mirror of
https://github.com/brl/mutter.git
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3e0c961b76
CoglMatrix already is a typedef to graphene_matrix_t. This commit simply drops the CoglMatrix type, and align parameters. There is no functional change here, it's simply a find-and-replace commit. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
753 lines
26 KiB
C
753 lines
26 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009,2011 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_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 <cogl/cogl-depth-state.h>
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G_BEGIN_DECLS
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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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COGL_EXPORT 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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COGL_EXPORT void
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cogl_pipeline_set_color4ub (CoglPipeline *pipeline,
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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_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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COGL_EXPORT 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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COGL_EXPORT 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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* 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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{
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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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COGL_EXPORT 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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COGL_EXPORT 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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COGL_EXPORT 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 incoming 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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COGL_EXPORT 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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COGL_EXPORT 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
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* used with the attribute buffer API. Note that typically the GPU
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* will only support a limited minimum and maximum range of point
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* sizes. If the chosen point size is outside that range then the
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* nearest value within that range will be used instead. The size of a
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* point is in screen space so it will be the same regardless of any
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* transformations.
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*
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* If the point size is set to 0.0 then drawing points with the
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* pipeline will have undefined results. This is the default value so
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* if an application wants to draw points it must make sure to use a
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* pipeline that has an explicit point size set on it.
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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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COGL_EXPORT void
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cogl_pipeline_set_point_size (CoglPipeline *pipeline,
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float point_size);
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/**
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* cogl_pipeline_get_point_size:
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* @pipeline: a #CoglPipeline pointer
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*
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* Get the size of points drawn when %COGL_VERTICES_MODE_POINTS is
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* used with the vertex buffer API.
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*
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* Return value: the point size of the @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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COGL_EXPORT float
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cogl_pipeline_get_point_size (CoglPipeline *pipeline);
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/**
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* cogl_pipeline_set_per_vertex_point_size:
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* @pipeline: a #CoglPipeline pointer
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* @enable: whether to enable per-vertex point size
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* @error: a location to store a #GError if the change failed
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*
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* Sets whether to use a per-vertex point size or to use the value set
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* by cogl_pipeline_set_point_size(). If per-vertex point size is
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* enabled then the point size can be set for an individual point
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* either by drawing with a #CoglAttribute with the name
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* ‘cogl_point_size_in’ or by writing to the GLSL builtin
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* ‘cogl_point_size_out’ from a vertex shader snippet.
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*
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* If per-vertex point size is enabled and this attribute is not used
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* and cogl_point_size_out is not written to then the results are
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* undefined.
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*
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* Since: 2.0
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* Stability: Unstable
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* Return value: %TRUE if the change succeeded or %FALSE otherwise
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*/
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COGL_EXPORT gboolean
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cogl_pipeline_set_per_vertex_point_size (CoglPipeline *pipeline,
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gboolean enable,
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GError **error);
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/**
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* cogl_pipeline_get_per_vertex_point_size:
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* @pipeline: a #CoglPipeline pointer
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*
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* Since: 2.0
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* Stability: Unstable
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* Return value: %TRUE if the pipeline has per-vertex point size
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* enabled or %FALSE otherwise. The per-vertex point size can be
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* enabled with cogl_pipeline_set_per_vertex_point_size().
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*/
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COGL_EXPORT gboolean
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cogl_pipeline_get_per_vertex_point_size (CoglPipeline *pipeline);
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/**
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* cogl_pipeline_get_user_program:
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* @pipeline: a #CoglPipeline object.
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*
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* Queries what user program has been associated with the given
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* @pipeline using cogl_pipeline_set_user_program().
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*
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* Return value: (transfer none): The current user program or %NULL.
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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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COGL_EXPORT CoglHandle
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cogl_pipeline_get_user_program (CoglPipeline *pipeline);
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/**
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* cogl_pipeline_set_user_program:
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* @pipeline: a #CoglPipeline object.
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* @program: A #CoglHandle to a linked CoglProgram
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*
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* Associates a linked CoglProgram with the given pipeline so that the
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* program can take full control of vertex and/or fragment processing.
