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9b56ce4d5b
for a blend string like: "RGBA=ADD(SRC_COLOR, SRC_COLOR * (DST_COLOR[A]))" it was awkward that we were requiring developers to explicitly put redundant brackets around the DST_COLOR[A] blend factor. The parser has been updated so now braces are only required for factors like "(1-SRC_COLOR[A])" Reviewed-by: Neil Roberts <neil@linux.intel.com>
1165 lines
38 KiB
C
1165 lines
38 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 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_H__
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#define __COGL_PIPELINE_H__
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G_BEGIN_DECLS
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-matrix.h>
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/**
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* SECTION:cogl-pipeline
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* @short_description: Functions for creating and manipulating the GPU
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* pipeline
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*
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* Cogl allows creating and manipulating objects representing the full
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* configuration of the GPU pipeline. In simplified terms the GPU
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* pipeline takes primitive geometry as the input, it first performs
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* vertex processing, allowing you to deform your geometry, then
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* rasterizes that (turning it from pure geometry into fragments) then
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* performs fragment processing including depth testing and texture
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* mapping. Finally it blends the result with the framebuffer.
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*/
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typedef struct _CoglPipeline CoglPipeline;
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#define COGL_PIPELINE(OBJECT) ((CoglPipeline *)OBJECT)
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/**
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* CoglPipelineFilter:
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* @COGL_PIPELINE_FILTER_NEAREST: Measuring in manhatten distance from the,
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* current pixel center, use the nearest texture texel
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* @COGL_PIPELINE_FILTER_LINEAR: Use the weighted average of the 4 texels
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* nearest the current pixel center
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* @COGL_PIPELINE_FILTER_NEAREST_MIPMAP_NEAREST: Select the mimap level whose
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* texel size most closely matches the current pixel, and use the
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* %COGL_PIPELINE_FILTER_NEAREST criterion
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* @COGL_PIPELINE_FILTER_LINEAR_MIPMAP_NEAREST: Select the mimap level whose
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* texel size most closely matches the current pixel, and use the
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* %COGL_PIPELINE_FILTER_LINEAR criterion
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* @COGL_PIPELINE_FILTER_NEAREST_MIPMAP_LINEAR: Select the two mimap levels
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* whose texel size most closely matches the current pixel, use
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* the %COGL_PIPELINE_FILTER_NEAREST criterion on each one and take
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* their weighted average
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* @COGL_PIPELINE_FILTER_LINEAR_MIPMAP_LINEAR: Select the two mimap levels
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* whose texel size most closely matches the current pixel, use
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* the %COGL_PIPELINE_FILTER_LINEAR criterion on each one and take
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* their weighted average
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*
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* Texture filtering is used whenever the current pixel maps either to more
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* than one texture element (texel) or less than one. These filter enums
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* correspond to different strategies used to come up with a pixel color, by
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* possibly referring to multiple neighbouring texels and taking a weighted
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* average or simply using the nearest texel.
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*/
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typedef enum {
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COGL_PIPELINE_FILTER_NEAREST = 0x2600,
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COGL_PIPELINE_FILTER_LINEAR = 0x2601,
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COGL_PIPELINE_FILTER_NEAREST_MIPMAP_NEAREST = 0x2700,
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COGL_PIPELINE_FILTER_LINEAR_MIPMAP_NEAREST = 0x2701,
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COGL_PIPELINE_FILTER_NEAREST_MIPMAP_LINEAR = 0x2702,
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COGL_PIPELINE_FILTER_LINEAR_MIPMAP_LINEAR = 0x2703
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} CoglPipelineFilter;
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/* NB: these values come from the equivalents in gl.h */
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/**
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* CoglPipelineWrapMode:
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* @COGL_PIPELINE_WRAP_MODE_REPEAT: The texture will be repeated. This
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* is useful for example to draw a tiled background.
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* @COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE: The coordinates outside the
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* range 0→1 will sample copies of the edge pixels of the
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* texture. This is useful to avoid artifacts if only one copy of
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* the texture is being rendered.
