mutter/cogl/cogl-shader.h
Tomeu Vizoso 93d0de1d9a Mass rename CLUTTER_COMPILATION to COGL_COMPILATION
Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit a99512e5798e48ffa3a9a1a7eb98bc55647ee1b6)
2012-08-06 14:27:45 +01:00

655 lines
20 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_SHADER_H__
#define __COGL_SHADER_H__
#include <cogl/cogl-types.h>
#include <cogl/cogl-defines.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-shaders
* @short_description: Fuctions for accessing the programmable GL pipeline
*
* Cogl allows accessing the GL programmable pipeline in order to create
* vertex and fragment shaders.
*
* The shader source code can either be GLSL or ARBfp. If the source
* code is ARBfp, it must begin with the string “!!ARBfp1.0”. The
* application should check for the %COGL_FEATURE_SHADERS_GLSL or
* %COGL_FEATURE_SHADERS_ARBFP features before using shaders.
*
* When using GLSL Cogl provides replacement names for most of the
* builtin varyings and uniforms. It is recommended to use these names
* wherever possible to increase portability between OpenGL 2.0 and
* GLES 2.0. GLES 2.0 does not have most of the builtins under their
* original names so they will only work with the Cogl names.
*
* For use in all GLSL shaders, the Cogl builtins are as follows:
*
* <tip>
* <glosslist>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_modelview_matrix</emphasis></glossterm>
* <glossdef><para>
* The current modelview matrix. This is equivalent to
* #gl_ModelViewMatrix.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_projection_matrix</emphasis></glossterm>
* <glossdef><para>
* The current projection matrix. This is equivalent to
* #gl_ProjectionMatrix.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_modelview_projection_matrix</emphasis></glossterm>
* <glossdef><para>
* The combined modelview and projection matrix. A vertex shader
* would typically use this to transform the incoming vertex
* position. The separate modelview and projection matrices are
* usually only needed for lighting calculations. This is
* equivalent to #gl_ModelViewProjectionMatrix.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_texture_matrix</emphasis>[]</glossterm>
* <glossdef><para>
* An array of matrices for transforming the texture
* coordinates. This is equivalent to #gl_TextureMatrix.
* </para></glossdef>
* </glossentry>
* </glosslist>
* </tip>
*
* In a vertex shader, the following are also available:
*
* <tip>
* <glosslist>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_position_in</emphasis></glossterm>
* <glossdef><para>
* The incoming vertex position. This is equivalent to #gl_Vertex.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_color_in</emphasis></glossterm>
* <glossdef><para>
* The incoming vertex color. This is equivalent to #gl_Color.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_tex_coord_in</emphasis></glossterm>
* <glossdef><para>
* The texture coordinate for the first texture unit. This is
* equivalent to #gl_MultiTexCoord0.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_tex_coord0_in</emphasis></glossterm>
* <glossdef><para>
* The texture coordinate for the first texture unit. This is
* equivalent to #gl_MultiTexCoord0. There is also
* #cogl_tex_coord1_in and so on.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec3
* <emphasis>cogl_normal_in</emphasis></glossterm>
* <glossdef><para>
* The normal of the vertex. This is equivalent to #gl_Normal.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>vec4
* <emphasis>cogl_position_out</emphasis></glossterm>
* <glossdef><para>
* The calculated position of the vertex. This must be written to
* in all vertex shaders. This is equivalent to #gl_Position.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>float
* <emphasis>cogl_point_size_out</emphasis></glossterm>
* <glossdef><para>
* The calculated size of a point. This is equivalent to #gl_PointSize.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>varying vec4
* <emphasis>cogl_color_out</emphasis></glossterm>
* <glossdef><para>
* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>varying vec4
* <emphasis>cogl_tex_coord_out</emphasis>[]</glossterm>
* <glossdef><para>
* An array of calculated texture coordinates for a vertex. This is
* equivalent to #gl_TexCoord.
