diff --git a/cogl-material.h b/cogl-material.h
index 973a9d7fb..43c603559 100644
--- a/cogl-material.h
+++ b/cogl-material.h
@@ -20,8 +20,180 @@ G_BEGIN_DECLS
* blended together.
*/
-G_END_DECLS
+/**
+ * cogl_material_new:
+ *
+ * Allocates and initializes a blank white material
+ *
+ * Returns: a handle to the new material
+ */
+CoglHandle cogl_material_new (void);
+
+/**
+ * cogl_material_ref:
+ * @handle: a @CoglHandle.
+ *
+ * Increment the reference count for a cogl material.
+ *
+ * Returns: the @handle.
+ *
+ * Since 1.0
+ */
+CoglHandle cogl_material_ref (CoglHandle handle);
+
+/**
+ * cogl_material_unref:
+ * @handle: a @CoglHandle.
+ *
+ * Decrement the reference count for a cogl material.
+ *
+ * Since 1.0
+ */
+void cogl_material_unref (CoglHandle handle);
+
+/**
+ * cogl_material_set_ambient:
+ * @material: A CoglMaterial object
+ * @ambient: The components of the desired ambient color
+ *
+ * Exposing the standard OpenGL lighting model; this function sets
+ * the material's ambient color. The ambient color affects the overall
+ * color of the object. Since the diffuse color will be intense when
+ * the light hits the surface directly, the ambient will most aparent
+ * where the light hits at a slant.
+ *
+ * The default value is (0.2, 0.2, 0.2, 1.0)
+ *
+ * Since 1.0
+ */
+void cogl_material_set_ambient (CoglHandle material,
+ const CoglColor *ambient);
+
+/**
+ * cogl_material_set_diffuse:
+ * @material: A CoglMaterial object
+ * @diffuse: The components of the desired diffuse color
+ *
+ * Exposing the standard OpenGL lighting model; this function sets
+ * the material's diffuse color. The diffuse color is most intense
+ * where the light hits the surface directly; perpendicular to the
+ * surface.
+ *
+ * The default value is (0.8, 0.8, 0.8, 1.0)
+ *
+ * Since 1.0
+ */
+void cogl_material_set_diffuse (CoglHandle material,
+ const CoglColor *diffuse);
+
+/**
+ * cogl_material_set_ambient_and_diffuse:
+ * @material: A CoglMaterial object
+ * @color: The components of the desired ambient and diffuse colors
+ *
+ * This is a convenience for setting the diffuse and ambient color
+ * of the material at the same time.
+ *
+ * The default ambient color is (0.2, 0.2, 0.2, 1.0)
+ * The default diffuse color is (0.8, 0.8, 0.8, 1.0)
+ *
+ * Since 1.0
+ */
+void cogl_material_set_ambient_and_diffuse (CoglHandle material,
+ const CoglColor *color);
+
+/**
+ * cogl_material_set_specular:
+ * @material: A CoglMaterial object
+ * @specular: The components of the desired specular color
+ *
+ * Exposing the standard OpenGL lighting model; this function sets
+ * the material's specular color. The intensity of the specular color
+ * depends on the viewport position, and is brightest along the lines
+ * of reflection.
+ *
+ * The default value is (0.0, 0.0, 0.0, 1.0)
+ *
+ * Since 1.0
+ */
+void cogl_material_set_specular (CoglHandle material,
+ const CoglColor *specular);
+
+/**
+ * cogl_material_set_shininess:
+ * @material: A CoglMaterial object
+ * shininess: The desired shininess; range: [0.0, 1.0]
+ *
+ * This function sets the materials shininess which determines how
+ * specular highlights are calculated. A higher shininess will produce
+ * smaller brigher highlights.
+ *
+ * The default value is 0.0
+ *
+ * Since 1.0
+ */
+void cogl_material_set_shininess (CoglHandle material,
+ float shininess);
+
+/**
+ * cogl_material_set_emission:
+ * @material: A CoglMaterial object
+ * @emission: The components of the desired emissive color
+ *
+ * Exposing the standard OpenGL lighting model; this function sets
+ * the material's emissive color. It will look like the surface is
+ * a light source emitting this color.
+ *
+ * The default value is (0.0, 0.0, 0.0, 1.0)
+ *
+ * Since 1.0
+ */
+void cogl_material_set_emission (CoglHandle material,
+ const CoglColor *emission);
+
+/**
+ * cogl_set_source:
+ * @material: A CoglMaterial object
+ *
+ * This function sets the source material that will be used to fill
+ * subsequent geometry emitted via the cogl API.