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* @COGL_PIPELINE_WRAP_MODE_AUTOMATIC: Cogl will try to automatically
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* decide which of the above two to use. For cogl_rectangle(), it
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* will use repeat mode if any of the texture coordinates are
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* outside the range 0→1, otherwise it will use clamp to edge. For
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* cogl_polygon() it will always use repeat mode. For
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* cogl_vertex_buffer_draw() it will use repeat mode except for
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* layers that have point sprite coordinate generation enabled. This
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* is the default value.
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*
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* The wrap mode specifies what happens when texture coordinates
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* outside the range 0→1 are used. Note that if the filter mode is
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* anything but %COGL_PIPELINE_FILTER_NEAREST then texels outside the
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* range 0→1 might be used even when the coordinate is exactly 0 or 1
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* because OpenGL will try to sample neighbouring pixels. For example
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* if you are trying to render the full texture then you may get
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* artifacts around the edges when the pixels from the other side are
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* merged in if the wrap mode is set to repeat.
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*
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* Since: 2.0
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*/
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/* GL_ALWAYS is just used here as a value that is known not to clash
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* with any valid GL wrap modes
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*
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* XXX: keep the values in sync with the CoglPipelineWrapModeInternal
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* enum so no conversion is actually needed.
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*/
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typedef enum {
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COGL_PIPELINE_WRAP_MODE_REPEAT = 0x2901,
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COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE = 0x812F,
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COGL_PIPELINE_WRAP_MODE_AUTOMATIC = 0x0207
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} CoglPipelineWrapMode;
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/* NB: these values come from the equivalents in gl.h */
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/**
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* cogl_pipeline_new:
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*
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* Allocates and initializes a default simple pipeline that will color
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* a primitive white.
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*
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* Return value: a pointer to a new #CoglPipeline
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*/
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CoglPipeline *
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cogl_pipeline_new (void);
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/**
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* cogl_pipeline_copy:
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* @source: a #CoglPipeline object to copy
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*
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* Creates a new pipeline with the configuration copied from the
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* source pipeline.
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*
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* We would strongly advise developers to always aim to use
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* cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will
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* be any similarity between two pipelines. Copying a pipeline helps Cogl
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* keep track of a pipelines ancestry which we may use to help minimize GPU
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* state changes.
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*
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* Returns: a pointer to the newly allocated #CoglPipeline
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*
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* Since: 2.0
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*/
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CoglPipeline *
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cogl_pipeline_copy (CoglPipeline *source);
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/**
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* cogl_is_pipeline:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing pipeline object.
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*
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* Return value: %TRUE if the handle references a #CoglPipeline,
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* %FALSE otherwise
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*/
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gboolean
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cogl_is_pipeline (CoglHandle handle);
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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*/
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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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/**
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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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*/
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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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|
|
/**
|
|
* cogl_pipeline_get_alpha_test_function:
|
|
* @pipeline: A #CoglPipeline object
|
|
*
|
|
* Return value: The alpha test function of @pipeline.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
CoglPipelineAlphaFunc
|
|
cogl_pipeline_get_alpha_test_function (CoglPipeline *pipeline);
|
|
|
|
/**
|
|
* cogl_pipeline_get_alpha_test_reference:
|
|
* @pipeline: A #CoglPipeline object
|
|
*
|
|
* Return value: The alpha test reference value of @pipeline.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
float
|
|
cogl_pipeline_get_alpha_test_reference (CoglPipeline *pipeline);
|
|
|
|
/**
|
|
* cogl_pipeline_set_blend:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
|
|
* describing the desired blend function.
|
|
* @error: return location for a #GError that may report lack of driver
|
|
* support if you give separate blend string statements for the alpha
|
|
* channel and RGB channels since some drivers, or backends such as
|
|
* GLES 1.1, don't support this feature. May be %NULL, in which case a
|
|
* warning will be printed out using GLib's logging facilities if an
|
|
* error is encountered.
|
|
*
|
|
* If not already familiar; please refer <link linkend="cogl-Blend-Strings">here</link>
|
|
* for an overview of what blend strings are, and their syntax.