* </para></glossdef>
* </glossentry>
* </glosslist>
* </tip>
*
* In a fragment shader, the following are also available:
*
* <tip>
* <glosslist>
* <glossentry>
* <glossterm>varying vec4 <emphasis>cogl_color_in</emphasis></glossterm>
* <glossdef><para>
* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>varying vec4
* <emphasis>cogl_tex_coord_in</emphasis>[]</glossterm>
* <glossdef><para>
* An array of calculated texture coordinates for a vertex. This is
* equivalent to #gl_TexCoord.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>vec4 <emphasis>cogl_color_out</emphasis></glossterm>
* <glossdef><para>
* The final calculated color of the fragment. All fragment shaders
* must write to this variable. This is equivalent to
* #gl_FrontColor.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>float <emphasis>cogl_depth_out</emphasis></glossterm>
* <glossdef><para>
* An optional output variable specifying the depth value to use
* for this fragment. This is equivalent to #gl_FragDepth.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>bool <emphasis>cogl_front_facing</emphasis></glossterm>
* <glossdef><para>
* A readonly variable that will be true if the current primitive
* is front facing. This can be used to implement two-sided
* coloring algorithms. This is equivalent to #gl_FrontFacing.
* </para></glossdef>
* </glossentry>
* </glosslist>
* </tip>
*
* It's worth nothing that this API isn't what Cogl would like to have
* in the long term and it may be removed in Cogl 2.0. The
* experimental #CoglShader API is the proposed replacement.
*/
/**
* CoglShaderType:
* @COGL_SHADER_TYPE_VERTEX: A program for proccessing vertices
* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
*
* Types of shaders
*
* Since: 1.0
*/
typedef enum {
COGL_SHADER_TYPE_VERTEX,
COGL_SHADER_TYPE_FRAGMENT
} CoglShaderType;
/**
* cogl_create_shader:
* @shader_type: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.
*
* Create a new shader handle, use cogl_shader_source() to set the
* source code to be used on it.
*
* Returns: a new shader handle.
*/
CoglHandle
cogl_create_shader (CoglShaderType shader_type);
#ifndef COGL_DISABLE_DEPRECATED
/**
* cogl_shader_ref:
* @handle: A #CoglHandle to a shader.
*
* Add an extra reference to a shader.
*
* Deprecated: 1.0: Please use cogl_handle_ref() instead.
*
* Returns: @handle
*/
CoglHandle
cogl_shader_ref (CoglHandle handle) G_GNUC_DEPRECATED;
/**
* cogl_shader_unref:
* @handle: A #CoglHandle to a shader.
*
* Removes a reference to a shader. If it was the last reference the
* shader object will be destroyed.
*
* Deprecated: 1.0: Please use cogl_handle_unref() instead.
*/
void
cogl_shader_unref (CoglHandle handle) G_GNUC_DEPRECATED;
#endif /* COGL_DISABLE_DEPRECATED */
/**
* cogl_is_shader:
* @handle: A CoglHandle
*
* Gets whether the given handle references an existing shader object.
*
* Returns: %TRUE if the handle references a shader,
* %FALSE otherwise
*/
CoglBool
cogl_is_shader (CoglHandle handle);
/**
* cogl_shader_source:
* @shader: #CoglHandle for a shader.
* @source: Shader source.
*
* Replaces the current source associated with a shader with a new
* one.
*
* Please see <link
* linkend="cogl-Shaders-and-Programmable-Pipeline.description">above</link>
* for a description of the recommended format for the shader code.
*/
void
cogl_shader_source (CoglHandle shader,
const char *source);
/**
* cogl_shader_compile:
* @handle: #CoglHandle for a shader.
*
* Compiles the shader, no return value, but the shader is now ready
* for linking into a program. Note that calling this function is
* optional. If it is not called then the shader will be automatically
* compiled when it is linked.
*/
void
cogl_shader_compile (CoglHandle handle);
/**
* cogl_shader_get_info_log:
* @handle: #CoglHandle for a shader.
*
* Retrieves the information log for a coglobject, can be used in conjunction
* with cogl_shader_get_parameteriv() to retrieve the compiler warnings/error
* messages that caused a shader to not compile correctly, mainly useful for
* debugging purposes.
*
* Return value: a newly allocated string containing the info log. Use
* g_free() to free it
*/
char *
cogl_shader_get_info_log (CoglHandle handle);
/**
* cogl_shader_get_type:
* @handle: #CoglHandle for a shader.
*
* Retrieves the type of a shader #CoglHandle
*
* Return value: %COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
* or %COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
*/
CoglShaderType
cogl_shader_get_type (CoglHandle handle);
/**
* cogl_shader_is_compiled:
* @handle: #CoglHandle for a shader.