+ *
+ * XXX: This doesn't really belong to the cogl-material API, it should
+ * move to cogl.h
+ *
+ * Since 1.0
+ */
+void cogl_set_source (CoglHandle material);
+
+/**
+ * CoglMaterialAlphaFunc:
+ * @COGL_MATERIAL_ALPHA_FUNC_NEVER: Never let the fragment through.
+ * @COGL_MATERIAL_ALPHA_FUNC_LESS: Let the fragment through if the incoming
+ * alpha value is less than the reference alpha
+ * value.
+ * @COGL_MATERIAL_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming
+ * alpha value equals the reference alpha
+ * value.
+ * @COGL_MATERIAL_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming
+ * alpha value is less than or equal to the
+ * reference alpha value.
+ * @COGL_MATERIAL_ALPHA_FUNC_GREATER: Let the fragment through if the incoming
+ * alpha value is greater than the reference
+ * alpha value.
+ * @COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming
+ * alpha value does not equal the reference
+ * alpha value.
+ * @COGL_MATERIAL_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming
+ * alpha value is greater than or equal to the
+ * reference alpha value.
+ * @COGL_MATERIAL_ALPHA_FUNC_ALWAYS: Always let the fragment through.
+ *
+ * Alpha testing happens before blending primitives with the framebuffer and
+ * gives an opportunity to discard fragments based on a comparison with the
+ * incoming alpha value and a reference alpha value. The #CoglMaterialAlphaFunc
+ * determines how the comparison is done.
+ */
typedef enum _CoglMaterialAlphaFunc
{
COGL_MATERIAL_ALPHA_FUNC_NEVER = GL_NEVER,
@@ -34,34 +206,157 @@ typedef enum _CoglMaterialAlphaFunc
COGL_MATERIAL_ALPHA_FUNC_ALWAYS = GL_ALWAYS
} CoglMaterialAlphaFunc;
+/**
+ * cogl_material_set_alpha_test_function:
+ * @material: A CoglMaterial object
+ * @alpha_func: A @CoglMaterialAlphaFunc constant
+ * @alpha_reference: A reference point that the chosen alpha function uses
+ * to compare incoming fragments to.
+ *
+ * Before a primitive is blended with the framebuffer, it goes through an
+ * alpha test stage which lets you discard fragments based on the current
+ * alpha value. This function lets you change the function used to evaluate
+ * the alpha channel, and thus determine which fragments are discarded
+ * and which continue on to the blending stage.
+ *
+ * The default is COGL_MATERIAL_ALPHA_FUNC_ALWAYS
+ *
+ * Since 1.0
+ */
+void cogl_material_set_alpha_test_function (CoglHandle material,
+ CoglMaterialAlphaFunc alpha_func,
+ float alpha_reference);
+
+/**
+ * CoglMaterialBlendFactor:
+ * @COGL_MATERIAL_BLEND_FACTOR_ZERO: (0, 0, 0, 0)
+ * @COGL_MATERIAL_BLEND_FACTOR_ONE: (1, 1, 1, 1)
+ * @COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs, Gs, Bs, As)
+ * @COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd, Gd, Bd, Ad)
+ * @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR: (1-Rs, 1-Gs, 1-Bs, 1-As)
+ * @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR: (1-Rd, 1-Gd, 1-Bd, 1-Ad)
+ * @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As, As, As, As)
+ * @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA: (1-As, 1-As, 1-As, 1-As)
+ * @COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad, Ad, Ad, Ad)
+ * @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA: (1-Ad, 1-Ad, 1-Ad, 1-Ad)
+ * @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE: (f,f,f,1) where f=MIN(As,1-Ad)
+ *
+ * Blending occurs after the alpha test function, and combines fragments with
+ * the framebuffer.
