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[doc] Hooks up cogl-material reference documentation
Adds some more gtk-doc comments to cogl-material.h, and adds a new section to cogl-sections.txt
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692
cogl-material.h
692
cogl-material.h
@ -20,8 +20,180 @@ G_BEGIN_DECLS
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* blended together.
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*/
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G_END_DECLS
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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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* Returns: a handle to the new material
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*/
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CoglHandle cogl_material_new (void);
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/**
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* cogl_material_ref:
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* @handle: a @CoglHandle.
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*
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* Increment the reference count for a cogl material.
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*
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* Returns: the @handle.
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*
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* Since 1.0
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*/
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CoglHandle cogl_material_ref (CoglHandle handle);
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/**
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* cogl_material_unref:
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* @handle: a @CoglHandle.
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*
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* Decrement the reference count for a cogl material.
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*
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* Since 1.0
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*/
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void cogl_material_unref (CoglHandle handle);
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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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* Exposing the standard OpenGL lighting model; this function sets
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* the material's ambient color. The ambient color affects the overall
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* color of the object. Since the diffuse color will be intense when
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* the light hits the surface directly, the ambient will most aparent
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* where the light hits at a 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 cogl_material_set_ambient (CoglHandle material,
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const 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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* Exposing the standard OpenGL lighting model; this function sets
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* the material's diffuse color. The diffuse color is most intense
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* where the light hits the surface directly; perpendicular to the
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* 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 cogl_material_set_diffuse (CoglHandle material,
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const 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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* This is a convenience for setting the diffuse and ambient color
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* of the material at the same time.
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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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* 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 cogl_material_set_ambient_and_diffuse (CoglHandle 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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* Exposing the standard OpenGL lighting model; this function sets
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* the material's specular color. The intensity of the specular color
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* depends on the viewport position, and is brightest along the lines
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* 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 cogl_material_set_specular (CoglHandle material,
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const 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; range: [0.0, 1.0]
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*
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* This function sets the materials shininess which determines how
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* specular highlights are calculated. A higher shininess will produce
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* smaller brigher highlights.
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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 cogl_material_set_shininess (CoglHandle material,
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float shininess);
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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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* Exposing the standard OpenGL lighting model; this function sets
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* the material's emissive color. It will look like the surface is
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* a light source emitting this 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 cogl_material_set_emission (CoglHandle material,
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const CoglColor *emission);
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/**
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* cogl_set_source:
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* @material: A CoglMaterial object
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*
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* This function sets the source material that will be used to fill
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* subsequent geometry emitted via the cogl API.
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*
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* XXX: This doesn't really belong to the cogl-material API, it should
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* move to cogl.h
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*
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* Since 1.0
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*/
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void cogl_set_source (CoglHandle material);
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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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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 _CoglMaterialAlphaFunc
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{
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COGL_MATERIAL_ALPHA_FUNC_NEVER = GL_NEVER,
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@ -34,34 +206,157 @@ typedef enum _CoglMaterialAlphaFunc
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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
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* alpha value. This function lets you change the function used to evaluate
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* the alpha channel, and thus determine which fragments are discarded
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* and which continue on to the blending stage.
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*
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* The default is COGL_MATERIAL_ALPHA_FUNC_ALWAYS
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*
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* Since 1.0
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*/
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void cogl_material_set_alpha_test_function (CoglHandle material,
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CoglMaterialAlphaFunc alpha_func,
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float alpha_reference);
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/**
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* CoglMaterialBlendFactor:
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* @COGL_MATERIAL_BLEND_FACTOR_ZERO: (0, 0, 0, 0)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE: (1, 1, 1, 1)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs, Gs, Bs, As)
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* @COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd, Gd, Bd, Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR: (1-Rs, 1-Gs, 1-Bs, 1-As)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR: (1-Rd, 1-Gd, 1-Bd, 1-Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As, As, As, As)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA: (1-As, 1-As, 1-As, 1-As)
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* @COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad, Ad, Ad, Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA: (1-Ad, 1-Ad, 1-Ad, 1-Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE: (f,f,f,1) where f=MIN(As,1-Ad)
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*
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* Blending occurs after the alpha test function, and combines fragments with
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* the framebuffer.
