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mutter-performance-source/cogl-mesh.h
Neil Roberts 46e4bd3a82 Fix warnings in mesh tests
* tests/conform/test-mesh-mutability.c (on_paint):
	* tests/conform/test-mesh-interleved.c (on_paint):
	* tests/conform/test-mesh-contiguous.c (on_paint): Use g_usleep
	instead of sleep

	* tests/conform/test-mesh-mutability.c (queue_redraw):
	* tests/conform/test-mesh-interleved.c (queue_redraw):
	* tests/conform/test-mesh-contiguous.c (queue_redraw): Added
	missing return statement

	* clutter/cogl/cogl-mesh.h: Add a declaration for
	cogl_mesh_submit

	* clutter/cogl/common/cogl-mesh.c (cogl_mesh_submit): Move the
	documentation to cogl-mesh.h to match the rest of the functions
2008-11-12 10:55:06 +00:00

299 lines
11 KiB
C

/* cogl-mesh.h: Handle extensible arrays of vertex attributes
* This file is part of Clutter
*
* Copyright (C) 2008 Intel Corporation.
*
* Authored by: Robert Bragg <bob@o-hand.com>
*
* 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/>.
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_MESH_H__
#define __COGL_MESH_H__
#include <glib.h>
#include <cogl/cogl-types.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-mesh
* @short_description: An API for submitting extensible arrays of vertex
* attributes to OpenGL in a way that aims to minimise
* copying or reformatting of the original data.
*
* The Mesh API is designed to be a fairly raw mechanism for developers
* to be able to submit geometry to Cogl in a format that can be directly
* consumed by an OpenGL driver and with awareness of the specific hardware
* being used then costly format conversion can also be avoided.
*
* They are designed to work on top of buffer objects and developers should
* understand that mesh objects are not cheap to create but once they
* have been submitted they are stored in GPU addressable memory and can
* be quickly reused.
*
* Although this API does allow you to modify mesh objects after they have
* been submitted to the GPU you must note that modification is still
* not cheap, so if at all possible think of tricks that let you reuse
* a static buffer. To help with this, it is possible to enable and disable
* individual attributes cheaply.
*
* Take for example a mesh representing an elipse. If you were to submit
* a mesh with color attributes, texture coordinates and normals, then
* you would be able to draw an elipses in the following different ways
* without creating a new mesh:
* <itemizedlist>
* <listitem>Flat colored elipse</listitem>
* <listitem>Textured elipse</listitem>
* <listitem>Smoothly lit textured elipse blended with the color.</listitem>
* </itemizedlist>
*
* Another trick that can be used is submitting a highly detailed mesh
* and then using cogl_mesh_draw_range_elements to sample lower resolution
* geometry out from a fixed mesh.
*
* The API doesn't currently give you any control over the actual buffer
* objects that are created, but you can expect that when you first submit
* your attributes they start off in one or more GL_STATIC_DRAW buffers.
* If you then update some of your attributes; then these attributes will
* normally be moved into new GL_DYNAMIC_DRAW draw buffers.
*/
/**
* cogl_mesh_new:
* @n_vertices: The number of vertices that will make up your mesh.
*
* This creates a Cogl handle for a new mesh that you can then start to add
* attributes too.
*/
CoglHandle
cogl_mesh_new (guint n_vertices);
/**
* cogl_mesh_add_attribute:
* @handle: A Cogl mesh handle
* @attribute_name: The name of your attribute. It should be a valid GLSL
* variable name and standard attribute types must use one
* of following built-in names: (Note: they correspond to the
* built-in names in GLSL)
* <itemizedlist>
* <listitem>"gl_Color"</listitem>
* <listitem>"gl_Normal"</listitem>
* <listitem>"gl_MultiTexCoord0, gl_MultiTexCoord1, ..."</listitem>
* <listitem>"gl_Vertex"</listitem>
* </itemizedlist>
* To support adding multiple variations of the same attribute
* the name can have a detail component, E.g.
* "gl_Color::active" or "gl_Color::inactive"
* @n_components: The number of components per attribute and must be 1,2,3 or 4
* @gl_type: Specifies the data type of each component (GL_BYTE, GL_UNSIGNED_BYTE,
* GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT or
* GL_DOUBLE)
* @normalized: If GL_TRUE, this specifies that values stored in an integer
* format should be mapped into the range [-1.0, 1.0] or [0.1, 1.0]
* for unsigned values. If GL_FALSE they are converted to floats
* directly.
* @stride: This specifies the number of bytes from the start of one attribute
* value to the start of the next value (for the same attribute). So
* for example with a position interleved with color like this:
* XYRGBAXYRGBAXYRGBA, then if each letter represents a byte, the
* stride for both attributes is 6. The special value 0 means the
* values are stored sequentially in memory.
* @pointer: This addresses the first attribute in the vertex array. (This
* must remain valid until you call cogl_mesh_submit)
*
* This function lets you add an attribute to a mesh. You either use one
* of the built-in names to add standard attributes, like positions, colors
* and normals or you can add custom attributes for use in shaders.
*
* Note: The number of vertices declared when creating the mesh is used to
