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1b2dd815b4
This adds much more comprehensive support for gobject-introspection based bindings by registering all objects as fundamental types that inherit from CoglObject, and all structs as boxed types. Co-Author: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
867 lines
31 KiB
C
867 lines
31 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2011, 2013 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_SNIPPET_H__
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#define __COGL_SNIPPET_H__
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-snippet
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* @short_description: Functions for creating and manipulating shader snippets
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*
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* #CoglSnippet<!-- -->s are used to modify or replace parts of a
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* #CoglPipeline using GLSL. GLSL is a programming language supported
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* by OpenGL on programmable hardware to provide a more flexible
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* description of what should be rendered. A description of GLSL
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* itself is outside the scope of this documentation but any good
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* OpenGL book should help to describe it.
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*
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* Unlike in OpenGL, when using GLSL with Cogl it is possible to write
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* short snippets to replace small sections of the pipeline instead of
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* having to replace the whole of either the vertex or fragment
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* pipelines. Of course it is also possible to replace the whole of
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* the pipeline if needed.
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*
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* Each snippet is a standalone chunk of code which would attach to
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* the pipeline at a particular point. The code is split into four
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* separate strings (all of which are optional):
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>declarations</glossterm>
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* <glossdef><para>
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* The code in this string will be inserted outside of any function in
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* the global scope of the shader. This can be used to declare
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* uniforms, attributes, varyings and functions to be used by the
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* snippet.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>pre</glossterm>
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* <glossdef><para>
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* The code in this string will be inserted before the hook point.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>post</glossterm>
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* <glossdef><para>
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* The code in this string will be inserted after the hook point. This
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* can be used to modify the results of the builtin generated code for
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* that hook point.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>replace</glossterm>
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* <glossdef><para>
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* If present the code in this string will replace the generated code
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* for the hook point.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* All of the strings apart from the declarations string of a pipeline
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* are generated in a single function so they can share variables
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* declared from one string in another. The scope of the code is
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* limited to each snippet so local variables declared in the snippet
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* will not collide with variables declared in another
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* snippet. However, code in the 'declarations' string is global to
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* the shader so it is the application's responsibility to ensure that
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* variables declared here will not collide with those from other
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* snippets.
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*
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* The snippets can be added to a pipeline with
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* cogl_pipeline_add_snippet() or
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* cogl_pipeline_add_layer_snippet(). Which function to use depends on
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* which hook the snippet is targetting. The snippets are all
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* generated in the order they are added to the pipeline. That is, the
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* post strings are executed in the order they are added to the
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* pipeline and the pre strings are executed in reverse order. If any
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* replace strings are given for a snippet then any other snippets
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* with the same hook added before that snippet will be ignored. The
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* different hooks are documented under #CoglSnippetHook.
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*
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* For portability with GLES2, it is recommended not to use the GLSL
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* builtin names such as gl_FragColor. Instead there are replacement
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* names under the cogl_* namespace which can be used instead. These
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* are:
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_modelview_matrix</emphasis></glossterm>
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* <glossdef><para>
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* The current modelview matrix. This is equivalent to
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* #gl_ModelViewMatrix.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_projection_matrix</emphasis></glossterm>
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* <glossdef><para>
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* The current projection matrix. This is equivalent to
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* #gl_ProjectionMatrix.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_modelview_projection_matrix</emphasis></glossterm>
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* <glossdef><para>
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* The combined modelview and projection matrix. A vertex shader
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* would typically use this to transform the incoming vertex
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* position. The separate modelview and projection matrices are
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* usually only needed for lighting calculations. This is
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* equivalent to #gl_ModelViewProjectionMatrix.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>uniform mat4