|
|
*
|
|
* Blending occurs after the alpha test function, and combines fragments with
|
|
* the framebuffer.
|
|
|
|
* Currently the only blend function Cogl exposes is ADD(). So any valid
|
|
* blend statements will be of the form:
|
|
*
|
|
* |[
|
|
* <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>))
|
|
* ]|
|
|
*
|
|
* This is the list of source-names usable as blend factors:
|
|
* <itemizedlist>
|
|
* <listitem><para>SRC_COLOR: The color of the in comming fragment</para></listitem>
|
|
* <listitem><para>DST_COLOR: The color of the framebuffer</para></listitem>
|
|
* <listitem><para>CONSTANT: The constant set via cogl_pipeline_set_blend_constant()</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* The source names can be used according to the
|
|
* <link linkend="cogl-Blend-String-syntax">color-source and factor syntax</link>,
|
|
* so for example "(1-SRC_COLOR[A])" would be a valid factor, as would
|
|
* "(CONSTANT[RGB])"
|
|
*
|
|
* These can also be used as factors:
|
|
* <itemizedlist>
|
|
* <listitem>0: (0, 0, 0, 0)</listitem>
|
|
* <listitem>1: (1, 1, 1, 1)</listitem>
|
|
* <listitem>SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])</listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* <note>Remember; all color components are normalized to the range [0, 1]
|
|
* before computing the result of blending.</note>
|
|
*
|
|
* <example id="cogl-Blend-Strings-blend-unpremul">
|
|
* <title>Blend Strings/1</title>
|
|
* <para>Blend a non-premultiplied source over a destination with
|
|
* premultiplied alpha:</para>
|
|
* <programlisting>
|
|
* "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
|
|
* "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
|
|
* </programlisting>
|
|
* </example>
|
|
*
|
|
* <example id="cogl-Blend-Strings-blend-premul">
|
|
* <title>Blend Strings/2</title>
|
|
* <para>Blend a premultiplied source over a destination with
|
|
* premultiplied alpha</para>
|
|
* <programlisting>
|
|
* "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
|
|
* </programlisting>
|
|
* </example>
|
|
*
|
|
* The default blend string is:
|
|
* |[
|
|
* RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))
|
|
* ]|
|
|
*
|
|
* That gives normal alpha-blending when the calculated color for the pipeline
|
|
* is in premultiplied form.
|
|
*
|
|
* Return value: %TRUE if the blend string was successfully parsed, and the
|
|
* described blending is supported by the underlying driver/hardware. If
|
|
* there was an error, %FALSE is returned and @error is set accordingly (if
|
|
* present).
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
gboolean
|
|
cogl_pipeline_set_blend (CoglPipeline *pipeline,
|
|
const char *blend_string,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_pipeline_set_blend_constant:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @constant_color: The constant color you want
|
|
*
|
|
* When blending is setup to reference a CONSTANT blend factor then
|
|
* blending will depend on the constant set with this function.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_blend_constant (CoglPipeline *pipeline,
|
|
const CoglColor *constant_color);
|
|
|
|
/**
|
|
* cogl_pipeline_set_point_size:
|
|
* @pipeline: a #CoglHandle to a pipeline.
|
|
* @point_size: the new point size.
|
|
*
|
|
* 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
|
|
*/
|
|
void
|
|
cogl_pipeline_set_point_size (CoglHandle pipeline,
|
|
float point_size);
|
|
|
|
/**
|
|
* cogl_pipeline_get_point_size:
|
|
* @pipeline: a #CoglHandle to a pipeline.
|
|
*
|
|
* 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
|
|
*/
|
|
float
|
|
cogl_pipeline_get_point_size (CoglHandle pipeline);
|
|
|
|
#define cogl_pipeline_get_color_mask cogl_pipeline_get_color_mask_EXP
|
|
/**
|
|
* 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);
|
|
|
|
#define cogl_pipeline_set_color_mask cogl_pipeline_set_color_mask_EXP
|
|
/**
|
|
* 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
|
|
*/
|
|
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
|
|
*/
|
|
void
|
|
cogl_pipeline_set_user_program (CoglPipeline *pipeline,
|
|
CoglHandle program);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the index of the layer
|
|
* @texture: a #CoglHandle for the layer object
|
|
*
|
|
* In addition to the standard OpenGL lighting model a Cogl pipeline may have
|
|
* one or more layers comprised of textures that can be blended together in
|
|
* order, with a number of different texture combine modes. This function
|
|
* defines a new texture layer.