*
* Retrieves whether a shader #CoglHandle has been compiled
*
* Return value: %TRUE if the shader object has sucessfully be compiled
*/
CoglBool
cogl_shader_is_compiled (CoglHandle handle);
/**
* cogl_create_program:
*
* Create a new cogl program object that can be used to replace parts of the GL
* rendering pipeline with custom code.
*
* Returns: a new cogl program.
*/
CoglHandle
cogl_create_program (void);
#ifndef COGL_DISABLE_DEPRECATED
/**
* cogl_program_ref:
* @handle: A #CoglHandle to a program.
*
* Add an extra reference to a program.
*
* Deprecated: 1.0: Please use cogl_handle_ref() instead.
*
* Returns: @handle
*/
CoglHandle
cogl_program_ref (CoglHandle handle) G_GNUC_DEPRECATED;
/**
* cogl_program_unref:
* @handle: A #CoglHandle to a program.
*
* Removes a reference to a program. If it was the last reference the
* program object will be destroyed.
*
* Deprecated: 1.0: Please use cogl_handle_unref() instead.
*/
void
cogl_program_unref (CoglHandle handle) G_GNUC_DEPRECATED;
#endif /* COGL_DISABLE_DEPRECATED */
/**
* cogl_is_program:
* @handle: A CoglHandle
*
* Gets whether the given handle references an existing program object.
*
* Returns: %TRUE if the handle references a program,
* %FALSE otherwise
*/
CoglBool
cogl_is_program (CoglHandle handle);
/**
* cogl_program_attach_shader:
* @program_handle: a #CoglHandle for a shdaer program.
* @shader_handle: a #CoglHandle for a vertex of fragment shader.
*
* Attaches a shader to a program object. A program can have multiple
* vertex or fragment shaders but only one of them may provide a
* main() function. It is allowed to use a program with only a vertex
* shader or only a fragment shader.
*/
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle);
/**
* cogl_program_link:
* @handle: a #CoglHandle for a shader program.
*
* Links a program making it ready for use. Note that calling this
* function is optional. If it is not called the program will
* automatically be linked the first time it is used.
*/
void
cogl_program_link (CoglHandle handle);
/**
* cogl_program_use:
* @handle: a #CoglHandle for a shader program or %COGL_INVALID_HANDLE.
*
* Activate a specific shader program replacing that part of the GL
* rendering pipeline, if passed in %COGL_INVALID_HANDLE the default
* behavior of GL is reinstated.
*
* This function affects the global state of the current Cogl
* context. It is much more efficient to attach the shader to a
* specific material used for rendering instead by calling
* cogl_material_set_user_program().
*/
void
cogl_program_use (CoglHandle handle);
/**
* cogl_program_get_uniform_location:
* @handle: a #CoglHandle for a shader program.
* @uniform_name: the name of a uniform.
*
* Retrieve the location (offset) of a uniform variable in a shader program,
* a uniform is a variable that is constant for all vertices/fragments for a
* shader object and is possible to modify as an external parameter.
*
* Return value: the offset of a uniform in a specified program.
* This uniform can be set using cogl_program_uniform_1f() when the
* program is in use.
*/
int
cogl_program_get_uniform_location (CoglHandle handle,
const char *uniform_name);
/**
* cogl_program_set_uniform_1f:
* @program: A #CoglHandle for a linked program
* @uniform_location: the uniform location retrieved from
* cogl_program_get_uniform_location().
* @value: the new value of the uniform.
*
* Changes the value of a floating point uniform for the given linked
* @program.
*
* Since: 1.4
*/
void
cogl_program_set_uniform_1f (CoglHandle program,
int uniform_location,
float value);
/**
* cogl_program_set_uniform_1i:
* @program: A #CoglHandle for a linked program
* @uniform_location: the uniform location retrieved from
* cogl_program_get_uniform_location().
* @value: the new value of the uniform.
*
* Changes the value of an integer uniform for the given linked
* @program.
*
* Since: 1.4
*/
void
cogl_program_set_uniform_1i (CoglHandle program,
int uniform_location,
int value);
/**
* cogl_program_set_uniform_float:
* @program: A #CoglHandle for a linked program
* @uniform_location: the uniform location retrieved from
* cogl_program_get_uniform_location().
