0ab6dc9db1
In OpenGL the 'shininess' lighting parameter is floating point value limited to the range 0.0→128.0. This number is used to affect the size of the specular highlight. Cogl materials used to only accept a number between 0.0 and 1.0 which then gets multiplied by 128.0 before sending to GL. I think the assumption was that this is just a weird GL quirk so we don't expose it. However the value is used as an exponent to raise the attenuation to a power so there is no conceptual limit to the value. This removes the mapping and changes some of the documentation. http://bugzilla.clutter-project.org/show_bug.cgi?id=2222
1292 lines
43 KiB
C
1292 lines
43 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) 2007,2008,2009 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, see <http://www.gnu.org/licenses/>.
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*
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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_MATERIAL_H__
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#define __COGL_MATERIAL_H__
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G_BEGIN_DECLS
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-matrix.h>
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/**
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* SECTION:cogl-material
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* @short_description: Fuctions for creating and manipulating materials
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*
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* COGL allows creating and manipulating materials used to fill in
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* geometry. Materials may simply be lighting attributes (such as an
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* ambient and diffuse colour) or might represent one or more textures
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* blended together.
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*/
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typedef struct _CoglMaterial CoglMaterial;
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typedef struct _CoglMaterialLayer CoglMaterialLayer;
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#define COGL_MATERIAL(OBJECT) ((CoglMaterial *)OBJECT)
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/**
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* CoglMaterialFilter:
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* @COGL_MATERIAL_FILTER_NEAREST: Measuring in manhatten distance from the,
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* current pixel center, use the nearest texture texel
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* @COGL_MATERIAL_FILTER_LINEAR: Use the weighted average of the 4 texels
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* nearest the current pixel center
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* @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST: Select the mimap level whose
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* texel size most closely matches the current pixel, and use the
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* %COGL_MATERIAL_FILTER_NEAREST criterion
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* @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST: Select the mimap level whose
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* texel size most closely matches the current pixel, and use the
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* %COGL_MATERIAL_FILTER_LINEAR criterion
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* @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR: Select the two mimap levels
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* whose texel size most closely matches the current pixel, use
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* the %COGL_MATERIAL_FILTER_NEAREST criterion on each one and take
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* their weighted average
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* @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR: Select the two mimap levels
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* whose texel size most closely matches the current pixel, use
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* the %COGL_MATERIAL_FILTER_LINEAR criterion on each one and take
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* their weighted average
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*
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* Texture filtering is used whenever the current pixel maps either to more
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* than one texture element (texel) or less than one. These filter enums
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* correspond to different strategies used to come up with a pixel color, by
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* possibly referring to multiple neighbouring texels and taking a weighted
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* average or simply using the nearest texel.
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*/
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typedef enum {
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COGL_MATERIAL_FILTER_NEAREST = GL_NEAREST,
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COGL_MATERIAL_FILTER_LINEAR = GL_LINEAR,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
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COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR
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} CoglMaterialFilter;
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/**
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* CoglMaterialWrapMode:
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* @COGL_MATERIAL_WRAP_MODE_REPEAT: The texture will be repeated. This
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* is useful for example to draw a tiled background.
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* @COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE: The coordinates outside the
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* range 0→1 will sample copies of the edge pixels of the
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* texture. This is useful to avoid artifacts if only one copy of
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* the texture is being rendered.
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* @COGL_MATERIAL_WRAP_MODE_AUTOMATIC: Cogl will try to automatically
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* decide which of the above two to use. For cogl_rectangle(), it
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* will use repeat mode if any of the texture coordinates are
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* outside the range 0→1, otherwise it will use clamp to edge. For
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* cogl_polygon() it will always use repeat mode. For
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* cogl_vertex_buffer_draw() it will use repeat mode except for
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* layers that have point sprite coordinate generation enabled. This
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* is the default value.
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*
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* The wrap mode specifies what happens when texture coordinates
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* outside the range 0→1 are used. Note that if the filter mode is
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* anything but %COGL_MATERIAL_FILTER_NEAREST then texels outside the
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* range 0→1 might be used even when the coordinate is exactly 0 or 1
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* because OpenGL will try to sample neighbouring pixels. For example
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* if you are trying to render the full texture then you may get
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* artifacts around the edges when the pixels from the other side are
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* merged in if the wrap mode is set to repeat.
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*
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* Since: 1.4
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*/
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/* GL_ALWAYS is just used here as a value that is known not to clash
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* with any valid GL wrap modes
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*
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* XXX: keep the values in sync with the CoglMaterialWrapModeInternal
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* enum so no conversion is actually needed.
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*/
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typedef enum {
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COGL_MATERIAL_WRAP_MODE_REPEAT = GL_REPEAT,
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COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
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COGL_MATERIAL_WRAP_MODE_AUTOMATIC = GL_ALWAYS
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} CoglMaterialWrapMode;
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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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* Return value: a pointer to a new #CoglMaterial
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*/
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CoglMaterial *
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cogl_material_new (void);
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/**
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* cogl_material_copy:
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* @source: a #CoglMaterial object to copy
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*
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* Creates a new material with the configuration copied from the
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* source material.
