_primitive_set_mode (CoglPrimitive *primitive,
CoglVerticesMode mode);
/**
* cogl_primitive_set_attributes:
* @primitive: A #CoglPrimitive object
* @attributes: A %NULL terminated array of #CoglAttribute
* pointers
*
* Replaces all the attributes of the given #CoglPrimitive object.
*
* Since: 1.6
* Stability: Unstable
*/
void
cogl_primitive_set_attributes (CoglPrimitive *primitive,
CoglAttribute **attributes,
int n_attributes);
#define cogl_primitive_set_indices cogl_primitive_set_indices_EXP
/**
* cogl_primitive_set_indices:
* @primitive: A #CoglPrimitive
* @indices: A #CoglIndices array
* @n_indices: The number of indices to reference when drawing
*
* Associates a sequence of #CoglIndices with the given @primitive.
*
* #CoglIndices provide a way to virtualize your real vertex data by
* providing a sequence of indices that index into your real vertex
* data. The GPU will walk though the index values to indirectly
* lookup the data for each vertex instead of sequentially walking
* through the data directly. This lets you save memory by indexing
* shared data multiple times instead of duplicating the data.
*
* The value passed as @n_indices will simply update the
* #CoglPrimitive::n_vertices property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to draw or, put another way, how many
* indices should be read from @indices when drawing.
*
* <note>The #CoglPrimitive::first_vertex property also affects
* drawing with indices by defining the first entry of the indices to
* start drawing from.</note>
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_primitive_set_indices (CoglPrimitive *primitive,
CoglIndices *indices,
int n_indices);
/**
* cogl_primitive_copy:
* @primitive: A primitive copy
*
* Makes a copy of an existing #CoglPrimitive. Note that the primitive
* is a shallow copy which means it will use the same attributes and
* attribute buffers as the original primitive.
*
* Return value: the new primitive
* Since: 1.10
* Stability: unstable
*/
CoglPrimitive *
cogl_primitive_copy (CoglPrimitive *primitive);
/**
* cogl_primitive_draw:
* @primitive: A #CoglPrimitive object
*
* Draw the given @primitive with the current source material.
*
* Since: 1.6
* Stability: Unstable
*/
void
cogl_primitive_draw (CoglPrimitive *primitive);
/**
* cogl_is_primitive:
* @object: A #CoglObject
*
* Gets whether the given object references a #CoglPrimitive.
*
* Returns: %TRUE if the handle references a #CoglPrimitive,
* %FALSE otherwise
*
* Since: 1.6
* Stability: Unstable
*/
gboolean
cogl_is_primitive (void *object);
G_END_DECLS
#endif /* __COGL_PRIMITIVE_H__ */