/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2011 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see .
*
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only can be included directly."
#endif
#ifndef __COGL_PIPELINE_STATE_H__
#define __COGL_PIPELINE_STATE_H__
#include
#include
#include
COGL_BEGIN_DECLS
#ifdef COGL_ENABLE_EXPERIMENTAL_API
/**
* cogl_pipeline_set_color:
* @pipeline: A #CoglPipeline object
* @color: The components of the color
*
* Sets the basic color of the pipeline, used when no lighting is enabled.
*
* Note that if you don't add any layers to the pipeline then the color
* will be blended unmodified with the destination; the default blend
* expects premultiplied colors: for example, use (0.5, 0.0, 0.0, 0.5) for
* semi-transparent red. See cogl_color_premultiply().
*
* The default value is (1.0, 1.0, 1.0, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_color (CoglPipeline *pipeline,
const CoglColor *color);
/**
* cogl_pipeline_set_color4ub:
* @pipeline: A #CoglPipeline object
* @red: The red component
* @green: The green component
* @blue: The blue component
* @alpha: The alpha component
*
* Sets the basic color of the pipeline, used when no lighting is enabled.
*
* The default value is (0xff, 0xff, 0xff, 0xff)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_color4ub (CoglPipeline *pipeline,
uint8_t red,
uint8_t green,
uint8_t blue,
uint8_t alpha);
/**
* cogl_pipeline_set_color4f:
* @pipeline: A #CoglPipeline object
* @red: The red component
* @green: The green component
* @blue: The blue component
* @alpha: The alpha component
*
* Sets the basic color of the pipeline, used when no lighting is enabled.
*
* The default value is (1.0, 1.0, 1.0, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_color4f (CoglPipeline *pipeline,
float red,
float green,
float blue,
float alpha);
/**
* cogl_pipeline_get_color:
* @pipeline: A #CoglPipeline object
* @color: (out): The location to store the color
*
* Retrieves the current pipeline color.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_get_color (CoglPipeline *pipeline,
CoglColor *color);
/**
* cogl_pipeline_set_ambient:
* @pipeline: A #CoglPipeline object
* @ambient: The components of the desired ambient color
*
* Sets the pipeline's ambient color, in the standard OpenGL lighting
* model. 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 be most apparent where the light hits at a
* slant.
*
* The default value is (0.2, 0.2, 0.2, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_ambient (CoglPipeline *pipeline,
const CoglColor *ambient);
/**
* cogl_pipeline_get_ambient:
* @pipeline: A #CoglPipeline object
* @ambient: The location to store the ambient color
*
* Retrieves the current ambient color for @pipeline
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_get_ambient (CoglPipeline *pipeline,
CoglColor *ambient);
/**
* cogl_pipeline_set_diffuse:
* @pipeline: A #CoglPipeline object
* @diffuse: The components of the desired diffuse color
*
* Sets the pipeline's diffuse color, in the standard OpenGL lighting
* model. The diffuse color is most intense where the light hits the
* surface directly - perpendicular to the surface.
*
* The default value is (0.8, 0.8, 0.8, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_diffuse (CoglPipeline *pipeline,
const CoglColor *diffuse);
/**
* cogl_pipeline_get_diffuse:
* @pipeline: A #CoglPipeline object
* @diffuse: The location to store the diffuse color
*
* Retrieves the current diffuse color for @pipeline
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_get_diffuse (CoglPipeline *pipeline,
CoglColor *diffuse);
/**
* cogl_pipeline_set_ambient_and_diffuse:
* @pipeline: A #CoglPipeline object
* @color: The components of the desired ambient and diffuse colors
*
* Conveniently sets the diffuse and ambient color of @pipeline at the same
* time. See cogl_pipeline_set_ambient() and cogl_pipeline_set_diffuse().
*
* The default ambient color is (0.2, 0.2, 0.2, 1.0)
*
* The default diffuse color is (0.8, 0.8, 0.8, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_ambient_and_diffuse (CoglPipeline *pipeline,
const CoglColor *color);
/**
* cogl_pipeline_set_specular:
* @pipeline: A #CoglPipeline object
* @specular: The components of the desired specular color
*
* Sets the pipeline's specular color, in the standard OpenGL lighting
* model. The intensity of the specular color depends on the viewport
* position, and is brightest along the lines of reflection.