|
|
*
|
|
* The index values of multiple layers do not have to be consecutive; it is
|
|
* only their relative order that is important.
|
|
*
|
|
* <note>In the future, we may define other types of pipeline layers, such
|
|
* as purely GLSL based layers.</note>
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_texture (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
CoglHandle texture);
|
|
|
|
/**
|
|
* cogl_pipeline_remove_layer:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: Specifies the layer you want to remove
|
|
*
|
|
* This function removes a layer from your pipeline
|
|
*/
|
|
void
|
|
cogl_pipeline_remove_layer (CoglPipeline *pipeline,
|
|
int layer_index);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_combine:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: Specifies the layer you want define a combine function for
|
|
* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
|
|
* describing the desired texture combine function.
|
|
* @error: A #GError that may report parse errors or lack of GPU/driver
|
|
* support. May be %NULL, in which case a warning will be printed out if an
|
|
* error is encountered.
|
|
*
|
|
* If not already familiar; you can refer
|
|
* <link linkend="cogl-Blend-Strings">here</link> for an overview of what blend
|
|
* strings are and there syntax.
|
|
*
|
|
* These are all the functions available for texture combining:
|
|
* <itemizedlist>
|
|
* <listitem>REPLACE(arg0) = arg0</listitem>
|
|
* <listitem>MODULATE(arg0, arg1) = arg0 x arg1</listitem>
|
|
* <listitem>ADD(arg0, arg1) = arg0 + arg1</listitem>
|
|
* <listitem>ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5</listitem>
|
|
* <listitem>INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2)</listitem>
|
|
* <listitem>SUBTRACT(arg0, arg1) = arg0 - arg1</listitem>
|
|
* <listitem>
|
|
* <programlisting>
|
|
* DOT3_RGB(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) +
|
|
* (arg0[G] - 0.5)) * (arg1[G] - 0.5) +
|
|
* (arg0[B] - 0.5)) * (arg1[B] - 0.5))
|
|
* </programlisting>
|
|
* </listitem>
|
|
* <listitem>
|
|
* <programlisting>
|
|
* DOT3_RGBA(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) +
|
|
* (arg0[G] - 0.5)) * (arg1[G] - 0.5) +
|
|
* (arg0[B] - 0.5)) * (arg1[B] - 0.5))
|
|
* </programlisting>
|
|
* </listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* Refer to the
|
|
* <link linkend="cogl-Blend-String-syntax">color-source syntax</link> for
|
|
* describing the arguments. The valid source names for texture combining
|
|
* are:
|
|
* <variablelist>
|
|
* <varlistentry>
|
|
* <term>TEXTURE</term>
|
|
* <listitem>Use the color from the current texture layer</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>TEXTURE_0, TEXTURE_1, etc</term>
|
|
* <listitem>Use the color from the specified texture layer</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>CONSTANT</term>
|
|
* <listitem>Use the color from the constant given with
|
|
* cogl_pipeline_set_layer_constant()</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>PRIMARY</term>
|
|
* <listitem>Use the color of the pipeline as set with
|
|
* cogl_pipeline_set_color()</listitem>
|
|
* </varlistentry>
|
|
* <varlistentry>
|
|
* <term>PREVIOUS</term>
|
|
* <listitem>Either use the texture color from the previous layer, or
|
|
* if this is layer 0, use the color of the pipeline as set with
|
|
* cogl_pipeline_set_color()</listitem>
|
|
* </varlistentry>
|
|
* </variablelist>
|
|
*
|
|
* <refsect2 id="cogl-Layer-Combine-Examples">
|
|
* <title>Layer Combine Examples</title>
|
|
* <para>This is effectively what the default blending is:</para>
|
|
* <informalexample><programlisting>
|
|
* RGBA = MODULATE (PREVIOUS, TEXTURE)
|
|
* </programlisting></informalexample>
|
|
* <para>This could be used to cross-fade between two images, using
|
|
* the alpha component of a constant as the interpolator. The constant
|
|
* color is given by calling cogl_pipeline_set_layer_constant.</para>
|
|
* <informalexample><programlisting>
|
|
* RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A])
|
|
* </programlisting></informalexample>
|
|
* </refsect2>
|
|
*
|
|
* <note>You can't give a multiplication factor for arguments as you can
|
|
* with blending.</note>
|
|
*
|
|
