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@ -20,8 +20,180 @@ G_BEGIN_DECLS
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* blended together.
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*/
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G_END_DECLS
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/**
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* cogl_material_new:
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*
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* Allocates and initializes a blank white material
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*
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* Returns: a handle to the new material
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*/
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CoglHandle cogl_material_new (void);
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/**
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* cogl_material_ref:
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* @handle: a @CoglHandle.
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*
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* Increment the reference count for a cogl material.
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*
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* Returns: the @handle.
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*
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* Since 1.0
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*/
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CoglHandle cogl_material_ref (CoglHandle handle);
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/**
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* cogl_material_unref:
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* @handle: a @CoglHandle.
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*
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* Decrement the reference count for a cogl material.
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*
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* Since 1.0
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*/
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void cogl_material_unref (CoglHandle handle);
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/**
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* cogl_material_set_ambient:
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* @material: A CoglMaterial object
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* @ambient: The components of the desired ambient color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's ambient color. The ambient color affects the overall
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* color of the object. Since the diffuse color will be intense when
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* the light hits the surface directly, the ambient will most aparent
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* where the light hits at a slant.
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*
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* The default value is (0.2, 0.2, 0.2, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_ambient (CoglHandle material,
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const CoglColor *ambient);
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/**
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* cogl_material_set_diffuse:
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* @material: A CoglMaterial object
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* @diffuse: The components of the desired diffuse color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's diffuse color. The diffuse color is most intense
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* where the light hits the surface directly; perpendicular to the
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* surface.
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*
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* The default value is (0.8, 0.8, 0.8, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_diffuse (CoglHandle material,
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const CoglColor *diffuse);
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/**
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* cogl_material_set_ambient_and_diffuse:
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* @material: A CoglMaterial object
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* @color: The components of the desired ambient and diffuse colors
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*
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* This is a convenience for setting the diffuse and ambient color
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* of the material at the same time.
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*
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* The default ambient color is (0.2, 0.2, 0.2, 1.0)
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* The default diffuse color is (0.8, 0.8, 0.8, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_ambient_and_diffuse (CoglHandle material,
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const CoglColor *color);
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/**
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* cogl_material_set_specular:
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* @material: A CoglMaterial object
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* @specular: The components of the desired specular color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's specular color. The intensity of the specular color
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* depends on the viewport position, and is brightest along the lines
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* of reflection.
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*
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* The default value is (0.0, 0.0, 0.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_specular (CoglHandle material,
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const CoglColor *specular);
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/**
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* cogl_material_set_shininess:
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* @material: A CoglMaterial object
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* shininess: The desired shininess; range: [0.0, 1.0]
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*
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* This function sets the materials shininess which determines how
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* specular highlights are calculated. A higher shininess will produce
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* smaller brigher highlights.
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*
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* The default value is 0.0
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*
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* Since 1.0
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*/
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void cogl_material_set_shininess (CoglHandle material,
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float shininess);
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/**
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* cogl_material_set_emission:
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* @material: A CoglMaterial object
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* @emission: The components of the desired emissive color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's emissive color. It will look like the surface is
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* a light source emitting this color.
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*
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* The default value is (0.0, 0.0, 0.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_emission (CoglHandle material,
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const CoglColor *emission);
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/**
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* cogl_set_source:
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* @material: A CoglMaterial object
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*
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* This function sets the source material that will be used to fill
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* subsequent geometry emitted via the cogl API.
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*
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* XXX: This doesn't really belong to the cogl-material API, it should
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* move to cogl.h
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*
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* Since 1.0
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*/
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void cogl_set_source (CoglHandle material);
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/**
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* CoglMaterialAlphaFunc:
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* @COGL_MATERIAL_ALPHA_FUNC_NEVER: Never let the fragment through.
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* @COGL_MATERIAL_ALPHA_FUNC_LESS: Let the fragment through if the incoming
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* alpha value is less than the reference alpha
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* value.
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* @COGL_MATERIAL_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming
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* alpha value equals the reference alpha
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* value.