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* <para>
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* A fixed function is used to determine the blended color, which is based on
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* the incoming source color of your fragment (Rs, Gs, Bs, As), a source
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* factor (Sr, Sg, Sb, Sa), a destination color (Rd, Rg, Rb, Ra) and
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* a destination factor (Dr, Dg, Db, Da), and is given by these equations:
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* </para>
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* <programlisting>
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* R = Rs*Sr + Rd*Dr
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* G = Gs*Sg + Gd*Dg
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* B = Bs*Sb + Bd*Db
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* A = As*Sa + Ad*Da
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* </programlisting>
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*
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* All factors have a range [0, 1]
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*
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* The factors are selected with the following constants:
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*/
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typedef enum _CoglMaterialBlendFactor
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{
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COGL_MATERIAL_BLEND_FACTOR_ZERO = GL_ZERO,
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COGL_MATERIAL_BLEND_FACTOR_ONE = GL_ONE,
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COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR = GL_SRC_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA = GL_SRC_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA = GL_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE,
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#if 0
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COGL_MATERIAL_BLEND_FACTOR_CONSTANT_COLOR = GL_CONSTANT_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR =
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GL_ONE_MINUS_CONSTANT_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_CONSTANT_ALPHA = GL_CONSTANT_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA =
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GL_ONE_MINUS_CONSTANT_ALPHA
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#endif
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} CoglMaterialBlendFactor;
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typedef enum _CoglMaterialLayerType
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{
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COGL_MATERIAL_LAYER_TYPE_TEXTURE
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} CoglMaterialLayerType;
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/**
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* cogl_material_set_blend_factors:
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* @material: A CoglMaterial object
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* @src_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
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* the blend equation.
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* @dst_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
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* the blend equation.
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*
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* This function lets you control how primitives using this material will get
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* blended with the contents of your framebuffer. The blended RGBA components
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* are calculated like this:
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*
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* (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
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*
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* Where (Rs,Gs,Bs,As) represents your source - material- color,
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* (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
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* (Sr,Sg,Sb,Sa) represents your source blend factor and
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* (Dr,Dg,Db,Da) represents you destination blend factor.
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*
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* All factors lie in the range [0,1] and incoming color components are also
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* normalized to the range [0,1]
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*
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* Since 1.0
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*/
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void cogl_material_set_blend_factors (CoglHandle material,
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CoglMaterialBlendFactor src_factor,
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CoglMaterialBlendFactor dst_factor);
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/**
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* cogl_material_set_layer:
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* @material: A CoglMaterial object
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*
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* In addition to the standard OpenGL lighting model a Cogl material may have
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* one or more layers comprised of textures that can be blended together in
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* order, with a number of different texture combine modes. This function
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* defines a new texture layer.
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*
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* The index values of multiple layers do not have to be consecutive; it is
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* only their relative order that is important.
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*
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* XXX: In the future, we may define other types of material layers, such
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* as purely GLSL based layers.
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*
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* Since 1.0
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*/
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void cogl_material_set_layer (CoglHandle material,
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gint layer_index,
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CoglHandle texture);
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/**
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* cogl_material_add_texture:
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* @material: A CoglMaterial object
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* @layer_index: Specifies the layer you want to remove
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*
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* This function removes a layer from your material
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*/
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void cogl_material_remove_layer (CoglHandle material,
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gint layer_index);
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/**
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* CoglMaterialLayerCombineFunc:
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE: Arg0
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE: Arg0 x Arg1
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD: Arg0 + Arg1
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD_SIGNED: Arg0 + Arg1 - 0.5
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_INTERPOLATE: Arg0 x Arg + Arg1 x (1-Arg2)
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_SUBTRACT: Arg0 - Arg1
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGB: 4 x ((Arg0r - 0.5) x (Arg1r - 0.5)) +
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA: ((Arg0b - 0.5) x (Arg1b - 0.5)) +
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*
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* A material may comprise of 1 or more layers that can be combined using a
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* number of different functions. By default layers are modulated, which is
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* to say the components of the current source layer S are simply multipled
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* together with the combined results of the previous layer P like this:
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*
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* <programlisting>
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* (Rs*Rp, Gs*Gp, Bs*Bp, As*Ap)
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* </programlisting>
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*
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* For more advanced techniques, Cogl exposes the fixed function texture
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* combining capabilities of your GPU to give you greater control.