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* <emphasis>cogl_texture_matrix</emphasis>[]</glossterm>
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* <glossdef><para>
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* An array of matrices for transforming the texture
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* coordinates. This is equivalent to #gl_TextureMatrix.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* In a vertex shader, the following are also available:
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_position_in</emphasis></glossterm>
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* <glossdef><para>
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* The incoming vertex position. This is equivalent to #gl_Vertex.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_color_in</emphasis></glossterm>
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* <glossdef><para>
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* The incoming vertex color. This is equivalent to #gl_Color.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_tex_coord_in</emphasis></glossterm>
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* <glossdef><para>
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* The texture coordinate for layer 0. This is an alternative name
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* for #cogl_tex_coord0_in.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec4
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* <emphasis>cogl_tex_coord0_in</emphasis></glossterm>
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* <glossdef><para>
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* The texture coordinate for the layer 0. This is equivalent to
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* #gl_MultiTexCoord0. There will also be #cogl_tex_coord1_in and
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* so on if more layers are added to the pipeline.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>attribute vec3
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* <emphasis>cogl_normal_in</emphasis></glossterm>
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* <glossdef><para>
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* The normal of the vertex. This is equivalent to #gl_Normal.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>vec4
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* <emphasis>cogl_position_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated position of the vertex. This must be written to
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* in all vertex shaders. This is equivalent to #gl_Position.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>float
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* <emphasis>cogl_point_size_in</emphasis></glossterm>
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* <glossdef><para>
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* The incoming point size from the cogl_point_size_in attribute.
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* This is only available if
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* cogl_pipeline_set_per_vertex_point_size() is set on the
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* pipeline.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>float
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* <emphasis>cogl_point_size_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated size of a point. This is equivalent to #gl_PointSize.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>varying vec4
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* <emphasis>cogl_color_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>varying vec4
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* <emphasis>cogl_tex_coord0_out</emphasis></glossterm>
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* <glossdef><para>
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* The calculated texture coordinate for layer 0 of the pipeline.
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* This is equivalent to #gl_TexCoord[0]. There will also be
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* #cogl_tex_coord1_out and so on if more layers are added to the
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* pipeline. In the fragment shader, this varying is called
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* #cogl_tex_coord0_in.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* In a fragment shader, the following are also available:
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*
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* <glosslist>
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* <glossentry>
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* <glossterm>varying vec4 <emphasis>cogl_color_in</emphasis></glossterm>
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* <glossdef><para>
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* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>varying vec4
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* <emphasis>cogl_tex_coord0_in</emphasis></glossterm>
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* <glossdef><para>
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* The texture coordinate for layer 0. This is equivalent to
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* #gl_TexCoord[0]. There will also be #cogl_tex_coord1_in and so
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* on if more layers are added to the pipeline.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>vec4 <emphasis>cogl_color_out</emphasis></glossterm>
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* <glossdef><para>
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* The final calculated color of the fragment. All fragment shaders
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* must write to this variable. This is equivalent to
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* #gl_FrontColor.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>float <emphasis>cogl_depth_out</emphasis></glossterm>
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* <glossdef><para>
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* An optional output variable specifying the depth value to use
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* for this fragment. This is equivalent to #gl_FragDepth.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>bool <emphasis>cogl_front_facing</emphasis></glossterm>
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* <glossdef><para>
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* A readonly variable that will be true if the current primitive
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* is front facing. This can be used to implement two-sided
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* coloring algorithms. This is equivalent to #gl_FrontFacing.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>vec2 <emphasis>cogl_point_coord</emphasis></glossterm>
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* <glossdef><para>
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* When rendering points, this will contain a vec2 which represents
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* the position within the point of the current fragment.
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* vec2(0.0,0.0) will be the topleft of the point and vec2(1.0,1.0)
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* will be the bottom right. Note that there is currently a bug in
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* Cogl where when rendering to an offscreen buffer these
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* coordinates will be upside-down. The value is undefined when not
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* rendering points. This builtin can only be used if the
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* %COGL_FEATURE_ID_POINT_SPRITE feature is available.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* Here is an example of using a snippet to add a desaturate effect to the
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* generated color on a pipeline.
