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use crate::{AttributeBuffer, AttributeType, Context, Object}; use glib::translate::*; use std::fmt; glib_wrapper! { pub struct Attribute(Object<ffi::CoglAttribute, AttributeClass>) @extends Object; match fn { get_type => || ffi::cogl_attribute_get_gtype(), } } impl Attribute { /// Describes the layout for a list of vertex attribute values (For /// example, a list of texture coordinates or colors). /// /// The `name` is used to access the attribute inside a GLSL vertex /// shader and there are some special names you should use if they are /// applicable: /// `<itemizedlist>` /// `<listitem>`"cogl_position_in" (used for vertex positions)`</listitem>` /// `<listitem>`"cogl_color_in" (used for vertex colors)`</listitem>` /// `<listitem>`"cogl_tex_coord0_in", "cogl_tex_coord1", ... /// (used for vertex texture coordinates)`</listitem>` /// `<listitem>`"cogl_normal_in" (used for vertex normals)`</listitem>` /// `<listitem>`"cogl_point_size_in" (used to set the size of points /// per-vertex. Note this can only be used if /// `COGL_FEATURE_ID_POINT_SIZE_ATTRIBUTE` is advertised and /// `Pipeline::set_per_vertex_point_size` is called on the pipeline. /// `</listitem>` /// `</itemizedlist>` /// /// The attribute values corresponding to different vertices can either /// be tightly packed or interleaved with other attribute values. For /// example it's common to define a structure for a single vertex like: /// /// ```text /// typedef struct /// { /// float x, y, z; /<!-- -->* position attribute *<!-- -->/ /// float s, t; /<!-- -->* texture coordinate attribute *<!-- -->/ /// } MyVertex; /// ``` /// /// And then create an array of vertex data something like: /// /// ```text /// MyVertex vertices[100] = { .... } /// ``` /// /// In this case, to describe either the position or texture coordinate /// attribute you have to move `<literal>`sizeof (MyVertex)`</literal>` bytes to /// move from one vertex to the next. This is called the attribute /// `stride`. If you weren't interleving attributes and you instead had /// a packed array of float x, y pairs then the attribute stride would /// be `<literal>`(2 * sizeof (float))`</literal>`. So the `stride` is the number of /// bytes to move to find the attribute value of the next vertex. /// /// Normally a list of attributes starts at the beginning of an array. /// So for the `<literal>`MyVertex`</literal>` example above the `offset` is the /// offset inside the `<literal>`MyVertex`</literal>` structure to the first /// component of the attribute. For the texture coordinate attribute /// the offset would be `<literal>`offsetof (MyVertex, s)`</literal>` or instead of /// using the offsetof macro you could use `<literal>`sizeof (float) * /// 3`</literal>`. If you've divided your `array` into blocks of non-interleved /// attributes then you will need to calculate the `offset` as the number of /// bytes in blocks preceding the attribute you're describing. /// /// An attribute often has more than one component. For example a color /// is often comprised of 4 red, green, blue and alpha `components`, and a /// position may be comprised of 2 x and y `components`. You should aim /// to keep the number of components to a minimum as more components /// means more data needs to be mapped into the GPU which can be a /// bottlneck when dealing with a large number of vertices. /// /// Finally you need to specify the component data type. Here you /// should aim to use the smallest type that meets your precision /// requirements. Again the larger the type then more data needs to be /// mapped into the GPU which can be a bottlneck when dealing with /// a large number of vertices. /// ## `attribute_buffer` /// The `AttributeBuffer` containing the actual /// attribute data /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `stride` /// The number of bytes to jump to get to the next attribute /// value for the next vertex. (Usually /// `<literal>`sizeof (MyVertex)`</literal>`) /// ## `offset` /// The byte offset from the start of `attribute_buffer` for /// the first attribute value. (Usually /// `<literal>`offsetof (MyVertex, component0)`</literal>` /// ## `components` /// The number of components (e.g. 4 for an rgba color or /// 3 for and (x,y,z) position) /// ## `type_` /// FIXME /// /// # Returns /// /// A newly allocated `Attribute` /// describing the layout for a list of attribute values /// stored in `array`. pub fn new( attribute_buffer: &AttributeBuffer, name: &str, stride: usize, offset: usize, components: i32, type_: AttributeType, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new( attribute_buffer.to_glib_none().0, name.to_glib_none().0, stride, offset, components, type_.to_glib(), )) } } /// Creates a new, single component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constant `value` is a single precision floating point scalar /// which should have a corresponding declaration in GLSL code like: /// /// [| /// attribute float name; /// |] /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `value` /// The constant value for the attribute /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant `value`. pub fn