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*/
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typedef enum _CoglMaterialLayerCombineFunc
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{
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COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE = GL_REPLACE,
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@ -74,6 +369,27 @@ typedef enum _CoglMaterialLayerCombineFunc
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COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA = GL_DOT3_RGBA
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} CoglMaterialLayerCombineFunc;
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/**
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* CoglMaterialLayerCombineChannels:
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* @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB: Modify the function or argument
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* src/op for the RGB components of a
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* layer
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* @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA: Modify the function or argument
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* src/op for the Alpha component of a
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* layer
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* @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA: Modify the function or argument
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* src/op for all the components of a
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* layer
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*
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* Cogl optionally lets you describe 2 seperate combine modes for a single
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* layer; 1 for the RGB components, and 1 for the Alpha component, so in this
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* case you would repeat the 3 steps documented with the
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* @cogl_material_set_layer_combine_function function for each channel
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* selector.
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*
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* (Note: you can't have different modes for each channel, so if you need more
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* control you will need to use a glsl fragment shader)
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*/
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typedef enum _CoglMaterialLayerCombineChannels
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{
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
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@ -81,6 +397,90 @@ typedef enum _CoglMaterialLayerCombineChannels
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA
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} CoglMaterialLayerCombineChannels;
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/**
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* cogl_material_set_layer_combine_function:
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* @material: A CoglMaterial object
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* @layer_index: Specifies the layer whos combine mode you want to modify
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* @channels: Specifies which channels combine mode you want to modify
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* (RGB, ALPHA, or RGBA)
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* @func: Specifies the function you want to use for combining fragments
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* of the specified layer with the results of previously combined
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* layers.
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*
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* There are three basic steps to describing how a layer should be combined:
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* <orderedlist>
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* <listitem>
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* Choose a function.
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* </listitem>
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* <listitem>
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* Specify the source color for each argument of the chosen function. (Note
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* the functions don't all take the same number of arguments)
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* </listitem>
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* <listitem>
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* Specify an operator for each argument that can modify the corresponding
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* source color before the function is applied.
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* </listitem>
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* </orderedlist>
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*
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* Cogl optionally lets you describe 2 seperate combine modes for a single
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* layer; 1 for the RGB components, and 1 for the Alpha component, so in this
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* case you would repeat the 3 steps for each channel selector.
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*
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* (Note: you can't have different modes for each channel, so if you need more
|
||||
* control you will need to use a glsl fragment shader)
|
||||
*
|
||||
* For example here is how you could elect to use the ADD function for all
|
||||
* components of layer 1 in your material:
|
||||
* <programlisting>
|
||||
* //Step 1: Choose a function. Note the ADD function takes 2 arguments...
|
||||
* cogl_material_set_layer_combine_function (material,
|
||||
* 1,
|
||||
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
||||
* COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD);
|
||||
* //Step 2: Specify the source color for the 2 ADD function arguments...
|
||||
* cogl_material_set_layer_combine_arg_src (material,
|
||||
* 1,//layer index
|
||||
* 0,//argument index
|
||||
* COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS);
|
||||
* cogl_material_set_layer_combine_arg_src (material,
|
||||
* 1,//layer index
|
||||
* 1,//argument index
|
||||
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
||||
* COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE);
|
||||
* //Step 3: Specify the operators used to modify the arguments...
|
||||
* cogl_material_set_layer_combine_arg_op (material,
|
||||
* 1,//layer index
|
||||
* 0,//argument index
|
||||
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA,
|
||||
* COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR);
|
||||
* cogl_material_set_layer_combine_arg_op (material,
|
||||
* 1,//layer index
|
||||
* 1,//argument index
|
||||
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA,
|
||||
* COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR);
|
||||
* </programlisting>
|
||||
*/
|
||||
void cogl_material_set_layer_combine_function (CoglHandle material,
|
||||
gint layer_index,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
CoglMaterialLayerCombineFunc func);
|
||||
|
||||
/**
|
||||
* CoglMaterialLayerCombineSrc:
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE: The fragment color of the current texture layer
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0: The fragment color of texture unit 0
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE1: The fragment color of texture unit 1
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE2: The fragment color of texture unit 2..7
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_CONSTANT: A fixed constant color (TODO: no API yet to specify the actual color!)
