2011-11-17 11:38:49 -05:00
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2011 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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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_SNIPPET_H__
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#define __COGL_SNIPPET_H__
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#include <glib.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-snippet
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* @short_description: Functions for creating and manipulating shader snippets
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*
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2011-12-06 14:17:03 -05:00
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* #CoglSnippet<!-- -->s are used to modify or replace parts of a
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* #CoglPipeline using GLSL. GLSL is a programming language supported
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* by OpenGL on programmable hardware to provide a more flexible
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* description of what should be rendered. A description of GLSL
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* itself is outside the scope of this documentation but any good
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* OpenGL book should help to describe it.
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*
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* Unlike in OpenGL, when using GLSL with Cogl it is possible to write
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* short snippets to replace small sections of the pipeline instead of
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* having to replace the whole of either the vertex or fragment
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* pipelines. Of course it is also possible to replace the whole of
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* the pipeline if needed.
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*
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* Each snippet is a standalone chunk of code which would attach to
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* the pipeline at a particular point. The code is split into four
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* separate strings (all of which are optional):
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>declarations</glossterm>
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* <glossdef><para>
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* The code in this string will be inserted outside of any function in
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* the global scope of the shader. This can be used to declare
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* uniforms, attributes, varyings and functions to be used by the
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* snippet.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>pre</glossterm>
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* <glossdef><para>
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* The code in this string will be inserted before the hook point.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>post</glossterm>
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* <glossdef><para>
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* The code in this string will be inserted after the hook point. This
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* can be used to modify the results of the builtin generated code for
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* that hook point.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>replace</glossterm>
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* <glossdef><para>
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* If present the code in this string will replace the generated code
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* for the hook point.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* All of the strings apart from the declarations string of a pipeline
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* are generated in a single function so they can share variables
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* declared from one string in another. The scope of the code is
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* limited to each snippet so local variables declared in the snippet
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* will not collide with variables declared in another
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* snippet. However, code in the 'declarations' string is global to
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* the shader so it is the application's responsibility to ensure that
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* variables declared here will not collide with those from other
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* snippets.
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*
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* The snippets can be added to a pipeline with
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* cogl_pipeline_add_snippet() or
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* cogl_pipeline_add_layer_snippet(). Which function to use depends on
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* which hook the snippet is targetting. The snippets are all
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* generated in the order they are added to the pipeline. That is, the
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* post strings are executed in the order they are added to the
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* pipeline and the pre strings are executed in reverse order. If any
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* replace strings are given for a snippet then any other snippets
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* with the same hook added before that snippet will be ignored. The
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* different hooks are documented under #CoglSnippetHook.
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*
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* For portability with GLES2, it is recommended not to use the GLSL
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* builtin names such as gl_FragColor. Instead there are replacement
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* names under the cogl_* namespace which can be used instead. These
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* are:
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_modelview_matrix</emphasis></glossterm>
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* <glossdef><para>
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* The current modelview matrix. This is equivalent to
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* #gl_ModelViewMatrix.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_projection_matrix</emphasis></glossterm>
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* <glossdef><para>
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* The current projection matrix. This is equivalent to
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* #gl_ProjectionMatrix.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_modelview_projection_matrix</emphasis></glossterm>
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* <glossdef><para>
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* The combined modelview and projection matrix. A vertex shader
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* would typically use this to transform the incoming vertex
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* position. The separate modelview and projection matrices are
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* usually only needed for lighting calculations. This is
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* equivalent to #gl_ModelViewProjectionMatrix.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_texture_matrix</emphasis>[]</glossterm>
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* <glossdef><para>
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* An array of matrices for transforming the texture
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* coordinates. This is equivalent to #gl_TextureMatrix.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* In a vertex shader, the following are also available:
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_position_in</emphasis></glossterm>
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* <glossdef><para>