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*
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* We would strongly advise developers to always aim to use
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* cogl_material_copy() instead of cogl_material_new() whenever there will
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* be any similarity between two materials. Copying a material helps Cogl
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* keep track of a materials ancestry which we may use to help minimize GPU
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* state changes.
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*
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* Returns: a pointer to the newly allocated #CoglMaterial
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*
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* Since: 1.2
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*/
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CoglMaterial *
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cogl_material_copy (CoglMaterial *source);
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#ifndef COGL_DISABLE_DEPRECATED
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/**
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* cogl_material_ref:
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* @material: a #CoglMaterial object.
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*
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* Increment the reference count for a #CoglMaterial.
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*
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* Return value: the @material.
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*
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* Since: 1.0
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*
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* Deprecated: 1.2: Use cogl_object_ref() instead
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*/
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CoglHandle
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cogl_material_ref (CoglHandle handle) G_GNUC_DEPRECATED;
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/**
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* cogl_material_unref:
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* @material: a #CoglMaterial object.
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*
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* Decrement the reference count for a #CoglMaterial.
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*
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* Since: 1.0
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*
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* Deprecated: 1.2: Use cogl_object_unref() instead
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*/
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void
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cogl_material_unref (CoglHandle handle) G_GNUC_DEPRECATED;
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#endif /* COGL_DISABLE_DEPRECATED */
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/**
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* cogl_is_material:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing material object.
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*
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* Return value: %TRUE if the handle references a #CoglMaterial,
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* %FALSE otherwise
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*/
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gboolean
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cogl_is_material (CoglHandle handle);
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/**
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* cogl_material_set_color:
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* @material: A #CoglMaterial object
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* @color: The components of the color
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*
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* Sets the basic color of the material, used when no lighting is enabled.
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*
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* Note that if you don't add any layers to the material then the color
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* will be blended unmodified with the destination; the default blend
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* expects premultiplied colors: for example, use (0.5, 0.0, 0.0, 0.5) for
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* semi-transparent red. See cogl_color_premultiply().
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since: 1.0
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*/
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void
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cogl_material_set_color (CoglMaterial *material,
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const CoglColor *color);
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/**
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* cogl_material_set_color4ub:
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* @material: A #CoglMaterial object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* Sets the basic color of the material, used when no lighting is enabled.
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*
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* The default value is (0xff, 0xff, 0xff, 0xff)
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*
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* Since: 1.0
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*/
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void
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cogl_material_set_color4ub (CoglMaterial *material,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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/**
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* cogl_material_set_color4f:
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* @material: A #CoglMaterial object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* Sets the basic color of the material, used when no lighting is enabled.
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since: 1.0
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*/
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void
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cogl_material_set_color4f (CoglMaterial *material,
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float red,
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float green,
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float blue,
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float alpha);
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/**
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* cogl_material_get_color:
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* @material: A #CoglMaterial object
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* @color: (out): The location to store the color
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*
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* Retrieves the current material color.
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*
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* Since: 1.0
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*/
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void
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cogl_material_get_color (CoglMaterial *material,
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CoglColor *color);
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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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* Sets the material's ambient color, in the standard OpenGL lighting
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* model. The ambient color affects the overall color of the object.
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*
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* Since the diffuse color will be intense when the light hits the surface
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* directly, the ambient will be most apparent where the light hits at a
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* 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
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cogl_material_set_ambient (CoglMaterial *material,
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const CoglColor *ambient);
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/**
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* cogl_material_get_ambient:
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* @material: A #CoglMaterial object
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* @ambient: The location to store the ambient color
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*
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* Retrieves the current ambient color for @material
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*
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* Since: 1.0
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*/
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void
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cogl_material_get_ambient (CoglMaterial *material,
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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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* Sets the material's diffuse color, in the standard OpenGL lighting
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* model. The diffuse color is most intense where the light hits the
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* surface directly - perpendicular to the 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
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cogl_material_set_diffuse (CoglMaterial *material,
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const CoglColor *diffuse);
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/**
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* cogl_material_get_diffuse:
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* @material: A #CoglMaterial object
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* @diffuse: The location to store the diffuse color
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*
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* Retrieves the current diffuse color for @material
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*
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* Since: 1.0
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*/
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void
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cogl_material_get_diffuse (CoglMaterial *material,
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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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* Conveniently sets the diffuse and ambient color of @material at the same
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* time. See cogl_material_set_ambient() and cogl_material_set_diffuse().
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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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*
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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
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cogl_material_set_ambient_and_diffuse (CoglMaterial *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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* Sets the material's specular color, in the standard OpenGL lighting
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* model. The intensity of the specular color depends on the viewport
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* position, and is brightest along the lines 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
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cogl_material_set_specular (CoglMaterial *material,
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const CoglColor *specular);
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/**
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* cogl_material_get_specular:
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* @material: A #CoglMaterial object
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* @specular: The location to store the specular color
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*
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* Retrieves the materials current specular color.