* @n_components: The number of components for the uniform. For
* example with glsl you'd use 3 for a vec3 or 4 for a vec4.
* @count: For uniform arrays this is the array length otherwise just
* pass 1
* @value: (array length=count): the new value of the uniform[s].
*
* Changes the value of a float vector uniform, or uniform array for
* the given linked @program.
*
* Since: 1.4
*/
void
cogl_program_set_uniform_float (CoglHandle program,
int uniform_location,
int n_components,
int count,
const float *value);
/**
* cogl_program_set_uniform_int:
* @program: A #CoglHandle for a linked program
* @uniform_location: the uniform location retrieved from
* cogl_program_get_uniform_location().
* @n_components: The number of components for the uniform. For
* example with glsl you'd use 3 for a vec3 or 4 for a vec4.
* @count: For uniform arrays this is the array length otherwise just
* pass 1
* @value: (array length=count): the new value of the uniform[s].
*
* Changes the value of a int vector uniform, or uniform array for
* the given linked @program.
*
* Since: 1.4
*/
void
cogl_program_set_uniform_int (CoglHandle program,
int uniform_location,
int n_components,
int count,
const int *value);
/**
* cogl_program_set_uniform_matrix:
* @program: A #CoglHandle for a linked program
* @uniform_location: the uniform location retrieved from
* cogl_program_get_uniform_location().
* @dimensions: The dimensions of the matrix. So for for example pass
* 2 for a 2x2 matrix or 3 for 3x3.
* @count: For uniform arrays this is the array length otherwise just
* pass 1
* @transpose: Whether to transpose the matrix when setting the uniform.
* @value: (array length=count): the new value of the uniform.
*
* Changes the value of a matrix uniform, or uniform array in the
* given linked @program.
*
* Since: 1.4
*/
void
cogl_program_set_uniform_matrix (CoglHandle program,
int uniform_location,
int dimensions,
int count,
CoglBool transpose,
const float *value);
#ifndef COGL_DISABLE_DEPRECATED
/**
* cogl_program_uniform_1f:
* @uniform_no: the uniform to set.
* @value: the new value of the uniform.
*
* Changes the value of a floating point uniform in the currently
* used (see cogl_program_use()) shader program.
*
* Deprecated: 1.4: Use cogl_program_set_uniform_1f() instead.
*/
void
cogl_program_uniform_1f (int uniform_no,
float value) G_GNUC_DEPRECATED;
/**
* cogl_program_uniform_1i:
* @uniform_no: the uniform to set.
* @value: the new value of the uniform.
*
* Changes the value of an integer uniform in the currently
* used (see cogl_program_use()) shader program.
*
* Deprecated: 1.4: Use cogl_program_set_uniform_1i() instead.
*/
void
cogl_program_uniform_1i (int uniform_no,
int value) G_GNUC_DEPRECATED;
/**
* cogl_program_uniform_float:
* @uniform_no: the uniform to set.
* @size: Size of float vector.
* @count: Size of array of uniforms.
* @value: (array length=count): the new value of the uniform.
*
* Changes the value of a float vector uniform, or uniform array in the
* currently used (see cogl_program_use()) shader program.
*
* Deprecated: 1.4: Use cogl_program_set_uniform_float() instead.
*/
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const float *value) G_GNUC_DEPRECATED;
/**
* cogl_program_uniform_int:
* @uniform_no: the uniform to set.
* @size: Size of int vector.
* @count: Size of array of uniforms.
* @value: (array length=count): the new value of the uniform.
*
* Changes the value of a int vector uniform, or uniform array in the
* currently used (see cogl_program_use()) shader program.
*/
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const int *value) G_GNUC_DEPRECATED;
/**
* cogl_program_uniform_matrix:
* @uniform_no: the uniform to set.
* @size: Size of matrix.
* @count: Size of array of uniforms.
* @transpose: Whether to transpose the matrix when setting the uniform.
* @value: (array length=count): the new value of the uniform.
*
* Changes the value of a matrix uniform, or uniform array in the
* currently used (see cogl_program_use()) shader program. The @size
* parameter is used to determine the square size of the matrix.
*/
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
CoglBool transpose,
const float *value) G_GNUC_DEPRECATED;
#endif /* COGL_DISABLE_DEPRECATED */
G_END_DECLS
#endif /* __COGL_SHADER_H__ */