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72f4ddf532
Since using addresses that might change is something that finally the FSF acknowledge as a plausible scenario (after changing address twice), the license blurb in the source files should use the URI for getting the license in case the library did not come with it. Not that URIs cannot possibly change, but at least it's easier to set up a redirection at the same place. As a side note: this commit closes the oldes bug in Clutter's bug report tool. http://bugzilla.openedhand.com/show_bug.cgi?id=521
339 lines
8.9 KiB
C
339 lines
8.9 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_SHADER_H__
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#define __COGL_SHADER_H__
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-defines.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-shaders
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* @short_description: Fuctions for accessing the programmable GL pipeline
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*
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* COGL allows accessing the GL programmable pipeline in order to create
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* vertex and fragment shaders.
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*
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* The only supported format is GLSL shaders.
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*/
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/**
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* CoglShaderType:
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* @COGL_SHADER_TYPE_VERTEX: A program for proccessing vertices
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* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
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*
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* Types of shaders
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*
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* Since: 1.0
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*/
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typedef enum {
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COGL_SHADER_TYPE_VERTEX,
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COGL_SHADER_TYPE_FRAGMENT
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} CoglShaderType;
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/**
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* cogl_create_shader:
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* @shader_type: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.
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*
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* Create a new shader handle, use #cogl_shader_source to set the source code
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* to be used on it.
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*
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* Returns: a new shader handle.
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*/
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CoglHandle
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cogl_create_shader (CoglShaderType shader_type);
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#ifndef COGL_DISABLE_DEPRECATED
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/**
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* cogl_shader_ref:
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* @handle: A #CoglHandle to a shader.
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*
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* Add an extra reference to a shader.
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*
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* Returns: @handle
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*/
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CoglHandle
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cogl_shader_ref (CoglHandle handle) G_GNUC_DEPRECATED;
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/**
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* cogl_shader_unref:
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* @handle: A #CoglHandle to a shader.
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*
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* Removes a reference to a shader. If it was the last reference the
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* shader object will be destroyed.
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*/
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void
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cogl_shader_unref (CoglHandle handle) G_GNUC_DEPRECATED;
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#endif /* COGL_DISABLE_DEPRECATED */
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/**
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* cogl_is_shader:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing shader object.
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*
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* Returns: %TRUE if the handle references a shader,
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* %FALSE otherwise
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*/
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gboolean cogl_is_shader (CoglHandle handle);
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/**
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* cogl_shader_source:
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* @shader: #CoglHandle for a shader.
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* @source: GLSL shader source.
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*
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* Replaces the current GLSL source associated with a shader with a new
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* one.
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*/
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void
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cogl_shader_source (CoglHandle shader,
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const char *source);
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/**
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* cogl_shader_compile:
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* @handle: #CoglHandle for a shader.
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*
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* Compiles the shader, no return value, but the shader is now ready for
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* linking into a program.
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*/
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void
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cogl_shader_compile (CoglHandle handle);
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/**
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* cogl_shader_get_info_log:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves the information log for a coglobject, can be used in conjunction
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* with cogl_shader_get_parameteriv() to retrieve the compiler warnings/error
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* messages that caused a shader to not compile correctly, mainly useful for
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* debugging purposes.
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*
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* Return value: a newly allocated string containing the info log. Use
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* g_free() to free it
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*/
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char *
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cogl_shader_get_info_log (CoglHandle handle);
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/**
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* cogl_shader_get_type:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves the type of a shader #CoglHandle
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*
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* Return value: %COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
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* or %COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
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*/
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle);
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/**
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* cogl_shader_is_compiled:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves whether a shader #CoglHandle has been compiled
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*
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* Return value: %TRUE if the shader object has sucessfully be compiled
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*/
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gboolean
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cogl_shader_is_compiled (CoglHandle handle);
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/**
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* cogl_create_program:
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*
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* Create a new cogl program object that can be used to replace parts of the GL
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* rendering pipeline with custom code.
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*
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* Returns: a new cogl program.
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*/
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CoglHandle
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cogl_create_program (void);
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/**
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* cogl_program_ref:
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* @handle: A #CoglHandle to a program.