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*
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* Since: 1.0
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*/
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void
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cogl_material_get_specular (CoglMaterial *material,
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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; must be >= 0.0
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*
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* Sets the shininess of the material, in the standard OpenGL lighting
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* model, which determines the size of the specular highlights. A
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* higher @shininess will produce smaller highlights which makes the
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* object appear more shiny.
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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
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cogl_material_set_shininess (CoglMaterial *material,
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float shininess);
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/**
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* cogl_material_get_shininess:
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* @material: A #CoglMaterial object
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*
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* Retrieves the materials current emission color.
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*
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* Return value: The materials current shininess value
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*
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* Since: 1.0
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*/
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float
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cogl_material_get_shininess (CoglMaterial *material);
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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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* Sets the material's emissive color, in the standard OpenGL lighting
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* model. It will look like the surface is a light source emitting this
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* 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
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cogl_material_set_emission (CoglMaterial *material,
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const CoglColor *emission);
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/**
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* cogl_material_get_emission:
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* @material: A #CoglMaterial object
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* @emission: The location to store the emission color
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*
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* Retrieves the materials current emission color.
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*
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* Since: 1.0
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*/
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void
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cogl_material_get_emission (CoglMaterial *material,
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CoglColor *emission);
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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 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 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 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 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 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 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 {
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COGL_MATERIAL_ALPHA_FUNC_NEVER = GL_NEVER,
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COGL_MATERIAL_ALPHA_FUNC_LESS = GL_LESS,
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COGL_MATERIAL_ALPHA_FUNC_EQUAL = GL_EQUAL,
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COGL_MATERIAL_ALPHA_FUNC_LEQUAL = GL_LEQUAL,
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COGL_MATERIAL_ALPHA_FUNC_GREATER = GL_GREATER,
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COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL = GL_NOTEQUAL,
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COGL_MATERIAL_ALPHA_FUNC_GEQUAL = GL_GEQUAL,
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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
|
|
* alpha value. This function lets you change the function used to evaluate
|
|
* the alpha channel, and thus determine which fragments are discarded
|
|
* and which continue on to the blending stage.
|
|
*
|
|
* The default is %COGL_MATERIAL_ALPHA_FUNC_ALWAYS
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
cogl_material_set_alpha_test_function (CoglMaterial *material,
|
|
CoglMaterialAlphaFunc alpha_func,
|
|
float alpha_reference);
|
|
|
|
/**
|
|
* cogl_material_set_blend:
|
|
* @material: A #CoglMaterial object
|
|
* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
|
|
* describing the desired blend function.
|
|
* @error: return location for a #GError that may report lack of driver
|
|
* support if you give separate blend string statements for the alpha
|
|
* channel and RGB channels since some drivers, or backends such as
|
|
* GLES 1.1, don't support this feature. May be %NULL, in which case a
|
|
* warning will be printed out using GLib's logging facilities if an
|
|
* error is encountered.
|
|
*
|
|
* If not already familiar; please refer <link linkend="cogl-Blend-Strings">here</link>
|
|
* for an overview of what blend strings are, and their syntax.
|
|
*
|
|
* Blending occurs after the alpha test function, and combines fragments with
|
|
* the framebuffer.
|
|
|
|
* Currently the only blend function Cogl exposes is ADD(). So any valid
|
|
* blend statements will be of the form:
|
|
*
|
|
* |[
|
|
* <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>))
|
|
* ]|
|
|
*
|
|
* <warning>The brackets around blend factors are currently not
|
|
* optional!</warning>
|
|
*
|
|
* This is the list of source-names usable as blend factors:
|
|
* <itemizedlist>
|
|
* <listitem><para>SRC_COLOR: The color of the in comming fragment</para></listitem>
|
|
* <listitem><para>DST_COLOR: The color of the framebuffer</para></listitem>
|
|
* <listitem><para>CONSTANT: The constant set via cogl_material_set_blend_constant()</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* The source names can be used according to the
|
|
* <link linkend="cogl-Blend-String-syntax">color-source and factor syntax</link>,
|
|
* so for example "(1-SRC_COLOR[A])" would be a valid factor, as would
|
|
* "(CONSTANT[RGB])"
|
|
*
|
|
* These can also be used as factors:
|
|
* <itemizedlist>
|
|
* <listitem>0: (0, 0, 0, 0)</listitem>
|
|
* <listitem>1: (1, 1, 1, 1)</listitem>
|
|
* <listitem>SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])</listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* <note>Remember; all color components are normalized to the range [0, 1]
|
|
* before computing the result of blending.</note>
|
|
*
|
|
* <example id="cogl-Blend-Strings-blend-unpremul">
|
|
* <title>Blend Strings/1</title>
|
|
* <para>Blend a non-premultiplied source over a destination with
|
|
* premultiplied alpha:</para>
|
|
* <programlisting>
|
|
* "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
|
|
* "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
|
|
* </programlisting>
|
|
* </example>
|
|
*
|
|
* <example id="cogl-Blend-Strings-blend-premul">
|
|
* <title>Blend Strings/2</title>
|
|
* <para>Blend a premultiplied source over a destination with
|
|
* premultiplied alpha</para>
|
|
* <programlisting>
|
|
* "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
|
|
* </programlisting>
|
|
* </example>
|
|
*
|
|
* The default blend string is:
|
|
* |[
|
|
* RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))
|
|
* ]|
|
|
*
|
|
* That gives normal alpha-blending when the calculated color for the material
|
|
* is in premultiplied form.
|
|
*
|
|
* Return value: %TRUE if the blend string was successfully parsed, and the
|
|
* described blending is supported by the underlying driver/hardware. If
|
|
* there was an error, %FALSE is returned and @error is set accordingly (if
|
|
* present).