+ *
+ * A fixed function is used to determine the blended color, which is based on
+ * the incoming source color of your fragment (Rs, Gs, Bs, As), a source
+ * factor (Sr, Sg, Sb, Sa), a destination color (Rd, Rg, Rb, Ra) and
+ * a destination factor (Dr, Dg, Db, Da), and is given by these equations:
+ *
+ *
+ * R = Rs*Sr + Rd*Dr
+ * G = Gs*Sg + Gd*Dg
+ * B = Bs*Sb + Bd*Db
+ * A = As*Sa + Ad*Da
+ *
+ *
+ * All factors have a range [0, 1]
+ *
+ * The factors are selected with the following constants:
+ */
typedef enum _CoglMaterialBlendFactor
{
COGL_MATERIAL_BLEND_FACTOR_ZERO = GL_ZERO,
COGL_MATERIAL_BLEND_FACTOR_ONE = GL_ONE,
- COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR = GL_SRC_COLOR,
- COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
+ COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
+ COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA = GL_SRC_ALPHA,
COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA = GL_DST_ALPHA,
COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE,
-#if 0
- COGL_MATERIAL_BLEND_FACTOR_CONSTANT_COLOR = GL_CONSTANT_COLOR,
- COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR =
- GL_ONE_MINUS_CONSTANT_COLOR,
- COGL_MATERIAL_BLEND_FACTOR_CONSTANT_ALPHA = GL_CONSTANT_ALPHA,
- COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA =
- GL_ONE_MINUS_CONSTANT_ALPHA
-#endif
} CoglMaterialBlendFactor;
-typedef enum _CoglMaterialLayerType
-{
- COGL_MATERIAL_LAYER_TYPE_TEXTURE
-} CoglMaterialLayerType;
+/**
+ * cogl_material_set_blend_factors:
+ * @material: A CoglMaterial object
+ * @src_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
+ * the blend equation.
+ * @dst_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
+ * the blend equation.
+ *
+ * This function lets you control how primitives using this material will get
+ * blended with the contents of your framebuffer. The blended RGBA components
+ * are calculated like this:
+ *
+ * (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
+ *
+ * Where (Rs,Gs,Bs,As) represents your source - material- color,
+ * (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
+ * (Sr,Sg,Sb,Sa) represents your source blend factor and
+ * (Dr,Dg,Db,Da) represents you destination blend factor.
+ *
+ * All factors lie in the range [0,1] and incoming color components are also
+ * normalized to the range [0,1]
+ *
+ * Since 1.0
+ */
+void cogl_material_set_blend_factors (CoglHandle material,
+ CoglMaterialBlendFactor src_factor,
+ CoglMaterialBlendFactor dst_factor);
+/**
+ * cogl_material_set_layer:
+ * @material: A CoglMaterial object
+ *
+ * In addition to the standard OpenGL lighting model a Cogl material may have
+ * one or more layers comprised of textures that can be blended together in
+ * order, with a number of different texture combine modes. This function
+ * defines a new texture layer.
+ *
+ * The index values of multiple layers do not have to be consecutive; it is
+ * only their relative order that is important.
+ *
+ * XXX: In the future, we may define other types of material layers, such
+ * as purely GLSL based layers.
+ *
+ * Since 1.0
+ */
+void cogl_material_set_layer (CoglHandle material,
+ gint layer_index,
+ CoglHandle texture);
+
+/**
+ * cogl_material_add_texture:
+ * @material: A CoglMaterial object
+ * @layer_index: Specifies the layer you want to remove
+ *
+ * This function removes a layer from your material
+ */
+void cogl_material_remove_layer (CoglHandle material,
+ gint layer_index);
+
+/**
+ * CoglMaterialLayerCombineFunc:
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE: Arg0
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE: Arg0 x Arg1
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD: Arg0 + Arg1
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD_SIGNED: Arg0 + Arg1 - 0.5
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_INTERPOLATE: Arg0 x Arg + Arg1 x (1-Arg2)
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_SUBTRACT: Arg0 - Arg1
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGB: 4 x ((Arg0r - 0.5) x (Arg1r - 0.5)) +
+ * @COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA: ((Arg0b - 0.5) x (Arg1b - 0.5)) +
+ *
+ * A material may comprise of 1 or more layers that can be combined using a
+ * number of different functions. By default layers are modulated, which is
+ * to say the components of the current source layer S are simply multipled
+ * together with the combined results of the previous layer P like this:
+ *
+ *
+ * (Rs*Rp, Gs*Gp, Bs*Bp, As*Ap)
+ *
+ *
+ * For more advanced techniques, Cogl exposes the fixed function texture
+ * combining capabilities of your GPU to give you greater control.
+ */
typedef enum _CoglMaterialLayerCombineFunc
{
COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE = GL_REPLACE,
@@ -74,6 +369,27 @@ typedef enum _CoglMaterialLayerCombineFunc
COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA = GL_DOT3_RGBA
} CoglMaterialLayerCombineFunc;
+/**
+ * CoglMaterialLayerCombineChannels:
+ * @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB: Modify the function or argument
+ * src/op for the RGB components of a
+ * layer
+ * @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA: Modify the function or argument
+ * src/op for the Alpha component of a
+ * layer
+ * @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA: Modify the function or argument
+ * src/op for all the components of a
+ * layer
+ *
+ * Cogl optionally lets you describe 2 seperate combine modes for a single
+ * layer; 1 for the RGB components, and 1 for the Alpha component, so in this
+ * case you would repeat the 3 steps documented with the
+ * @cogl_material_set_layer_combine_function function for each channel
+ * selector.