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*
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* This is an example of how it can be used to associate an ARBfp
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* program with a #CoglPipeline:
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* |[
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* CoglHandle shader;
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* CoglHandle program;
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* CoglPipeline *pipeline;
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*
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* shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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* cogl_shader_source (shader,
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* "!!ARBfp1.0\n"
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* "MOV result.color,fragment.color;\n"
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* "END\n");
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*
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* program = cogl_create_program ();
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* cogl_program_attach_shader (program, shader);
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* cogl_program_link (program);
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*
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* pipeline = cogl_pipeline_new ();
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* cogl_pipeline_set_user_program (pipeline, program);
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*
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* cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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* cogl_rectangle (0, 0, 100, 100);
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* ]|
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*
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* It is possibly worth keeping in mind that this API is not part of
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* the long term design for how we want to expose shaders to Cogl
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* developers (We are planning on deprecating the cogl_program and
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* cogl_shader APIs in favour of a "snippet" framework) but in the
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* meantime we hope this will handle most practical GLSL and ARBfp
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* requirements.
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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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COGL_EXPORT void
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cogl_pipeline_set_user_program (CoglPipeline *pipeline,
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CoglHandle program);
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/**
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* cogl_pipeline_set_depth_state: (skip)
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* @pipeline: A #CoglPipeline object
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* @state: A #CoglDepthState struct
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* @error: A #GError to report failures to setup the given @state.
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*
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* This commits all the depth state configured in @state struct to the
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* given @pipeline. The configuration values are copied into the
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* pipeline so there is no requirement to keep the #CoglDepthState
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* struct around if you don't need it any more.
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*
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* Note: Since some platforms do not support the depth range feature
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* it is possible for this function to fail and report an @error.
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*
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* Returns: TRUE if the GPU supports all the given @state else %FALSE
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* and returns an @error.
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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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COGL_EXPORT gboolean
|
||
cogl_pipeline_set_depth_state (CoglPipeline *pipeline,
|
||
const CoglDepthState *state,
|
||
GError **error);
|
||
|
||
/**
|
||
* cogl_pipeline_get_depth_state: (skip)
|
||
* @pipeline: A #CoglPipeline object
|
||
* @state_out: (out): 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
|
||
*/
|
||
COGL_EXPORT 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 achieved 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
|
||
*/
|
||
COGL_EXPORT 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
|
||
*/
|
||
COGL_EXPORT CoglPipelineCullFaceMode
|
||
cogl_pipeline_get_cull_face_mode (CoglPipeline *pipeline);
|
||
|
||
/**
|
||
* cogl_pipeline_set_front_face_winding:
|
||
* @pipeline: a #CoglPipeline
|
||
* @front_winding: the winding order
|
||
*
|
||
* 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
|
||
*/
|
||
COGL_EXPORT void
|
||
cogl_pipeline_set_front_face_winding (CoglPipeline *pipeline,
|
||
CoglWinding front_winding);
|
||
|
||
/**
|
||
* cogl_pipeline_get_front_face_winding:
|
||
* @pipeline: a #CoglPipeline
|
||
*
|
||
* 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.
|
||
*
|
||
* Returns: The @pipeline front face winding
|
||
*
|
||
* Status: Unstable
|
||
* Since: 2.0
|
||
*/
|
||
COGL_EXPORT 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
|
||
*/
|
||
COGL_EXPORT 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
|
||
*/
|
||
COGL_EXPORT 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
|
||
*/
|
||
COGL_EXPORT 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
|
||
*/
|
||
COGL_EXPORT 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 #graphene_matrix_t by calling by passing
|
||
* the result of cogl_matrix_to_float() in @value and setting
|
||
* @transpose to %FALSE.
|
||
*
|
||
* Since: 2.0
|
||
* Stability: Unstable
|
||
*/
|
||
COGL_EXPORT void
|
||
cogl_pipeline_set_uniform_matrix (CoglPipeline *pipeline,
|
||
int uniform_location,
|
||
int dimensions,
|
||
int count,
|
||
gboolean transpose,
|
||
const float *value);
|
||
|
||
/**
|
||
* cogl_pipeline_add_snippet: (skip)
|
||
* @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
|
||
*/
|
||
COGL_EXPORT void
|
||
cogl_pipeline_add_snippet (CoglPipeline *pipeline,
|
||
CoglSnippet *snippet);
|
||
|
||
G_END_DECLS
|
||
|
||
#endif /* __COGL_PIPELINE_STATE_H__ */
|