* Return value: %TRUE if the blend string was successfully parsed, and the
|
|
* described texture combining is supported by the underlying driver and
|
|
* or hardware. On failure, %FALSE is returned and @error is set
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
gboolean
|
|
cogl_pipeline_set_layer_combine (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
const char *blend_string,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_combine_constant:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: Specifies the layer you want to specify a constant used
|
|
* for texture combining
|
|
* @constant: The constant color you want
|
|
*
|
|
* When you are using the 'CONSTANT' color source in a layer combine
|
|
* description then you can use this function to define its value.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_combine_constant (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
const CoglColor *constant);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_matrix:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the index for the layer inside @pipeline
|
|
* @matrix: the transformation matrix for the layer
|
|
*
|
|
* This function lets you set a matrix that can be used to e.g. translate
|
|
* and rotate a single layer of a pipeline used to fill your geometry.
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_matrix (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_pipeline_get_n_layers:
|
|
* @pipeline: A #CoglPipeline object
|
|
*
|
|
* Retrieves the number of layers defined for the given @pipeline
|
|
*
|
|
* Return value: the number of layers
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
int
|
|
cogl_pipeline_get_n_layers (CoglPipeline *pipeline);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_filters:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
* @min_filter: the filter used when scaling a texture down.
|
|
* @mag_filter: the filter used when magnifying a texture.
|
|
*
|
|
* Changes the decimation and interpolation filters used when a texture is
|
|
* drawn at other scales than 100%.
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_filters (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
CoglPipelineFilter min_filter,
|
|
CoglPipelineFilter mag_filter);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_point_sprite_coords_enabled:
|
|
* @pipeline: a #CoglHandle to a pipeline.
|
|
* @layer_index: the layer number to change.
|
|
* @enable: whether to enable point sprite coord generation.
|
|
* @error: A return location for a GError, or NULL to ignore errors.
|
|
*
|
|
* When rendering points, if @enable is %TRUE then the texture
|
|
* coordinates for this layer will be replaced with coordinates that
|
|
* vary from 0.0 to 1.0 across the primitive. The top left of the
|
|
* point will have the coordinates 0.0,0.0 and the bottom right will
|
|
* have 1.0,1.0. If @enable is %FALSE then the coordinates will be
|
|
* fixed for the entire point.
|
|
*
|
|
* This function will only work if %COGL_FEATURE_POINT_SPRITE is
|
|
* available. If the feature is not available then the function will
|
|
* return %FALSE and set @error.
|
|
*
|
|
* Return value: %TRUE if the function succeeds, %FALSE otherwise.
|
|
* Since: 2.0
|
|
*/
|
|
gboolean
|
|
cogl_pipeline_set_layer_point_sprite_coords_enabled (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
gboolean enable,
|
|
GError **error);
|
|
|
|
/**
|
|
* cogl_pipeline_get_layer_point_sprite_coords_enabled:
|
|
* @pipeline: a #CoglHandle to a pipeline.
|
|
* @layer_index: the layer number to check.
|
|
*
|
|
* Gets whether point sprite coordinate generation is enabled for this
|
|
* texture layer.
|
|
*
|
|
* Return value: whether the texture coordinates will be replaced with
|
|
* point sprite coordinates.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
gboolean
|
|
cogl_pipeline_get_layer_point_sprite_coords_enabled (CoglPipeline *pipeline,
|
|
int layer_index);
|
|
|
|
/**
|
|
* cogl_pipeline_get_layer_wrap_mode_s:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
*
|
|
* Returns the wrap mode for the 's' coordinate of texture lookups on this
|
|
* layer.
|
|
*
|
|
* Return value: the wrap mode for the 's' coordinate of texture lookups on
|
|
* this layer.
