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f322da3794
There were a number of functions intended to support creating of new primitives using materials, but at this point they aren't used outside of Cogl so until someone has a usecase and we can get feedback on this API, it's being removed before we release Clutter 1.0.
220 lines
7.0 KiB
C
220 lines
7.0 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) 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATERIAL_PRIVATE_H
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#define __COGL_MATERIAL_PRIVATE_H
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#include "cogl-material.h"
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#include "cogl-matrix.h"
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#include "cogl-handle.h"
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#include <glib.h>
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typedef struct _CoglMaterial CoglMaterial;
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typedef struct _CoglMaterialLayer CoglMaterialLayer;
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/* XXX: I don't think gtk-doc supports having private enums so these aren't
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* bundled in with CoglMaterialLayerFlags */
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typedef enum _CoglMaterialLayerPrivFlags
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{
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/* Ref: CoglMaterialLayerFlags
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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*/
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COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1,
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COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2
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} CoglMaterialLayerPrivFlags;
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/* For tracking the state of a layer that's been flushed to OpenGL */
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typedef struct _CoglLayerInfo
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{
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CoglHandle handle;
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gulong flags;
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GLenum gl_target;
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GLuint gl_texture;
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gboolean fallback;
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gboolean disabled;
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gboolean layer0_overridden;
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} CoglLayerInfo;
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struct _CoglMaterialLayer
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{
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CoglHandleObject _parent;
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guint index; /*!< lowest index is blended first then others
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on top */
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gulong flags;
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CoglHandle texture; /*!< The texture for this layer, or COGL_INVALID_HANDLE
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for an empty layer */
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/* Determines how the color of individual texture fragments
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* are calculated. */
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GLint texture_combine_rgb_func;
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GLint texture_combine_rgb_src[3];
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GLint texture_combine_rgb_op[3];
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GLint texture_combine_alpha_func;
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GLint texture_combine_alpha_src[3];
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GLint texture_combine_alpha_op[3];
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GLfloat texture_combine_constant[4];
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/* TODO: Support purely GLSL based material layers */
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CoglMatrix matrix;
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};
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typedef enum _CoglMaterialFlags
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{
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COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<0,
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COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<1,
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COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<2,
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COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<3,
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COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<4,
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COGL_MATERIAL_FLAG_DEFAULT_BLEND_FUNC = 1L<<5
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} CoglMaterialFlags;
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struct _CoglMaterial
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{
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CoglHandleObject _parent;
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gulong flags;
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/* If no lighting is enabled; this is the basic material color */
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GLfloat unlit[4];
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/* Standard OpenGL lighting model attributes */
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat emission[4];
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GLfloat shininess;
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/* Determines what fragments are discarded based on their alpha */
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CoglMaterialAlphaFunc alpha_func;
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GLfloat alpha_func_reference;
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/* Determines how this material is blended with other primitives */
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#ifndef HAVE_COGL_GLES
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLint blend_src_factor_alpha;
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GLint blend_dst_factor_alpha;
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GLfloat blend_constant[4];
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#endif
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GLint blend_src_factor_rgb;
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GLint blend_dst_factor_rgb;
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GList *layers;
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};
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/*
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/*
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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gulong _cogl_material_get_cogl_enable_flags (CoglHandle handle);
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/*
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* CoglMaterialLayerFlags:
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* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
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* custom texture matrix.
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*/
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typedef enum _CoglMaterialLayerFlags
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{
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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} CoglMaterialLayerFlags;
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/* XXX: NB: if you add flags here you will need to update
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* CoglMaterialLayerPrivFlags!!! */
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/*
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* cogl_material_layer_get_flags:
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* @layer_handle: A CoglMaterialLayer layer handle
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*
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* This lets you get a number of flag attributes about the layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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* internally, but if you are developing custom primitives directly with
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* OpenGL you may need this.
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*/
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gulong _cogl_material_layer_get_flags (CoglHandle layer_handle);
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/*
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* CoglMaterialFlushOption:
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* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: Follow this by a guin32 mask
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* of the layers that can't be supported with the user supplied texture
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* and need to be replaced with fallback textures. (1 = fallback, and the
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* least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_DISABLE_MASK: Follow this by a guint32 mask
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* of the layers that you want to completly disable texturing for
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* (1 = fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: Follow this by a GLuint OpenGL texture
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* name to override the texture used for layer 0 of the material. This is
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* intended for dealing with sliced textures where you will need to point
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* to each of the texture slices in turn when drawing your geometry.
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* Passing a value of 0 is the same as not passing the option at all.
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*/
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typedef enum _CoglMaterialFlushOption
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{
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COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
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} CoglMaterialFlushOption;
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/*
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* cogl_material_flush_gl_state:
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* @material: A CoglMaterial object
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* @...: A NULL terminated list of (CoglMaterialFlushOption, data) pairs
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*
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* This function commits the state of the specified CoglMaterial - including
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* the texture state for all the layers - to the OpenGL[ES] driver.
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*
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* Since 1.0
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*/
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void _cogl_material_flush_gl_state (CoglHandle material,
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...) G_GNUC_NULL_TERMINATED;
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#endif /* __COGL_MATERIAL_PRIVATE_H */
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