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*
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* <programlisting>
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* CoglPipeline *pipeline = cogl_pipeline_new ();
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*
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* /<!-- -->* Set up the pipeline here, ie by adding a texture or other
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* layers *<!-- -->/
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*
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* /<!-- -->* Create the snippet. The first string is the declarations which
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* we will use to add a uniform. The second is the 'post' string which
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* will contain the code to perform the desaturation. *<!-- -->/
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* CoglSnippet *snippet =
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* cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
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* "uniform float factor;",
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* "float gray = dot (vec3 (0.299, 0.587, 0.114), "
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* " cogl_color_out.rgb);"
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* "cogl_color_out.rgb = mix (vec3 (gray),"
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* " cogl_color_out.rgb,"
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* " factor);");
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*
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* /<!-- -->* Add it to the pipeline *<!-- -->/
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* cogl_pipeline_add_snippet (pipeline, snippet);
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* /<!-- -->* The pipeline keeps a reference to the snippet
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* so we don't need to *<!-- -->/
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* cogl_object_unref (snippet);
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*
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* /<!-- -->* Update the custom uniform on the pipeline *<!-- -->/
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* int location = cogl_pipeline_get_uniform_location (pipeline, "factor");
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* cogl_pipeline_set_uniform_1f (pipeline, location, 0.5f);
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*
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* /<!-- -->* Now we can render with the snippet as usual *<!-- -->/
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* cogl_push_source (pipeline);
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* cogl_rectangle (0, 0, 10, 10);
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* cogl_pop_source ();
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* </programlisting>
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*/
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typedef struct _CoglSnippet CoglSnippet;
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#define COGL_SNIPPET(OBJECT) ((CoglSnippet *)OBJECT)
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#ifdef COGL_HAS_GTYPE_SUPPORT
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/**
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* cogl_snippet_get_gtype:
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*
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* Returns: a #GType that can be used with the GLib type system.
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*/
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GType cogl_snippet_get_gtype (void);
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#endif
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/* Enumeration of all the hook points that a snippet can be attached
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to within a pipeline. */
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/**
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* CoglSnippetHook:
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* @COGL_SNIPPET_HOOK_VERTEX_GLOBALS: A hook for declaring global data
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* that can be shared with all other snippets that are on a vertex
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* hook.
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* @COGL_SNIPPET_HOOK_FRAGMENT_GLOBALS: A hook for declaring global
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* data wthat can be shared with all other snippets that are on a
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* fragment hook.
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* @COGL_SNIPPET_HOOK_VERTEX: A hook for the entire vertex processing
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* stage of the pipeline.
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* @COGL_SNIPPET_HOOK_VERTEX_TRANSFORM: A hook for the vertex transformation.
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* @COGL_SNIPPET_HOOK_POINT_SIZE: A hook for manipulating the point
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* size of a vertex. This is only used if
|
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* cogl_pipeline_set_per_vertex_point_size() is enabled on the
|
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* pipeline.
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* @COGL_SNIPPET_HOOK_FRAGMENT: A hook for the entire fragment
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* processing stage of the pipeline.
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* @COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM: A hook for applying the
|
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* layer matrix to a texture coordinate for a layer.
|
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* @COGL_SNIPPET_HOOK_LAYER_FRAGMENT: A hook for the fragment
|
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* processing of a particular layer.
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* @COGL_SNIPPET_HOOK_TEXTURE_LOOKUP: A hook for the texture lookup
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* stage of a given layer in a pipeline.
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*
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||
* #CoglSnippetHook is used to specify a location within a
|
||
* #CoglPipeline where the code of the snippet should be used when it
|
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* is attached to a pipeline.
|
||
*
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||
* <glosslist>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_VERTEX_GLOBALS</glossterm>
|
||
* <glossdef>
|
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* <para>
|
||
* Adds a shader snippet at the beginning of the global section of the
|
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* shader for the vertex processing. Any declarations here can be
|
||
* shared with all other snippets that are attached to a vertex hook.
