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fa855b7c45
This makes a start on clearly factoring the deprecated code of core Cogl into a deprecated/ directory. Ideally we want to get to the point where all code here can be re-worked in terms of the public 2.0 api so that it can be kept indefinitely for cogl 1.x api compatibility without cluttering the core code base itself. If we can do this then we can avoid maintaining the Cogl 1.x branches in parallel with master which would reduce the maintenance effort.
455 lines
13 KiB
C
455 lines
13 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) 2010 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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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <cogl-material-compat.h>
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#include <cogl-pipeline.h>
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#include <cogl-pipeline-private.h>
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#include <cogl-types.h>
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#include <cogl-matrix.h>
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#include <cogl-context-private.h>
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CoglMaterial *
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cogl_material_new (void)
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{
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_COGL_GET_CONTEXT(ctx, NULL);
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return COGL_MATERIAL (cogl_pipeline_new (ctx));
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}
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CoglMaterial *
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cogl_material_copy (CoglMaterial *source)
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{
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return COGL_MATERIAL (cogl_pipeline_copy (COGL_PIPELINE (source)));
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}
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CoglHandle
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cogl_material_ref (CoglHandle handle)
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{
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return cogl_object_ref (handle);
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}
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void
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cogl_material_unref (CoglHandle handle)
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{
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cogl_object_unref (handle);
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}
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CoglBool
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cogl_is_material (CoglHandle handle)
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{
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return cogl_is_pipeline (handle);
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}
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void
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cogl_material_set_color (CoglMaterial *material,
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const CoglColor *color)
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{
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cogl_pipeline_set_color (COGL_PIPELINE (material), color);
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}
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void
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cogl_material_set_color4ub (CoglMaterial *material,
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uint8_t red,
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uint8_t green,
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uint8_t blue,
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uint8_t alpha)
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{
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cogl_pipeline_set_color4ub (COGL_PIPELINE (material),
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red, green, blue, alpha);
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}
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void
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cogl_material_set_color4f (CoglMaterial *material,
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float red,
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float green,
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float blue,
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float alpha)
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{
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cogl_pipeline_set_color4f (COGL_PIPELINE (material),
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red, green, blue, alpha);
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}
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void
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cogl_material_get_color (CoglMaterial *material,
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CoglColor *color)
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{
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cogl_pipeline_get_color (COGL_PIPELINE (material), color);
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}
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void
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cogl_material_set_ambient (CoglMaterial *material,
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const CoglColor *ambient)
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{
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cogl_pipeline_set_ambient (COGL_PIPELINE (material), ambient);
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}
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void
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cogl_material_get_ambient (CoglMaterial *material,
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CoglColor *ambient)
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{
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cogl_pipeline_get_ambient (COGL_PIPELINE (material), ambient);
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}
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void
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cogl_material_set_diffuse (CoglMaterial *material,
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const CoglColor *diffuse)
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{
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cogl_pipeline_set_diffuse (COGL_PIPELINE (material), diffuse);
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}
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void
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cogl_material_get_diffuse (CoglMaterial *material,
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CoglColor *diffuse)
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{
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cogl_pipeline_get_diffuse (COGL_PIPELINE (material), diffuse);
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}
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void
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cogl_material_set_ambient_and_diffuse (CoglMaterial *material,
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const CoglColor *color)
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{
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cogl_pipeline_set_ambient_and_diffuse (COGL_PIPELINE (material), color);
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}
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void
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cogl_material_set_specular (CoglMaterial *material,
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const CoglColor *specular)
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{
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cogl_pipeline_set_specular (COGL_PIPELINE (material), specular);
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}
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void
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cogl_material_get_specular (CoglMaterial *material,
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CoglColor *specular)
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{
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cogl_pipeline_get_specular (COGL_PIPELINE (material), specular);
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}
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void
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cogl_material_set_shininess (CoglMaterial *material,
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float shininess)
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{
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cogl_pipeline_set_shininess (COGL_PIPELINE (material), shininess);
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}
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float
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cogl_material_get_shininess (CoglMaterial *material)
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{
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return cogl_pipeline_get_shininess (COGL_PIPELINE (material));
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}
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void
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cogl_material_set_emission (CoglMaterial *material,
