/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * * Authors: * Robert Bragg */ #ifndef __COGL_MATERIAL_PRIVATE_H #define __COGL_MATERIAL_PRIVATE_H #include "cogl-material.h" #include "cogl-matrix.h" #include "cogl-handle.h" #include typedef struct _CoglMaterial CoglMaterial; typedef struct _CoglMaterialLayer CoglMaterialLayer; typedef enum _CoglMaterialEqualFlags { /* Return FALSE if any component of either material isn't set to its * default value. (Note: if the materials have corresponding flush * options indicating that e.g. the material color won't be flushed then * this will not assert a default color value.) */ COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0, } CoglMaterialEqualFlags; /* XXX: I don't think gtk-doc supports having private enums so these aren't * bundled in with CoglMaterialLayerFlags */ typedef enum _CoglMaterialLayerPrivFlags { /* Ref: CoglMaterialLayerFlags COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0 */ COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1, COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2 } CoglMaterialLayerPrivFlags; /* For tracking the state of a layer that's been flushed to OpenGL */ typedef struct _CoglLayerInfo { CoglHandle handle; gulong flags; GLenum gl_target; GLuint gl_texture; gboolean fallback; gboolean disabled; gboolean layer0_overridden; } CoglLayerInfo; struct _CoglMaterialLayer { CoglHandleObject _parent; guint index; /*!< lowest index is blended first then others on top */ gulong flags; CoglHandle texture; /*!< The texture for this layer, or COGL_INVALID_HANDLE for an empty layer */ CoglMaterialFilter mag_filter; CoglMaterialFilter min_filter; /* Determines how the color of individual texture fragments * are calculated. */ GLint texture_combine_rgb_func; GLint texture_combine_rgb_src[3]; GLint texture_combine_rgb_op[3]; GLint texture_combine_alpha_func; GLint texture_combine_alpha_src[3]; GLint texture_combine_alpha_op[3]; GLfloat texture_combine_constant[4]; /* TODO: Support purely GLSL based material layers */ CoglMatrix matrix; }; typedef enum _CoglMaterialFlags { COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<0, COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1, COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2, COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3, COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4, COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5 } CoglMaterialFlags; struct _CoglMaterial { CoglHandleObject _parent; gulong journal_ref_count; gulong flags; /* If no lighting is enabled; this is the basic material color */ GLubyte unlit[4]; /* Standard OpenGL lighting model attributes */ GLfloat ambient[4]; GLfloat diffuse[4]; GLfloat specular[4]; GLfloat emission[4]; GLfloat shininess; /* Determines what fragments are discarded based on their alpha */ CoglMaterialAlphaFunc alpha_func; GLfloat alpha_func_reference; /* Determines how this material is blended with other primitives */ #ifndef HAVE_COGL_GLES GLenum blend_equation_rgb; GLenum blend_equation_alpha; GLint blend_src_factor_alpha; GLint blend_dst_factor_alpha; GLfloat blend_constant[4]; #endif GLint blend_src_factor_rgb; GLint blend_dst_factor_rgb; GList *layers; guint n_layers; }; /* * SECTION:cogl-material-internals * @short_description: Functions for creating custom primitives that make use * of Cogl materials for filling. * * Normally you shouldn't need to use this API directly, but if you need to * developing a custom/specialised primitive - probably using raw OpenGL - then * this API aims to expose enough of the material internals to support being * able to fill your geometry according to a given Cogl material. */ /* * _cogl_material_init_default_material: * * This initializes the first material owned by the Cogl context. All * subsequently instantiated materials created via the cogl_material_new() * API will initially be a copy of this material. */ void _cogl_material_init_default_material (void); /* * cogl_material_get_cogl_enable_flags: * @material: A CoglMaterial object * * This determines what flags need to be passed to cogl_enable before this * material can be used. Normally you shouldn't need to use this function * directly since Cogl will do this internally, but if you are developing * custom primitives directly with OpenGL you may want to use this. * * Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable * will be replaced. */ /* TODO: find a nicer solution! */ gulong _cogl_material_get_cogl_enable_flags (CoglHandle handle); /* * CoglMaterialLayerFlags: * @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a * custom texture matrix. */ typedef enum _CoglMaterialLayerFlags { COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0 } CoglMaterialLayerFlags; /* XXX: NB: if you add flags here you will need to update * CoglMaterialLayerPrivFlags!!! */ /* * cogl_material_layer_get_flags: * @layer_handle: A CoglMaterialLayer layer handle * * This lets you get a number of flag attributes about the layer. Normally * you shouldn't need to use this function directly since Cogl will do this * internally, but if you are developing custom primitives directly with * OpenGL you may need this. */ gulong _cogl_material_layer_get_flags (CoglHandle layer_handle); /* * CoglMaterialFlushFlag: * @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to * a guint32 mask of the layers that can't be supported with the user * supplied texture and need to be replaced with fallback textures. (1 = * fallback, and the least significant bit = layer 0) * @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to * a guint32 mask of the layers that you want to completly disable * texturing for (1 = fallback, and the least significant bit = layer 0) * @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is * set to a GLuint OpenGL texture name to override the texture used for * layer 0 of the material. This is intended for dealing with sliced * textures where you will need to point to each of the texture slices in * turn when drawing your geometry. Passing a value of 0 is the same as * not passing the option at all. * @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the * material don't call glColor. */ typedef enum _CoglMaterialFlushFlag { COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0, COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1, COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2, COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3 } CoglMaterialFlushFlag; /* * CoglMaterialFlushOptions: * */ typedef struct _CoglMaterialFlushOptions { CoglMaterialFlushFlag flags; guint32 fallback_layers; guint32 disable_layers; GLuint layer0_override_texture; } CoglMaterialFlushOptions; void _cogl_material_get_colorubv (CoglHandle handle, guint8 *color); void _cogl_material_flush_gl_state (CoglHandle material, CoglMaterialFlushOptions *options); gboolean _cogl_material_equal (CoglHandle material0_handle, CoglMaterialFlushOptions *material0_flush_options, CoglHandle material1_handle, CoglMaterialFlushOptions *material1_flush_options); CoglHandle _cogl_material_journal_ref (CoglHandle material_handle); void _cogl_material_journal_unref (CoglHandle material_handle); #endif /* __COGL_MATERIAL_PRIVATE_H */