new_const_1f(context: &Context, name: &str, value: f32) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_1f( context.to_glib_none().0, name.to_glib_none().0, value, )) } } /// Creates a new, 2 component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constants (`component0`, `component1`) represent a 2 component /// float vector which should have a corresponding declaration in GLSL /// code like: /// /// [| /// attribute vec2 name; /// |] /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `component0` /// The first component of a 2 component vector /// ## `component1` /// The second component of a 2 component vector /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant vector. pub fn new_const_2f( context: &Context, name: &str, component0: f32, component1: f32, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_2f( context.to_glib_none().0, name.to_glib_none().0, component0, component1, )) } } /// Creates a new, 2 component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constants (value[0], value[1]) represent a 2 component float /// vector which should have a corresponding declaration in GLSL code /// like: /// /// [| /// attribute vec2 name; /// |] /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `value` /// A pointer to a 2 component float vector /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant vector. pub fn new_const_2fv(context: &Context, name: &str, value: &[f32; 2]) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_2fv( context.to_glib_none().0, name.to_glib_none().0, value.as_ptr(), )) } } /// Creates a new matrix attribute whose value remains constant /// across all the vertices of a primitive without needing to duplicate /// the value for each vertex. /// /// `matrix2x2` represent a square 2 by 2 matrix specified in /// column-major order (each pair of consecutive numbers represents a /// column) which should have a corresponding declaration in GLSL code /// like: /// /// [| /// attribute mat2 name; /// |] /// /// If `transpose` is `true` then all matrix components are rotated /// around the diagonal of the matrix such that the first column /// becomes the first row and the second column becomes the second row. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `matrix2x2` /// A pointer to a 2 by 2 matrix /// ## `transpose` /// Whether the matrix should be transposed on upload or /// not /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant matrix. pub fn new_const_2x2fv( context: &Context, name: &str, matrix2x2: &[f32; 4], transpose: bool, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_2x2fv( context.to_glib_none().0, name.to_glib_none().0, matrix2x2.as_ptr(), transpose as i32, )) } } /// Creates a new, 3 component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constants (`component0`, `component1`, `component2`) represent a 3 /// component float vector which should have a corresponding /// declaration in GLSL code like: /// /// [| /// attribute vec3 name; /// |] /// /// unless the built in name "cogl_normal_in" is being used where no /// explicit GLSL declaration need be made. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `component0` /// The first component of a 3 component vector /// ## `component1` /// The second component of a 3 component vector /// ## `component2` /// The third component of a 3 component vector /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant vector. pub fn new_const_3f( context: &Context, name: &str, component0: f32, component1: f32, component2: f32, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_3f( context.to_glib_none().0, name.to_glib_none().0, component0, component1, component2, )) } } /// Creates a new, 3 component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constants (value[0], value[1], value[2]) represent a 3 /// component float vector which should have a corresponding /// declaration in GLSL code like: /// /// [| /// attribute vec3 name; /// |] /// /// unless the built in name "cogl_normal_in" is being used where no /// explicit GLSL declaration need be made. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `value` /// A pointer to a 3 component float vector /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant vector. pub fn new_const_3fv(context: &Context, name: &str, value: &[f32; 3]) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_3fv( context.to_glib_none().0, name.to_glib_none().0, value.as_ptr(), )) } } /// Creates a new matrix attribute whose value remains constant /// across all the vertices of a primitive without needing to duplicate /// the value for each vertex. /// /// `matrix3x3` represent a square 3 by 3 matrix specified in /// column-major order (each triple of consecutive numbers represents a /// column) which should have a corresponding declaration in GLSL code /// like: /// /// [| /// attribute mat3 name; /// |] /// /// If `transpose` is `true` then all matrix components are rotated /// around the diagonal of the matrix such that the first column /// becomes the first row and the second column becomes the second row /// etc. