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mutter-performance-source/cogl/cogl-primitive.h
Robert Bragg a0441778ad This re-licenses Cogl 1.18 under the MIT license
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.

This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html

Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)

For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10  0bbf50f905..HEAD

We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html

Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January

As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.

This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
2014-02-22 02:02:53 +00:00

930 lines
32 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_PRIMITIVE_H__
#define __COGL_PRIMITIVE_H__
/* We forward declare the CoglPrimitive type here to avoid some circular
* dependency issues with the following headers.
*/
typedef struct _CoglPrimitive CoglPrimitive;
#include <cogl/cogl-types.h> /* for CoglVerticesMode */
#include <cogl/cogl-attribute.h>
#include <cogl/cogl-framebuffer.h>
COGL_BEGIN_DECLS
/**
* SECTION:cogl-primitive
* @short_description: Functions for creating, manipulating and drawing
* primitives
*
* FIXME
*/
/**
* 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_p2().
*
* 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_p3().
*
* 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_p2c4().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct {
float x, y;
uint8_t 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_p3c4().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct {
float x, y, z;
uint8_t 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_p2t2().
*
* 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_p3t2().
*
* 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_p3t2c4().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct {
float x, y;
float s, t;
uint8_t 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_p3t2c4().
*
* Since: 1.6
* Stability: Unstable
*/
typedef struct {
float x, y, z;
float s, t;
uint8_t 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
* @...: 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 <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
*
* Return value: (transfer full): A newly allocated #CoglPrimitive object
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new (CoglVerticesMode mode,
int n_vertices,
...);
/**
* cogl_primitive_new_with_attributes:
* @mode: A #CoglVerticesMode defining how to draw the vertices
* @n_vertices: The number of vertices to process when drawing
* @attributes: An array of CoglAttribute
* @n_attributes: The number 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 <structfield>n_vertices</structfield> property as if
* cogl_primitive_set_n_vertices() were called. This property defines
* the number of vertices to read when drawing.
*
* Return value: (transfer full): A newly allocated #CoglPrimitive object
*
* Since: 1.6
* Stability: Unstable
*/
CoglPrimitive *
cogl_primitive_new_with_attributes (CoglVerticesMode mode,
int n_vertices,
CoglAttribute **attributes,
int n_attributes);
/**
* cogl_primitive_new_p2:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP2): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2 *data);
/**
* cogl_primitive_new_p3:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP3): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3 *data);
/**
* cogl_primitive_new_p2c4:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP2C4): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2C4 *data);
/**
* cogl_primitive_new_p3c4:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP3C4): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3C4 *data);
/**
* cogl_primitive_new_p2t2:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP2T2): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2 *data);
/**
* cogl_primitive_new_p3t2:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP3T2): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP3T2 *data);
/**
* cogl_primitive_new_p2t2c4:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP2T2C4): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
CoglVerticesMode mode,
int n_vertices,
const CoglVertexP2T2C4 *data);
/**
* cogl_primitive_new_p3t2c4:
* @context: A #CoglContext
* @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: (array length=n_vertices): (type Cogl.VertexP3T2C4): 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 <structfield>n_vertices</structfield> 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: (transfer full): 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 (CoglContext *context,
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);
/**
* 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);
/**
* 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: an array of #CoglAttribute pointers
* @n_attributes: the number of elements in @attributes
*
* 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);
/**
* 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 <structfield>n_vertices</structfield> 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 <structfield>first_vertex</structfield> 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_get_indices:
* @primitive: A #CoglPrimitive
*
* Return value: (transfer none): the indices that were set with
* cogl_primitive_set_indices() or %NULL if no indices were set.
*
* Since: 1.10
* Stability: unstable
*/
CoglIndices *
cogl_primitive_get_indices (CoglPrimitive *primitive);
/**
* 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: (transfer full): the new primitive
* Since: 1.10
* Stability: unstable
*/
CoglPrimitive *
cogl_primitive_copy (CoglPrimitive *primitive);
/**
* cogl_is_primitive:
* @object: A #CoglObject
*
* Gets whether the given object references a #CoglPrimitive.
*
* Returns: %TRUE if the @object references a #CoglPrimitive,
* %FALSE otherwise
*
* Since: 1.6
* Stability: Unstable
*/
CoglBool
cogl_is_primitive (void *object);
/**
* CoglPrimitiveAttributeCallback:
* @primitive: The #CoglPrimitive whose attributes are being iterated
* @attribute: The #CoglAttribute
* @user_data: The private data passed to cogl_primitive_foreach_attribute()
*
* The callback prototype used with cogl_primitive_foreach_attribute()
* for iterating all the attributes of a #CoglPrimitive.
*
* The function should return TRUE to continue iteration or FALSE to
* stop.
*
* Since: 1.10
* Stability: Unstable
*/
typedef CoglBool (* CoglPrimitiveAttributeCallback) (CoglPrimitive *primitive,
CoglAttribute *attribute,
void *user_data);
/**
* cogl_primitive_foreach_attribute:
* @primitive: A #CoglPrimitive object
* @callback: (scope call): A #CoglPrimitiveAttributeCallback to be
* called for each attribute
* @user_data: (closure): Private data that will be passed to the
* callback
*
* Iterates all the attributes of the given #CoglPrimitive.
*
* Since: 1.10
* Stability: Unstable
*/
void
cogl_primitive_foreach_attribute (CoglPrimitive *primitive,
CoglPrimitiveAttributeCallback callback,
void *user_data);
/**
* cogl_primitive_draw:
* @primitive: A #CoglPrimitive geometry object
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
*
* Draws the given @primitive geometry to the specified destination
* @framebuffer using the graphics processing state described by @pipeline.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D
* are associated with layers of the given @pipeline.
*
* Stability: unstable
* Since: 1.16
*/
void
cogl_primitive_draw (CoglPrimitive *primitive,
CoglFramebuffer *framebuffer,
CoglPipeline *pipeline);
COGL_END_DECLS
#endif /* __COGL_PRIMITIVE_H__ */