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
cogl_material_set_blend (CoglMaterial *material,
|
|
const char *blend_string,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_material_set_blend_constant:
|
|
* @material: A #CoglMaterial object
|
|
* @constant_color: The constant color you want
|
|
*
|
|
* When blending is setup to reference a CONSTANT blend factor then
|
|
* blending will depend on the constant set with this function.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
cogl_material_set_blend_constant (CoglMaterial *material,
|
|
const CoglColor *constant_color);
|
|
|
|
/**
|
|
* cogl_material_set_point_size:
|
|
* @material: a #CoglHandle to a material.
|
|
* @size: the new point size.
|
|
*
|
|
* Changes the size of points drawn when %COGL_VERTICES_MODE_POINTS is
|
|
* used with the vertex buffer API. Note that typically the GPU will
|
|
* only support a limited minimum and maximum range of point sizes. If
|
|
* the chosen point size is outside that range then the nearest value
|
|
* within that range will be used instead. The size of a point is in
|
|
* screen space so it will be the same regardless of any
|
|
* transformations. The default point size is 1.0.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
cogl_material_set_point_size (CoglHandle material,
|
|
float point_size);
|
|
|
|
/**
|
|
* cogl_material_get_point_size:
|
|
* @material: a #CoglHandle to a material.
|
|
*
|
|
* Get the size of points drawn when %COGL_VERTICES_MODE_POINTS is
|
|
* used with the vertex buffer API.
|
|
*
|
|
* Return value: the point size of the material.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
float
|
|
cogl_material_get_point_size (CoglHandle material);
|
|
|
|
/**
|
|
* cogl_material_set_layer:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the index of the layer
|
|
* @texture: a #CoglHandle for the layer object
|
|
*
|
|
* In addition to the standard OpenGL lighting model a Cogl material may have
|
|
* 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.
|
|
*
|
|
* <note>In the future, we may define other types of material layers, such
|
|
* as purely GLSL based layers.</note>
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
cogl_material_set_layer (CoglMaterial *material,
|
|
int layer_index,
|
|
CoglHandle texture);
|
|
|
|
/**
|
|
* cogl_material_remove_layer:
|
|
* @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 (CoglMaterial *material,
|
|
int layer_index);
|
|
|
|
|
|
/**
|
|
* cogl_material_set_layer_combine:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: Specifies the layer you want define a combine function for
|
|
* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
|
|
* describing the desired texture combine function.
|
|
* @error: A #GError that may report parse errors or lack of GPU/driver
|
|
* support. May be %NULL, in which case a warning will be printed out if an
|
|
* error is encountered.
|
|
*
|
|
* If not already familiar; you can refer
|
|
* <link linkend="cogl-Blend-Strings">here</link> for an overview of what blend
|
|
* strings are and there syntax.
|
|
*
|
|
* These are all the functions available for texture combining:
|
|
* <itemizedlist>
|
|
* <listitem>REPLACE(arg0) = arg0</listitem>
|
|
* <listitem>MODULATE(arg0, arg1) = arg0 x arg1</listitem>
|
|
* <listitem>ADD(arg0, arg1) = arg0 + arg1</listitem>
|
|
* <listitem>ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5</listitem>
|
|
* <listitem>INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2)</listitem>
|
|
* <listitem>SUBTRACT(arg0, arg1) = arg0 - arg1</listitem>
|
|
* <listitem>
|
|
* <programlisting>
|
|
* DOT3_RGB(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) +
|
|
* (arg0[G] - 0.5)) * (arg1[G] - 0.5) +
|
|
* (arg0[B] - 0.5)) * (arg1[B] - 0.5))
|
|
* </programlisting>
|
|
* </listitem>
|
|
* <listitem>
|
|
* <programlisting>
|
|
* DOT3_RGBA(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) +
|
|
* (arg0[G] - 0.5)) * (arg1[G] - 0.5) +
|
|
* (arg0[B] - 0.5)) * (arg1[B] - 0.5))
|
|
* </programlisting>
|
|
* </listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* Refer to the
|
|
* <link linkend="cogl-Blend-String-syntax">color-source syntax</link> for
|
|
* describing the arguments. The valid source names for texture combining
|
|
* are:
|
|
* <variablelist>
|
|
* <varlistentry>
|
|
* <term>TEXTURE</term>
|
|
* <listitem>Use the color from the current texture layer</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>TEXTURE_0, TEXTURE_1, etc</term>
|
|
* <listitem>Use the color from the specified texture layer</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>CONSTANT</term>
|
|
* <listitem>Use the color from the constant given with
|
|
* cogl_material_set_layer_constant()</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>PRIMARY</term>
|
|
* <listitem>Use the color of the material as set with
|
|
