Constructor
CoglAttributenew
Declaration [src]
CoglAttribute*
cogl_attribute_new (
CoglAttributeBuffer* attribute_buffer,
const char* name,
size_t stride,
size_t offset,
int components,
CoglAttributeType type
)
Description [src]
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:
- “cogl_position_in” (used for vertex positions)
- “cogl_color_in” (used for vertex colors)
- “cogl_tex_coord0_in”, “cogl_tex_coord1”, … (used for vertex texture coordinates)
- “cogl_normal_in” (used for vertex normals)
- “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 andcogl_pipeline_set_per_vertex_point_size()
is called on the pipeline.
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:
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:
MyVertex vertices[100] = { .... }
In this case, to describe either the position or texture coordinate
attribute you have to move sizeof (MyVertex)
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 (2 * sizeof (float))
. 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 MyVertex
example above the offset
is the
offset inside the MyVertex
structure to the first
component of the attribute. For the texture coordinate attribute
the offset would be offsetof (MyVertex, s)
or instead of
using the offsetof macro you could use sizeof (float) *
3
. 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
bottleneck 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 bottleneck when dealing with a large number of vertices.
Parameters
attribute_buffer
-
Type:
CoglAttributeBuffer
The
CoglAttributeBuffer
containing the actual attribute data.The data is owned by the caller of the function. name
-
Type:
const char*
The name of the attribute (used to reference it from GLSL).
The data is owned by the caller of the function. The value is a NUL terminated UTF-8 string. stride
-
Type:
size_t
The number of bytes to jump to get to the next attribute value for the next vertex. (Usually
sizeof (MyVertex)
). offset
-
Type:
size_t
The byte offset from the start of
attribute_buffer
for the first attribute value. (Usuallyoffsetof (MyVertex, component0)
. components
-
Type:
int
The number of components (e.g. 4 for an rgba color or 3 for and (x,y,z) position).
type
-
Type:
CoglAttributeType
FIXME.
Return value
Type: CoglAttribute
A newly allocated CoglAttribute
describing the layout for a list of attribute values
stored in array
.
The caller of the function takes ownership of the data, and is responsible for freeing it. |