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_PRIMARY_COLOR: The basic color of the primitive ignoring texturing
|
||||
* @COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS: The result of combining all previous layers
|
||||
*
|
||||
* Note for the constants @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0..n the
|
||||
* numbers may not correspond to the indices you choose for your layers since
|
||||
* your layer indices don't need to be contiguous. If you need to use these
|
||||
* it would probably be sensible to ensure the layer indices do infact
|
||||
* correspond.
|
||||
*/
|
||||
typedef enum _CoglMaterialLayerCombineSrc
|
||||
{
|
||||
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE = GL_TEXTURE,
|
||||
@ -101,6 +501,21 @@ typedef enum _CoglMaterialLayerCombineSrc
|
||||
COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS = GL_PREVIOUS
|
||||
} CoglMaterialLayerCombineSrc;
|
||||
|
||||
/**
|
||||
* cogl_material_set_layer_combine_arg_src:
|
||||
* @material: A CoglMaterial object
|
||||
* @layer_index:
|
||||
* @argument:
|
||||
* @channels:
|
||||
* @src:
|
||||
*
|
||||
*/
|
||||
void cogl_material_set_layer_combine_arg_src (CoglHandle material,
|
||||
gint layer_index,
|
||||
gint argument,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
CoglMaterialLayerCombineSrc src);
|
||||
|
||||
typedef enum _CoglMaterialLayerCombineOp
|
||||
{
|
||||
COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR = GL_SRC_COLOR,
|
||||
@ -111,231 +526,19 @@ typedef enum _CoglMaterialLayerCombineOp
|
||||
} CoglMaterialLayerCombineOp;
|
||||
|
||||
/**
|
||||
* cogl_material_new:
|
||||
*
|
||||
* Allocates and initializes blank white material
|
||||
*/
|
||||
CoglHandle cogl_material_new (void);
|
||||
|
||||
/**
|
||||
* cogl_material_ref:
|
||||
* @handle: a @CoglHandle.
|
||||
*
|
||||
* Increment the reference count for a cogl material.
|
||||
*
|
||||
* Returns: the @handle.
|
||||
*/
|
||||
CoglHandle cogl_material_ref (CoglHandle handle);
|
||||
|
||||
/**
|
||||
* cogl_material_unref:
|
||||
* @handle: a @CoglHandle.
|
||||
*
|
||||
* Deccrement the reference count for a cogl material.
|
||||
*/
|
||||
void cogl_material_unref (CoglHandle handle);
|
||||
|
||||
/**
|
||||
* cogl_material_set_diffuse:
|
||||
* cogl_material_set_layer_combine_arg_op:
|
||||
* @material: A CoglMaterial object
|
||||
* @diffuse: The components of the desired diffuse color
|
||||
*
|
||||
* Exposing the standard OpenGL lighting model; this function sets
|
||||
* the material's diffuse color. The diffuse color is most intense
|
||||
* where the light hits the surface directly; perpendicular to the
|
||||
* surface.
|
||||
*/
|
||||
void cogl_material_set_diffuse (CoglHandle material,
|
||||
const CoglColor *diffuse);
|
||||
|
||||
/**
|
||||
* cogl_material_set_ambient:
|
||||
* @material: A CoglMaterial object
|
||||
* @ambient: The components of the desired ambient color
|
||||
*
|
||||
* Exposing the standard OpenGL lighting model; this function sets
|
||||
* the material's ambient color. The ambient color affects the overall
|
||||
* color of the object. Since the diffuse color will be intense when
|
||||
* the light hits the surface directly, the ambient will most aparent
|
||||
* where the light hits at a slant.
|
||||
*/
|
||||
void cogl_material_set_ambient (CoglHandle material,
|
||||
const CoglColor *ambient);
|
||||
|
||||
/**
|
||||
* cogl_material_set_ambient_and_diffuse:
|
||||
* @material: A CoglMaterial object
|
||||
* @color: The components of the desired ambient and diffuse colors
|
||||
*
|
||||
* This is a convenience for setting the diffuse and ambient color
|
||||
* of the material at the same time.
|
||||
*/
|
||||
void cogl_material_set_ambient_and_diffuse (CoglHandle material,
|
||||
const CoglColor *color);
|
||||
|
||||
/**
|
||||
* cogl_material_set_specular:
|
||||
* @material: A CoglMaterial object
|
||||
* @specular: The components of the desired specular color
|
||||
*
|
||||
* Exposing the standard OpenGL lighting model; this function sets
|
||||
* the material's specular color. The intensity of the specular color
|
||||
* depends on the viewport position, and is brightest along the lines
|
||||
* of reflection.
|
||||
*/
|
||||
void cogl_material_set_specular (CoglHandle material,
|
||||
const CoglColor *specular);
|
||||
|
||||
/**
|
||||
* cogl_material_set_shininess:
|
||||
* @material: A CoglMaterial object
|
||||
* shininess: The desired shininess; range: [0.0, 1.0]
|
||||
*
|
||||
* This function sets the materials shininess which determines how
|
||||
* specular highlights are calculated. A higher shininess will produce
|
||||
* smaller brigher highlights.