+ *
+ * (Note: you can't have different modes for each channel, so if you need more
+ * control you will need to use a glsl fragment shader)
+ */
typedef enum _CoglMaterialLayerCombineChannels
{
COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
@@ -81,6 +397,90 @@ typedef enum _CoglMaterialLayerCombineChannels
COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA
} CoglMaterialLayerCombineChannels;
+/**
+ * cogl_material_set_layer_combine_function:
+ * @material: A CoglMaterial object
+ * @layer_index: Specifies the layer whos combine mode you want to modify
+ * @channels: Specifies which channels combine mode you want to modify
+ * (RGB, ALPHA, or RGBA)
+ * @func: Specifies the function you want to use for combining fragments
+ * of the specified layer with the results of previously combined
+ * layers.
+ *
+ * There are three basic steps to describing how a layer should be combined:
+ *
+ *
+ * Choose a function.
+ *
+ *
+ * Specify the source color for each argument of the chosen function. (Note
+ * the functions don't all take the same number of arguments)
+ *
+ *
+ * Specify an operator for each argument that can modify the corresponding
+ * source color before the function is applied.
+ *
+ *
+ *
+ * Cogl optionally lets you describe 2 seperate combine modes for a single
+ * layer; 1 for the RGB components, and 1 for the Alpha component, so in this
+ * case you would repeat the 3 steps for each channel selector.
+ *
+ * (Note: you can't have different modes for each channel, so if you need more
+ * control you will need to use a glsl fragment shader)
+ *
+ * For example here is how you could elect to use the ADD function for all
+ * components of layer 1 in your material:
+ *
+ * //Step 1: Choose a function. Note the ADD function takes 2 arguments...
+ * cogl_material_set_layer_combine_function (material,
+ * 1,
+ * COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
+ * COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD);
+ * //Step 2: Specify the source color for the 2 ADD function arguments...
+ * cogl_material_set_layer_combine_arg_src (material,
+ * 1,//layer index
+ * 0,//argument index
+ * COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS);
+ * cogl_material_set_layer_combine_arg_src (material,
+ * 1,//layer index
+ * 1,//argument index
+ * COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
+ * COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE);
+ * //Step 3: Specify the operators used to modify the arguments...
+ * cogl_material_set_layer_combine_arg_op (material,
+ * 1,//layer index
+ * 0,//argument index
+ * COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA,
+ * COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR);
+ * cogl_material_set_layer_combine_arg_op (material,
+ * 1,//layer index
+ * 1,//argument index
+ * COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA,
+ * COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR);
+ *
+ */
+void cogl_material_set_layer_combine_function (CoglHandle material,
+ gint layer_index,
+ CoglMaterialLayerCombineChannels channels,
+ CoglMaterialLayerCombineFunc func);
+
+/**
+ * CoglMaterialLayerCombineSrc:
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE: The fragment color of the current texture layer
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0: The fragment color of texture unit 0
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE1: The fragment color of texture unit 1
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE2: The fragment color of texture unit 2..7
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_CONSTANT: A fixed constant color (TODO: no API yet to specify the actual color!)
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_PRIMARY_COLOR: The basic color of the primitive ignoring texturing
+ * @COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS: The result of combining all previous layers
+ *
+ * Note for the constants @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0..n the
+ * numbers may not correspond to the indices you choose for your layers since
+ * your layer indices don't need to be contiguous. If you need to use these
+ * it would probably be sensible to ensure the layer indices do infact
+ * correspond.
+ */
typedef enum _CoglMaterialLayerCombineSrc
{
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE = GL_TEXTURE,
@@ -101,6 +501,21 @@ typedef enum _CoglMaterialLayerCombineSrc
COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS = GL_PREVIOUS
} CoglMaterialLayerCombineSrc;
+/**
+ * cogl_material_set_layer_combine_arg_src:
+ * @material: A CoglMaterial object
+ * @layer_index:
+ * @argument:
+ * @channels:
+ * @src:
+ *
+ */
+void cogl_material_set_layer_combine_arg_src (CoglHandle material,
+ gint layer_index,
+ gint argument,
+ CoglMaterialLayerCombineChannels channels,
+ CoglMaterialLayerCombineSrc src);
+
typedef enum _CoglMaterialLayerCombineOp
{
COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR = GL_SRC_COLOR,
@@ -111,231 +526,19 @@ typedef enum _CoglMaterialLayerCombineOp
} CoglMaterialLayerCombineOp;
/**
- * cogl_material_new:
- *
- * Allocates and initializes blank white material
- */
-CoglHandle cogl_material_new (void);
-
-/**
- * cogl_material_ref:
- * @handle: a @CoglHandle.