|
||
* Only the ‘declarations’ string is used and the other strings are
|
||
* ignored.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT_GLOBALS</glossterm>
|
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* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet at the beginning of the global section of the
|
||
* shader for the fragment processing. Any declarations here can be
|
||
* shared with all other snippets that are attached to a fragment
|
||
* hook. Only the ‘declarations’ string is used and the other strings
|
||
* are ignored.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_VERTEX</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the vertex processing
|
||
* stage of the pipeline. This gives a chance for the application to
|
||
* modify the vertex attributes generated by the shader. Typically the
|
||
* snippet will modify cogl_color_out or cogl_position_out builtins.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted at the top of the
|
||
* main() function before any vertex processing is done.
|
||
* </para>
|
||
* <para>
|
||
* The ‘replace’ string in @snippet will be used instead of the
|
||
* generated vertex processing if it is present. This can be used if
|
||
* the application wants to provide a complete vertex shader and
|
||
* doesn't need the generated output from Cogl.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted after all of the
|
||
* standard vertex processing is done. This can be used to modify the
|
||
* outputs.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_VERTEX_TRANSFORM</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the vertex transform stage.
|
||
* Typically the snippet will use the cogl_modelview_matrix,
|
||
* cogl_projection_matrix and cogl_modelview_projection_matrix matrices and the
|
||
* cogl_position_in attribute. The hook must write to cogl_position_out.
|
||
* The default processing for this hook will multiply cogl_position_in by
|
||
* the combined modelview-projection matrix and store it on cogl_position_out.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted at the top of the
|
||
* main() function before the vertex transform is done.
|
||
* </para>
|
||
* <para>
|
||
* The ‘replace’ string in @snippet will be used instead of the
|
||
* generated vertex transform if it is present.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted after all of the
|
||
* standard vertex transformation is done. This can be used to modify the
|
||
* cogl_position_out in addition to the default processing.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_POINT_SIZE</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the point size
|
||
* calculation step within the vertex shader stage. The snippet should
|
||
* write to the builtin cogl_point_size_out with the new point size.
|
||
* The snippet can either read cogl_point_size_in directly and write a
|
||
* new value or first read an existing value in cogl_point_size_out
|
||
* that would be set by a previous snippet. Note that this hook is
|
||
* only used if cogl_pipeline_set_per_vertex_point_size() is enabled
|
||
* on the pipeline.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted just before
|
||
* calculating the point size.
|
||
* </para>
|
||
* <para>
|
||
* The ‘replace’ string in @snippet will be used instead of the
|
||
* generated point size calculation if it is present.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted after the
|
||
* standard point size calculation is done. This can be used to modify
|
||
* cogl_point_size_out in addition to the default processing.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the fragment processing
|
||
* stage of the pipeline. This gives a chance for the application to
|
||
* modify the fragment color generated by the shader. Typically the
|
||
* snippet will modify cogl_color_out.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted at the top of the
|
||
* main() function before any fragment processing is done.
|
||
* </para>
|
||
* <para>
|
||
* The ‘replace’ string in @snippet will be used instead of the
|
||
* generated fragment processing if it is present. This can be used if
|
||
* the application wants to provide a complete fragment shader and
|
||
* doesn't need the generated output from Cogl.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted after all of the
|
||
* standard fragment processing is done. At this point the generated
|
||
* value for the rest of the pipeline state will already be in
|
||
* cogl_color_out so the application can modify the result by altering
|
||
* this variable.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the texture coordinate
|
||
* transformation of a particular layer. This can be used to replace
|
||
* the processing for a layer or to modify the results.
|
||
* </para>
|
||
* <para>
|
||
* Within the snippet code for this hook there are two extra
|
||
* variables. The first is a mat4 called cogl_matrix which represents
|
||
* the user matrix for this layer. The second is called cogl_tex_coord
|
||
* and represents the incoming and outgoing texture coordinate. On
|
||
* entry to the hook, cogl_tex_coord contains the value of the
|
||
* corresponding texture coordinate attribute for this layer. The hook
|
||
* is expected to modify this variable. The output will be passed as a
|
||
* varying to the fragment processing stage. The default code will
|
||
* just multiply cogl_matrix by cogl_tex_coord and store the result in
|
||
* cogl_tex_coord.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted just before the
|
||
* fragment processing for this layer. At this point cogl_tex_coord
|
||
* still contains the value of the texture coordinate attribute.