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `matrix3x3` /// A pointer to a 3 by 3 matrix /// ## `transpose` /// Whether the matrix should be transposed on upload or /// not /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant matrix. pub fn new_const_3x3fv( context: &Context, name: &str, matrix3x3: &[f32; 9], transpose: bool, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_3x3fv( context.to_glib_none().0, name.to_glib_none().0, matrix3x3.as_ptr(), transpose as i32, )) } } /// Creates a new, 4 component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constants (`component0`, `component1`, `component2`, `constant3`) /// represent a 4 component float vector which should have a /// corresponding declaration in GLSL code like: /// /// [| /// attribute vec4 name; /// |] /// /// unless one of the built in names "cogl_color_in", /// "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where /// no explicit GLSL declaration need be made. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `component0` /// The first component of a 4 component vector /// ## `component1` /// The second component of a 4 component vector /// ## `component2` /// The third component of a 4 component vector /// ## `component3` /// The fourth component of a 4 component vector /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant vector. pub fn new_const_4f( context: &Context, name: &str, component0: f32, component1: f32, component2: f32, component3: f32, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_4f( context.to_glib_none().0, name.to_glib_none().0, component0, component1, component2, component3, )) } } /// Creates a new, 4 component, attribute whose value remains /// constant across all the vertices of a primitive without needing to /// duplicate the value for each vertex. /// /// The constants (value[0], value[1], value[2], value[3]) represent a /// 4 component float vector which should have a corresponding /// declaration in GLSL code like: /// /// [| /// attribute vec4 name; /// |] /// /// unless one of the built in names "cogl_color_in", /// "cogl_tex_coord0_in or "cogl_tex_coord1_in" etc is being used where /// no explicit GLSL declaration need be made. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `value` /// A pointer to a 4 component float vector /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant vector. pub fn new_const_4fv(context: &Context, name: &str, value: &[f32; 4]) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_4fv( context.to_glib_none().0, name.to_glib_none().0, value.as_ptr(), )) } } /// Creates a new matrix attribute whose value remains constant /// across all the vertices of a primitive without needing to duplicate /// the value for each vertex. /// /// `matrix4x4` represent a square 4 by 4 matrix specified in /// column-major order (each 4-tuple of consecutive numbers represents a /// column) which should have a corresponding declaration in GLSL code /// like: /// /// [| /// attribute mat4 name; /// |] /// /// If `transpose` is `true` then all matrix components are rotated /// around the diagonal of the matrix such that the first column /// becomes the first row and the second column becomes the second row /// etc. /// ## `context` /// A `Context` /// ## `name` /// The name of the attribute (used to reference it from GLSL) /// ## `matrix4x4` /// A pointer to a 4 by 4 matrix /// ## `transpose` /// Whether the matrix should be transposed on upload or /// not /// /// # Returns /// /// A newly allocated `Attribute` /// representing the given constant matrix. pub fn new_const_4x4fv( context: &Context, name: &str, matrix4x4: &[f32; 16], transpose: bool, ) -> Attribute { unsafe { from_glib_full(ffi::cogl_attribute_new_const_4x4fv( context.to_glib_none().0, name.to_glib_none().0, matrix4x4.as_ptr(), transpose as i32, )) } } /// /// # Returns /// /// the `AttributeBuffer` that was /// set with `Attribute::set_buffer` or `Attribute::new`. pub fn get_buffer(&self) -> Option<AttributeBuffer> { unsafe { from_glib_none(ffi::cogl_attribute_get_buffer(self.to_glib_none().0)) } } /// /// # Returns /// /// the value of the normalized property set with /// `Attribute::set_normalized`. pub fn get_normalized(&self) -> bool { unsafe { ffi::cogl_attribute_get_normalized(self.to_glib_none().0) == crate::TRUE } } /// Sets a new `AttributeBuffer` for the attribute. /// ## `attribute_buffer` /// A `AttributeBuffer` pub fn set_buffer(&self, attribute_buffer: &AttributeBuffer) { unsafe { ffi::cogl_attribute_set_buffer( self.to_glib_none().0, attribute_buffer.to_glib_none().0, ); } } /// Sets whether fixed point attribute types are mapped to the range /// 0→1. For example when this property is TRUE and a /// `AttributeType::UnsignedByte` type is used then the value 255 /// will be mapped to 1.0. /// /// The default value of this property depends on the name of the /// attribute. For the builtin properties cogl_color_in and /// cogl_normal_in it will default to TRUE and for all other names it /// will default to FALSE. /// ## `normalized` /// The new value for the normalized property. pub fn set_normalized(&self, normalized: bool) { unsafe { ffi::cogl_attribute_set_normalized(self.to_glib_none().0, normalized as i32); } } } impl fmt::Display for Attribute { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!(f, "Attribute") } }