|
||||
*/
|
||||
void cogl_material_set_shininess (CoglHandle material,
|
||||
float shininess);
|
||||
|
||||
/**
|
||||
* cogl_material_set_emission:
|
||||
* @material: A CoglMaterial object
|
||||
* @emission: The components of the desired emissive color
|
||||
*
|
||||
* Exposing the standard OpenGL lighting model; this function sets
|
||||
* the material's emissive color. It will look like the surface is
|
||||
* a light source emitting this color.
|
||||
*/
|
||||
void cogl_material_set_emission (CoglHandle material,
|
||||
const CoglColor *emission);
|
||||
|
||||
/**
|
||||
* cogl_set_source:
|
||||
* @material: A CoglMaterial object
|
||||
*
|
||||
* This function sets the source material that will be used to fill
|
||||
* subsequent geometry emitted via the cogl API.
|
||||
*
|
||||
* XXX: This doesn't really belong to the cogl-material API, it should
|
||||
* move to cogl.h
|
||||
*/
|
||||
void cogl_set_source (CoglHandle material);
|
||||
|
||||
/**
|
||||
* cogl_material_set_alpha_test_func:
|
||||
* @material: A CoglMaterial object
|
||||
*
|
||||
* Before a primitive is blended with the framebuffer, it goes through an
|
||||
* 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.
|
||||
* TODO: expand on this
|
||||
*/
|
||||
void cogl_material_set_alpha_test_func (CoglHandle material,
|
||||
CoglMaterialAlphaFunc alpha_func,
|
||||
float alpha_reference);
|
||||
|
||||
/**
|
||||
* cogl_material_set_blend_function:
|
||||
* @material: A CoglMaterial object
|
||||
* @src_factor: Chooses the source factor you want plugged in to the blend
|
||||
* equation.
|
||||
* @dst_factor: Chooses the source factor you want plugged in to the blend
|
||||
* equation.
|
||||
*
|
||||
* This function lets you control how primitives using this material will get
|
||||
* blended with the contents of your framebuffer. The blended RGBA components
|
||||
* are calculated like this:
|
||||
*
|
||||
* (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
|
||||
*
|
||||
* Where (Rs,Gs,Bs,As) represents your source - material- color,
|
||||
* (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
|
||||
* (Sr,Sg,Sb,Sa) represents your source blend factor and
|
||||
* (Dr,Dg,Db,Da) represents you destination blend factor.
|
||||
*
|
||||
* All factors lie in the range [0,1] and incoming color components are also
|
||||
* normalized to the range [0,1]
|
||||
*
|
||||
* The factors are selected with the following constants:
|
||||
* <itemizedlist>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_ZERO: (0,0,0,0)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE: (1,1,1,1)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd,Gd,Bd,Ad)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs,Gs,Bs,As)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR:
|
||||
* (1,1,1,1)-(Rd,Gd,Bd,Ad) [Only valid for src_factor]</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR:
|
||||
* (1,1,1,1)-(Rs,Gs,Bs,As)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As,As,As,As)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA:
|
||||
* (1,1,1,1)-(As,As,As,As) [Only valid for dst_factor]</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad,Ad,Ad,Ad)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA:
|
||||
* (1,1,1,1)-(Ad,Ad,Ad,Ad)</listitem>
|
||||
* <listitem>COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE:
|
||||
* (f,f,f,1) where f=MIN(As,1-Ad)</listitem>
|
||||
* </itemizedlist>
|
||||
*/
|
||||
void cogl_material_set_blend_function (CoglHandle material,
|
||||
CoglMaterialBlendFactor src_factor,
|
||||
CoglMaterialBlendFactor dst_factor);
|
||||
|
||||
/**
|
||||
* cogl_material_set_layer:
|
||||
* @material: A CoglMaterial 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.
|
||||
*
|
||||
* XXX: In the future, we may define other types of material layers, such
|
||||
* as purely GLSL based layers.
|
||||
*/
|
||||
void cogl_material_set_layer (CoglHandle material,
|
||||
gint layer_index,
|
||||
CoglHandle texture);
|
||||
|
||||
/**
|
||||
* cogl_material_add_texture:
|
||||
* @material: A CoglMaterial object
|
||||
*
|
||||
* @layer_index:
|
||||
* @argument:
|
||||
* @channels:
|
||||
* @op:
|
||||
*
|
||||
*/
|
||||
void cogl_material_remove_layer (CoglHandle material,
|
||||
gint layer_index);
|
||||
|
||||
/**
|
||||
* cogl_material_set_layer_alpha_combine_func:
|
||||
* @material: A CoglMaterial object
|
||||
*
|
||||
* TODO: Brew, a nice hot cup of tea, and document these functions...