- *
- * Increment the reference count for a cogl material.
- *
- * Returns: the @handle.
- */
-CoglHandle cogl_material_ref (CoglHandle handle);
-
-/**
- * cogl_material_unref:
- * @handle: a @CoglHandle.
- *
- * Deccrement the reference count for a cogl material.
- */
-void cogl_material_unref (CoglHandle handle);
-
-/**
- * cogl_material_set_diffuse:
+ * cogl_material_set_layer_combine_arg_op:
* @material: A CoglMaterial object
- * @diffuse: The components of the desired diffuse color
- *
- * Exposing the standard OpenGL lighting model; this function sets
- * the material's diffuse color. The diffuse color is most intense
- * where the light hits the surface directly; perpendicular to the
- * surface.
- */
-void cogl_material_set_diffuse (CoglHandle material,
- const CoglColor *diffuse);
-
-/**
- * cogl_material_set_ambient:
- * @material: A CoglMaterial object
- * @ambient: The components of the desired ambient color
- *
- * Exposing the standard OpenGL lighting model; this function sets
- * the material's ambient color. The ambient color affects the overall
- * color of the object. Since the diffuse color will be intense when
- * the light hits the surface directly, the ambient will most aparent
- * where the light hits at a slant.
- */
-void cogl_material_set_ambient (CoglHandle material,
- const CoglColor *ambient);
-
-/**
- * cogl_material_set_ambient_and_diffuse:
- * @material: A CoglMaterial object
- * @color: The components of the desired ambient and diffuse colors
- *
- * This is a convenience for setting the diffuse and ambient color
- * of the material at the same time.
- */
-void cogl_material_set_ambient_and_diffuse (CoglHandle material,
- const CoglColor *color);
-
-/**
- * cogl_material_set_specular:
- * @material: A CoglMaterial object
- * @specular: The components of the desired specular color
- *
- * Exposing the standard OpenGL lighting model; this function sets
- * the material's specular color. The intensity of the specular color
- * depends on the viewport position, and is brightest along the lines
- * of reflection.
- */
-void cogl_material_set_specular (CoglHandle material,
- const CoglColor *specular);
-
-/**
- * cogl_material_set_shininess:
- * @material: A CoglMaterial object
- * shininess: The desired shininess; range: [0.0, 1.0]
- *
- * This function sets the materials shininess which determines how
- * specular highlights are calculated. A higher shininess will produce
- * smaller brigher highlights.
- */
-void cogl_material_set_shininess (CoglHandle material,
- float shininess);
-
-/**
- * cogl_material_set_emission:
- * @material: A CoglMaterial object
- * @emission: The components of the desired emissive color
- *
- * Exposing the standard OpenGL lighting model; this function sets
- * the material's emissive color. It will look like the surface is
- * a light source emitting this color.
- */
-void cogl_material_set_emission (CoglHandle material,
- const CoglColor *emission);
-
-/**
- * cogl_set_source:
- * @material: A CoglMaterial object
- *
- * This function sets the source material that will be used to fill
- * subsequent geometry emitted via the cogl API.
- *
- * XXX: This doesn't really belong to the cogl-material API, it should
- * move to cogl.h
- */
-void cogl_set_source (CoglHandle material);
-
-/**
- * cogl_material_set_alpha_test_func:
- * @material: A CoglMaterial object
- *
- * Before a primitive is blended with the framebuffer, it goes through an
- * alpha test stage which lets you discard fragments based on the current
- * alpha value. This function lets you change the function used to evaluate
- * the alpha channel, and thus determine which fragments are discarded
- * and which continue on to the blending stage.
- * TODO: expand on this
- */
-void cogl_material_set_alpha_test_func (CoglHandle material,
- CoglMaterialAlphaFunc alpha_func,
- float alpha_reference);
-
-/**
- * cogl_material_set_blend_function:
- * @material: A CoglMaterial object
- * @src_factor: Chooses the source factor you want plugged in to the blend
- * equation.
- * @dst_factor: Chooses the source factor you want plugged in to the blend
- * equation.
- *
- * This function lets you control how primitives using this material will get
- * blended with the contents of your framebuffer. The blended RGBA components
- * are calculated like this:
- *
- * (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
- *
- * Where (Rs,Gs,Bs,As) represents your source - material- color,
- * (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
- * (Sr,Sg,Sb,Sa) represents your source blend factor and
- * (Dr,Dg,Db,Da) represents you destination blend factor.
