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54b1fb0b5e
We are in the process of removing all _EXP suffix mangling for
experimental APIs (Ref: c6528c4b6c
) and adding missing gtk-doc
comments so that we can instead rely on the "Stability: unstable"
markers in the gtk-doc comments. This patch tackles the cogl-pipeline
symbols.
920 lines
30 KiB
C
920 lines
30 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) 2007,2008,2009,2011 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_PIPELINE_STATE_H__
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#define __COGL_PIPELINE_STATE_H__
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#include <cogl/cogl-pipeline.h>
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#include <cogl/cogl-color.h>
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#include <glib.h>
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G_BEGIN_DECLS
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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/**
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* cogl_pipeline_set_color:
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* @pipeline: A #CoglPipeline object
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* @color: The components of the color
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*
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* Sets the basic color of the pipeline, used when no lighting is enabled.
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*
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* Note that if you don't add any layers to the pipeline then the color
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* will be blended unmodified with the destination; the default blend
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* expects premultiplied colors: for example, use (0.5, 0.0, 0.0, 0.5) for
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* semi-transparent red. See cogl_color_premultiply().
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_color (CoglPipeline *pipeline,
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const CoglColor *color);
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/**
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* cogl_pipeline_set_color4ub:
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* @pipeline: A #CoglPipeline object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* Sets the basic color of the pipeline, used when no lighting is enabled.
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*
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* The default value is (0xff, 0xff, 0xff, 0xff)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_color4ub (CoglPipeline *pipeline,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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/**
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* cogl_pipeline_set_color4f:
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* @pipeline: A #CoglPipeline object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* Sets the basic color of the pipeline, used when no lighting is enabled.
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_color4f (CoglPipeline *pipeline,
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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_get_color:
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* @pipeline: A #CoglPipeline object
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* @color: (out): The location to store the color
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*
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* Retrieves the current pipeline color.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_get_color (CoglPipeline *pipeline,
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CoglColor *color);
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/**
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* cogl_pipeline_set_ambient:
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* @pipeline: A #CoglPipeline object
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* @ambient: The components of the desired ambient color
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*
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* Sets the pipeline's ambient color, in the standard OpenGL lighting
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* model. The ambient color affects the overall color of the object.
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*
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* Since the diffuse color will be intense when the light hits the surface
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* directly, the ambient will be most apparent where the light hits at a
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* slant.
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*
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* The default value is (0.2, 0.2, 0.2, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_ambient (CoglPipeline *pipeline,
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const CoglColor *ambient);
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/**
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* cogl_pipeline_get_ambient:
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* @pipeline: A #CoglPipeline object
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* @ambient: The location to store the ambient color
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*
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* Retrieves the current ambient color for @pipeline
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_get_ambient (CoglPipeline *pipeline,
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CoglColor *ambient);
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/**
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* cogl_pipeline_set_diffuse:
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* @pipeline: A #CoglPipeline object
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* @diffuse: The components of the desired diffuse color
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*
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* Sets the pipeline's diffuse color, in the standard OpenGL lighting
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* model. The diffuse color is most intense where the light hits the
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* surface directly - perpendicular to the surface.
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*
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* The default value is (0.8, 0.8, 0.8, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_diffuse (CoglPipeline *pipeline,
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const CoglColor *diffuse);
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/**
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* cogl_pipeline_get_diffuse:
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* @pipeline: A #CoglPipeline object
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* @diffuse: The location to store the diffuse color
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*
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* Retrieves the current diffuse color for @pipeline
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_get_diffuse (CoglPipeline *pipeline,
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CoglColor *diffuse);
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/**
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* cogl_pipeline_set_ambient_and_diffuse:
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* @pipeline: A #CoglPipeline object
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* @color: The components of the desired ambient and diffuse colors
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*
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* Conveniently sets the diffuse and ambient color of @pipeline at the same
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* time. See cogl_pipeline_set_ambient() and cogl_pipeline_set_diffuse().
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*
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* The default ambient color is (0.2, 0.2, 0.2, 1.0)
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*
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* The default diffuse color is (0.8, 0.8, 0.8, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_ambient_and_diffuse (CoglPipeline *pipeline,
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const CoglColor *color);
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/**
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* cogl_pipeline_set_specular:
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* @pipeline: A #CoglPipeline object
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* @specular: The components of the desired specular color
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*
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* Sets the pipeline's specular color, in the standard OpenGL lighting
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* model. The intensity of the specular color depends on the viewport
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* position, and is brightest along the lines of reflection.
