mirror of
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423 lines
19 KiB
XML
423 lines
19 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glVertexAttrib">
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<refmeta>
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<refentrytitle>glVertexAttrib</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glVertexAttrib</refname>
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<refpurpose>Specifies the value of a generic vertex attribute</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1s</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLshort <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1d</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLdouble <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2s</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLshort <parameter>v0</parameter></paramdef>
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<paramdef>GLshort <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2d</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLdouble <parameter>v0</parameter></paramdef>
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<paramdef>GLdouble <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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<paramdef>GLfloat <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3s</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLshort <parameter>v0</parameter></paramdef>
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<paramdef>GLshort <parameter>v1</parameter></paramdef>
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<paramdef>GLshort <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3d</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLdouble <parameter>v0</parameter></paramdef>
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<paramdef>GLdouble <parameter>v1</parameter></paramdef>
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<paramdef>GLdouble <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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<paramdef>GLfloat <parameter>v2</parameter></paramdef>
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<paramdef>GLfloat <parameter>v3</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4s</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLshort <parameter>v0</parameter></paramdef>
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<paramdef>GLshort <parameter>v1</parameter></paramdef>
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<paramdef>GLshort <parameter>v2</parameter></paramdef>
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<paramdef>GLshort <parameter>v3</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4d</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLdouble <parameter>v0</parameter></paramdef>
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<paramdef>GLdouble <parameter>v1</parameter></paramdef>
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<paramdef>GLdouble <parameter>v2</parameter></paramdef>
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<paramdef>GLdouble <parameter>v3</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Nub</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLubyte <parameter>v0</parameter></paramdef>
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<paramdef>GLubyte <parameter>v1</parameter></paramdef>
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<paramdef>GLubyte <parameter>v2</parameter></paramdef>
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<paramdef>GLubyte <parameter>v3</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>index</parameter></term>
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<listitem>
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<para>Specifies the index of the generic vertex
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attribute to be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term>
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<parameter>v0</parameter>,
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<parameter>v1</parameter>,
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<parameter>v2</parameter>,
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<parameter>v3</parameter>
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</term>
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<listitem>
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<para>Specifies the new values to be used for the
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specified vertex attribute.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1sv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLshort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1dv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLdouble *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2sv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLshort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2dv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLdouble *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3sv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLshort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3dv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLdouble *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4sv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLshort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4dv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLdouble *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4iv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLint *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4bv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLbyte *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4ubv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLubyte *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4usv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLushort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4uiv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLuint *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Nbv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLbyte *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Nsv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLshort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Niv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLint *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Nubv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLubyte *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Nusv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLushort *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4Nuiv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLuint *<parameter>v</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters2"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>index</parameter></term>
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<listitem>
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<para>Specifies the index of the generic vertex
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attribute to be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>v</parameter></term>
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<listitem>
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<para>Specifies a pointer to an array of values to
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be used for the generic vertex attribute.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>OpenGL defines a number of standard vertex attributes that
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applications can modify with standard API entry points (color,
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normal, texture coordinates, etc.). The
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<function>glVertexAttrib</function> family of entry points
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allows an application to pass generic vertex attributes in
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numbered locations.</para>
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<para>Generic attributes are defined as four-component values
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that are organized into an array. The first entry of this array
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is numbered 0, and the size of the array is specified by the
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implementation-dependent constant
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<constant>GL_MAX_VERTEX_ATTRIBS</constant>. Individual elements
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of this array can be modified with a
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<function>glVertexAttrib</function> call that specifies the
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index of the element to be modified and a value for that
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element.</para>
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<para>These commands can be used to specify one, two, three, or
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all four components of the generic vertex attribute specified by
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<parameter>index</parameter>. A <function>1</function> in the
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name of the command indicates that only one value is passed, and
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it will be used to modify the first component of the generic
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vertex attribute. The second and third components will be set to
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0, and the fourth component will be set to 1. Similarly, a
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<function>2</function> in the name of the command indicates that
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values are provided for the first two components, the third
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component will be set to 0, and the fourth component will be set
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to 1. A <function>3</function> in the name of the command
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indicates that values are provided for the first three
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components and the fourth component will be set to 1, whereas a
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<function>4</function> in the name indicates that values are
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provided for all four components.</para>
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<para>The letters <function>s</function>,
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<function>f</function>, <function>i</function>,
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<function>d</function>, <function>ub</function>,
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<function>us</function>, and <function>ui</function> indicate
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whether the arguments are of type short, float, int, double,
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unsigned byte, unsigned short, or unsigned int. When
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<function>v</function> is appended to the name, the commands can
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take a pointer to an array of such values. The commands
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containing <function>N</function> indicate that the arguments
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will be passed as fixed-point values that are scaled to a
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normalized range according to the component conversion rules
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defined by the OpenGL specification. Signed values are
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understood to represent fixed-point values in the range [-1,1],
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and unsigned values are understood to represent fixed-point
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values in the range [0,1].</para>
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<para>OpenGL Shading Language attribute variables are allowed to
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be of type mat2, mat3, or mat4. Attributes of these types may be
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loaded using the <function>glVertexAttrib</function> entry
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points. Matrices must be loaded into successive generic
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attribute slots in column major order, with one column of the
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matrix in each generic attribute slot.</para>
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<para>A user-defined attribute variable declared in a vertex
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shader can be bound to a generic attribute index by calling
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<citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>.