* cogl_material_set_color()</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>PREVIOUS</term>
|
|
* <listitem>Either use the texture color from the previous layer, or
|
|
* if this is layer 0, use the color of the material as set with
|
|
* cogl_material_set_color()</listitem>
|
|
* </varlistentry>
|
|
* </variablelist>
|
|
*
|
|
* <refsect2 id="cogl-Layer-Combine-Examples">
|
|
* <title>Layer Combine Examples</title>
|
|
* <para>This is effectively what the default blending is:</para>
|
|
* <informalexample><programlisting>
|
|
* RGBA = MODULATE (PREVIOUS, TEXTURE)
|
|
* </programlisting></informalexample>
|
|
* <para>This could be used to cross-fade between two images, using
|
|
* the alpha component of a constant as the interpolator. The constant
|
|
* color is given by calling cogl_material_set_layer_constant.</para>
|
|
* <informalexample><programlisting>
|
|
* RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A])
|
|
* </programlisting></informalexample>
|
|
* </refsect2>
|
|
*
|
|
* <note>You can't give a multiplication factor for arguments as you can
|
|
* with blending.</note>
|
|
*
|
|
* Return value: %TRUE if the blend string was successfully parsed, and the
|
|
* described texture combining is supported by the underlying driver and
|
|
* or hardware. On failure, %FALSE is returned and @error is set
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
cogl_material_set_layer_combine (CoglMaterial *material,
|
|
int layer_index,
|
|
const char *blend_string,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_material_set_layer_combine_constant:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: Specifies the layer you want to specify a constant used
|
|
* for texture combining
|
|
* @constant: The constant color you want
|
|
*
|
|
* When you are using the 'CONSTANT' color source in a layer combine
|
|
* description then you can use this function to define its value.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
cogl_material_set_layer_combine_constant (CoglMaterial *material,
|
|
int layer_index,
|
|
const CoglColor *constant);
|
|
|
|
/**
|
|
* cogl_material_set_layer_matrix:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the index for the layer inside @material
|
|
* @matrix: the transformation matrix for the layer
|
|
*
|
|
* This function lets you set a matrix that can be used to e.g. translate
|
|
* and rotate a single layer of a material used to fill your geometry.
|
|
*/
|
|
void
|
|
cogl_material_set_layer_matrix (CoglMaterial *material,
|
|
int layer_index,
|
|
const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_material_get_layers:
|
|
* @material: A #CoglMaterial object
|
|
*
|
|
* This function lets you access a material's internal list of layers
|
|
* for iteration.
|
|
*
|
|
* <note>You should avoid using this API if possible since it was only
|
|
* made public by mistake and will be deprecated when we have
|
|
* suitable alternative.</note>
|
|
*
|
|
* <note>It's important to understand that the list returned may not
|
|
* remain valid if you modify the material or any of the layers in any
|
|
* way and so you would have to re-get the list in that
|
|
* situation.</note>
|
|
*
|
|
* Return value: (element-type CoglMaterialLayer) (transfer none): A
|
|
* list of #CoglMaterialLayer<!-- -->'s that can be passed to the
|
|
* cogl_material_layer_* functions. The list is owned by Cogl and it
|
|
* should not be modified or freed
|
|
*/
|
|
G_CONST_RETURN GList *
|
|
cogl_material_get_layers (CoglMaterial *material);
|
|
|
|
/**
|
|
* cogl_material_get_n_layers:
|
|
* @material: A #CoglMaterial object
|
|
*
|
|
* Retrieves the number of layers defined for the given @material
|
|
*
|
|
* Return value: the number of layers
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
int
|
|
cogl_material_get_n_layers (CoglMaterial *material);
|
|
|
|
/**
|
|
* CoglMaterialLayerType:
|
|
* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a
|
|
* <link linkend="cogl-Textures">texture</link>
|
|
*
|
|
* Available types of layers for a #CoglMaterial. This enumeration
|
|
* might be expanded in later versions.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
typedef enum {
|
|
COGL_MATERIAL_LAYER_TYPE_TEXTURE
|
|
} CoglMaterialLayerType;
|
|
|
|
|
|
/**
|
|
* cogl_material_layer_get_type:
|
|
* @layer: A #CoglMaterialLayer object
|
|
*
|
|
* Retrieves the type of the layer
|
|
*
|
|
* Currently there is only one type of layer defined:
|
|
* %COGL_MATERIAL_LAYER_TYPE_TEXTURE, but considering we may add purely GLSL
|
|
* based layers in the future, you should write code that checks the type
|
|
* first.
|
|
*
|
|
* Return value: the type of the layer
|
|
*/
|
|
CoglMaterialLayerType
|
|
cogl_material_layer_get_type (CoglMaterialLayer *layer);
|
|
|
|
/**
|
|
* cogl_material_layer_get_texture:
|
|
* @layer: A #CoglMaterialLayer object
|
|
*
|
|
* Extracts a texture handle for a specific layer.