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* The incoming vertex position. This is equivalent to #gl_Vertex.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_color_in</emphasis></glossterm>
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* <glossdef><para>
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* The incoming vertex color. This is equivalent to #gl_Color.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_tex_coord_in</emphasis></glossterm>
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* <glossdef><para>
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* The texture coordinate for the first texture unit. This is
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* equivalent to #gl_MultiTexCoord0.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_tex_coord0_in</emphasis></glossterm>
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* <glossdef><para>
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* The texture coordinate for the first texture unit. This is
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* equivalent to #gl_MultiTexCoord0. There is also
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* #cogl_tex_coord1_in and so on.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec3
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* <emphasis>cogl_normal_in</emphasis></glossterm>
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* <glossdef><para>
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* The normal of the vertex. This is equivalent to #gl_Normal.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>vec4
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* <emphasis>cogl_position_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated position of the vertex. This must be written to
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* in all vertex shaders. This is equivalent to #gl_Position.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>float
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* <emphasis>cogl_point_size_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated size of a point. This is equivalent to #gl_PointSize.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>varying vec4
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* <emphasis>cogl_color_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>varying vec4
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* <emphasis>cogl_tex_coord_out</emphasis>[]</glossterm>
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* <glossdef><para>
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* An array of calculated texture coordinates for a vertex. This is
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* equivalent to #gl_TexCoord.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* In a fragment shader, the following are also available:
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>varying vec4 <emphasis>cogl_color_in</emphasis></glossterm>
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* <glossdef><para>
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* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>varying vec4
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* <emphasis>cogl_tex_coord_in</emphasis>[]</glossterm>
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* <glossdef><para>
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* An array of calculated texture coordinates for a vertex. This is
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* equivalent to #gl_TexCoord.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>vec4 <emphasis>cogl_color_out</emphasis></glossterm>
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* <glossdef><para>
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* The final calculated color of the fragment. All fragment shaders
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* must write to this variable. This is equivalent to
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* #gl_FrontColor.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>float <emphasis>cogl_depth_out</emphasis></glossterm>
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* <glossdef><para>
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* An optional output variable specifying the depth value to use
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* for this fragment. This is equivalent to #gl_FragDepth.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>bool <emphasis>cogl_front_facing</emphasis></glossterm>
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* <glossdef><para>
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* A readonly variable that will be true if the current primitive
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* is front facing. This can be used to implement two-sided
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* coloring algorithms. This is equivalent to #gl_FrontFacing.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* Here is an example of using a snippet to add a desaturate effect to the
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* generated color on a pipeline.
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*
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* <programlisting>
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* CoglPipeline *pipeline = cogl_pipeline_new ();
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*
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* /<!-- -->* Set up the pipeline here, ie by adding a texture or other
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* layers *<!-- -->/
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*
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* /<!-- -->* Create the snippet. The first string is the declarations which
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* we will use to add a uniform. The second is the 'post' string which
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* will contain the code to perform the desaturation. *<!-- -->/
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* CoglSnippet *snippet =
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* cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
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* "uniform float factor;",
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* "float gray = dot (vec3 (0.299, 0.587, 0.114), "
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* " cogl_color_out.rgb);"
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* "cogl_color_out.rgb = mix (vec3 (gray),"
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* " cogl_color_out.rgb,"
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* " factor);");
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*
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* /<!-- -->* Add it to the pipeline *<!-- -->/
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* cogl_pipeline_add_snippet (pipeline, snippet);
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* /<!-- -->* The pipeline keeps a reference to the snippet
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* so we don't need to *<!-- -->/
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* cogl_object_unref (snippet);
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*
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* /<!-- -->* Update the custom uniform on the pipeline *<!-- -->/
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* int location = cogl_pipeline_get_uniform_location (pipeline, "factor");
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* cogl_pipeline_set_uniform_1f (pipeline, location, 0.5f);
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*
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* /<!-- -->* Now we can render with the snippet as usual *<!-- -->/
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* cogl_push_source (pipeline);
|
|
|
|
|
* cogl_rectangle (0, 0, 10, 10);
|
|
|
|
|
* cogl_pop_source ();
|
|
|
|
|
* </programlisting>
|
2011-11-17 11:38:49 -05:00
|
|
|
|
*/
|
|
|
|
|
typedef struct _CoglSnippet CoglSnippet;
|
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|
#define COGL_SNIPPET(OBJECT) ((CoglSnippet *)OBJECT)
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|
2011-11-25 15:54:14 -05:00
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/* Enumeration of all the hook points that a snippet can be attached
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|
to within a pipeline. */
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/**
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* CoglSnippetHook:
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* @COGL_SNIPPET_HOOK_VERTEX: A hook for the entire vertex processing
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* stage of the pipeline.
