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* clutter/cogl/cogl-color.h: * clutter/cogl/cogl-fixed.h: * clutter/cogl/cogl-offscreen.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-shader.h: * clutter/cogl/cogl-texture.h: * clutter/cogl/cogl-types.h: Add copyright and licensing notice to the newly added files.
230 lines
7.1 KiB
C
230 lines
7.1 KiB
C
/* cogl-shader.h: Shaders and programmable pipeline
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* This file is part of Clutter
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*
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* Copyright (C) 2008 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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#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 <glib.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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* cogl_create_shader:
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* @shader_type: CGL_VERTEX_SHADER or CGL_FRAGMENT_SHADER.
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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 cogl_create_shader (COGLenum shader_type);
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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 cogl_shader_ref (CoglHandle handle);
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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 cogl_shader_unref (CoglHandle handle);
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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 cogl_shader_source (CoglHandle shader,
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const gchar *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 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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* @size: maximum number of bytes to retrieve.
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* @buffer: location for info log.
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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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void cogl_shader_get_info_log (CoglHandle handle,
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guint size,
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gchar *buffer);
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/**
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* cogl_shader_get_parameteriv:
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* @handle: #CoglHandle for a shader.
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* @pname: the named COGL parameter to retrieve.
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* @dest: storage location for COGLint return value.
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*
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* Retrieve a named parameter from a shader can be used to query to compile
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* satus of a shader by passing in CGL_OBJECT_COMPILE_STATUS for @pname.
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*/
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void cogl_shader_get_parameteriv (CoglHandle handle,
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COGLenum pname,
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COGLint *dest);
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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 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 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 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 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 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 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 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, a
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* 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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* Returns: the offset of a uniform in a specified program, this uniform can be
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* set using #cogl_program_uniform_1f when the program is in use.
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*/
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COGLint cogl_program_get_uniform_location
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(CoglHandle handle,
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const gchar *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 uniform in the currently used (see #cogl_program_use)
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* shader program.
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*/
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void cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value);
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G_END_DECLS
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#endif /* __COGL_SHADER_H__ */
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