|
|
*
|
|
* <note>In the future Cogl may support purely GLSL based layers; for those
|
|
* layers this function which will likely return %COGL_INVALID_HANDLE if you
|
|
* try to get the texture handle from them. Considering this scenario, you
|
|
* should call cogl_material_layer_get_type() first in order check it is of
|
|
* type %COGL_MATERIAL_LAYER_TYPE_TEXTURE before calling this function.</note>
|
|
*
|
|
* Return value: a #CoglHandle for the texture inside the layer
|
|
*/
|
|
CoglHandle
|
|
cogl_material_layer_get_texture (CoglMaterialLayer *layer);
|
|
|
|
/**
|
|
* cogl_material_layer_get_min_filter:
|
|
* @layer: a #CoglHandle for a material layer
|
|
*
|
|
* Queries the currently set downscaling filter for a material layer
|
|
*
|
|
* Return value: the current downscaling filter
|
|
*/
|
|
CoglMaterialFilter
|
|
cogl_material_layer_get_min_filter (CoglMaterialLayer *layer);
|
|
|
|
/**
|
|
* cogl_material_layer_get_mag_filter:
|
|
* @layer: A #CoglMaterialLayer object
|
|
*
|
|
* Queries the currently set downscaling filter for a material later
|
|
*
|
|
* Return value: the current downscaling filter
|
|
*/
|
|
CoglMaterialFilter
|
|
cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer);
|
|
|
|
/**
|
|
* cogl_material_set_layer_filters:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the layer number to change.
|
|
* @min_filter: the filter used when scaling a texture down.
|
|
* @mag_filter: the filter used when magnifying a texture.
|
|
*
|
|
* Changes the decimation and interpolation filters used when a texture is
|
|
* drawn at other scales than 100%.
|
|
*/
|
|
void
|
|
cogl_material_set_layer_filters (CoglMaterial *material,
|
|
int layer_index,
|
|
CoglMaterialFilter min_filter,
|
|
CoglMaterialFilter mag_filter);
|
|
|
|
/**
|
|
* cogl_material_set_layer_point_sprite_coords_enabled:
|
|
* @material: a #CoglHandle to a material.
|
|
* @layer_index: the layer number to change.
|
|
* @enable: whether to enable point sprite coord generation.
|
|
* @error: A return location for a GError, or NULL to ignore errors.
|
|
*
|
|
* When rendering points, if @enable is %TRUE then the texture
|
|
* coordinates for this layer will be replaced with coordinates that
|
|
* vary from 0.0 to 1.0 across the primitive. The top left of the
|
|
* point will have the coordinates 0.0,0.0 and the bottom right will
|
|
* have 1.0,1.0. If @enable is %FALSE then the coordinates will be
|
|
* fixed for the entire point.
|
|
*
|
|
* This function will only work if %COGL_FEATURE_POINT_SPRITE is
|
|
* available. If the feature is not available then the function will
|
|
* return %FALSE and set @error.
|
|
*
|
|
* Return value: %TRUE if the function succeeds, %FALSE otherwise.
|
|
* Since: 1.4
|
|
*/
|
|
gboolean
|
|
cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
|
|
int layer_index,
|
|
gboolean enable,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_material_get_layer_point_sprite_coords_enabled:
|
|
* @material: a #CoglHandle to a material.
|
|
* @layer_index: the layer number to check.
|
|
*
|
|
* Gets whether point sprite coordinate generation is enabled for this
|
|
* texture layer.
|
|
*
|
|
* Return value: whether the texture coordinates will be replaced with
|
|
* point sprite coordinates.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
gboolean
|
|
cogl_material_get_layer_point_sprite_coords_enabled (CoglMaterial *material,
|
|
int layer_index);
|
|
|
|
/**
|
|
* cogl_material_set_layer_wrap_mode_s:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for the 's' coordinate of texture lookups on this layer.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
cogl_material_set_layer_wrap_mode_s (CoglMaterial *material,
|
|
int layer_index,
|
|
CoglMaterialWrapMode mode);
|
|
|
|
/**
|
|
* cogl_material_set_layer_wrap_mode_t:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for the 't' coordinate of texture lookups on this layer.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
cogl_material_set_layer_wrap_mode_t (CoglMaterial *material,
|
|
int layer_index,
|
|
CoglMaterialWrapMode mode);
|
|
|
|
/**
|
|
* cogl_material_set_layer_wrap_mode_p:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for the 'p' coordinate of texture lookups on
|
|
* this layer. 'p' is the third coordinate.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
cogl_material_set_layer_wrap_mode_p (CoglMaterial *material,
|
|
int layer_index,
|
|
CoglMaterialWrapMode mode);
|
|
|
|
/**
|
|
* cogl_material_set_layer_wrap_mode:
|
|
* @material: A #CoglMaterial object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for all three coordinates of texture lookups on
|
|
* this layer. This is equivalent to calling
|
|
* cogl_material_set_layer_wrap_mode_s(),
|
|
* cogl_material_set_layer_wrap_mode_t() and
|
|
* cogl_material_set_layer_wrap_mode_p() separately.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
cogl_material_set_layer_wrap_mode (CoglMaterial *material,
|
|
int layer_index,
|
|
CoglMaterialWrapMode mode);
|
|
|
|
/**
|
|
* cogl_material_layer_get_wrap_mode_s:
|
|
* @layer: A #CoglMaterialLayer object
|
|
*
|
|
* Gets the wrap mode for the 's' coordinate of texture lookups on this layer.