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const CoglColor *emission)
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{
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cogl_pipeline_set_emission (COGL_PIPELINE (material), emission);
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}
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void
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cogl_material_get_emission (CoglMaterial *material,
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CoglColor *emission)
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{
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cogl_pipeline_get_emission (COGL_PIPELINE (material), emission);
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}
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void
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cogl_material_set_alpha_test_function (CoglMaterial *material,
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CoglMaterialAlphaFunc alpha_func,
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float alpha_reference)
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{
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cogl_pipeline_set_alpha_test_function (COGL_PIPELINE (material),
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alpha_func,
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alpha_reference);
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}
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CoglBool
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cogl_material_set_blend (CoglMaterial *material,
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const char *blend_string,
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CoglError **error)
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{
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return cogl_pipeline_set_blend (COGL_PIPELINE (material),
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blend_string,
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error);
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}
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void
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cogl_material_set_blend_constant (CoglMaterial *material,
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const CoglColor *constant_color)
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{
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cogl_pipeline_set_blend_constant (COGL_PIPELINE (material), constant_color);
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}
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void
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cogl_material_set_point_size (CoglMaterial *material,
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float point_size)
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{
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cogl_pipeline_set_point_size (COGL_PIPELINE (material), point_size);
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}
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float
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cogl_material_get_point_size (CoglMaterial *material)
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{
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return cogl_pipeline_get_point_size (COGL_PIPELINE (material));
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}
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CoglHandle
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cogl_material_get_user_program (CoglMaterial *material)
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{
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return cogl_pipeline_get_user_program (COGL_PIPELINE (material));
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}
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void
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cogl_material_set_user_program (CoglMaterial *material,
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CoglHandle program)
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{
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cogl_pipeline_set_user_program (COGL_PIPELINE (material), program);
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}
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void
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cogl_material_set_layer (CoglMaterial *material,
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int layer_index,
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CoglHandle texture)
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{
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cogl_pipeline_set_layer_texture (COGL_PIPELINE (material),
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layer_index, texture);
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}
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void
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cogl_material_remove_layer (CoglMaterial *material,
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int layer_index)
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{
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cogl_pipeline_remove_layer (COGL_PIPELINE (material), layer_index);
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}
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CoglBool
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cogl_material_set_layer_combine (CoglMaterial *material,
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int layer_index,
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const char *blend_string,
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CoglError **error)
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{
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return cogl_pipeline_set_layer_combine (COGL_PIPELINE (material),
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layer_index,
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blend_string,
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error);
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}
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void
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cogl_material_set_layer_combine_constant (CoglMaterial *material,
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int layer_index,
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const CoglColor *constant)
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{
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cogl_pipeline_set_layer_combine_constant (COGL_PIPELINE (material),
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layer_index,
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constant);
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}
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void
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cogl_material_set_layer_matrix (CoglMaterial *material,
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int layer_index,
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const CoglMatrix *matrix)
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{
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cogl_pipeline_set_layer_matrix (COGL_PIPELINE (material),
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layer_index, matrix);
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}
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const GList *
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cogl_material_get_layers (CoglMaterial *material)
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{
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return _cogl_pipeline_get_layers (COGL_PIPELINE (material));
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}
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int
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cogl_material_get_n_layers (CoglMaterial *material)
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{
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return cogl_pipeline_get_n_layers (COGL_PIPELINE (material));
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}
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CoglMaterialLayerType
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cogl_material_layer_get_type (CoglMaterialLayer *layer)
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{
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return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
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}
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CoglHandle
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cogl_material_layer_get_texture (CoglMaterialLayer *layer)
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{
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return _cogl_pipeline_layer_get_texture (COGL_PIPELINE_LAYER (layer));
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}
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CoglMaterialFilter
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cogl_material_layer_get_min_filter (CoglMaterialLayer *layer)
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{
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return _cogl_pipeline_layer_get_min_filter (COGL_PIPELINE_LAYER (layer));
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}
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CoglMaterialFilter
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cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer)
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{