*
* The default value is (0.0, 0.0, 0.0, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_specular (CoglPipeline *pipeline,
const CoglColor *specular);
/**
* cogl_pipeline_get_specular:
* @pipeline: A #CoglPipeline object
* @specular: The location to store the specular color
*
* Retrieves the pipelines current specular color.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_get_specular (CoglPipeline *pipeline,
CoglColor *specular);
/**
* cogl_pipeline_set_shininess:
* @pipeline: A #CoglPipeline object
* @shininess: The desired shininess; must be >= 0.0
*
* Sets the shininess of the pipeline, in the standard OpenGL lighting
* model, which determines the size of the specular highlights. A
* higher @shininess will produce smaller highlights which makes the
* object appear more shiny.
*
* The default value is 0.0
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_shininess (CoglPipeline *pipeline,
float shininess);
/**
* cogl_pipeline_get_shininess:
* @pipeline: A #CoglPipeline object
*
* Retrieves the pipelines current emission color.
*
* Return value: The pipelines current shininess value
*
* Since: 2.0
* Stability: Unstable
*/
float
cogl_pipeline_get_shininess (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_emission:
* @pipeline: A #CoglPipeline object
* @emission: The components of the desired emissive color
*
* Sets the pipeline's emissive color, in the standard OpenGL lighting
* model. It will look like the surface is a light source emitting this
* color.
*
* The default value is (0.0, 0.0, 0.0, 1.0)
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_emission (CoglPipeline *pipeline,
const CoglColor *emission);
/**
* cogl_pipeline_get_emission:
* @pipeline: A #CoglPipeline object
* @emission: The location to store the emission color
*
* Retrieves the pipelines current emission color.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_get_emission (CoglPipeline *pipeline,
CoglColor *emission);
/**
* CoglPipelineAlphaFunc:
* @COGL_PIPELINE_ALPHA_FUNC_NEVER: Never let the fragment through.
* @COGL_PIPELINE_ALPHA_FUNC_LESS: Let the fragment through if the incoming
* alpha value is less than the reference alpha value
* @COGL_PIPELINE_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming
* alpha value equals the reference alpha value
* @COGL_PIPELINE_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming
* alpha value is less than or equal to the reference alpha value
* @COGL_PIPELINE_ALPHA_FUNC_GREATER: Let the fragment through if the incoming
* alpha value is greater than the reference alpha value
* @COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming
* alpha value does not equal the reference alpha value
* @COGL_PIPELINE_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming
* alpha value is greater than or equal to the reference alpha value.
* @COGL_PIPELINE_ALPHA_FUNC_ALWAYS: Always let the fragment through.
*
* Alpha testing happens before blending primitives with the framebuffer and
* gives an opportunity to discard fragments based on a comparison with the
* incoming alpha value and a reference alpha value. The #CoglPipelineAlphaFunc
* determines how the comparison is done.
*/
typedef enum {
COGL_PIPELINE_ALPHA_FUNC_NEVER = 0x0200,
COGL_PIPELINE_ALPHA_FUNC_LESS = 0x0201,
COGL_PIPELINE_ALPHA_FUNC_EQUAL = 0x0202,
COGL_PIPELINE_ALPHA_FUNC_LEQUAL = 0x0203,
COGL_PIPELINE_ALPHA_FUNC_GREATER = 0x0204,
COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL = 0x0205,
COGL_PIPELINE_ALPHA_FUNC_GEQUAL = 0x0206,
COGL_PIPELINE_ALPHA_FUNC_ALWAYS = 0x0207
} CoglPipelineAlphaFunc;
/* NB: these values come from the equivalents in gl.h */
/**
* cogl_pipeline_set_alpha_test_function:
* @pipeline: A #CoglPipeline object
* @alpha_func: A @CoglPipelineAlphaFunc constant
* @alpha_reference: A reference point that the chosen alpha function uses
* to compare incoming fragments to.
*
* 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.
*
* The default is %COGL_PIPELINE_ALPHA_FUNC_ALWAYS
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_alpha_test_function (CoglPipeline *pipeline,
CoglPipelineAlphaFunc alpha_func,
float alpha_reference);
/**
* cogl_pipeline_get_alpha_test_function:
* @pipeline: A #CoglPipeline object
*
* Return value: The alpha test function of @pipeline.
*
* Since: 2.0
* Stability: Unstable
*/
CoglPipelineAlphaFunc
cogl_pipeline_get_alpha_test_function (CoglPipeline *pipeline);
/**
* cogl_pipeline_get_alpha_test_reference:
* @pipeline: A #CoglPipeline object
*
* Return value: The alpha test reference value of @pipeline.