|
|
*
|
|
* Return value: the wrap mode value for the s coordinate.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglMaterialWrapMode
|
|
cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer);
|
|
|
|
/**
|
|
* cogl_material_layer_get_wrap_mode_t:
|
|
* @layer: A #CoglMaterialLayer object
|
|
*
|
|
* Gets the wrap mode for the 't' coordinate of texture lookups on this layer.
|
|
*
|
|
* Return value: the wrap mode value for the t coordinate.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglMaterialWrapMode
|
|
cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer);
|
|
|
|
/**
|
|
* cogl_material_layer_get_wrap_mode_p:
|
|
* @layer: A #CoglMaterialLayer object
|
|
*
|
|
* Gets the wrap mode for the 'p' coordinate of texture lookups on
|
|
* this layer. 'p' is the third coordinate.
|
|
*
|
|
* Return value: the wrap mode value for the p coordinate.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglMaterialWrapMode
|
|
cogl_material_layer_get_wrap_mode_p (CoglMaterialLayer *layer);
|
|
|
|
/* XXX: should this be CoglMaterialDepthTestFunction?
|
|
* It makes it very verbose but would be consistent with
|
|
* CoglMaterialWrapMode */
|
|
|
|
/**
|
|
* CoglDepthTestFunction:
|
|
* @COGL_DEPTH_TEST_FUNCTION_NEVER: Never passes.
|
|
* @COGL_DEPTH_TEST_FUNCTION_LESS: Passes if the fragment's depth
|
|
* value is less than the value currently in the depth buffer.
|
|
* @COGL_DEPTH_TEST_FUNCTION_EQUAL: Passes if the fragment's depth
|
|
* value is equal to the value currently in the depth buffer.
|
|
* @COGL_DEPTH_TEST_FUNCTION_LEQUAL: Passes if the fragment's depth
|
|
* value is less or equal to the value currently in the depth buffer.
|
|
* @COGL_DEPTH_TEST_FUNCTION_GREATER: Passes if the fragment's depth
|
|
* value is greater than the value currently in the depth buffer.
|
|
* @COGL_DEPTH_TEST_FUNCTION_NOTEQUAL: Passes if the fragment's depth
|
|
* value is not equal to the value currently in the depth buffer.
|
|
* @COGL_DEPTH_TEST_FUNCTION_GEQUAL: Passes if the fragment's depth
|
|
* value greater than or equal to the value currently in the depth buffer.
|
|
* @COGL_DEPTH_TEST_FUNCTION_ALWAYS: Always passes.
|
|
*
|
|
* When using depth testing one of these functions is used to compare
|
|
* the depth of an incoming fragment against the depth value currently
|
|
* stored in the depth buffer. The function is changed using
|
|
* cogl_material_set_depth_test_function().
|
|
*
|
|
* The test is only done when depth testing is explicitly enabled. (See
|
|
* cogl_material_set_depth_test_enabled())
|
|
*/
|
|
typedef enum
|
|
{
|
|
COGL_DEPTH_TEST_FUNCTION_NEVER = GL_NEVER,
|
|
COGL_DEPTH_TEST_FUNCTION_LESS = GL_LESS,
|
|
COGL_DEPTH_TEST_FUNCTION_EQUAL = GL_EQUAL,
|
|
COGL_DEPTH_TEST_FUNCTION_LEQUAL = GL_LEQUAL,
|
|
COGL_DEPTH_TEST_FUNCTION_GREATER = GL_GREATER,
|
|
COGL_DEPTH_TEST_FUNCTION_NOTEQUAL = GL_NOTEQUAL,
|
|
COGL_DEPTH_TEST_FUNCTION_GEQUAL = GL_GEQUAL,
|
|
COGL_DEPTH_TEST_FUNCTION_ALWAYS = GL_ALWAYS
|
|
} CoglDepthTestFunction;
|
|
/* XXX: to avoid having to split this into a separate include that can
|
|
* in #included internally without needing the
|
|
* COGL_ENABLE_EXPERIMENTAL_API define this isn't guarded. It's still
|
|
* considered experimental but it's guarded instead by the fact that
|
|
* there's no corresponding API. */
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
|
|
/**
|
|
* cogl_material_set_depth_test_enabled:
|
|
* @material: A #CoglMaterial object
|
|
* @enable: The enable state you want
|
|
*
|
|
* Enables or disables depth testing according to the value of
|
|
* @enable.
|
|
*
|
|
* If depth testing is enable then the #CoglDepthTestFunction set
|
|
* using cogl_material_set_depth_test_function() us used to evaluate
|
|
* the depth value of incoming fragments against the corresponding
|
|
* value stored in the current depth buffer, and if the test passes
|
|
* then the fragments depth value is used to update the depth buffer.
|
|
* (unless you have disabled depth writing via
|
|
* cogl_material_set_depth_writing_enabled ())
|
|
*
|
|
* By default depth testing is disabled.
|
|
*
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_material_set_depth_test_enabled (CoglMaterial *material,
|
|
gboolean enable);
|
|
|
|
/**
|
|
* cogl_material_get_depth_test_enabled:
|
|
* @material: A #CoglMaterial object
|
|
*
|
|
* Gets the current depth test enabled state as previously set by
|
|
* cogl_material_set_depth_test_enabled().
|
|
*
|
|
* Returns: The material's current depth test enabled state.
