mutter/clutter/cogl/gl/cogl-context.h
Robert Bragg 33994caa71 [cogl-material] Support string based blending and layer combine descriptions
Setting up layer combine functions and blend modes is very awkward to do
programatically.  This adds a parser for string based descriptions which are
more consise and readable.

E.g. a material layer combine function could now be given as:
  "RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
  "RGB = REPLACE (PREVIOUS)"
  "A = MODULATE (PREVIOUS, TEXTURE)"

The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.

This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.

Note: The hope is to remove the now redundant bits of the material API
before 1.0
2009-05-28 02:43:28 +01:00

183 lines
7.2 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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.
*/
#ifndef __COGL_CONTEXT_H
#define __COGL_CONTEXT_H
#include "cogl-primitives.h"
#include "cogl-clip-stack.h"
#include "cogl-matrix-stack.h"
#include "cogl-current-matrix.h"
typedef struct
{
GLfloat v[3];
GLfloat t[2];
GLubyte c[4];
} CoglTextureGLVertex;
typedef struct
{
CoglBufferTarget target;
CoglHandle offscreen;
} CoglDrawBufferState;
typedef struct
{
/* Features cache */
CoglFeatureFlags feature_flags;
gboolean features_cached;
/* Enable cache */
gulong enable_flags;
guint8 color_alpha;
gboolean enable_backface_culling;
gboolean indirect;
/* Client-side matrix stack or NULL if none */
CoglMatrixMode matrix_mode;
CoglMatrixStack *modelview_stack;
/* Cache of inverse projection matrix */
float inverse_projection[16];
/* Materials */
CoglHandle default_material;
CoglHandle source_material;
/* Textures */
CoglHandle default_gl_texture_2d_tex;
CoglHandle default_gl_texture_rect_tex;
/* Batching geometry... */
/* We journal the texture rectangles we want to submit to OpenGL so
* we have an oppertunity to optimise the final order so that we
* can batch things together. */
GArray *journal;
GArray *logged_vertices;
GArray *static_indices;
GArray *polygon_vertices;
/* Some simple caching, to minimize state changes... */
CoglHandle current_material;
gulong current_material_flags;
GArray *current_layers;
guint n_texcoord_arrays_enabled;
/* Framebuffer objects */
GSList *draw_buffer_stack;
/* Clip stack */
CoglClipStackState clip;
/* Primitives */
floatVec2 path_start;
floatVec2 path_pen;
GArray *path_nodes;
guint last_path;
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
CoglHandle stencil_material;
/* Relying on glext.h to define these */
COGL_PFNGLGENRENDERBUFFERSEXTPROC pf_glGenRenderbuffersEXT;
COGL_PFNGLDELETERENDERBUFFERSEXTPROC pf_glDeleteRenderbuffersEXT;
COGL_PFNGLBINDRENDERBUFFEREXTPROC pf_glBindRenderbufferEXT;
COGL_PFNGLRENDERBUFFERSTORAGEEXTPROC pf_glRenderbufferStorageEXT;
COGL_PFNGLGENFRAMEBUFFERSEXTPROC pf_glGenFramebuffersEXT;
COGL_PFNGLBINDFRAMEBUFFEREXTPROC pf_glBindFramebufferEXT;
COGL_PFNGLFRAMEBUFFERTEXTURE2DEXTPROC pf_glFramebufferTexture2DEXT;
COGL_PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC pf_glFramebufferRenderbufferEXT;
