/* * 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 . * * * * Authors: * Robert Bragg */ #if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_INDICES_H__ #define __COGL_INDICES_H__ /* We forward declare the CoglIndices type here to avoid some circular * dependency issues with the following headers. */ typedef struct _CoglIndices CoglIndices; #include G_BEGIN_DECLS /** * SECTION:cogl-index-range * @short_description: Fuctions for declaring a range of vertex indices * stored in a #CoglIndexBuffer. * * Indices allow you to avoid duplicating vertices in your vertex data * by virtualizing your data and instead providing a sequence of index * values that tell the GPU which data should be used for each vertex. * * If the GPU is given a squence of indices it doesn't simply walk * through each vertex of your data in order it will instead walk * through the indices which can provide random access to the * underlying data. * * Since it's very common to have duplicate vertices when describing a * shape as a list of triangles it can often be a significant space * saving to describe geometry using indices. Reducing the size of * your models can make it cheaper to map them into the GPU by * reducing the demand on memory bandwidth and may help to make better * use of your GPUs internal vertex caching. * * For example, to describe a quadrilateral as 2 triangles for the GPU * you could either provide data with 6 vertices or instead with * indices you can provide vertex data for just 4 vertices and an * index buffer that specfies the 6 vertices by indexing the shared * vertices multiple times. * * |[ * CoglVertex2f quad_vertices[] = { * {x0, y0}, //0 = top left * {x1, y1}, //1 = bottom left * {x2, y2}, //2 = bottom right * {x3, y3}, //3 = top right * }; * //tell the gpu how to interpret the quad as 2 triangles... * unsigned char indices[] = {0, 1, 2, 0, 2, 3}; * ]| * * Even in the above illustration we see a saving of 10bytes for one * quad compared to having data for 6 vertices and no indices but if * you need to draw 100s or 1000s of quads then its really quite * significant. * * Something else to consider is that often indices can be defined * once and remain static while the vertex data may change for * animations perhaps. That means you may be able to ignore the * negligable cost of mapping your indices into the GPU if they don't * ever change. * * The above illustration is actually a good example of static indices * because it's really common that developers have quad mesh data that * they need to display and we know exactly what that indices array * needs to look like depending on the number of quads that need to be * drawn. It doesn't matter how the quads might be animated and * changed the indices will remain the same. Cogl even has a utility * (cogl_get_rectangle_indices()) to get access to re-useable indices * for drawing quads as above. */ CoglIndices * cogl_indices_new (CoglContext *context, CoglIndicesType type, const void *indices_data, int n_indices); CoglIndices * cogl_indices_new_for_buffer (CoglIndicesType type, CoglIndexBuffer *buffer, size_t offset); CoglIndexBuffer * cogl_indices_get_buffer (CoglIndices *indices); CoglIndicesType cogl_indices_get_type (CoglIndices *indices); size_t cogl_indices_get_offset (CoglIndices *indices); void cogl_indices_set_offset (CoglIndices *indices, size_t offset); CoglIndices * cogl_get_rectangle_indices (CoglContext *context, int n_rectangles); /** * cogl_is_indices: * @object: A #CoglObject pointer * * Gets whether the given object references a #CoglIndices. * * Return value: %TRUE if the object references a #CoglIndices * and %FALSE otherwise. * Since: 1.10 * Stability: unstable */ CoglBool cogl_is_indices (void *object); G_END_DECLS #endif /* __COGL_INDICES_H__ */