|
2011-11-28 17:06:53 -05:00
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* @COGL_SNIPPET_HOOK_VERTEX_TRANSFORM: A hook for the vertex transformation.
|
2011-11-25 15:54:14 -05:00
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* @COGL_SNIPPET_HOOK_FRAGMENT: A hook for the entire fragment
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* processing stage of the pipeline.
|
2011-11-28 14:58:15 -05:00
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* @COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM: A hook for applying the
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* layer matrix to a texture coordinate for a layer.
|
2011-11-25 18:16:31 -05:00
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* @COGL_SNIPPET_HOOK_LAYER_FRAGMENT: A hook for the fragment
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* processing of a particular layer.
|
2011-11-25 15:54:14 -05:00
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* @COGL_SNIPPET_HOOK_TEXTURE_LOOKUP: A hook for the texture lookup
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* stage of a given layer in a pipeline.
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*
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* #CoglSnippetHook is used to specify a location within a
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* #CoglPipeline where the code of the snippet should be used when it
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* is attached to a pipeline.
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>%COGL_SNIPPET_HOOK_VERTEX</glossterm>
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* <glossdef>
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* <para>
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* Adds a shader snippet that will hook on to the vertex processing
|
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|
|
* stage of the pipeline. This gives a chance for the application to
|
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|
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* modify the vertex attributes generated by the shader. Typically the
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* snippet will modify cogl_color_out or cogl_position_out builtins.
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* </para>
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* <para>
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* The ‘declarations’ string in @snippet will be inserted in the
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* global scope of the shader. Use this to declare any uniforms,
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|
|
* attributes or functions that the snippet requires.
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* </para>
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* <para>
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* The ‘pre’ string in @snippet will be inserted at the top of the
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* main() function before any vertex processing is done.
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* </para>
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* <para>
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* The ‘replace’ string in @snippet will be used instead of the
|
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|
|
* generated vertex processing if it is present. This can be used if
|
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|
|
* the application wants to provide a complete vertex shader and
|
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|
* doesn't need the generated output from Cogl.
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|
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* </para>
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* <para>
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* The ‘post’ string in @snippet will be inserted after all of the
|
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|
|
* standard vertex processing is done. This can be used to modify the
|
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* outputs.
|
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|
* </para>
|
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|
|
* </glossdef>
|
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|
* </glossentry>
|
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* <glossentry>
|
2011-11-28 17:06:53 -05:00
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|
|
* <glossterm>%COGL_SNIPPET_HOOK_VERTEX_TRANSFORM</glossterm>
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|
|
* <glossdef>
|
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* <para>
|
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|
* Adds a shader snippet that will hook on to the vertex transform stage.
|
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|
* Typically the snippet will use the cogl_modelview_matrix,
|
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|
|
* cogl_projection_matrix and cogl_modelview_projection_matrix matrices and the
|
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|
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* cogl_position_in attribute. The hook must write to cogl_position_out.
|
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|
|
* The default processing for this hook will multiply cogl_position_in by
|
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|
|
* the combined modelview-projection matrix and store it on cogl_position_out.
|
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|
|
* </para>
|
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|
* <para>
|
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|
* The ‘declarations’ string in @snippet will be inserted in the
|
|
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|
|
* global scope of the shader. Use this to declare any uniforms,
|
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|
|
|
* attributes or functions that the snippet requires.
|
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|
|
* </para>
|
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|
* <para>
|
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|
|
* The ‘pre’ string in @snippet will be inserted at the top of the
|
|
|
|
|
* main() function before the vertex transform is done.
|
|
|
|
|
* </para>
|
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|
|
* <para>
|
|
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|
|
* The ‘replace’ string in @snippet will be used instead of the
|
|
|
|
|
* generated vertex transform if it is present.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘post’ string in @snippet will be inserted after all of the
|
|
|
|
|
* standard vertex transformation is done. This can be used to modify the
|
|
|
|
|
* cogl_position_out in addition to the default processing.