*
* Since: 2.0
* Stability: Unstable
*/
float
cogl_pipeline_get_alpha_test_reference (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_blend:
* @pipeline: A #CoglPipeline object
* @blend_string: A Cogl blend string
* describing the desired blend function.
* @error: return location for a #CoglError that may report lack of driver
* support if you give separate blend string statements for the alpha
* channel and RGB channels since some drivers, or backends such as
* GLES 1.1, don't support this feature. May be %NULL, in which case a
* warning will be printed out using GLib's logging facilities if an
* error is encountered.
*
* If not already familiar; please refer here
* for an overview of what blend strings are, and their syntax.
*
* Blending occurs after the alpha test function, and combines fragments with
* the framebuffer.
* Currently the only blend function Cogl exposes is ADD(). So any valid
* blend statements will be of the form:
*
* |[
* <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>))
* ]|
*
* This is the list of source-names usable as blend factors:
*
* SRC_COLOR: The color of the in comming fragment
* DST_COLOR: The color of the framebuffer
* CONSTANT: The constant set via cogl_pipeline_set_blend_constant()
*
*
* The source names can be used according to the
* color-source and factor syntax,
* so for example "(1-SRC_COLOR[A])" would be a valid factor, as would
* "(CONSTANT[RGB])"
*
* These can also be used as factors:
*
* 0: (0, 0, 0, 0)
* 1: (1, 1, 1, 1)
* SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])
*
*
* Remember; all color components are normalized to the range [0, 1]
* before computing the result of blending.
*
*
* Blend Strings/1
* Blend a non-premultiplied source over a destination with
* premultiplied alpha:
*
* "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
* "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
*
*
*
*
* Blend Strings/2
* Blend a premultiplied source over a destination with
* premultiplied alpha
*
* "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
*
*
*
* The default blend string is:
* |[
* RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))
* ]|
*
* That gives normal alpha-blending when the calculated color for the pipeline
* is in premultiplied form.
*
* Return value: %TRUE if the blend string was successfully parsed, and the
* described blending is supported by the underlying driver/hardware. If
* there was an error, %FALSE is returned and @error is set accordingly (if
* present).
*
* Since: 2.0
* Stability: Unstable
*/
CoglBool
cogl_pipeline_set_blend (CoglPipeline *pipeline,
const char *blend_string,
CoglError **error);
/**
* cogl_pipeline_set_blend_constant:
* @pipeline: A #CoglPipeline object
* @constant_color: The constant color you want
*
* When blending is setup to reference a CONSTANT blend factor then
* blending will depend on the constant set with this function.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_blend_constant (CoglPipeline *pipeline,
const CoglColor *constant_color);
/**
* cogl_pipeline_set_point_size:
* @pipeline: a #CoglPipeline pointer
* @point_size: the new point size.
*
* Changes the size of points drawn when %COGL_VERTICES_MODE_POINTS is
* used with the attribute buffer API. Note that typically the GPU
* will only support a limited minimum and maximum range of point
* sizes. If the chosen point size is outside that range then the
* nearest value within that range will be used instead. The size of a
* point is in screen space so it will be the same regardless of any
* transformations.
*
* If the point size is set to 0.0 then drawing points with the
* pipeline will have undefined results. This is the default value so
* if an application wants to draw points it must make sure to use a
* pipeline that has an explicit point size set on it.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_point_size (CoglPipeline *pipeline,
float point_size);
/**
* cogl_pipeline_get_point_size:
* @pipeline: a #CoglPipeline pointer
*
* Get the size of points drawn when %COGL_VERTICES_MODE_POINTS is
* used with the vertex buffer API.
*
* Return value: the point size of the @pipeline.
*
* Since: 2.0
* Stability: Unstable
*/
float
cogl_pipeline_get_point_size (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_per_vertex_point_size:
* @pipeline: a #CoglPipeline pointer
* @enable: whether to enable per-vertex point size
* @error: a location to store a #CoglError if the change failed
*
* Sets whether to use a per-vertex point size or to use the value set
* by cogl_pipeline_set_point_size(). If per-vertex point size is
* enabled then the point size can be set for an individual point
* either by drawing with a #CoglAttribute with the name
* ‘cogl_point_size_in’ or by writing to the GLSL builtin
* ‘cogl_point_size_out’ from a vertex shader snippet.
*
* If per-vertex point size is enabled and this attribute is not used
* and cogl_point_size_out is not written to then the results are
* undefined.