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*
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* The default value is (0.0, 0.0, 0.0, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_specular (CoglPipeline *pipeline,
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const CoglColor *specular);
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/**
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* cogl_pipeline_get_specular:
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* @pipeline: A #CoglPipeline object
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* @specular: The location to store the specular color
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*
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* Retrieves the pipelines current specular color.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_get_specular (CoglPipeline *pipeline,
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CoglColor *specular);
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/**
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* cogl_pipeline_set_shininess:
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* @pipeline: A #CoglPipeline object
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* @shininess: The desired shininess; must be >= 0.0
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*
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* Sets the shininess of the pipeline, in the standard OpenGL lighting
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* model, which determines the size of the specular highlights. A
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* higher @shininess will produce smaller highlights which makes the
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* object appear more shiny.
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*
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* The default value is 0.0
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_shininess (CoglPipeline *pipeline,
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float shininess);
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/**
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* cogl_pipeline_get_shininess:
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* @pipeline: A #CoglPipeline object
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*
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* Retrieves the pipelines current emission color.
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*
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* Return value: The pipelines current shininess value
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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float
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cogl_pipeline_get_shininess (CoglPipeline *pipeline);
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/**
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* cogl_pipeline_set_emission:
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* @pipeline: A #CoglPipeline object
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* @emission: The components of the desired emissive color
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*
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* Sets the pipeline's emissive color, in the standard OpenGL lighting
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* model. It will look like the surface is a light source emitting this
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* color.
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*
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* The default value is (0.0, 0.0, 0.0, 1.0)
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_emission (CoglPipeline *pipeline,
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const CoglColor *emission);
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/**
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* cogl_pipeline_get_emission:
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* @pipeline: A #CoglPipeline object
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* @emission: The location to store the emission color
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*
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* Retrieves the pipelines current emission color.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_get_emission (CoglPipeline *pipeline,
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CoglColor *emission);
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/**
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* CoglPipelineAlphaFunc:
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* @COGL_PIPELINE_ALPHA_FUNC_NEVER: Never let the fragment through.
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* @COGL_PIPELINE_ALPHA_FUNC_LESS: Let the fragment through if the incoming
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* alpha value is less than the reference alpha value
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* @COGL_PIPELINE_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming
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* alpha value equals the reference alpha value
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* @COGL_PIPELINE_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming
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* alpha value is less than or equal to the reference alpha value
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* @COGL_PIPELINE_ALPHA_FUNC_GREATER: Let the fragment through if the incoming
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* alpha value is greater than the reference alpha value
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* @COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming
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* alpha value does not equal the reference alpha value
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* @COGL_PIPELINE_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming
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* alpha value is greater than or equal to the reference alpha value.
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* @COGL_PIPELINE_ALPHA_FUNC_ALWAYS: Always let the fragment through.
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*
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* Alpha testing happens before blending primitives with the framebuffer and
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* gives an opportunity to discard fragments based on a comparison with the
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* incoming alpha value and a reference alpha value. The #CoglPipelineAlphaFunc
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* determines how the comparison is done.
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*/
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typedef enum {
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COGL_PIPELINE_ALPHA_FUNC_NEVER = 0x0200,
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COGL_PIPELINE_ALPHA_FUNC_LESS = 0x0201,
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COGL_PIPELINE_ALPHA_FUNC_EQUAL = 0x0202,
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COGL_PIPELINE_ALPHA_FUNC_LEQUAL = 0x0203,
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COGL_PIPELINE_ALPHA_FUNC_GREATER = 0x0204,
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COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL = 0x0205,
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COGL_PIPELINE_ALPHA_FUNC_GEQUAL = 0x0206,
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COGL_PIPELINE_ALPHA_FUNC_ALWAYS = 0x0207
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} CoglPipelineAlphaFunc;
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/* NB: these values come from the equivalents in gl.h */
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/**
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* cogl_pipeline_set_alpha_test_function:
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* @pipeline: A #CoglPipeline object
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* @alpha_func: A @CoglPipelineAlphaFunc constant
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* @alpha_reference: A reference point that the chosen alpha function uses
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* to compare incoming fragments to.
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*
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* Before a primitive is blended with the framebuffer, it goes through an
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* alpha test stage which lets you discard fragments based on the current
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* alpha value. This function lets you change the function used to evaluate
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* the alpha channel, and thus determine which fragments are discarded
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* and which continue on to the blending stage.