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return _cogl_pipeline_layer_get_mag_filter (COGL_PIPELINE_LAYER (layer));
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}
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void
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cogl_material_set_layer_filters (CoglMaterial *material,
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int layer_index,
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CoglMaterialFilter min_filter,
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CoglMaterialFilter mag_filter)
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{
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cogl_pipeline_set_layer_filters (COGL_PIPELINE (material),
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layer_index,
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min_filter,
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mag_filter);
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}
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CoglBool
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cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
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int layer_index,
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CoglBool enable,
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CoglError **error)
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{
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CoglPipeline *pipeline = COGL_PIPELINE (material);
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return cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
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layer_index,
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enable,
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error);
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}
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CoglBool
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cogl_material_get_layer_point_sprite_coords_enabled (CoglMaterial *material,
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int layer_index)
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{
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CoglPipeline *pipeline = COGL_PIPELINE (material);
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return cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
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layer_index);
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}
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CoglMaterialWrapMode
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cogl_material_get_layer_wrap_mode_s (CoglMaterial *material,
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int layer_index)
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{
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return cogl_pipeline_get_layer_wrap_mode_s (COGL_PIPELINE (material),
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layer_index);
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}
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void
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cogl_material_set_layer_wrap_mode_s (CoglMaterial *material,
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int layer_index,
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CoglMaterialWrapMode mode)
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{
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cogl_pipeline_set_layer_wrap_mode_s (COGL_PIPELINE (material), layer_index,
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mode);
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}
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CoglMaterialWrapMode
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cogl_material_get_layer_wrap_mode_t (CoglMaterial *material,
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int layer_index)
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{
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return cogl_pipeline_get_layer_wrap_mode_t (COGL_PIPELINE (material),
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layer_index);
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}
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void
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cogl_material_set_layer_wrap_mode_t (CoglMaterial *material,
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int layer_index,
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CoglMaterialWrapMode mode)
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{
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cogl_pipeline_set_layer_wrap_mode_t (COGL_PIPELINE (material), layer_index,
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mode);
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}
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CoglMaterialWrapMode
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cogl_material_get_layer_wrap_mode_p (CoglMaterial *material,
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int layer_index)
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{
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return cogl_pipeline_get_layer_wrap_mode_p (COGL_PIPELINE (material),
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layer_index);
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}
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void
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cogl_material_set_layer_wrap_mode_p (CoglMaterial *material,
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int layer_index,
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CoglMaterialWrapMode mode)
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{
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cogl_pipeline_set_layer_wrap_mode_p (COGL_PIPELINE (material), layer_index,
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mode);
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}
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void
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cogl_material_set_layer_wrap_mode (CoglMaterial *material,
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int layer_index,
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CoglMaterialWrapMode mode)
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{
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cogl_pipeline_set_layer_wrap_mode (COGL_PIPELINE (material), layer_index,
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mode);
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}
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CoglMaterialWrapMode
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cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer)
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{
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return _cogl_pipeline_layer_get_wrap_mode_s (COGL_PIPELINE_LAYER (layer));
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}
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CoglMaterialWrapMode
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cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer)
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{
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return _cogl_pipeline_layer_get_wrap_mode_t (COGL_PIPELINE_LAYER (layer));
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}
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CoglMaterialWrapMode
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cogl_material_layer_get_wrap_mode_p (CoglMaterialLayer *layer)
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{
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return _cogl_pipeline_layer_get_wrap_mode_p (COGL_PIPELINE_LAYER (layer));
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}
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void
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cogl_material_foreach_layer (CoglMaterial *material,
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CoglMaterialLayerCallback callback,
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void *user_data)
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{
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cogl_pipeline_foreach_layer (COGL_PIPELINE (material),
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(CoglPipelineLayerCallback)callback, user_data);
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}
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CoglBool
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cogl_material_set_depth_state (CoglMaterial *material,
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const CoglDepthState *state,
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CoglError **error)
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{
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return cogl_pipeline_set_depth_state (COGL_PIPELINE (material),
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state, error);
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}
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void
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cogl_material_get_depth_state (CoglMaterial *material,
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CoglDepthState *state_out)
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{
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cogl_pipeline_get_depth_state (COGL_PIPELINE (material), state_out);
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}
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