|
|
|
|
|
* </para>
|
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|
|
* </glossdef>
|
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|
|
* </glossentry>
|
|
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|
|
* <glossentry>
|
2011-11-25 15:54:14 -05:00
|
|
|
|
* <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT</glossterm>
|
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|
|
|
* <glossdef>
|
|
|
|
|
* <para>
|
|
|
|
|
* Adds a shader snippet that will hook on to the fragment processing
|
|
|
|
|
* stage of the pipeline. This gives a chance for the application to
|
|
|
|
|
* modify the fragment color generated by the shader. Typically the
|
|
|
|
|
* snippet will modify cogl_color_out.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘declarations’ string in @snippet will be inserted in the
|
|
|
|
|
* global scope of the shader. Use this to declare any uniforms,
|
|
|
|
|
* attributes or functions that the snippet requires.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘pre’ string in @snippet will be inserted at the top of the
|
|
|
|
|
* main() function before any fragment processing is done.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘replace’ string in @snippet will be used instead of the
|
|
|
|
|
* generated fragment processing if it is present. This can be used if
|
|
|
|
|
* the application wants to provide a complete fragment shader and
|
|
|
|
|
* doesn't need the generated output from Cogl.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘post’ string in @snippet will be inserted after all of the
|
|
|
|
|
* standard fragment processing is done. At this point the generated
|
|
|
|
|
* value for the rest of the pipeline state will already be in
|
|
|
|
|
* cogl_color_out so the application can modify the result by altering
|
|
|
|
|
* this variable.
|
|
|
|
|
* </para>
|
|
|
|
|
* </glossdef>
|
|
|
|
|
* </glossentry>
|
|
|
|
|
* <glossentry>
|
2011-11-28 14:58:15 -05:00
|
|
|
|
* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM</glossterm>
|
2011-12-06 14:17:03 -05:00
|
|
|
|
* <glossdef>
|
|
|
|
|
* <para>
|
2011-11-28 14:58:15 -05:00
|
|
|
|
* Adds a shader snippet that will hook on to the texture coordinate
|
|
|
|
|
* transformation of a particular layer. This can be used to replace
|
|
|
|
|
* the processing for a layer or to modify the results.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* Within the snippet code for this hook there are two extra
|
|
|
|
|
* variables. The first is a mat4 called cogl_matrix which represents
|
|
|
|
|
* the user matrix for this layer. The second is called cogl_tex_coord
|
|
|
|
|
* and represents the incoming and outgoing texture coordinate. On
|
|
|
|
|
* entry to the hook, cogl_tex_coord contains the value of the
|
|
|
|
|
* corresponding texture coordinate attribute for this layer. The hook
|
|
|
|
|
* is expected to modify this variable. The output will be passed as a
|
|
|
|
|
* varying to the fragment processing stage. The default code will
|
|
|
|
|
* just multiply cogl_matrix by cogl_tex_coord and store the result in
|
|
|
|
|
* cogl_tex_coord.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘declarations’ string in @snippet will be inserted in the
|
|
|
|
|
* global scope of the shader. Use this to declare any uniforms,
|
|
|
|
|
* attributes or functions that the snippet requires.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘pre’ string in @snippet will be inserted just before the
|
|
|
|
|
* fragment processing for this layer. At this point cogl_tex_coord
|
|
|
|
|
* still contains the value of the texture coordinate attribute.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* If a ‘replace’ string is given then this will be used instead of
|
|
|
|
|
* the default fragment processing for this layer. The snippet can
|
|
|
|
|
* modify cogl_tex_coord or leave it as is to apply no transformation.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘post’ string in @snippet will be inserted just after the
|
|
|
|
|
* transformation. At this point cogl_tex_coord will contain the
|
|
|
|
|
* results of the transformation but it can be further modified by the
|
|
|
|
|
* snippet.