|
||||
*/
|
||||
void cogl_material_set_layer_combine_func (
|
||||
CoglHandle material,
|
||||
gint layer_index,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
CoglMaterialLayerCombineFunc func);
|
||||
|
||||
void cogl_material_set_layer_combine_arg_src (
|
||||
CoglHandle material,
|
||||
gint layer_index,
|
||||
gint argument,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
CoglMaterialLayerCombineSrc src);
|
||||
|
||||
void cogl_material_set_layer_combine_arg_op (
|
||||
CoglHandle material,
|
||||
gint layer_index,
|
||||
gint argument,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
CoglMaterialLayerCombineOp op);
|
||||
void cogl_material_set_layer_combine_arg_op (CoglHandle material,
|
||||
gint layer_index,
|
||||
gint argument,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
CoglMaterialLayerCombineOp op);
|
||||
|
||||
/* TODO: */
|
||||
#if 0
|
||||
@ -366,8 +569,8 @@ void cogl_material_set_layer_alpha_combine (CoglHandle material
|
||||
* 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 (CoglHandle material,
|
||||
gint layer_index,
|
||||
void cogl_material_set_layer_matrix (CoglHandle material,
|
||||
gint layer_index,
|
||||
CoglMatrix *matrix);
|
||||
|
||||
/**
|
||||
@ -433,6 +636,15 @@ void cogl_material_flush_gl_blend_func (CoglHandle material_handle);
|
||||
*/
|
||||
const GList *cogl_material_get_layers (CoglHandle material_handle);
|
||||
|
||||
/**
|
||||
* CoglMaterialLayerType:
|
||||
* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a CoglTexture
|
||||
*/
|
||||
typedef enum _CoglMaterialLayerType
|
||||
{
|
||||
COGL_MATERIAL_LAYER_TYPE_TEXTURE
|
||||
} CoglMaterialLayerType;
|
||||
|
||||
/**
|
||||
* cogl_material_layer_get_type:
|
||||
* @material: A CoglMaterial object
|
||||
@ -479,5 +691,7 @@ CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
|
||||
*/
|
||||
void cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_MATERIAL_H__ */
|
||||
|
||||
|
@ -29,10 +29,10 @@ cogl_material_new (void)
|
||||
GLfloat *diffuse = material->diffuse;
|
||||
GLfloat *specular = material->specular;
|
||||
GLfloat *emission = material->emission;
|
||||
|
||||
|
||||
material->ref_count = 1;
|
||||
COGL_HANDLE_DEBUG_NEW (material, material);
|
||||
|
||||
|
||||
/* Use the same defaults as the GL spec... */
|
||||
ambient[0] = 0.2; ambient[1] = 0.2; ambient[2] = 0.2; ambient[3] = 1.0;
|
||||
diffuse[0] = 0.8; diffuse[1] = 0.8; diffuse[2] = 0.8; diffuse[3] = 1.0;
|
||||
@ -42,7 +42,7 @@ cogl_material_new (void)
|
||||
/* Use the same defaults as the GL spec... */
|
||||
material->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
|
||||
material->alpha_func_reference = 0.0;
|
||||
|
||||
|
||||
/* Not the same as the GL default, but seems saner... */
|
||||
material->blend_src_factor = COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA;
|
||||
material->blend_dst_factor = COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
@ -69,9 +69,9 @@ cogl_material_set_ambient (CoglHandle handle,
|
||||
{
|
||||
CoglMaterial *material;
|
||||
GLfloat *ambient;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
|
||||
ambient = material->ambient;
|
||||
@ -88,9 +88,9 @@ cogl_material_set_diffuse (CoglHandle handle,
|
||||
{
|
||||
CoglMaterial *material;
|
||||
GLfloat *diffuse;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
|
||||
diffuse = material->diffuse;
|
||||
@ -115,9 +115,9 @@ cogl_material_set_specular (CoglHandle handle,
|
||||
{
|
||||
CoglMaterial *material;
|
||||
GLfloat *specular;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
|
||||
specular = material->specular;
|
||||
@ -133,13 +133,13 @@ cogl_material_set_shininess (CoglHandle handle,
|
||||
float shininess)
|
||||
{
|
||||
CoglMaterial *material;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
