mutter/common/cogl-material-private.h
Robert Bragg 492f0e5d14 [material] Reduce the material API in preperation for releasing Clutter 1.0
There were a number of functions intended to support creating of new
primitives using materials, but at this point they aren't used outside of
Cogl so until someone has a usecase and we can get feedback on this
API, it's being removed before we release Clutter 1.0.
2009-05-28 02:43:34 +01:00

220 lines
7.0 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_MATERIAL_PRIVATE_H
#define __COGL_MATERIAL_PRIVATE_H
#include "cogl-material.h"
#include "cogl-matrix.h"
#include "cogl-handle.h"
#include <glib.h>
typedef struct _CoglMaterial CoglMaterial;
typedef struct _CoglMaterialLayer CoglMaterialLayer;
/* XXX: I don't think gtk-doc supports having private enums so these aren't
* bundled in with CoglMaterialLayerFlags */
typedef enum _CoglMaterialLayerPrivFlags
{
/* Ref: CoglMaterialLayerFlags
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
*/
COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1,
COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2
} CoglMaterialLayerPrivFlags;
/* For tracking the state of a layer that's been flushed to OpenGL */
typedef struct _CoglLayerInfo
{
CoglHandle handle;
gulong flags;
GLenum gl_target;
GLuint gl_texture;
gboolean fallback;
gboolean disabled;
gboolean layer0_overridden;
} CoglLayerInfo;
struct _CoglMaterialLayer
{
CoglHandleObject _parent;
guint index; /*!< lowest index is blended first then others
on top */
gulong flags;
CoglHandle texture; /*!< The texture for this layer, or COGL_INVALID_HANDLE
for an empty layer */
/* Determines how the color of individual texture fragments
* are calculated. */
GLint texture_combine_rgb_func;
GLint texture_combine_rgb_src[3];
GLint texture_combine_rgb_op[3];
GLint texture_combine_alpha_func;
GLint texture_combine_alpha_src[3];
GLint texture_combine_alpha_op[3];
GLfloat texture_combine_constant[4];
/* TODO: Support purely GLSL based material layers */
CoglMatrix matrix;
};
typedef enum _CoglMaterialFlags
{
COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<0,
COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<1,
COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<2,
COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<3,
COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<4,
COGL_MATERIAL_FLAG_DEFAULT_BLEND_FUNC = 1L<<5
} CoglMaterialFlags;
struct _CoglMaterial
{
CoglHandleObject _parent;
gulong flags;
/* If no lighting is enabled; this is the basic material color */
GLfloat unlit[4];
/* Standard OpenGL lighting model attributes */
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat emission[4];
GLfloat shininess;
/* Determines what fragments are discarded based on their alpha */
CoglMaterialAlphaFunc alpha_func;
GLfloat alpha_func_reference;
/* Determines how this material is blended with other primitives */
#ifndef HAVE_COGL_GLES
GLenum blend_equation_rgb;
GLenum blend_equation_alpha;
GLint blend_src_factor_alpha;
GLint blend_dst_factor_alpha;
GLfloat blend_constant[4];
#endif
GLint blend_src_factor_rgb;
GLint blend_dst_factor_rgb;
GList *layers;
};
/*
* SECTION:cogl-material-internals
* @short_description: Functions for creating custom primitives that make use
* of Cogl materials for filling.
*
* Normally you shouldn't need to use this API directly, but if you need to
* developing a custom/specialised primitive - probably using raw OpenGL - then
* this API aims to expose enough of the material internals to support being
* able to fill your geometry according to a given Cogl material.
*/
/*
* cogl_material_get_cogl_enable_flags:
* @material: A CoglMaterial object
*
* This determines what flags need to be passed to cogl_enable before this
* material can be used. Normally you shouldn't need to use this function
* directly since Cogl will do this internally, but if you are developing
* custom primitives directly with OpenGL you may want to use this.
*
* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
* will be replaced.
*/
/* TODO: find a nicer solution! */
gulong _cogl_material_get_cogl_enable_flags (CoglHandle handle);
/*
* CoglMaterialLayerFlags:
* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
* custom texture matrix.
*/
typedef enum _CoglMaterialLayerFlags
{
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
} CoglMaterialLayerFlags;
/* XXX: NB: if you add flags here you will need to update
* CoglMaterialLayerPrivFlags!!! */
/*
* cogl_material_layer_get_flags:
* @layer_handle: A CoglMaterialLayer layer handle
*
* This lets you get a number of flag attributes about the layer. Normally
* you shouldn't need to use this function directly since Cogl will do this
* internally, but if you are developing custom primitives directly with
* OpenGL you may need this.
*/
gulong _cogl_material_layer_get_flags (CoglHandle layer_handle);
/*
* CoglMaterialFlushOption:
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: Follow this by a guin32 mask
* of the layers that can't be supported with the user supplied texture
* and need to be replaced with fallback textures. (1 = fallback, and the
* least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: Follow this by a guint32 mask
* of the layers that you want to completly disable texturing for
* (1 = fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: Follow this by a GLuint OpenGL texture
* name to override the texture used for layer 0 of the material. This is
* intended for dealing with sliced textures where you will need to point
* to each of the texture slices in turn when drawing your geometry.
* Passing a value of 0 is the same as not passing the option at all.
*/
typedef enum _CoglMaterialFlushOption
{
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1,
COGL_MATERIAL_FLUSH_DISABLE_MASK,
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
} CoglMaterialFlushOption;
/*
* cogl_material_flush_gl_state:
* @material: A CoglMaterial object
* @...: A NULL terminated list of (CoglMaterialFlushOption, data) pairs
*
* This function commits the state of the specified CoglMaterial - including
* the texture state for all the layers - to the OpenGL[ES] driver.
*
* Since 1.0
*/
void _cogl_material_flush_gl_state (CoglHandle material,
...) G_GNUC_NULL_TERMINATED;
#endif /* __COGL_MATERIAL_PRIVATE_H */