*
* Note that enabling this will only work if the
* %COGL_FEATURE_ID_PER_VERTEX_POINT_SIZE feature is available. If
* this is not available then the function will return %FALSE and set
* a #CoglError.
*
* Since: 2.0
* Stability: Unstable
* Return value: %TRUE if the change suceeded or %FALSE otherwise
*/
CoglBool
cogl_pipeline_set_per_vertex_point_size (CoglPipeline *pipeline,
CoglBool enable,
CoglError **error);
/**
* cogl_pipeline_get_per_vertex_point_size:
* @pipeline: a #CoglPipeline pointer
*
* Since: 2.0
* Stability: Unstable
* Return value: %TRUE if the pipeline has per-vertex point size
* enabled or %FALSE otherwise. The per-vertex point size can be
* enabled with cogl_pipeline_set_per_vertex_point_size().
*/
CoglBool
cogl_pipeline_get_per_vertex_point_size (CoglPipeline *pipeline);
/**
* cogl_pipeline_get_color_mask:
* @pipeline: a #CoglPipeline object.
*
* Gets the current #CoglColorMask of which channels would be written to the
* current framebuffer. Each bit set in the mask means that the
* corresponding color would be written.
*
* Returns: A #CoglColorMask
* Since: 1.8
* Stability: unstable
*/
CoglColorMask
cogl_pipeline_get_color_mask (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_color_mask:
* @pipeline: a #CoglPipeline object.
* @color_mask: A #CoglColorMask of which color channels to write to
* the current framebuffer.
*
* Defines a bit mask of which color channels should be written to the
* current framebuffer. If a bit is set in @color_mask that means that
* color will be written.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_pipeline_set_color_mask (CoglPipeline *pipeline,
CoglColorMask color_mask);
/**
* cogl_pipeline_get_user_program:
* @pipeline: a #CoglPipeline object.
*
* Queries what user program has been associated with the given
* @pipeline using cogl_pipeline_set_user_program().
*
* Return value: (transfer none): The current user program or %COGL_INVALID_HANDLE.
*
* Since: 2.0
* Stability: Unstable
*/
CoglHandle
cogl_pipeline_get_user_program (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_user_program:
* @pipeline: a #CoglPipeline object.
* @program: A #CoglHandle to a linked CoglProgram
*
* Associates a linked CoglProgram with the given pipeline so that the
* program can take full control of vertex and/or fragment processing.
*
* This is an example of how it can be used to associate an ARBfp
* program with a #CoglPipeline:
* |[
* CoglHandle shader;
* CoglHandle program;
* CoglPipeline *pipeline;
*
* shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
* cogl_shader_source (shader,
* "!!ARBfp1.0\n"
* "MOV result.color,fragment.color;\n"
* "END\n");
* cogl_shader_compile (shader);
*
* program = cogl_create_program ();
* cogl_program_attach_shader (program, shader);
* cogl_program_link (program);
*
* pipeline = cogl_pipeline_new ();
* cogl_pipeline_set_user_program (pipeline, program);
*
* cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
* cogl_rectangle (0, 0, 100, 100);
* ]|
*
* It is possibly worth keeping in mind that this API is not part of
* the long term design for how we want to expose shaders to Cogl
* developers (We are planning on deprecating the cogl_program and
* cogl_shader APIs in favour of a "snippet" framework) but in the
* meantime we hope this will handle most practical GLSL and ARBfp
* requirements.
*
* Also remember you need to check for either the
* %COGL_FEATURE_SHADERS_GLSL or %COGL_FEATURE_SHADERS_ARBFP before
* using the cogl_program or cogl_shader API.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_user_program (CoglPipeline *pipeline,
CoglHandle program);
/**
* cogl_pipeline_set_depth_state:
* @pipeline: A #CoglPipeline object
* @state: A #CoglDepthState struct
* @error: A #CoglError to report failures to setup the given @state.
*
* This commits all the depth state configured in @state struct to the
* given @pipeline. The configuration values are copied into the
* pipeline so there is no requirement to keep the #CoglDepthState
* struct around if you don't need it any more.
*
* Note: Since some platforms do not support the depth range feature
* it is possible for this function to fail and report an @error.
*
* Returns: TRUE if the GPU supports all the given @state else %FALSE
* and returns an @error.
*
* Since: 2.0
* Stability: Unstable
*/
CoglBool
cogl_pipeline_set_depth_state (CoglPipeline *pipeline,
const CoglDepthState *state,
CoglError **error);
/**
* cogl_pipeline_get_depth_state:
* @pipeline: A #CoglPipeline object
* @state_out: (out): A destination #CoglDepthState struct
*
* Retrieves the current depth state configuration for the given
* @pipeline as previously set using cogl_pipeline_set_depth_state().