* determine how many attribute values will be read from the supplied pointer.
*
* Note: the data supplied here isn't copied anywhere until you call
* cogl_mesh_submit, so the supplied pointer must remain valid until then.
* (This is an important optimisation since we can't create a buffer
* object until we know about all the attributes, and repeatedly copying
* large buffers of vertex data may be very costly) If you add attributes
* after submitting then you will need to re-call cogl_mesh_submit to
* commit the changes to the GPU. (Be carefull to minimize the number of
* calls to cogl_mesh_submit though)
*
* Note: If you are interleving attributes it is assumed that that each
* interleaved attribute starts no farther than +- stride bytes from
* the other attributes it is interleved with. I.e. this is ok:
* |-0-0-0-0-0-0-0-0-0-0|
* This is not ok:
* |- - - - -0-0-0-0-0-0 0 0 0 0|
* (Though you can have multiple groups of interleved attributes)
*/
void
cogl_mesh_add_attribute (CoglHandle handle,
const char *attribute_name,
guint8 n_components,
GLenum gl_type,
gboolean normalized,
guint16 stride,
const void *pointer);
/**
* cogl_mesh_delete_attribute:
* @handle: A Cogl mesh handle
* @attribute_name: The name of a previously added attribute
*
* This function deletes an attribute from a mesh. You will need to
* call cogl_mesh_submit to commit this change to the GPU.
*/
void
cogl_mesh_delete_attribute (CoglHandle handle,
const char *attribute_name);
/**
* cogl_mesh_enable_attribute:
* @handle: A Cogl mesh handle
* @attribute_name: The name of the attribute you want to enable
*
* This function enables a previosuly added attribute
*
* Since it is costly to create new mesh objects, then to make individual mesh
* objects more reuseable it is possible to enable and disable attributes
* before using a mesh for drawing.
*
* Note: You don't need to call cogl_mesh_submit after using this function
*/
void
cogl_mesh_enable_attribute (CoglHandle handle,
const char *attribute_name);
/**
* cogl_mesh_disable_attribute:
* @handle: A Cogl mesh handle
* @attribute_name: The name of the attribute you want to disable
*
* This function disables a previosuly added attribute
*
* Since it is costly to create new mesh objects, then to make individual mesh
* objects more reuseable it is possible to enable and disable attributes
* before using a mesh for drawing.
*
* Note: You don't need to call cogl_mesh_submit after using this function
*/
void
cogl_mesh_disable_attribute (CoglHandle handle,
const char *attribute_name);
/**
* cogl_mesh_draw_arrays:
* @handle: A Cogl mesh handle
* @mode: Specifies how the vertices should be interpreted, and should be
* a valid GL primitive type:
* <itemizedlist>
* <listitem>GL_POINTS</listitem>
* <listitem>GL_LINE_STRIP</listitem>
* <listitem>GL_LINE_LOOP</listitem>
* <listitem>GL_LINES</listitem>
* <listitem>GL_TRIANGLE_STRIP</listitem>
* <listitem>GL_TRIANGLE_FAN</listitem>
* <listitem>GL_TRIANGLES</listitem>
* </itemizedlist>
* (Note: only types available in GLES are listed)
* @first: Specifies the index of the first vertex you want to draw with
* @count: Specifies the number of vertices you want to draw.
*
* This function lets you draw geometry using all or a subset of the
* vertices in a mesh object.
*/
void
cogl_mesh_draw_arrays (CoglHandle handle,
GLenum mode,
GLint first,
GLsizei count);
/**
* cogl_mesh_draw_range_elements:
* @handle: A Cogl mesh handle
* @mode: Specifies how the vertices should be interpreted, and should be
* a valid GL primitive type:
* <itemizedlist>
* <listitem>GL_POINTS</listitem>
* <listitem>GL_LINE_STRIP</listitem>
* <listitem>GL_LINE_LOOP</listitem>
* <listitem>GL_LINES</listitem>
* <listitem>GL_TRIANGLE_STRIP</listitem>
* <listitem>GL_TRIANGLE_FAN</listitem>
* <listitem>GL_TRIANGLES</listitem>
* </itemizedlist>
* (Note: only types available in GLES are listed)
* @start: Specifies the minimum vertex index contained in indices
* @end: Specifies the maximum vertex index contained in indices
* @count: Specifies the number of vertices you want to draw.
* @type: Specifies the data type used for the indices, and must be
* one of:
* <itemizedlist>
* <listitem>GL_UNSIGNED_BYTE</listitem>
* <listitem>GL_UNSIGNED_SHORT</listitem>
* <listitem>GL_UNSIGNED_INT</listitem>
* </itemizedlist>
* @indices: Specifies the address of your array of indices
*
* This function lets you use an array of indices to specify the vertices
* within your mesh pbject that you want to draw.
*/
void
cogl_mesh_draw_range_elements (CoglHandle handle,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const GLvoid *indices);
/**
* cogl_mesh_submit:
* @handle: A Cogl mesh handle
*
* This function copies all the user added attributes into a buffer object
* managed by the OpenGL driver.
*
* After the attributes have been submitted, then you may no longer add or
* remove attributes from a mesh, though you can enable or disable them.
*/
void
cogl_mesh_submit (CoglHandle handle);
/**
* cogl_mesh_ref:
* @handle: a @CoglHandle.
*
* Increment the reference count for a cogl mesh.
*
* Returns: the @handle.
*/
CoglHandle cogl_mesh_ref (CoglHandle handle);
/**
* cogl_mesh_unref:
* @handle: a @CoglHandle.
*
* Deccrement the reference count for a cogl mesh.
*/
void cogl_mesh_unref (CoglHandle handle);
G_END_DECLS
#endif /* __COGL_MESH_H__ */