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
CoglPipelineWrapMode
|
|
cogl_pipeline_get_layer_wrap_mode_s (CoglPipeline *pipeline,
|
|
int layer_index);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_wrap_mode_s:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for the 's' coordinate of texture lookups on this layer.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_wrap_mode_s (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
CoglPipelineWrapMode mode);
|
|
|
|
/**
|
|
* cogl_pipeline_get_layer_wrap_mode_t:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
*
|
|
* Returns the wrap mode for the 't' coordinate of texture lookups on this
|
|
* layer.
|
|
*
|
|
* Return value: the wrap mode for the 't' coordinate of texture lookups on
|
|
* this layer.
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
CoglPipelineWrapMode
|
|
cogl_pipeline_get_layer_wrap_mode_t (CoglPipeline *pipeline,
|
|
int layer_index);
|
|
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_wrap_mode_t:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for the 't' coordinate of texture lookups on this layer.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_wrap_mode_t (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
CoglPipelineWrapMode mode);
|
|
|
|
/**
|
|
* cogl_pipeline_get_layer_wrap_mode_p:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
*
|
|
* Returns the wrap mode for the 'p' coordinate of texture lookups on this
|
|
* layer.
|
|
*
|
|
* Return value: the wrap mode for the 'p' coordinate of texture lookups on
|
|
* this layer.
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
CoglPipelineWrapMode
|
|
cogl_pipeline_get_layer_wrap_mode_p (CoglPipeline *pipeline,
|
|
int layer_index);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_wrap_mode_p:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for the 'p' coordinate of texture lookups on
|
|
* this layer. 'p' is the third coordinate.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_wrap_mode_p (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
CoglPipelineWrapMode mode);
|
|
|
|
/**
|
|
* cogl_pipeline_set_layer_wrap_mode:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @layer_index: the layer number to change.
|
|
* @mode: the new wrap mode
|
|
*
|
|
* Sets the wrap mode for all three coordinates of texture lookups on
|
|
* this layer. This is equivalent to calling
|
|
* cogl_pipeline_set_layer_wrap_mode_s(),
|
|
* cogl_pipeline_set_layer_wrap_mode_t() and
|
|
* cogl_pipeline_set_layer_wrap_mode_p() separately.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_pipeline_set_layer_wrap_mode (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
CoglPipelineWrapMode mode);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
|
|
/**
|
|
* 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);
|
|
|
|
/**
|
|
* CoglPipelineLayerCallback:
|
|
* @pipeline: The #CoglPipeline whos layers are being iterated
|
|
* @layer_index: The current layer index
|
|
* @user_data: The private data passed to cogl_pipeline_foreach_layer()
|
|
*
|
|
* The callback prototype used with cogl_pipeline_foreach_layer() for
|
|
* iterating all the layers of a @pipeline.
|
|
*
|
|
* Since: 2.0
|
|
* Stability: Unstable
|
|
*/
|
|
typedef gboolean (*CoglPipelineLayerCallback) (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data);
|
|
|
|
/**
|
|
* cogl_pipeline_foreach_layer:
|
|
* @pipeline: A #CoglPipeline object
|
|
* @callback: A #CoglPipelineLayerCallback to be called for each layer
|
|
* index
|
|
* @user_data: Private data that will be passed to the callback
|
|
*
|
|
* Iterates all the layer indices of the given @pipeline.
|
|
*
|
|
* Since: 2.0
|
|
* Stability: Unstable
|
|
*/
|
|
void
|
|
cogl_pipeline_foreach_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayerCallback callback,
|
|
void *user_data);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
G_END_DECLS
|
|
|
|
#endif /* __COGL_PIPELINE_H__ */
|