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_get_depth_state (CoglPipeline *pipeline,
CoglDepthState *state_out);
/**
* CoglPipelineCullFaceMode:
* @COGL_PIPELINE_CULL_FACE_MODE_NONE: Neither face will be
* culled. This is the default.
* @COGL_PIPELINE_CULL_FACE_MODE_FRONT: Front faces will be culled.
* @COGL_PIPELINE_CULL_FACE_MODE_BACK: Back faces will be culled.
* @COGL_PIPELINE_CULL_FACE_MODE_BOTH: All faces will be culled.
*
* Specifies which faces should be culled. This can be set on a
* pipeline using cogl_pipeline_set_cull_face_mode().
*/
typedef enum
{
COGL_PIPELINE_CULL_FACE_MODE_NONE,
COGL_PIPELINE_CULL_FACE_MODE_FRONT,
COGL_PIPELINE_CULL_FACE_MODE_BACK,
COGL_PIPELINE_CULL_FACE_MODE_BOTH
} CoglPipelineCullFaceMode;
/**
* cogl_pipeline_set_cull_face_mode:
* @pipeline: A #CoglPipeline
* @cull_face_mode: The new mode to set
*
* Sets which faces will be culled when drawing. Face culling can be
* used to increase efficiency by avoiding drawing faces that would
* get overridden. For example, if a model has gaps so that it is
* impossible to see the inside then faces which are facing away from
* the screen will never be seen so there is no point in drawing
* them. This can be acheived by setting the cull face mode to
* %COGL_PIPELINE_CULL_FACE_MODE_BACK.
*
* Face culling relies on the primitives being drawn with a specific
* order to represent which faces are facing inside and outside the
* model. This order can be specified by calling
* cogl_pipeline_set_front_face_winding().
*
* Status: Unstable
* Since: 2.0
*/
void
cogl_pipeline_set_cull_face_mode (CoglPipeline *pipeline,
CoglPipelineCullFaceMode cull_face_mode);
/**
* cogl_pipeline_get_cull_face_mode:
*
* Return value: the cull face mode that was previously set with
* cogl_pipeline_set_cull_face_mode().
*
* Status: Unstable
* Since: 2.0
*/
CoglPipelineCullFaceMode
cogl_pipeline_get_cull_face_mode (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_front_face_winding:
* @pipeline: a #CoglPipeline
* @front_winding: the winding order
*
* The order of the vertices within a primitive specifies whether it
* is considered to be front or back facing. This function specifies
* which order is considered to be the front
* faces. %COGL_WINDING_COUNTER_CLOCKWISE sets the front faces to
* primitives with vertices in a counter-clockwise order and
* %COGL_WINDING_CLOCKWISE sets them to be clockwise. The default is
* %COGL_WINDING_COUNTER_CLOCKWISE.
*
* Status: Unstable
* Since: 2.0
*/
void
cogl_pipeline_set_front_face_winding (CoglPipeline *pipeline,
CoglWinding front_winding);
/**
* cogl_pipeline_get_front_face_winding:
* @pipeline: a #CoglPipeline
*
* The order of the vertices within a primitive specifies whether it
* is considered to be front or back facing. This function specifies
* which order is considered to be the front
* faces. %COGL_WINDING_COUNTER_CLOCKWISE sets the front faces to
* primitives with vertices in a counter-clockwise order and
* %COGL_WINDING_CLOCKWISE sets them to be clockwise. The default is
* %COGL_WINDING_COUNTER_CLOCKWISE.
*
* Returns: The @pipeline front face winding
*
* Status: Unstable
* Since: 2.0
*/
CoglWinding
cogl_pipeline_get_front_face_winding (CoglPipeline *pipeline);
/**
* cogl_pipeline_set_uniform_1f:
* @pipeline: A #CoglPipeline object
* @uniform_location: The uniform's location identifier
* @value: The new value for the uniform
*
* Sets a new value for the uniform at @uniform_location. If this
* pipeline has a user program attached and is later used as a source
* for drawing, the given value will be assigned to the uniform which
* can be accessed from the shader's source. The value for
* @uniform_location should be retrieved from the string name of the
* uniform by calling cogl_pipeline_get_uniform_location().