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This allows an application to use more descriptive variable
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names in a vertex shader. A subsequent change to the specified
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generic vertex attribute will be immediately reflected as a
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change to the corresponding attribute variable in the vertex
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shader.</para>
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<para>The binding between a generic vertex attribute index and a
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user-defined attribute variable in a vertex shader is part of
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the state of a program object, but the current value of the
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generic vertex attribute is not. The value of each generic
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vertex attribute is part of current state, just like standard
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vertex attributes, and it is maintained even if a different
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program object is used.</para>
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<para>An application may freely modify generic vertex attributes
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that are not bound to a named vertex shader attribute variable.
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These values are simply maintained as part of current state and
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will not be accessed by the vertex shader. If a generic vertex
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attribute bound to an attribute variable in a vertex shader is
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not updated while the vertex shader is executing, the vertex
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shader will repeatedly use the current value for the generic
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vertex attribute.</para>
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<para>The generic vertex attribute with index 0 is the same as
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the vertex position attribute previously defined by OpenGL. A
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<citerefentry><refentrytitle>glVertex2</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glVertex3</refentrytitle></citerefentry>,
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or
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<citerefentry><refentrytitle>glVertex4</refentrytitle></citerefentry>
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command is completely equivalent to the corresponding
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<function>glVertexAttrib</function> command with an index
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argument of 0. A vertex shader can access generic vertex
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attribute 0 by using the built-in attribute variable
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<parameter>gl_Vertex</parameter>. There are no current values
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for generic vertex attribute 0. This is the only generic vertex
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attribute with this property; calls to set other standard vertex
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attributes can be freely mixed with calls to set any of the
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other generic vertex attributes.</para>
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</refsect1>
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<refsect1 id="notes"><title>Notes</title>
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<para><function>glVertexAttrib</function> is available only if
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the GL version is 2.0 or greater.</para>
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<para>Generic vertex attributes can be updated at any time. In
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particular, <function>glVertexAttrib</function> can be called
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between a call to
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<citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
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and the corresponding call to
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<citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.</para>
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<para>It is possible for an application to bind more than one
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attribute name to the same generic vertex attribute index. This
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is referred to as aliasing, and it is allowed only if just one
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of the aliased attribute variables is active in the vertex
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shader, or if no path through the vertex shader consumes more
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than one of the attributes aliased to the same location. OpenGL
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implementations are not required to do error checking to detect
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aliasing, they are allowed to assume that aliasing will not
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occur, and they are allowed to employ optimizations that work
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only in the absence of aliasing.</para>
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<para>There is no provision for binding standard vertex
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attributes; therefore, it is not possible to alias generic
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attributes with standard attributes.</para>
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</refsect1>
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<refsect1 id="errors"><title>Errors</title>
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<para><constant>GL_INVALID_VALUE</constant> is generated if
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<parameter>index</parameter> is greater than or equal to
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<constant>GL_MAX_VERTEX_ATTRIBS</constant>.</para>
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</refsect1>
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<refsect1 id="associatedgets"><title>Associated Gets</title>
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<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
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with the argument <constant>GL_CURRENT_PROGRAM</constant></para>
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<para><citerefentry><refentrytitle>glGetActiveAttrib</refentrytitle></citerefentry>
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with argument <parameter>program</parameter> and the index of an active
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attribute variable</para>
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<para><citerefentry><refentrytitle>glGetAttribLocation</refentrytitle></citerefentry>
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with argument <parameter>program</parameter> and an attribute
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variable name</para>
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<para><citerefentry><refentrytitle>glGetVertexAttrib</refentrytitle></citerefentry>
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with arguments <constant>GL_CURRENT_VERTEX_ATTRIB</constant> and
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<parameter>index</parameter></para>
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</refsect1>
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<refsect1 id="seealso"><title>See Also</title>
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<para><citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glVertex</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glVertexAttribPointer</refentrytitle></citerefentry></para>
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</refsect1>
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<refsect1 id="Copyright"><title>Copyright</title>
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<para>
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Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
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This material may be distributed subject to the terms and conditions set forth in
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the Open Publication License, v 1.0, 8 June 1999.
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<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
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</para>
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</refsect1>
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</refentry>
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