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
gboolean
|
|
cogl_material_get_depth_test_enabled (CoglMaterial *material);
|
|
|
|
/**
|
|
* cogl_material_set_depth_writing_enabled:
|
|
* @material: A #CoglMaterial object
|
|
* @enable: The enable state you want
|
|
*
|
|
* Enables or disables depth buffer writing according to the value of
|
|
* @enable. Normally when depth testing is enabled and the comparison
|
|
* between a fragment's depth value and the corresponding depth buffer
|
|
* value passes then the fragment's depth is written to the depth
|
|
* buffer unless writing is disabled here.
|
|
*
|
|
* By default depth writing is enabled
|
|
*
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_material_set_depth_writing_enabled (CoglMaterial *material,
|
|
gboolean enable);
|
|
|
|
/**
|
|
* cogl_material_get_depth_writing_enabled:
|
|
* @material: A #CoglMaterial object
|
|
*
|
|
* Gets the depth writing enable state as set by the corresponding
|
|
* cogl_material_set_depth_writing_enabled.
|
|
*
|
|
* Returns: The current depth writing enable state
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
gboolean
|
|
cogl_material_get_depth_writing_enabled (CoglMaterial *material);
|
|
|
|
/**
|
|
* cogl_material_set_depth_test_function:
|
|
* @material: A #CoglMaterial object
|
|
* @function: The #CoglDepthTestFunction to set
|
|
*
|
|
* Sets the #CoglDepthTestFunction used to compare the depth value of
|
|
* an incoming fragment against the corresponding value in the current
|
|
* depth buffer.
|
|
*
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_material_set_depth_test_function (CoglMaterial *material,
|
|
CoglDepthTestFunction function);
|
|
|
|
/**
|
|
* cogl_material_get_depth_test_function:
|
|
* @material: A #CoglMaterial object
|
|
*
|
|
* Gets the current depth test enable state as previously set via
|
|
* cogl_material_set_depth_test_enabled().
|
|
*
|
|
* Returns: The current depth test enable state.
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
CoglDepthTestFunction
|
|
cogl_material_get_depth_test_function (CoglMaterial *material);
|
|
|
|
/**
|
|
* cogl_material_set_depth_range:
|
|
* @material: A #CoglMaterial object
|
|
* @near_val: The near component of the desired depth range which will be
|
|
* clamped to the range [0, 1]
|
|
* @far_val: The far component of the desired depth range which will be
|
|
* clamped to the range [0, 1]
|
|
* @error: location to store an error of type #CoglError
|
|
*
|
|
* Sets the range to map depth values in normalized device coordinates
|
|
* to before writing out to a depth buffer.
|
|
*
|
|
* After your geometry has be transformed, clipped and had perspective
|
|
* division applied placing it in normalized device
|
|
* coordinates all depth values between the near and far z clipping
|
|
* planes are in the range -1 to 1. Before writing any depth value to
|
|
* the depth buffer though the value is mapped into the range [0, 1].
|
|
*
|
|
* With this function you can change the range which depth values are
|
|
* mapped too although the range must still lye within the range [0,
|
|
* 1].
|
|
*
|
|
* If your driver does not support this feature (for example you are
|
|
* using GLES 1 drivers) then this will return %FALSE and set an error
|
|
* if @error isn't NULL. You can check ahead of time for the
|
|
* %COGL_FEATURE_DEPTH_RANGE feature with cogl_features_available() to
|
|
* know if this function will succeed.
|
|
*
|
|
* By default normalized device coordinate depth values are mapped to
|
|
* the full range of depth buffer values, [0, 1].
|
|
*
|
|
* Returns: %TRUE if driver support is available else %FALSE.
|
|
*
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
gboolean
|
|
cogl_material_set_depth_range (CoglMaterial *material,
|
|
float near_val,
|
|
float far_val,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_material_get_depth_range_mapping:
|
|
* @material: A #CoglMaterial object
|
|
* @near_val: A pointer to store the near component of the depth range
|
|
* @far_val: A pointer to store the far component of the depth range
|
|
*
|
|
* Gets the current range to which normalized depth values are mapped
|
|
* before writing to the depth buffer. This corresponds to the range
|
|
* set with cogl_material_set_depth_range().
|
|
*
|
|
* Since: 1.4
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_material_get_depth_range (CoglMaterial *material,
|
|
float *near_val,
|
|
float *far_val);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
G_END_DECLS
|
|
|
|
#endif /* __COGL_MATERIAL_H__ */
|