*
* This function should be used to set uniforms that are of type
* float. It can also be used to set a single member of a float array
* uniform.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_uniform_1f (CoglPipeline *pipeline,
int uniform_location,
float value);
/**
* cogl_pipeline_set_uniform_1i:
* @pipeline: A #CoglPipeline object
* @uniform_location: The uniform's location identifier
* @value: The new value for the uniform
*
* Sets a new value for the uniform at @uniform_location. If this
* pipeline has a user program attached and is later used as a source
* for drawing, the given value will be assigned to the uniform which
* can be accessed from the shader's source. The value for
* @uniform_location should be retrieved from the string name of the
* uniform by calling cogl_pipeline_get_uniform_location().
*
* This function should be used to set uniforms that are of type
* int. It can also be used to set a single member of a int array
* uniform or a sampler uniform.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_uniform_1i (CoglPipeline *pipeline,
int uniform_location,
int value);
/**
* cogl_pipeline_set_uniform_float:
* @pipeline: A #CoglPipeline object
* @uniform_location: The uniform's location identifier
* @n_components: The number of components in the corresponding uniform's type
* @count: The number of values to set
* @value: Pointer to the new values to set
*
* Sets new values for the uniform at @uniform_location. If this
* pipeline has a user program attached and is later used as a source
* for drawing, the given values will be assigned to the uniform which
* can be accessed from the shader's source. The value for
* @uniform_location should be retrieved from the string name of the
* uniform by calling cogl_pipeline_get_uniform_location().
*
* This function can be used to set any floating point type uniform,
* including float arrays and float vectors. For example, to set a
* single vec4 uniform you would use 4 for @n_components and 1 for
* @count. To set an array of 8 float values, you could use 1 for
* @n_components and 8 for @count.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_uniform_float (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const float *value);
/**
* cogl_pipeline_set_uniform_int:
* @pipeline: A #CoglPipeline object
* @uniform_location: The uniform's location identifier
* @n_components: The number of components in the corresponding uniform's type
* @count: The number of values to set
* @value: Pointer to the new values to set
*
* Sets new values for the uniform at @uniform_location. If this
* pipeline has a user program attached and is later used as a source
* for drawing, the given values will be assigned to the uniform which
* can be accessed from the shader's source. The value for
* @uniform_location should be retrieved from the string name of the
* uniform by calling cogl_pipeline_get_uniform_location().
*
* This function can be used to set any integer type uniform,
* including int arrays and int vectors. For example, to set a single
* ivec4 uniform you would use 4 for @n_components and 1 for
* @count. To set an array of 8 int values, you could use 1 for
* @n_components and 8 for @count.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_uniform_int (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const int *value);
/**
* cogl_pipeline_set_uniform_matrix:
* @pipeline: A #CoglPipeline object
* @uniform_location: The uniform's location identifier
* @dimensions: The size of the matrix
* @count: The number of values to set
* @transpose: Whether to transpose the matrix
* @value: Pointer to the new values to set
*
* Sets new values for the uniform at @uniform_location. If this
* pipeline has a user program attached and is later used as a source
* for drawing, the given values will be assigned to the uniform which
* can be accessed from the shader's source. The value for
* @uniform_location should be retrieved from the string name of the
* uniform by calling cogl_pipeline_get_uniform_location().
*
* This function can be used to set any matrix type uniform, including
* matrix arrays. For example, to set a single mat4 uniform you would
* use 4 for @dimensions and 1 for @count. To set an array of 8
* mat3 values, you could use 3 for @dimensions and 8 for @count.
*
* If @transpose is %FALSE then the matrix is expected to be in
* column-major order or if it is %TRUE then the matrix is in
* row-major order. You can pass a #CoglMatrix by calling by passing
* the result of cogl_matrix_get_array() in @value and setting
* @transpose to %FALSE.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_set_uniform_matrix (CoglPipeline *pipeline,
int uniform_location,
int dimensions,
int count,
CoglBool transpose,
const float *value);
/**
* cogl_pipeline_add_snippet:
* @pipeline: A #CoglPipeline
* @snippet: The #CoglSnippet to add to the vertex processing hook
*
* Adds a shader snippet to @pipeline. The snippet will wrap around or
* replace some part of the pipeline as defined by the hook point in
* @snippet. Note that some hook points are specific to a layer and
* must be added with cogl_pipeline_add_layer_snippet() instead.
*
* Since: 1.10
* Stability: Unstable
*/
void
cogl_pipeline_add_snippet (CoglPipeline *pipeline,
CoglSnippet *snippet);
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
COGL_END_DECLS
#endif /* __COGL_PIPELINE_STATE_H__ */