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* @COGL_MATERIAL_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming
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* alpha value is less than or equal to the
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* reference alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_GREATER: Let the fragment through if the incoming
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* alpha value is greater than the reference
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* alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming
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* alpha value does not equal the reference
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* alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming
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* alpha value is greater than or equal to the
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* reference alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_ALWAYS: Always let the fragment through.
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*
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* Alpha testing happens before blending primitives with the framebuffer and
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* gives an opportunity to discard fragments based on a comparison with the
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* incoming alpha value and a reference alpha value. The #CoglMaterialAlphaFunc
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* determines how the comparison is done.
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*/
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typedef enum _CoglMaterialAlphaFunc
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{
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COGL_MATERIAL_ALPHA_FUNC_NEVER = GL_NEVER,
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@ -34,34 +206,157 @@ typedef enum _CoglMaterialAlphaFunc
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COGL_MATERIAL_ALPHA_FUNC_ALWAYS = GL_ALWAYS
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} CoglMaterialAlphaFunc;
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/**
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* cogl_material_set_alpha_test_function:
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* @material: A CoglMaterial object
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* @alpha_func: A @CoglMaterialAlphaFunc constant
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* @alpha_reference: A reference point that the chosen alpha function uses
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* to compare incoming fragments to.
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*
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* Before a primitive is blended with the framebuffer, it goes through an
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* alpha test stage which lets you discard fragments based on the current
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* alpha value. This function lets you change the function used to evaluate
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* the alpha channel, and thus determine which fragments are discarded
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* and which continue on to the blending stage.
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*
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* The default is COGL_MATERIAL_ALPHA_FUNC_ALWAYS
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*
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* Since 1.0
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*/
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void cogl_material_set_alpha_test_function (CoglHandle material,
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CoglMaterialAlphaFunc alpha_func,
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float alpha_reference);
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/**
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* CoglMaterialBlendFactor:
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* @COGL_MATERIAL_BLEND_FACTOR_ZERO: (0, 0, 0, 0)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE: (1, 1, 1, 1)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs, Gs, Bs, As)
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* @COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd, Gd, Bd, Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR: (1-Rs, 1-Gs, 1-Bs, 1-As)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR: (1-Rd, 1-Gd, 1-Bd, 1-Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As, As, As, As)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA: (1-As, 1-As, 1-As, 1-As)
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* @COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad, Ad, Ad, Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA: (1-Ad, 1-Ad, 1-Ad, 1-Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE: (f,f,f,1) where f=MIN(As,1-Ad)
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*
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* Blending occurs after the alpha test function, and combines fragments with
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* the framebuffer.
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* <para>
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* A fixed function is used to determine the blended color, which is based on
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* the incoming source color of your fragment (Rs, Gs, Bs, As), a source
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* factor (Sr, Sg, Sb, Sa), a destination color (Rd, Rg, Rb, Ra) and
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* a destination factor (Dr, Dg, Db, Da), and is given by these equations:
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* </para>
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* <programlisting>
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* R = Rs*Sr + Rd*Dr
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* G = Gs*Sg + Gd*Dg
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* B = Bs*Sb + Bd*Db
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* A = As*Sa + Ad*Da
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* </programlisting>
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*
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* All factors have a range [0, 1]
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*
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* The factors are selected with the following constants:
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*/
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typedef enum _CoglMaterialBlendFactor
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{
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COGL_MATERIAL_BLEND_FACTOR_ZERO = GL_ZERO,
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COGL_MATERIAL_BLEND_FACTOR_ONE = GL_ONE,
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COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR = GL_SRC_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA = GL_SRC_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA = GL_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE,
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#if 0
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COGL_MATERIAL_BLEND_FACTOR_CONSTANT_COLOR = GL_CONSTANT_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR =
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GL_ONE_MINUS_CONSTANT_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_CONSTANT_ALPHA = GL_CONSTANT_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA =
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GL_ONE_MINUS_CONSTANT_ALPHA
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#endif
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} CoglMaterialBlendFactor;
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typedef enum _CoglMaterialLayerType
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{
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COGL_MATERIAL_LAYER_TYPE_TEXTURE
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} CoglMaterialLayerType;
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/**
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* cogl_material_set_blend_factors:
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* @material: A CoglMaterial object
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* @src_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
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* the blend equation.