- *
- * All factors lie in the range [0,1] and incoming color components are also
- * normalized to the range [0,1]
- *
- * The factors are selected with the following constants:
- *
- * COGL_MATERIAL_BLEND_FACTOR_ZERO: (0,0,0,0)
- * COGL_MATERIAL_BLEND_FACTOR_ONE: (1,1,1,1)
- * COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd,Gd,Bd,Ad)
- * COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs,Gs,Bs,As)
- * COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR:
- * (1,1,1,1)-(Rd,Gd,Bd,Ad) [Only valid for src_factor]
- * COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR:
- * (1,1,1,1)-(Rs,Gs,Bs,As)
- * COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As,As,As,As)
- * COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA:
- * (1,1,1,1)-(As,As,As,As) [Only valid for dst_factor]
- * COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad,Ad,Ad,Ad)
- * COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA:
- * (1,1,1,1)-(Ad,Ad,Ad,Ad)
- * COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE:
- * (f,f,f,1) where f=MIN(As,1-Ad)
- *
- */
-void cogl_material_set_blend_function (CoglHandle material,
- CoglMaterialBlendFactor src_factor,
- CoglMaterialBlendFactor dst_factor);
-
-/**
- * cogl_material_set_layer:
- * @material: A CoglMaterial object
- *
- * In addition to the standard OpenGL lighting model a Cogl material may have
- * one or more layers comprised of textures that can be blended together in
- * order with a number of different texture combine modes. This function
- * defines a new texture layer.
- *
- * The index values of multiple layers do not have to be consecutive; it is
- * only their relative order that is important.
- *
- * XXX: In the future, we may define other types of material layers, such
- * as purely GLSL based layers.
- */
-void cogl_material_set_layer (CoglHandle material,
- gint layer_index,
- CoglHandle texture);
-
-/**
- * cogl_material_add_texture:
- * @material: A CoglMaterial object
- *
+ * @layer_index:
+ * @argument:
+ * @channels:
+ * @op:
*
*/
-void cogl_material_remove_layer (CoglHandle material,
- gint layer_index);
-
-/**
- * cogl_material_set_layer_alpha_combine_func:
- * @material: A CoglMaterial object
- *
- * TODO: Brew, a nice hot cup of tea, and document these functions...
- */
-void cogl_material_set_layer_combine_func (
- CoglHandle material,
- gint layer_index,
- CoglMaterialLayerCombineChannels channels,
- CoglMaterialLayerCombineFunc func);
-
-void cogl_material_set_layer_combine_arg_src (
- CoglHandle material,
- gint layer_index,
- gint argument,
- CoglMaterialLayerCombineChannels channels,
- CoglMaterialLayerCombineSrc src);
-
-void cogl_material_set_layer_combine_arg_op (
- CoglHandle material,
- gint layer_index,
- gint argument,
- CoglMaterialLayerCombineChannels channels,
- CoglMaterialLayerCombineOp op);
+void cogl_material_set_layer_combine_arg_op (CoglHandle material,
+ gint layer_index,
+ gint argument,
+ CoglMaterialLayerCombineChannels channels,
+ CoglMaterialLayerCombineOp op);
/* TODO: */
#if 0
@@ -366,8 +569,8 @@ void cogl_material_set_layer_alpha_combine (CoglHandle material
* This function lets you set a matrix that can be used to e.g. translate
* and rotate a single layer of a material used to fill your geometry.