|
|
|
|
|
* </para>
|
2011-12-06 14:17:03 -05:00
|
|
|
|
* </glossdef>
|
2011-11-28 14:58:15 -05:00
|
|
|
|
* </glossentry>
|
|
|
|
|
* <glossentry>
|
2011-11-25 18:16:31 -05:00
|
|
|
|
* <glossterm>%COGL_SNIPPET_HOOK_LAYER_FRAGMENT</glossterm>
|
2011-12-06 14:17:03 -05:00
|
|
|
|
* <glossdef>
|
|
|
|
|
* <para>
|
2011-11-25 18:16:31 -05:00
|
|
|
|
* Adds a shader snippet that will hook on to the fragment processing
|
|
|
|
|
* of a particular layer. This can be used to replace the processing
|
|
|
|
|
* for a layer or to modify the results.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* Within the snippet code for this hook there is an extra vec4
|
|
|
|
|
* variable called ‘cogl_layer’. This contains the resulting color
|
|
|
|
|
* that will be used for the layer. This can be modified in the ‘post’
|
|
|
|
|
* section or it the default processing can be replaced entirely using
|
|
|
|
|
* the ‘replace’ section.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘declarations’ string in @snippet will be inserted in the
|
|
|
|
|
* global scope of the shader. Use this to declare any uniforms,
|
|
|
|
|
* attributes or functions that the snippet requires.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘pre’ string in @snippet will be inserted just before the
|
|
|
|
|
* fragment processing for this layer.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* If a ‘replace’ string is given then this will be used instead of
|
|
|
|
|
* the default fragment processing for this layer. The snippet must write to
|
|
|
|
|
* the ‘cogl_layer’ variable in that case.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘post’ string in @snippet will be inserted just after the
|
|
|
|
|
* fragment processing for the layer. The results can be modified by changing
|
|
|
|
|
* the value of the ‘cogl_layer’ variable.
|
|
|
|
|
* </para>
|
2011-12-06 14:17:03 -05:00
|
|
|
|
* </glossdef>
|
2011-11-25 18:16:31 -05:00
|
|
|
|
* </glossentry>
|
|
|
|
|
* <glossentry>
|
2011-11-25 15:54:14 -05:00
|
|
|
|
* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_LOOKUP</glossterm>
|
2011-12-06 14:17:03 -05:00
|
|
|
|
* <glossdef>
|
|
|
|
|
* <para>
|
2011-11-25 15:54:14 -05:00
|
|
|
|
* Adds a shader snippet that will hook on to the texture lookup part
|
|
|
|
|
* of a given layer. This gives a chance for the application to modify
|
|
|
|
|
* the coordinates that will be used for the texture lookup or to
|
|
|
|
|
* alter the returned texel.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* Within the snippet code for this hook there are two extra variables
|
|
|
|
|
* available. ‘cogl_tex_coord’ is a vec4 which contains the texture
|
|
|
|
|
* coordinates that will be used for the texture lookup this can be
|
|
|
|
|
* modified. ‘cogl_texel’ will contain the result of the texture
|
|
|
|
|
* lookup. This can be modified.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘declarations’ string in @snippet will be inserted in the
|
|
|
|
|
* global scope of the shader. Use this to declare any uniforms,
|
|
|
|
|
* attributes or functions that the snippet requires.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘pre’ string in @snippet will be inserted at the top of the
|
|
|
|
|
* main() function before any fragment processing is done. This is a
|
|
|
|
|
* good place to modify the cogl_tex_coord variable.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* If a ‘replace’ string is given then this will be used instead of a
|
|
|
|
|
* the default texture lookup. The snippet would typically use its own
|
|
|
|
|
* sampler in this case.
|
|
|
|
|
* </para>
|
|
|
|
|
* <para>
|
|
|
|
|
* The ‘post’ string in @snippet will be inserted after texture lookup
|
|
|
|
|
* has been preformed. Here the snippet can modify the cogl_texel
|
|
|
|
|
* variable to alter the returned texel.