if (shininess < 0.0 || shininess > 1.0)
|
||||
g_warning ("Out of range shininess %f supplied for material\n",
|
||||
shininess);
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
|
||||
material->shininess = (GLfloat)shininess * 128.0;
|
||||
@ -151,9 +151,9 @@ cogl_material_set_emission (CoglHandle handle,
|
||||
{
|
||||
CoglMaterial *material;
|
||||
GLfloat *emission;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
|
||||
emission = material->emission;
|
||||
@ -169,9 +169,9 @@ void
|
||||
cogl_set_source (CoglHandle material_handle)
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (material_handle));
|
||||
|
||||
|
||||
if (ctx->source_material)
|
||||
cogl_material_unref (ctx->source_material);
|
||||
|
||||
@ -180,28 +180,28 @@ cogl_set_source (CoglHandle material_handle)
|
||||
}
|
||||
|
||||
void
|
||||
cogl_material_set_alpha_test_func (CoglHandle handle,
|
||||
CoglMaterialAlphaFunc alpha_func,
|
||||
float alpha_reference)
|
||||
cogl_material_set_alpha_test_function (CoglHandle handle,
|
||||
CoglMaterialAlphaFunc alpha_func,
|
||||
float alpha_reference)
|
||||
{
|
||||
CoglMaterial *material;
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
material->alpha_func = alpha_func;
|
||||
material->alpha_func_reference = (GLfloat)alpha_reference;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_material_set_blend_function (CoglHandle handle,
|
||||
CoglMaterialBlendFactor src_factor,
|
||||
CoglMaterialBlendFactor dst_factor)
|
||||
cogl_material_set_blend_factors (CoglHandle handle,
|
||||
CoglMaterialBlendFactor src_factor,
|
||||
CoglMaterialBlendFactor dst_factor)
|
||||
{
|
||||
CoglMaterial *material;
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
material->blend_src_factor = src_factor;
|
||||
material->blend_dst_factor = dst_factor;
|
||||
@ -243,7 +243,7 @@ _cogl_material_get_layer (CoglMaterial *material,
|
||||
layer->index = index;
|
||||
layer->texture = COGL_INVALID_HANDLE;
|
||||
|
||||
/* Choose the same default combine mode as OpenGL:
|
||||
/* Choose the same default combine mode as OpenGL:
|
||||
* MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
|
||||
layer->texture_combine_rgb_func = COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE;
|
||||
layer->texture_combine_rgb_src[0] = COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS;
|
||||
@ -283,7 +283,7 @@ cogl_material_set_layer (CoglHandle material_handle,
|
||||
|
||||
material = _cogl_material_pointer_from_handle (material_handle);
|
||||
layer = _cogl_material_get_layer (material_handle, layer_index, TRUE);
|
||||
|
||||
|
||||
/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
|
||||
* a flag to know when it's user configured, so we don't trash it */
|
||||
if (cogl_texture_get_format (texture_handle) & COGL_A_BIT)
|
||||
@ -313,7 +313,7 @@ cogl_material_set_layer (CoglHandle material_handle,
|
||||
}
|
||||
|
||||
void
|
||||
cogl_material_set_layer_combine_func (
|
||||
cogl_material_set_layer_combine_function (
|
||||
CoglHandle handle,
|
||||
gint layer_index,
|
||||
CoglMaterialLayerCombineChannels channels,
|
||||
@ -323,7 +323,7 @@ cogl_material_set_layer_combine_func (
|
||||
CoglMaterialLayer *layer;
|
||||
gboolean set_alpha_func = FALSE;
|
||||
gboolean set_rgb_func = FALSE;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
|
||||
material = _cogl_material_pointer_from_handle (handle);
|
||||
@ -356,7 +356,7 @@ cogl_material_set_layer_combine_arg_src (
|
||||
CoglMaterialLayer *layer;
|
||||
gboolean set_arg_alpha_src = FALSE;
|
||||
gboolean set_arg_rgb_src = FALSE;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (handle));
|
||||
g_return_if_fail (argument >=0 && argument <= 3);
|
||||
|
||||
@ -371,7 +371,7 @@ cogl_material_set_layer_combine_arg_src (
|
||||