*/
-void cogl_material_set_layer_matrix (CoglHandle material,
- gint layer_index,
+void cogl_material_set_layer_matrix (CoglHandle material,
+ gint layer_index,
CoglMatrix *matrix);
/**
@@ -433,6 +636,15 @@ void cogl_material_flush_gl_blend_func (CoglHandle material_handle);
*/
const GList *cogl_material_get_layers (CoglHandle material_handle);
+/**
+ * CoglMaterialLayerType:
+ * @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a CoglTexture
+ */
+typedef enum _CoglMaterialLayerType
+{
+ COGL_MATERIAL_LAYER_TYPE_TEXTURE
+} CoglMaterialLayerType;
+
/**
* cogl_material_layer_get_type:
* @material: A CoglMaterial object
@@ -479,5 +691,7 @@ CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
*/
void cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle);
+G_END_DECLS
+
#endif /* __COGL_MATERIAL_H__ */
diff --git a/common/cogl-material.c b/common/cogl-material.c
index d720c120f..7d98d3de1 100644
--- a/common/cogl-material.c
+++ b/common/cogl-material.c
@@ -29,10 +29,10 @@ cogl_material_new (void)
GLfloat *diffuse = material->diffuse;
GLfloat *specular = material->specular;
GLfloat *emission = material->emission;
-
+
material->ref_count = 1;
COGL_HANDLE_DEBUG_NEW (material, material);
-
+
/* Use the same defaults as the GL spec... */
ambient[0] = 0.2; ambient[1] = 0.2; ambient[2] = 0.2; ambient[3] = 1.0;
diffuse[0] = 0.8; diffuse[1] = 0.8; diffuse[2] = 0.8; diffuse[3] = 1.0;
@@ -42,7 +42,7 @@ cogl_material_new (void)
/* Use the same defaults as the GL spec... */
material->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
material->alpha_func_reference = 0.0;
-
+
/* Not the same as the GL default, but seems saner... */
material->blend_src_factor = COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA;
material->blend_dst_factor = COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
@@ -69,9 +69,9 @@ cogl_material_set_ambient (CoglHandle handle,
{
CoglMaterial *material;
GLfloat *ambient;
-
+
g_return_if_fail (cogl_is_material (handle));
-
+
material = _cogl_material_pointer_from_handle (handle);
ambient = material->ambient;
@@ -88,9 +88,9 @@ cogl_material_set_diffuse (CoglHandle handle,
{
CoglMaterial *material;
GLfloat *diffuse;
-
+
g_return_if_fail (cogl_is_material (handle));
-
+
material = _cogl_material_pointer_from_handle (handle);
diffuse = material->diffuse;
@@ -115,9 +115,9 @@ cogl_material_set_specular (CoglHandle handle,
{
CoglMaterial *material;
GLfloat *specular;
-
+
g_return_if_fail (cogl_is_material (handle));
-
+
material = _cogl_material_pointer_from_handle (handle);
specular = material->specular;
@@ -133,13 +133,13 @@ cogl_material_set_shininess (CoglHandle handle,
float shininess)
{
CoglMaterial *material;
-
+
g_return_if_fail (cogl_is_material (handle));
if (shininess < 0.0 || shininess > 1.0)
g_warning ("Out of range shininess %f supplied for material\n",
shininess);
-
+
material = _cogl_material_pointer_from_handle (handle);
material->shininess = (GLfloat)shininess * 128.0;
@@ -151,9 +151,9 @@ cogl_material_set_emission (CoglHandle handle,
{
CoglMaterial *material;
GLfloat *emission;
-
+
g_return_if_fail (cogl_is_material (handle));
-
+
material = _cogl_material_pointer_from_handle (handle);
emission = material->emission;
@@ -169,9 +169,9 @@ void
cogl_set_source (CoglHandle material_handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
+
g_return_if_fail (cogl_is_material (material_handle));
-
+
if (ctx->source_material)
cogl_material_unref (ctx->source_material);
@@ -180,28 +180,28 @@ cogl_set_source (CoglHandle material_handle)
}
void
-cogl_material_set_alpha_test_func (CoglHandle handle,
- CoglMaterialAlphaFunc alpha_func,
- float alpha_reference)
+cogl_material_set_alpha_test_function (CoglHandle handle,
+ CoglMaterialAlphaFunc alpha_func,
+ float alpha_reference)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
-
+
material = _cogl_material_pointer_from_handle (handle);
material->alpha_func = alpha_func;
material->alpha_func_reference = (GLfloat)alpha_reference;
}
void
-cogl_material_set_blend_function (CoglHandle handle,
- CoglMaterialBlendFactor src_factor,
- CoglMaterialBlendFactor dst_factor)
+cogl_material_set_blend_factors (CoglHandle handle,
+ CoglMaterialBlendFactor src_factor,
+ CoglMaterialBlendFactor dst_factor)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
-
+
material = _cogl_material_pointer_from_handle (handle);
material->blend_src_factor = src_factor;
material->blend_dst_factor = dst_factor;
@@ -243,7 +243,7 @@ _cogl_material_get_layer (CoglMaterial *material,
layer->index = index;
layer->texture = COGL_INVALID_HANDLE;