|
|
|
|
|
* </para>
|
2011-12-06 14:17:03 -05:00
|
|
|
|
* </glossdef>
|
2011-11-25 15:54:14 -05:00
|
|
|
|
* </glossentry>
|
|
|
|
|
* </glosslist>
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
typedef enum {
|
|
|
|
|
/* Per pipeline vertex hooks */
|
|
|
|
|
COGL_SNIPPET_HOOK_VERTEX = 0,
|
2011-11-28 17:06:53 -05:00
|
|
|
|
COGL_SNIPPET_HOOK_VERTEX_TRANSFORM,
|
2011-11-25 15:54:14 -05:00
|
|
|
|
|
|
|
|
|
/* Per pipeline fragment hooks */
|
|
|
|
|
COGL_SNIPPET_HOOK_FRAGMENT = 2048,
|
|
|
|
|
|
|
|
|
|
/* Per layer vertex hooks */
|
2011-11-28 14:58:15 -05:00
|
|
|
|
COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM = 4096,
|
2011-11-25 15:54:14 -05:00
|
|
|
|
|
|
|
|
|
/* Per layer fragment hooks */
|
2011-11-25 18:16:31 -05:00
|
|
|
|
COGL_SNIPPET_HOOK_LAYER_FRAGMENT = 6144,
|
|
|
|
|
COGL_SNIPPET_HOOK_TEXTURE_LOOKUP
|
2011-11-25 15:54:14 -05:00
|
|
|
|
} CoglSnippetHook;
|
|
|
|
|
|
2011-11-17 11:38:49 -05:00
|
|
|
|
/**
|
|
|
|
|
* cogl_snippet_new:
|
2011-11-25 15:54:14 -05:00
|
|
|
|
* @hook: The point in the pipeline that this snippet will wrap around
|
|
|
|
|
* or replace.
|
2011-11-17 11:38:49 -05:00
|
|
|
|
* @declarations: The source code for the declarations for this
|
|
|
|
|
* snippet or %NULL. See cogl_snippet_set_declarations().
|
|
|
|
|
* @post: The source code to run after the hook point where this
|
|
|
|
|
* shader snippet is attached or %NULL. See cogl_snippet_set_post().
|
|
|
|
|
*
|
|
|
|
|
* Allocates and initializes a new snippet with the given source strings.
|
|
|
|
|
*
|
|
|
|
|
* Return value: a pointer to a new #CoglSnippet
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
CoglSnippet *
|
2011-11-25 15:54:14 -05:00
|
|
|
|
cogl_snippet_new (CoglSnippetHook hook,
|
|
|
|
|
const char *declarations,
|
2011-11-17 11:38:49 -05:00
|
|
|
|
const char *post);
|
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2011-11-25 15:54:14 -05:00
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/**
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* cogl_snippet_get_hook:
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* @snippet: A #CoglSnippet
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*
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* Return value: the hook that was set when cogl_snippet_new() was
|
2011-12-06 14:17:03 -05:00
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* called.
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* Since: 1.10
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* Stability: Unstable
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2011-11-25 15:54:14 -05:00
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*/
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CoglSnippetHook
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cogl_snippet_get_hook (CoglSnippet *snippet);
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2011-11-17 11:38:49 -05:00
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/**
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* cogl_is_snippet:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing snippet object.
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*
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* Return value: %TRUE if the handle references a #CoglSnippet,
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* %FALSE otherwise
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*
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* Since: 1.10
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* Stability: Unstable
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*/
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gboolean
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cogl_is_snippet (void *object);
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/**
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* cogl_snippet_set_declarations:
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* @snippet: A #CoglSnippet
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* @declarations: The new source string for the declarations section
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* of this snippet.
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*
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* Sets a source string that will be inserted in the global scope of
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* the generated shader when this snippet is used on a pipeline. This
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* string is typically used to declare uniforms, attributes or
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* functions that will be used by the other parts of the snippets.
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*
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* This function should only be called before the snippet is attached
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* to its first pipeline. After that the snippet should be considered
|
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* immutable.
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*
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* Since: 1.10
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* Stability: Unstable
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|
*/
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|
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void
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cogl_snippet_set_declarations (CoglSnippet *snippet,
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const char *declarations);
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|
|
/**
|
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|
|
* cogl_snippet_get_declarations:
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|
|
* @snippet: A #CoglSnippet
|
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|
|
*
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|
* Return value: the source string that was set with
|
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|
|
* cogl_snippet_set_declarations() or %NULL if none was set.