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*
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* The default is %COGL_PIPELINE_ALPHA_FUNC_ALWAYS
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_alpha_test_function (CoglPipeline *pipeline,
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CoglPipelineAlphaFunc alpha_func,
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float alpha_reference);
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/**
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* cogl_pipeline_get_alpha_test_function:
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* @pipeline: A #CoglPipeline object
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*
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* Return value: The alpha test function of @pipeline.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglPipelineAlphaFunc
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cogl_pipeline_get_alpha_test_function (CoglPipeline *pipeline);
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/**
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* cogl_pipeline_get_alpha_test_reference:
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* @pipeline: A #CoglPipeline object
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*
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* Return value: The alpha test reference value of @pipeline.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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float
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cogl_pipeline_get_alpha_test_reference (CoglPipeline *pipeline);
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/**
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* cogl_pipeline_set_blend:
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* @pipeline: A #CoglPipeline object
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* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
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* describing the desired blend function.
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* @error: return location for a #GError that may report lack of driver
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* support if you give separate blend string statements for the alpha
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* channel and RGB channels since some drivers, or backends such as
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* GLES 1.1, don't support this feature. May be %NULL, in which case a
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* warning will be printed out using GLib's logging facilities if an
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* error is encountered.
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*
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* If not already familiar; please refer <link linkend="cogl-Blend-Strings">here</link>
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* for an overview of what blend strings are, and their syntax.
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*
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* Blending occurs after the alpha test function, and combines fragments with
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* the framebuffer.
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* Currently the only blend function Cogl exposes is ADD(). So any valid
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* blend statements will be of the form:
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*
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* |[
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* <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>))
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* ]|
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*
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* This is the list of source-names usable as blend factors:
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* <itemizedlist>
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* <listitem><para>SRC_COLOR: The color of the in comming fragment</para></listitem>
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* <listitem><para>DST_COLOR: The color of the framebuffer</para></listitem>
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* <listitem><para>CONSTANT: The constant set via cogl_pipeline_set_blend_constant()</para></listitem>
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* </itemizedlist>
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*
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* The source names can be used according to the
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* <link linkend="cogl-Blend-String-syntax">color-source and factor syntax</link>,
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* so for example "(1-SRC_COLOR[A])" would be a valid factor, as would
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* "(CONSTANT[RGB])"
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*
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* These can also be used as factors:
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* <itemizedlist>
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* <listitem>0: (0, 0, 0, 0)</listitem>
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* <listitem>1: (1, 1, 1, 1)</listitem>
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* <listitem>SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])</listitem>
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* </itemizedlist>
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*
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* <note>Remember; all color components are normalized to the range [0, 1]
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* before computing the result of blending.</note>
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*
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* <example id="cogl-Blend-Strings-blend-unpremul">
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* <title>Blend Strings/1</title>
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* <para>Blend a non-premultiplied source over a destination with
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* premultiplied alpha:</para>
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* <programlisting>
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* "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
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* "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
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* </programlisting>
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* </example>
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*
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* <example id="cogl-Blend-Strings-blend-premul">
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* <title>Blend Strings/2</title>
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* <para>Blend a premultiplied source over a destination with
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* premultiplied alpha</para>
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* <programlisting>
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* "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
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* </programlisting>
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* </example>
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*
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* The default blend string is:
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* |[
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* RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))
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* ]|
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*
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* That gives normal alpha-blending when the calculated color for the pipeline
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* is in premultiplied form.
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*
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* Return value: %TRUE if the blend string was successfully parsed, and the
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* described blending is supported by the underlying driver/hardware. If
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* there was an error, %FALSE is returned and @error is set accordingly (if
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* present).
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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gboolean
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cogl_pipeline_set_blend (CoglPipeline *pipeline,
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const char *blend_string,
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GError **error);
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/**
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* cogl_pipeline_set_blend_constant:
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* @pipeline: A #CoglPipeline object
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* @constant_color: The constant color you want
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*
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* When blending is setup to reference a CONSTANT blend factor then
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* blending will depend on the constant set with this function.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_set_blend_constant (CoglPipeline *pipeline,
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const CoglColor *constant_color);
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/**
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* cogl_pipeline_set_point_size:
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* @pipeline: a #CoglPipeline pointer
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* @point_size: the new point size.
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*
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* 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
|
|
*/
|
|
gboolean
|
|
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,
|
|
gboolean 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__ */
|