aca1bf4329
We now put the color of materials into the vertex array used by the journal instead of calling glColor() but the number of requests for the material color were quite expensive so we have changed the material color to internally be byte components instead of floats to avoid repeat conversions and added _cogl_material_get_colorubv as a fast-path for the journal to copy data into the vertex array.
257 lines
8.3 KiB
C
257 lines
8.3 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) 2008,2009 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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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#ifndef __COGL_MATERIAL_PRIVATE_H
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#define __COGL_MATERIAL_PRIVATE_H
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#include "cogl-material.h"
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#include "cogl-matrix.h"
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#include "cogl-handle.h"
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#include <glib.h>
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typedef struct _CoglMaterial CoglMaterial;
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typedef struct _CoglMaterialLayer CoglMaterialLayer;
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typedef enum _CoglMaterialEqualFlags
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{
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/* Return FALSE if any component of either material isn't set to its
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* default value. (Note: if the materials have corresponding flush
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* options indicating that e.g. the material color won't be flushed then
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* this will not assert a default color value.) */
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COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0,
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} CoglMaterialEqualFlags;
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/* XXX: I don't think gtk-doc supports having private enums so these aren't
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* bundled in with CoglMaterialLayerFlags */
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typedef enum _CoglMaterialLayerPrivFlags
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{
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/* Ref: CoglMaterialLayerFlags
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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*/
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COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1,
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COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2
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} CoglMaterialLayerPrivFlags;
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/* For tracking the state of a layer that's been flushed to OpenGL */
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typedef struct _CoglLayerInfo
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{
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CoglHandle handle;
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gulong flags;
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GLenum gl_target;
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GLuint gl_texture;
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gboolean fallback;
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gboolean disabled;
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gboolean layer0_overridden;
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} CoglLayerInfo;
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struct _CoglMaterialLayer
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{
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CoglHandleObject _parent;
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guint index; /*!< lowest index is blended first then others
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on top */
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gulong flags;
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CoglHandle texture; /*!< The texture for this layer, or COGL_INVALID_HANDLE
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for an empty layer */
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CoglMaterialFilter mag_filter;
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CoglMaterialFilter min_filter;
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/* Determines how the color of individual texture fragments
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* are calculated. */
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GLint texture_combine_rgb_func;
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GLint texture_combine_rgb_src[3];
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GLint texture_combine_rgb_op[3];
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GLint texture_combine_alpha_func;
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GLint texture_combine_alpha_src[3];
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GLint texture_combine_alpha_op[3];
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GLfloat texture_combine_constant[4];
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/* TODO: Support purely GLSL based material layers */
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CoglMatrix matrix;
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};
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typedef enum _CoglMaterialFlags
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{
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COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<0,
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COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1,
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COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2,
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COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3,
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COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4,
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COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5
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} CoglMaterialFlags;
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struct _CoglMaterial
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{
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CoglHandleObject _parent;
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gulong journal_ref_count;
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gulong flags;
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/* If no lighting is enabled; this is the basic material color */
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GLubyte unlit[4];
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/* Standard OpenGL lighting model attributes */
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat emission[4];
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GLfloat shininess;
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/* Determines what fragments are discarded based on their alpha */
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CoglMaterialAlphaFunc alpha_func;
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GLfloat alpha_func_reference;
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/* Determines how this material is blended with other primitives */
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#ifndef HAVE_COGL_GLES
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLint blend_src_factor_alpha;
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GLint blend_dst_factor_alpha;
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GLfloat blend_constant[4];
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#endif
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GLint blend_src_factor_rgb;
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GLint blend_dst_factor_rgb;
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GList *layers;
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guint n_layers;
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};
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/*
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/*
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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gulong _cogl_material_get_cogl_enable_flags (CoglHandle handle);
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/*
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* CoglMaterialLayerFlags:
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* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
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* custom texture matrix.
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*/
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typedef enum _CoglMaterialLayerFlags
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{
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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} CoglMaterialLayerFlags;
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/* XXX: NB: if you add flags here you will need to update
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* CoglMaterialLayerPrivFlags!!! */
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/*
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* cogl_material_layer_get_flags:
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* @layer_handle: A CoglMaterialLayer layer handle
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*
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* This lets you get a number of flag attributes about the layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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* internally, but if you are developing custom primitives directly with
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* OpenGL you may need this.
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*/
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gulong _cogl_material_layer_get_flags (CoglHandle layer_handle);
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/*
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* CoglMaterialFlushFlag:
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* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
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* a guint32 mask of the layers that can't be supported with the user
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* supplied texture and need to be replaced with fallback textures. (1 =
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* fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
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* a guint32 mask of the layers that you want to completly disable
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* texturing for (1 = fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
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* set to a GLuint OpenGL texture name to override the texture used for
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* layer 0 of the material. This is intended for dealing with sliced
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* textures where you will need to point to each of the texture slices in
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* turn when drawing your geometry. Passing a value of 0 is the same as
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* not passing the option at all.
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* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
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* material don't call glColor.
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*/
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typedef enum _CoglMaterialFlushFlag
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{
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COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
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COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
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COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3
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} CoglMaterialFlushFlag;
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/*
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* CoglMaterialFlushOptions:
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*
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*/
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typedef struct _CoglMaterialFlushOptions
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{
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CoglMaterialFlushFlag flags;
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guint32 fallback_layers;
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guint32 disable_layers;
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GLuint layer0_override_texture;
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} CoglMaterialFlushOptions;
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void _cogl_material_get_colorubv (CoglHandle handle,
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guint8 *color);
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void _cogl_material_flush_gl_state (CoglHandle material,
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CoglMaterialFlushOptions *options);
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gboolean _cogl_material_equal (CoglHandle material0_handle,
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CoglMaterialFlushOptions *material0_flush_options,
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CoglHandle material1_handle,
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CoglMaterialFlushOptions *material1_flush_options,
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CoglMaterialEqualFlags flags);
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CoglHandle _cogl_material_journal_ref (CoglHandle material_handle);
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void _cogl_material_journal_unref (CoglHandle material_handle);
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#endif /* __COGL_MATERIAL_PRIVATE_H */
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