COGL_PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC pf_glCheckFramebufferStatusEXT;
COGL_PFNGLDELETEFRAMEBUFFERSEXTPROC pf_glDeleteFramebuffersEXT;
COGL_PFNGLBLITFRAMEBUFFEREXTPROC pf_glBlitFramebufferEXT;
COGL_PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC pf_glRenderbufferStorageMultisampleEXT;
COGL_PFNGLCREATEPROGRAMOBJECTARBPROC pf_glCreateProgramObjectARB;
COGL_PFNGLCREATESHADEROBJECTARBPROC pf_glCreateShaderObjectARB;
COGL_PFNGLSHADERSOURCEARBPROC pf_glShaderSourceARB;
COGL_PFNGLCOMPILESHADERARBPROC pf_glCompileShaderARB;
COGL_PFNGLATTACHOBJECTARBPROC pf_glAttachObjectARB;
COGL_PFNGLLINKPROGRAMARBPROC pf_glLinkProgramARB;
COGL_PFNGLUSEPROGRAMOBJECTARBPROC pf_glUseProgramObjectARB;
COGL_PFNGLGETUNIFORMLOCATIONARBPROC pf_glGetUniformLocationARB;
COGL_PFNGLDELETEOBJECTARBPROC pf_glDeleteObjectARB;
COGL_PFNGLGETINFOLOGARBPROC pf_glGetInfoLogARB;
COGL_PFNGLGETOBJECTPARAMETERIVARBPROC pf_glGetObjectParameterivARB;
COGL_PFNGLVERTEXATTRIBPOINTERARBPROC pf_glVertexAttribPointerARB;
COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC pf_glEnableVertexAttribArrayARB;
COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC pf_glDisableVertexAttribArrayARB;
COGL_PFNGLGENBUFFERSARBPROC pf_glGenBuffersARB;
COGL_PFNGLBINDBUFFERARBPROC pf_glBindBufferARB;
COGL_PFNGLBUFFERDATAARBPROC pf_glBufferDataARB;
COGL_PFNGLBUFFERSUBDATAARBPROC pf_glBufferSubDataARB;
COGL_PFNGLMAPBUFFERARBPROC pf_glMapBufferARB;
COGL_PFNGLUNMAPBUFFERARBPROC pf_glUnmapBufferARB;
COGL_PFNGLDELETEBUFFERSARBPROC pf_glDeleteBuffersARB;
COGL_PFNGLUNIFORM1FARBPROC pf_glUniform1fARB;
COGL_PFNGLUNIFORM2FARBPROC pf_glUniform2fARB;
COGL_PFNGLUNIFORM3FARBPROC pf_glUniform3fARB;
COGL_PFNGLUNIFORM4FARBPROC pf_glUniform4fARB;
COGL_PFNGLUNIFORM1FVARBPROC pf_glUniform1fvARB;
COGL_PFNGLUNIFORM2FVARBPROC pf_glUniform2fvARB;
COGL_PFNGLUNIFORM3FVARBPROC pf_glUniform3fvARB;
COGL_PFNGLUNIFORM4FVARBPROC pf_glUniform4fvARB;
COGL_PFNGLUNIFORM1IARBPROC pf_glUniform1iARB;
COGL_PFNGLUNIFORM2IARBPROC pf_glUniform2iARB;
COGL_PFNGLUNIFORM3IARBPROC pf_glUniform3iARB;
COGL_PFNGLUNIFORM4IARBPROC pf_glUniform4iARB;
COGL_PFNGLUNIFORM1IVARBPROC pf_glUniform1ivARB;
COGL_PFNGLUNIFORM2IVARBPROC pf_glUniform2ivARB;
COGL_PFNGLUNIFORM3IVARBPROC pf_glUniform3ivARB;
COGL_PFNGLUNIFORM4IVARBPROC pf_glUniform4ivARB;
COGL_PFNGLUNIFORMMATRIX2FVARBPROC pf_glUniformMatrix2fvARB;
COGL_PFNGLUNIFORMMATRIX3FVARBPROC pf_glUniformMatrix3fvARB;
COGL_PFNGLUNIFORMMATRIX4FVARBPROC pf_glUniformMatrix4fvARB;
COGL_PFNGLDRAWRANGEELEMENTSPROC pf_glDrawRangeElements;
COGL_PFNGLACTIVETEXTUREPROC pf_glActiveTexture;
COGL_PFNGLCLIENTACTIVETEXTUREPROC pf_glClientActiveTexture;
COGL_PFNGLBLENDFUNCSEPARATEPROC pf_glBlendFuncSeparate;
COGL_PFNGLBLENDEQUATIONSEPARATEPROC pf_glBlendEquationSeparate;
} CoglContext;
CoglContext *
_cogl_context_get_default ();
/* Obtains the context and returns retval if NULL */
#define _COGL_GET_CONTEXT(ctxvar, retval) \
CoglContext *ctxvar = _cogl_context_get_default (); \
if (ctxvar == NULL) return retval;
#define NO_RETVAL
#endif /* __COGL_CONTEXT_H */