/* * 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: * Neil Roberts */ #if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_TEXTURE_3D_H #define __COGL_TEXTURE_3D_H COGL_BEGIN_DECLS /** * SECTION:cogl-texture-3d * @short_description: Functions for creating and manipulating 3D textures * * These functions allow 3D textures to be used. 3D textures can be * thought of as layers of 2D images arranged into a cuboid * shape. When choosing a texel from the texture, Cogl will take into * account the 'r' texture coordinate to select one of the images. */ typedef struct _CoglTexture3D CoglTexture3D; #define COGL_TEXTURE_3D(X) ((CoglTexture3D *)X) #ifdef COGL_HAS_GTYPE_SUPPORT /** * cogl_texture_3d_get_gtype: * * Returns: a #GType that can be used with the GLib type system. */ GType cogl_texture_3d_get_gtype (void); #endif /** * cogl_texture_3d_new_with_size: * @context: a #CoglContext * @width: width of the texture in pixels. * @height: height of the texture in pixels. * @depth: depth of the texture in pixels. * * Creates a low-level #CoglTexture3D texture with the specified * dimensions and pixel format. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is going to be used and can optimize how it is * allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * This texture will fail to allocate later if * %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also * fail if the requested dimensions are not supported by the * GPU. * * Returns: (transfer full): A new #CoglTexture3D object with no storage yet allocated. * Since: 1.10 * Stability: Unstable */ CoglTexture3D * cogl_texture_3d_new_with_size (CoglContext *context, int width, int height, int depth); /** * cogl_texture_3d_new_from_data: * @context: a #CoglContext * @width: width of the texture in pixels. * @height: height of the texture in pixels. * @depth: depth of the texture in pixels. * @format: the #CoglPixelFormat the buffer is stored in in RAM * @rowstride: the memory offset in bytes between the starts of * scanlines in @data or 0 to infer it from the width and format * @image_stride: the number of bytes from one image to the next. This * can be used to add padding between the images in a similar way * that the rowstride can be used to add padding between * rows. Alternatively 0 can be passed to infer the @image_stride * from the @height. * @data: pointer the memory region where the source buffer resides * @error: A CoglError return location. * * Creates a low-level 3D texture and initializes it with @data. The * data is assumed to be packed array of @depth images. There can be * padding between the images using @image_stride. * * This api will always immediately allocate GPU memory for the * texture and upload the given data so that the @data pointer does * not need to remain valid once this function returns. This means it * is not possible to configure the texture before it is allocated. If * you do need to configure the texture before allocation (to specify * constraints on the internal format for example) then you can * instead create a #CoglBitmap for your data and use * cogl_texture_3d_new_from_bitmap(). * * Return value: (transfer full): the newly created #CoglTexture3D or * %NULL if there was an error and an exception will be * returned through @error. * Since: 1.10 * Stability: Unstable */ CoglTexture3D * cogl_texture_3d_new_from_data (CoglContext *context, int width, int height, int depth, CoglPixelFormat format, int rowstride, int image_stride, const uint8_t *data, CoglError **error); /** * cogl_texture_3d_new_from_bitmap: * @bitmap: A #CoglBitmap object. * @height: height of the texture in pixels. * @depth: depth of the texture in pixels. * * Creates a low-level 3D texture and initializes it with the images * in @bitmap. The images are assumed to be packed together after one * another in the increasing y axis. The height of individual image is * given as @height and the number of images is given in @depth. The * actual height of the bitmap can be larger than @height × @depth. In * this case it assumes there is padding between the images. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is going to be used and can optimize how it is * allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * This texture will fail to allocate later if * %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also * fail if the requested dimensions are not supported by the * GPU. * * Return value: (transfer full): a newly created #CoglTexture3D * Since: 2.0 * Stability: unstable */ CoglTexture3D * cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap, int height, int depth); /** * cogl_is_texture_3d: * @object: a #CoglObject * * Checks whether the given object references a #CoglTexture3D * * Return value: %TRUE if the passed object represents a 3D texture * and %FALSE otherwise * * Since: 1.4 * Stability: Unstable */ CoglBool cogl_is_texture_3d (void *object); COGL_END_DECLS #endif /* __COGL_TEXTURE_3D_H */