261 lines
7.9 KiB
C
261 lines
7.9 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2011 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_DEPTH_STATE_H__
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#define __COGL_DEPTH_STATE_H__
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-depth-state
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* @short_description: Functions for describing the depth testing
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* state of your GPU.
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*/
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typedef struct
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{
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guint32 COGL_PRIVATE (magic);
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gboolean COGL_PRIVATE (test_enabled);
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CoglDepthTestFunction COGL_PRIVATE (test_function);
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gboolean COGL_PRIVATE (write_enabled);
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float COGL_PRIVATE (range_near);
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float COGL_PRIVATE (range_far);
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guint32 COGL_PRIVATE (padding0);
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guint32 COGL_PRIVATE (padding1);
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guint32 COGL_PRIVATE (padding2);
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guint32 COGL_PRIVATE (padding3);
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guint32 COGL_PRIVATE (padding4);
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guint32 COGL_PRIVATE (padding5);
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guint32 COGL_PRIVATE (padding6);
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guint32 COGL_PRIVATE (padding7);
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guint32 COGL_PRIVATE (padding8);
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guint32 COGL_PRIVATE (padding9);
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} CoglDepthState;
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/**
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* cogl_depth_state_init:
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* @state: A #CoglDepthState struct
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*
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* Initializes the members of @state to their default values.
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*
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* You should never pass an un initialized #CoglDepthState structure
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* to cogl_pipeline_set_depth_state().
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_depth_state_init (CoglDepthState *state);
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/**
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* cogl_depth_state_set_test_enabled:
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* @state: A #CoglDepthState struct
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* @enable: The enable state you want
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*
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* Enables or disables depth testing according to the value of
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* @enable.
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*
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* If depth testing is enable then the #CoglDepthTestFunction set
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* using cogl_pipeline_set_depth_test_function() us used to evaluate
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* the depth value of incoming fragments against the corresponding
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* value stored in the current depth buffer, and if the test passes
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* then the fragments depth value is used to update the depth buffer.
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* (unless you have disabled depth writing via
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* cogl_pipeline_set_depth_writing_enabled ())
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*
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* By default depth testing is disabled.
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*
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* NB: this won't directly affect the state of the GPU. You have
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* to then set the state on a #CoglPipeline using
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* cogl_pipeline_set_depth_state()
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_depth_state_set_test_enabled (CoglDepthState *state,
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gboolean enable);
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/**
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* cogl_depth_state_get_test_enabled:
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* @state: A #CoglDepthState struct
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*
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* Gets the current depth test enabled state as previously set by
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* cogl_depth_state_set_test_enabled().
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*
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* Returns: The pipeline's current depth test enabled state.
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* Since: 2.0
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* Stability: Unstable
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*/
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gboolean
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cogl_depth_state_get_test_enabled (CoglDepthState *state);
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/**
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* cogl_depth_state_set_write_enabled:
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* @state: A #CoglDepthState struct
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* @enable: The enable state you want
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*
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* Enables or disables depth buffer writing according to the value of
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* @enable. Normally when depth testing is enabled and the comparison
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* between a fragment's depth value and the corresponding depth buffer
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* value passes then the fragment's depth is written to the depth
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* buffer unless writing is disabled here.
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*
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* By default depth writing is enabled
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*
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* NB: this won't directly affect the state of the GPU. You have
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* to then set the state on a #CoglPipeline using
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* cogl_pipeline_set_depth_state()
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_depth_state_set_write_enabled (CoglDepthState *state,
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gboolean enable);
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/**
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* cogl_depth_state_get_write_enabled:
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* @state: A #CoglDepthState struct
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*
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* Gets the depth writing enable state as set by the corresponding
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* cogl_pipeline_set_depth_writing_enabled.
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*
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* Returns: The current depth writing enable state
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* Since: 2.0
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* Stability: Unstable
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*/
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gboolean
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cogl_depth_state_get_write_enabled (CoglDepthState *state);
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/**
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* cogl_depth_state_set_test_function:
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* @state: A #CoglDepthState struct
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* @function: The #CoglDepthTestFunction to set
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*
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* Sets the #CoglDepthTestFunction used to compare the depth value of
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* an incoming fragment against the corresponding value in the current
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* depth buffer.
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*
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* By default the depth test function is %COGL_DEPTH_TEST_FUNCTION_LESS
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*
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* NB: this won't directly affect the state of the GPU. You have
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* to then set the state on a #CoglPipeline using
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* cogl_pipeline_set_depth_state()
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_depth_state_set_test_function (CoglDepthState *state,
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CoglDepthTestFunction function);
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/**
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* cogl_depth_state_get_test_function:
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* @state: A #CoglDepthState struct
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*
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* Gets the current depth test enable state as previously set via
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* cogl_pipeline_set_depth_test_enabled().
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*
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* Returns: The current depth test enable state.
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglDepthTestFunction
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cogl_depth_state_get_test_function (CoglDepthState *state);
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/**
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* cogl_depth_state_set_range:
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* @state: A #CoglDepthState object
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* @near_val: The near component of the desired depth range which will be
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* clamped to the range [0, 1]
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* @far_val: The far component of the desired depth range which will be
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* clamped to the range [0, 1]
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*
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* Sets the range to map depth values in normalized device coordinates
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* to before writing out to a depth buffer.
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*
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* After your geometry has be transformed, clipped and had perspective
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* division applied placing it in normalized device
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* coordinates all depth values between the near and far z clipping
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* planes are in the range -1 to 1. Before writing any depth value to
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* the depth buffer though the value is mapped into the range [0, 1].
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*
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* With this function you can change the range which depth values are
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* mapped too although the range must still lye within the range [0,
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* 1].
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*
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* If your driver does not support this feature (for example you are
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* using GLES 1 drivers) then if you don't use the default range
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* values you will get an error reported when calling
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* cogl_pipeline_set_depth_state (). You can check ahead of time for
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* the %COGL_FEATURE_DEPTH_RANGE feature with
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* cogl_features_available() to know if this function will succeed.
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*
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* By default normalized device coordinate depth values are mapped to
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* the full range of depth buffer values, [0, 1].
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*
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* NB: this won't directly affect the state of the GPU. You have
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* to then set the state on a #CoglPipeline using
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* cogl_pipeline_set_depth_state().
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_depth_state_set_range (CoglDepthState *state,
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float near_val,
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float far_val);
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/**
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* cogl_depth_state_get_range:
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* @state: A #CoglDepthState object
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* @near_val: A pointer to store the near component of the depth range
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* @far_val: A pointer to store the far component of the depth range
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*
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* Gets the current range to which normalized depth values are mapped
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* before writing to the depth buffer. This corresponds to the range
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* set with cogl_pipeline_set_depth_range().
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_depth_state_get_range (CoglDepthState *state,
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float *near_val,
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float *far_val);
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G_END_DECLS
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#endif /* __COGL_DEPTH_STATE_H__ */
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