/* * 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(CLUTTER_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_PIPELINE_STATE_H__ #define __COGL_PIPELINE_STATE_H__ #include #include #include #include G_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 #GError that may report lack of driver * support if you give separate blend string statements for the alpha * channel and RGB channels since some drivers, or backends such as * GLES 1.1, don't support this feature. May be %NULL, in which case a * warning will be printed out using GLib's logging facilities if an * error is encountered. * * If not already familiar; please refer 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, GError **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 vertex buffer API. Note that typically the GPU will * only support a limited minimum and maximum range of point sizes. If * the chosen point size is outside that range then the nearest value * within that range will be used instead. The size of a point is in * screen space so it will be the same regardless of any * transformations. The default point size is 1.0. * * Since: 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_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: 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 #GError 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, GError **error); /** * cogl_pipeline_get_depth_state * @pipeline: A #CoglPipeline object * @state: 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: * * 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_set_front_face_winding: * * 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 */ 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 */ G_END_DECLS #endif /* __COGL_PIPELINE_STATE_H__ */