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*
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|
* Since: 1.10
|
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|
* Stability: Unstable
|
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|
|
*/
|
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|
|
const char *
|
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|
cogl_snippet_get_declarations (CoglSnippet *snippet);
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/**
|
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|
|
* cogl_snippet_set_pre:
|
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|
* @snippet: A #CoglSnippet
|
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|
|
* @pre: The new source string for the pre section of this snippet.
|
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|
|
*
|
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|
|
* Sets a source string that will be inserted before the hook point in
|
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|
|
|
* the generated shader for the pipeline that this snippet is attached
|
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|
|
|
* to. Please see the documentation of each hook point in
|
|
|
|
|
* #CoglPipeline for a description of how this string should be used.
|
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|
|
|
*
|
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|
|
|
* This function should only be called before the snippet is attached
|
|
|
|
|
* to its first pipeline. After that the snippet should be considered
|
|
|
|
|
* immutable.
|
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|
|
|
*
|
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|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
void
|
|
|
|
|
cogl_snippet_set_pre (CoglSnippet *snippet,
|
|
|
|
|
const char *pre);
|
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|
|
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|
|
|
|
/**
|
|
|
|
|
* cogl_snippet_get_pre:
|
|
|
|
|
* @snippet: A #CoglSnippet
|
|
|
|
|
*
|
|
|
|
|
* Return value: the source string that was set with
|
|
|
|
|
* cogl_snippet_set_pre() or %NULL if none was set.
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
const char *
|
|
|
|
|
cogl_snippet_get_pre (CoglSnippet *snippet);
|
|
|
|
|
|
2011-11-25 09:36:31 -05:00
|
|
|
|
/**
|
|
|
|
|
* cogl_snippet_set_replace:
|
|
|
|
|
* @snippet: A #CoglSnippet
|
|
|
|
|
* @replace: The new source string for the replace section of this snippet.
|
|
|
|
|
*
|
|
|
|
|
* Sets a source string that will be used instead of any generated
|
|
|
|
|
* source code or any previous snippets for this hook point. Please
|
|
|
|
|
* see the documentation of each hook point in #CoglPipeline for a
|
|
|
|
|
* description of how this string should be used.
|
|
|
|
|
*
|
|
|
|
|
* This function should only be called before the snippet is attached
|
|
|
|
|
* to its first pipeline. After that the snippet should be considered
|
|
|
|
|
* immutable.
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
void
|
|
|
|
|
cogl_snippet_set_replace (CoglSnippet *snippet,
|
|
|
|
|
const char *replace);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* cogl_snippet_get_replace:
|
|
|
|
|
* @snippet: A #CoglSnippet
|
|
|
|
|
*
|
|
|
|
|
* Return value: the source string that was set with
|
|
|
|
|
* cogl_snippet_set_replace() or %NULL if none was set.
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
const char *
|
|
|
|
|
cogl_snippet_get_replace (CoglSnippet *snippet);
|
|
|
|
|
|
2011-11-17 11:38:49 -05:00
|
|
|
|
/**
|
|
|
|
|
* cogl_snippet_set_post:
|
|
|
|
|
* @snippet: A #CoglSnippet
|
|
|
|
|
* @post: The new source string for the post section of this snippet.
|
|
|
|
|
*
|
|
|
|
|
* Sets a source string that will be inserted after the hook point in
|
|
|
|
|
* the generated shader for the pipeline that this snippet is attached
|
|
|
|
|
* to. Please see the documentation of each hook point in
|
|
|
|
|
* #CoglPipeline for a description of how this string should be used.
|
|
|
|
|
*
|
|
|
|
|
* This function should only be called before the snippet is attached
|
|
|
|
|
* to its first pipeline. After that the snippet should be considered
|
|
|
|
|
* immutable.
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
void
|
|
|
|
|
cogl_snippet_set_post (CoglSnippet *snippet,
|
|
|
|
|
const char *post);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* cogl_snippet_get_post:
|
|
|
|
|
* @snippet: A #CoglSnippet
|
|
|
|
|
*
|
|
|
|
|
* Return value: the source string that was set with
|
|
|
|
|
* cogl_snippet_set_post() or %NULL if none was set.
|
|
|
|
|
*
|
|
|
|
|
* Since: 1.10
|
|
|
|
|
* Stability: Unstable
|
|
|
|
|
*/
|
|
|
|
|
const char *
|
|
|
|
|
cogl_snippet_get_post (CoglSnippet *snippet);
|
|
|
|
|
|
|
|
|
|
G_END_DECLS
|
|
|
|
|
|
|
|
|
|
#endif /* __COGL_SNIPPET_H__ */
|