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*
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* Add an extra reference to a program.
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*
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* Returns: @handle
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*/
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CoglHandle
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cogl_program_ref (CoglHandle handle);
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/**
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* cogl_program_unref:
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* @handle: A #CoglHandle to a program.
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*
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* Removes a reference to a program. If it was the last reference the
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* program object will be destroyed.
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*/
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void
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cogl_program_unref (CoglHandle handle);
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/**
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* cogl_is_program:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing program object.
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*
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* Returns: %TRUE if the handle references a program,
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* %FALSE otherwise
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*/
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gboolean
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cogl_is_program (CoglHandle handle);
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/**
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* cogl_program_attach_shader:
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* @program_handle: a #CoglHandle for a shdaer program.
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* @shader_handle: a #CoglHandle for a vertex of fragment shader.
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*
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* Attaches a shader to a program object, a program can have one vertex shader
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* and one fragment shader attached.
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*/
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle);
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/**
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* cogl_program_link:
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* @handle: a #CoglHandle for a shader program.
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*
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* Links a program making it ready for use.
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*/
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void
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cogl_program_link (CoglHandle handle);
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/**
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* cogl_program_use:
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* @handle: a #CoglHandle for a shader program or %COGL_INVALID_HANDLE.
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*
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* Activate a specific shader program replacing that part of the GL
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* rendering pipeline, if passed in %COGL_INVALID_HANDLE the default
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* behavior of GL is reinstated.
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*/
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void
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cogl_program_use (CoglHandle handle);
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/**
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* cogl_program_get_uniform_location:
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* @handle: a #CoglHandle for a shader program.
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* @uniform_name: the name of a uniform.
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*
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* Retrieve the location (offset) of a uniform variable in a shader program,
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* a uniform is a variable that is constant for all vertices/fragments for a
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* shader object and is possible to modify as an external parameter.
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*
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* Return value: the offset of a uniform in a specified program.
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* This uniform can be set using cogl_program_uniform_1f() when the
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* program is in use.
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*/
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int
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cogl_program_get_uniform_location (CoglHandle handle,
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const char *uniform_name);
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/**
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* cogl_program_uniform_1f:
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* @uniform_no: the unform to set.
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* @value: the new value of the uniform.
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*
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* Changes the value of a floating point uniform in the currently
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* used (see cogl_program_use()) shader program.
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*/
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void
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cogl_program_uniform_1f (int uniform_no,
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float value);
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/**
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* cogl_program_uniform_1i:
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* @uniform_no: the unform to set.
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* @value: the new value of the uniform.
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*
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* Changes the value of an integer uniform in the currently
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* used (see cogl_program_use()) shader program.
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*/
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void
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cogl_program_uniform_1i (int uniform_no,
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int value);
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/**
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* cogl_program_uniform_float:
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* @uniform_no: the uniform to set.
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* @size: Size of float vector.
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* @count: Size of array of uniforms.
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* @value: (array length=count): the new value of the uniform.
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*
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* Changes the value of a float vector uniform, or uniform array in the
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* currently used (see cogl_program_use()) shader program.
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*/
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void
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cogl_program_uniform_float (int uniform_no,
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int size,
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int count,
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const GLfloat *value);
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/**
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* cogl_program_uniform_int:
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* @uniform_no: the uniform to set.
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* @size: Size of int vector.
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* @count: Size of array of uniforms.
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* @value: (array length=count): the new value of the uniform.
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*
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* Changes the value of a int vector uniform, or uniform array in the
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* currently used (see cogl_program_use()) shader program.
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*/
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void
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cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const int *value);
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/**
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* cogl_program_uniform_matrix:
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* @uniform_no: the uniform to set.
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* @size: Size of matrix.
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* @count: Size of array of uniforms.
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* @transpose: Whether to transpose the matrix when setting the uniform.
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* @value: (array length=count): the new value of the uniform.
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*
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* Changes the value of a matrix uniform, or uniform array in the
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* currently used (see cogl_program_use()) shader program. The @size
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* parameter is used to determine the square size of the matrix.
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*/
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void
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cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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gboolean transpose,
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const float *value);
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G_END_DECLS
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#endif /* __COGL_SHADER_H__ */
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