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* @dst_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
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* the blend equation.
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*
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* This function lets you control how primitives using this material will get
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* blended with the contents of your framebuffer. The blended RGBA components
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* are calculated like this:
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*
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* (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
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*
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* Where (Rs,Gs,Bs,As) represents your source - material- color,
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* (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
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* (Sr,Sg,Sb,Sa) represents your source blend factor and
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* (Dr,Dg,Db,Da) represents you destination blend factor.
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*
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* All factors lie in the range [0,1] and incoming color components are also
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* normalized to the range [0,1]
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*
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* Since 1.0
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*/
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void cogl_material_set_blend_factors (CoglHandle material,
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CoglMaterialBlendFactor src_factor,
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CoglMaterialBlendFactor dst_factor);
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/**
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* cogl_material_set_layer:
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* @material: A CoglMaterial object
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*
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* In addition to the standard OpenGL lighting model a Cogl material may have
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|
|
* 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:
|
|
|
|
|
*
|
|
|
|
|
* <programlisting>
|
|
|
|
|
* (Rs*Rp, Gs*Gp, Bs*Bp, As*Ap)
|
|
|
|
|
* </programlisting>
|
|
|
|
|
*
|
|
|
|
|
* 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:
|
|
|
|
|
* <orderedlist>
|
|
|
|
|
* <listitem>
|
|
|
|
|
* Choose a function.
|
|
|
|
|
* </listitem>
|
|
|
|
|
* <listitem>
|
|
|
|
|
* Specify the source color for each argument of the chosen function. (Note
|
|
|
|
|
* the functions don't all take the same number of arguments)
|
|
|
|
|
* </listitem>
|
|
|
|
|
* <listitem>
|
|
|
|
|
* Specify an operator for each argument that can modify the corresponding
|
|
|
|
|
* source color before the function is applied.
|
|
|
|
|
* </listitem>
|
|
|
|
|
* </orderedlist>
|
|
|
|
|
*
|
|
|
|
|
* 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:
|
|
|
|
|
* <programlisting>
|
|
|
|
|
* //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);
|
|
|
|
|
* </programlisting>
|
|
|
|
|
*/
|
|
|
|
|
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.
|
|
|
|
|
*
|
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* XXX: This doesn't really belong to the cogl-material API, it should
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* move to cogl.h
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*/
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void cogl_set_source (CoglHandle material);
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/**
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* cogl_material_set_alpha_test_func:
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* @material: A CoglMaterial object
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*
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* Before a primitive is blended with the framebuffer, it goes through an
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* alpha test stage which lets you discard fragments based on the current
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* alpha value. This function lets you change the function used to evaluate
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* the alpha channel, and thus determine which fragments are discarded
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* and which continue on to the blending stage.
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* TODO: expand on this
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*/
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void cogl_material_set_alpha_test_func (CoglHandle material,
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CoglMaterialAlphaFunc alpha_func,
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float alpha_reference);
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/**
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* cogl_material_set_blend_function:
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* @material: A CoglMaterial object
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* @src_factor: Chooses the source factor you want plugged in to the blend
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* equation.
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* @dst_factor: Chooses the source factor you want plugged in to the blend
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* equation.
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*
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* This function lets you control how primitives using this material will get
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* blended with the contents of your framebuffer. The blended RGBA components
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* are calculated like this:
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*
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* (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
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*
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* Where (Rs,Gs,Bs,As) represents your source - material- color,
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* (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
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* (Sr,Sg,Sb,Sa) represents your source blend factor and
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* (Dr,Dg,Db,Da) represents you destination blend factor.