set_arg_rgb_src = TRUE;
|
||||
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
|
||||
set_arg_alpha_src = TRUE;
|
||||
|
||||
|
||||
if (set_arg_rgb_src)
|
||||
layer->texture_combine_rgb_src[argument] = src;
|
||||
if (set_arg_alpha_src)
|
||||
@ -390,7 +390,7 @@ cogl_material_set_layer_combine_arg_op (
|
||||
CoglMaterialLayer *layer;
|
||||
gboolean set_arg_alpha_op = FALSE;
|
||||
gboolean set_arg_rgb_op = FALSE;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (material_handle));
|
||||
g_return_if_fail (argument >=0 && argument <= 3);
|
||||
|
||||
@ -405,7 +405,7 @@ cogl_material_set_layer_combine_arg_op (
|
||||
set_arg_rgb_op = TRUE;
|
||||
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
|
||||
set_arg_alpha_op = TRUE;
|
||||
|
||||
|
||||
if (set_arg_rgb_op)
|
||||
layer->texture_combine_rgb_op[argument] = op;
|
||||
if (set_arg_alpha_op)
|
||||
@ -419,7 +419,7 @@ cogl_material_set_layer_matrix (CoglHandle material_handle,
|
||||
{
|
||||
CoglMaterial *material;
|
||||
CoglMaterialLayer *layer;
|
||||
|
||||
|
||||
g_return_if_fail (cogl_is_material (material_handle));
|
||||
|
||||
material = _cogl_material_pointer_from_handle (material_handle);
|
||||
@ -500,7 +500,7 @@ cogl_material_flush_gl_material_state (CoglHandle material_handle)
|
||||
g_return_if_fail (cogl_is_material (material_handle));
|
||||
|
||||
material = _cogl_material_pointer_from_handle (material_handle);
|
||||
|
||||
|
||||
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
|
||||
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
|
||||
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
|
||||
@ -619,9 +619,9 @@ cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle)
|
||||
GE (glTexEnvi (GL_TEXTURE_ENV,
|
||||
GL_COMBINE_ALPHA,
|
||||
layer->texture_combine_alpha_func));
|
||||
|
||||
/*
|
||||
* Setup the function arguments...
|
||||
|
||||
/*
|
||||
* Setup the function arguments...
|
||||
*/
|
||||
|
||||
/* For the RGB components... */
|
||||
|
@ -57,6 +57,7 @@
|
||||
<xi:include href="xml/cogl-util.xml"/>
|
||||
<xi:include href="xml/cogl-matrix.xml"/>
|
||||
<xi:include href="xml/cogl-texture.xml"/>
|
||||
<xi:include href="xml/cogl-material.xml"/>
|
||||
<xi:include href="xml/cogl-shaders.xml"/>
|
||||
<xi:include href="xml/cogl-offscreen.xml"/>
|
||||
<xi:include href="xml/cogl-fixed.xml"/>
|
||||
|
@ -304,3 +304,41 @@ cogl_matrix_translate
|
||||
cogl_matrix_scale
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-material</FILE>
|
||||
<TITLE>Materials</TITLE>
|
||||
cogl_material_new
|
||||
cogl_material_ref
|
||||
cogl_material_unref
|
||||
cogl_material_set_diffuse
|
||||
cogl_material_set_ambient
|
||||
cogl_material_set_ambient_and_diffuse
|
||||
cogl_material_set_specular
|
||||
cogl_material_set_shininess
|
||||
cogl_material_set_emission
|
||||
cogl_set_source
|
||||
CoglMaterialAlphaFunc
|
||||
cogl_material_set_alpha_test_function
|
||||
CoglMaterialBlendFactor
|
||||
cogl_material_set_blend_factors
|
||||
cogl_material_set_layer
|
||||
cogl_material_remove_layer
|
||||
CoglMaterialLayerCombineFunc
|
||||
cogl_material_set_layer_combine_function
|
||||
CoglMaterialLayerCombineChannels
|
||||
CoglMaterialLayerCombineSrc
|
||||
cogl_material_set_layer_combine_arg_src
|
||||
CoglMaterialLayerCombineOp
|
||||
cogl_material_set_layer_combine_arg_op
|
||||
cogl_material_set_layer_matrix
|
||||
cogl_material_get_cogl_enable_flags
|
||||
cogl_material_flush_gl_material_state
|
||||
cogl_material_flush_gl_alpha_func
|
||||
cogl_material_flush_gl_blend_func
|
||||
cogl_material_get_layers
|
||||
CoglMaterialLayerType
|
||||
cogl_material_layer_get_type
|
||||
cogl_material_layer_get_texture
|
||||
cogl_material_layer_flush_gl_sampler_state
|
||||
</SECTION>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user