- /* Choose the same default combine mode as OpenGL:
+ /* Choose the same default combine mode as OpenGL:
* MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
layer->texture_combine_rgb_func = COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE;
layer->texture_combine_rgb_src[0] = COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS;
@@ -283,7 +283,7 @@ cogl_material_set_layer (CoglHandle material_handle,
material = _cogl_material_pointer_from_handle (material_handle);
layer = _cogl_material_get_layer (material_handle, layer_index, TRUE);
-
+
/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
* a flag to know when it's user configured, so we don't trash it */
if (cogl_texture_get_format (texture_handle) & COGL_A_BIT)
@@ -313,7 +313,7 @@ cogl_material_set_layer (CoglHandle material_handle,
}
void
-cogl_material_set_layer_combine_func (
+cogl_material_set_layer_combine_function (
CoglHandle handle,
gint layer_index,
CoglMaterialLayerCombineChannels channels,
@@ -323,7 +323,7 @@ cogl_material_set_layer_combine_func (
CoglMaterialLayer *layer;
gboolean set_alpha_func = FALSE;
gboolean set_rgb_func = FALSE;
-
+
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
@@ -356,7 +356,7 @@ cogl_material_set_layer_combine_arg_src (
CoglMaterialLayer *layer;
gboolean set_arg_alpha_src = FALSE;
gboolean set_arg_rgb_src = FALSE;
-
+
g_return_if_fail (cogl_is_material (handle));
g_return_if_fail (argument >=0 && argument <= 3);
@@ -371,7 +371,7 @@ cogl_material_set_layer_combine_arg_src (
set_arg_rgb_src = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
set_arg_alpha_src = TRUE;
-
+
if (set_arg_rgb_src)
layer->texture_combine_rgb_src[argument] = src;
if (set_arg_alpha_src)
@@ -390,7 +390,7 @@ cogl_material_set_layer_combine_arg_op (
CoglMaterialLayer *layer;
gboolean set_arg_alpha_op = FALSE;
gboolean set_arg_rgb_op = FALSE;
-
+
g_return_if_fail (cogl_is_material (material_handle));
g_return_if_fail (argument >=0 && argument <= 3);
@@ -405,7 +405,7 @@ cogl_material_set_layer_combine_arg_op (
set_arg_rgb_op = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
set_arg_alpha_op = TRUE;
-
+
if (set_arg_rgb_op)
layer->texture_combine_rgb_op[argument] = op;
if (set_arg_alpha_op)
@@ -419,7 +419,7 @@ cogl_material_set_layer_matrix (CoglHandle material_handle,
{
CoglMaterial *material;
CoglMaterialLayer *layer;
-
+
g_return_if_fail (cogl_is_material (material_handle));
material = _cogl_material_pointer_from_handle (material_handle);
@@ -500,7 +500,7 @@ cogl_material_flush_gl_material_state (CoglHandle material_handle)
g_return_if_fail (cogl_is_material (material_handle));
material = _cogl_material_pointer_from_handle (material_handle);
-
+
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
@@ -619,9 +619,9 @@ cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle)
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_ALPHA,
layer->texture_combine_alpha_func));
-
- /*
- * Setup the function arguments...
+
+ /*
+ * Setup the function arguments...
*/
/* For the RGB components... */
diff --git a/doc/reference/cogl/cogl-docs.sgml b/doc/reference/cogl/cogl-docs.sgml
index f872b0349..7e2c0974c 100644
--- a/doc/reference/cogl/cogl-docs.sgml
+++ b/doc/reference/cogl/cogl-docs.sgml
@@ -57,6 +57,7 @@
+
diff --git a/doc/reference/cogl/cogl-sections.txt b/doc/reference/cogl/cogl-sections.txt
index 84c43dbf3..fe81ddab1 100644
--- a/doc/reference/cogl/cogl-sections.txt
+++ b/doc/reference/cogl/cogl-sections.txt
@@ -304,3 +304,41 @@ cogl_matrix_translate
cogl_matrix_scale
+
+cogl-material
+Materials
+cogl_material_new
+cogl_material_ref
+cogl_material_unref
+cogl_material_set_diffuse
+cogl_material_set_ambient
+cogl_material_set_ambient_and_diffuse
+cogl_material_set_specular
+cogl_material_set_shininess
+cogl_material_set_emission
+cogl_set_source
+CoglMaterialAlphaFunc
+cogl_material_set_alpha_test_function
+CoglMaterialBlendFactor
+cogl_material_set_blend_factors
+cogl_material_set_layer
+cogl_material_remove_layer
+CoglMaterialLayerCombineFunc
+cogl_material_set_layer_combine_function
+CoglMaterialLayerCombineChannels
+CoglMaterialLayerCombineSrc
+cogl_material_set_layer_combine_arg_src
+CoglMaterialLayerCombineOp
+cogl_material_set_layer_combine_arg_op
+cogl_material_set_layer_matrix
+cogl_material_get_cogl_enable_flags
+cogl_material_flush_gl_material_state
+cogl_material_flush_gl_alpha_func
+cogl_material_flush_gl_blend_func
+cogl_material_get_layers
+CoglMaterialLayerType
+cogl_material_layer_get_type
+cogl_material_layer_get_texture
+cogl_material_layer_flush_gl_sampler_state
+
+