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*
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* All factors lie in the range [0,1] and incoming color components are also
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* normalized to the range [0,1]
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*
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* The factors are selected with the following constants:
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* <itemizedlist>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_ZERO: (0,0,0,0)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE: (1,1,1,1)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd,Gd,Bd,Ad)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs,Gs,Bs,As)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR:
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* (1,1,1,1)-(Rd,Gd,Bd,Ad) [Only valid for src_factor]</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR:
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* (1,1,1,1)-(Rs,Gs,Bs,As)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As,As,As,As)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA:
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* (1,1,1,1)-(As,As,As,As) [Only valid for dst_factor]</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad,Ad,Ad,Ad)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA:
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* (1,1,1,1)-(Ad,Ad,Ad,Ad)</listitem>
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* <listitem>COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE:
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* (f,f,f,1) where f=MIN(As,1-Ad)</listitem>
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* </itemizedlist>
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*/
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void cogl_material_set_blend_function (CoglHandle material,
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CoglMaterialBlendFactor src_factor,
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CoglMaterialBlendFactor dst_factor);
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/**
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* cogl_material_set_layer:
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* @material: A CoglMaterial object
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*
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* In addition to the standard OpenGL lighting model a Cogl material may have
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* one or more layers comprised of textures that can be blended together in
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* order with a number of different texture combine modes. This function
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* defines a new texture layer.
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*
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* The index values of multiple layers do not have to be consecutive; it is
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* only their relative order that is important.
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*
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* XXX: In the future, we may define other types of material layers, such
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* as purely GLSL based layers.
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*/
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void cogl_material_set_layer (CoglHandle material,
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gint layer_index,
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CoglHandle texture);
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/**
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* cogl_material_add_texture:
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* @material: A CoglMaterial object
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*
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* @layer_index:
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* @argument:
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* @channels:
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* @op:
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*
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*/
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void cogl_material_remove_layer (CoglHandle material,
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gint layer_index);
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/**
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* cogl_material_set_layer_alpha_combine_func:
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* @material: A CoglMaterial object
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*
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* TODO: Brew, a nice hot cup of tea, and document these functions...
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*/
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void cogl_material_set_layer_combine_func (
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CoglHandle material,
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gint layer_index,
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CoglMaterialLayerCombineChannels channels,
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CoglMaterialLayerCombineFunc func);
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void cogl_material_set_layer_combine_arg_src (
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CoglHandle material,
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gint layer_index,
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gint argument,
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CoglMaterialLayerCombineChannels channels,
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CoglMaterialLayerCombineSrc src);
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void cogl_material_set_layer_combine_arg_op (
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CoglHandle material,
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gint layer_index,
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gint argument,
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CoglMaterialLayerCombineChannels channels,
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CoglMaterialLayerCombineOp op);
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void cogl_material_set_layer_combine_arg_op (CoglHandle material,
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gint layer_index,
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gint argument,
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CoglMaterialLayerCombineChannels channels,
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CoglMaterialLayerCombineOp op);
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/* TODO: */
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|
|
#if 0
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|
|
@ -366,8 +569,8 @@ void cogl_material_set_layer_alpha_combine (CoglHandle material
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|
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* This function lets you set a matrix that can be used to e.g. translate
|
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|
|
* and rotate a single layer of a material used to fill your geometry.
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*/
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void cogl_material_set_layer_matrix (CoglHandle material,
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gint layer_index,
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void cogl_material_set_layer_matrix (CoglHandle material,
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gint layer_index,
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|
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CoglMatrix *matrix);
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|
/**
|
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|
|
@ -433,6 +636,15 @@ void cogl_material_flush_gl_blend_func (CoglHandle material_handle);
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*/
|
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|
|
const GList *cogl_material_get_layers (CoglHandle material_handle);
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|
/**
|
|
|
|
|
* CoglMaterialLayerType:
|
|
|
|
|
* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a CoglTexture
|
|
|
|
|
*/
|
|
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|
|
typedef enum _CoglMaterialLayerType
|
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|
|
{
|
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|
|
COGL_MATERIAL_LAYER_TYPE_TEXTURE
|
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|
|
} CoglMaterialLayerType;
|
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|
|
/**
|
|
|
|
|
* cogl_material_layer_get_type:
|
|
|
|
|
* @material: A CoglMaterial object
|
|
|
|
@ -479,5 +691,7 @@ CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
|
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|
*/
|
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void cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle);
|
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G_END_DECLS
|
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#endif /* __COGL_MATERIAL_H__ */
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