/usr/include/compiz/opengl/vertexbuffer.h is in compiz-dev 1:0.9.12.2+16.04.20160415-0ubuntu1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | /*
* Copyright © 2011 Linaro Ltd.
*
* Permission to use, copy, modify, distribute, and sell this software
* and its documentation for any purpose is hereby granted without
* fee, provided that the above copyright notice appear in all copies
* and that both that copyright notice and this permission notice
* appear in supporting documentation, and that the name of
* Linaro Ltd. not be used in advertising or publicity pertaining to
* distribution of the software without specific, written prior permission.
* Linaro Ltd. makes no representations about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*
* LINARO LTD. DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN
* NO EVENT SHALL LINARO LTD. BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
* NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
* WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* Authors: Travis Watkins <travis.watkins@linaro.org>
* Frederic Plourde <frederic.plourde@collabora.co.uk>
*/
#ifndef _COMPIZ_GLVERTEXBUFFER_H
#define _COMPIZ_GLVERTEXBUFFER_H
#ifdef USE_GLES
#include <GLES2/gl2.h>
#else
#include <GL/gl.h>
#endif
#include <core/core.h>
#include <opengl/program.h>
#include <opengl/shadercache.h>
class PrivateVertexBuffer;
struct GLWindowPaintAttrib;
namespace compiz
{
namespace gl
{
class AutoProgram
{
public:
virtual ~AutoProgram () {}
virtual GLProgram *getProgram(GLShaderParameters ¶ms) = 0;
};
}
}
class GLVertexBuffer
{
public:
static bool enabled ();
GLVertexBuffer ();
GLVertexBuffer (GLenum usage);
~GLVertexBuffer ();
typedef compiz::gl::AutoProgram AutoProgram;
static GLVertexBuffer *streamingBuffer ();
void begin (GLenum primitiveType = GL_TRIANGLES);
bool end ();
// vertices and normals are 3 parts, count is number of xyz groups
void addVertices (GLuint nVertices, const GLfloat *vertices);
GLfloat *getVertices () const; // AKA GLWindow::Geometry::vertices
int getVertexStride () const; // AKA GLWindow::Geometry::vertexStride
int countVertices () const; // AKA GLWindow::Geometry::vCount
void addNormals (GLuint nNormals, const GLfloat *normals);
// color is always RGBA (4 parts), count is number of rgba groups
void addColors (GLuint nColors, const GLushort *colors);
void color4f (GLfloat r, GLfloat g, GLfloat b, GLfloat a);
void colorDefault ();
// texture is index, texcoords are 2 parts, count is number of pairs
void addTexCoords (GLuint texture,
GLuint nTexcoords,
const GLfloat *texcoords);
void addUniform (const char *name, GLfloat value);
void addUniform (const char *name, GLint value);
bool addUniform (const char *name, const GLMatrix &value);
void addUniform2f (const char *name, GLfloat x, GLfloat y);
void addUniform3f (const char *name, GLfloat x, GLfloat y, GLfloat z);
void addUniform4f (const char *name, GLfloat x, GLfloat y,
GLfloat z, GLfloat w);
void addUniform2i (const char *name, GLint x, GLint y);
void addUniform3i (const char *name, GLint x, GLint y, GLint z);
void addUniform4i (const char *name, GLint x, GLint y,
GLint z, GLint w);
void setProgram (GLProgram *program);
void setAutoProgram (AutoProgram *autoProgram);
// This no-argument render () function is intended for use by plugins
// that have custom programs.
int render ();
int render (const GLMatrix &modelview);
int render (const GLMatrix &modelview,
const GLWindowPaintAttrib &attrib);
int render (const GLMatrix &projection,
const GLMatrix &modelview,
const GLWindowPaintAttrib &attrib);
void setVertexOffset (GLuint vOffset);
void setMaxVertices (GLint vMax);
private:
PrivateVertexBuffer *priv;
};
#endif // _COMPIZ_GLVERTEXBUFFER_H
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