|
||
* </para>
|
||
* <para>
|
||
* If a ‘replace’ string is given then this will be used instead of
|
||
* the default fragment processing for this layer. The snippet can
|
||
* modify cogl_tex_coord or leave it as is to apply no transformation.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted just after the
|
||
* transformation. At this point cogl_tex_coord will contain the
|
||
* results of the transformation but it can be further modified by the
|
||
* snippet.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_LAYER_FRAGMENT</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the fragment processing
|
||
* of a particular layer. This can be used to replace the processing
|
||
* for a layer or to modify the results.
|
||
* </para>
|
||
* <para>
|
||
* Within the snippet code for this hook there is an extra vec4
|
||
* variable called ‘cogl_layer’. This contains the resulting color
|
||
* that will be used for the layer. This can be modified in the ‘post’
|
||
* section or it the default processing can be replaced entirely using
|
||
* the ‘replace’ section.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted just before the
|
||
* fragment processing for this layer.
|
||
* </para>
|
||
* <para>
|
||
* If a ‘replace’ string is given then this will be used instead of
|
||
* the default fragment processing for this layer. The snippet must write to
|
||
* the ‘cogl_layer’ variable in that case.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted just after the
|
||
* fragment processing for the layer. The results can be modified by changing
|
||
* the value of the ‘cogl_layer’ variable.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* <glossentry>
|
||
* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_LOOKUP</glossterm>
|
||
* <glossdef>
|
||
* <para>
|
||
* Adds a shader snippet that will hook on to the texture lookup part
|
||
* of a given layer. This gives a chance for the application to modify
|
||
* the coordinates that will be used for the texture lookup or to
|
||
* alter the returned texel.
|
||
* </para>
|
||
* <para>
|
||
* Within the snippet code for this hook there are three extra
|
||
* variables available. ‘cogl_sampler’ is a sampler object
|
||
* representing the sampler for the layer where the snippet is
|
||
* attached. ‘cogl_tex_coord’ is a vec4 which contains the texture
|
||
* coordinates that will be used for the texture lookup. This can be
|
||
* modified. ‘cogl_texel’ will contain the result of the texture
|
||
* lookup. This can also be modified.
|
||
* </para>
|
||
* <para>
|
||
* The ‘declarations’ string in @snippet will be inserted in the
|
||
* global scope of the shader. Use this to declare any uniforms,
|
||
* attributes or functions that the snippet requires.
|
||
* </para>
|
||
* <para>
|
||
* The ‘pre’ string in @snippet will be inserted at the top of the
|
||
* main() function before any fragment processing is done. This is a
|
||
* good place to modify the cogl_tex_coord variable.
|
||
* </para>
|
||
* <para>
|
||
* If a ‘replace’ string is given then this will be used instead of a
|
||
* the default texture lookup. The snippet would typically use its own
|
||
* sampler in this case.
|
||
* </para>
|
||
* <para>
|
||
* The ‘post’ string in @snippet will be inserted after texture lookup
|
||
* has been preformed. Here the snippet can modify the cogl_texel
|
||
* variable to alter the returned texel.
|
||
* </para>
|
||
* </glossdef>
|
||
* </glossentry>
|
||
* </glosslist>
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
typedef enum {
|
||
/* Per pipeline vertex hooks */
|
||
COGL_SNIPPET_HOOK_VERTEX = 0,
|
||
COGL_SNIPPET_HOOK_VERTEX_TRANSFORM,
|
||
COGL_SNIPPET_HOOK_VERTEX_GLOBALS,
|
||
COGL_SNIPPET_HOOK_POINT_SIZE,
|
||
|
||
/* Per pipeline fragment hooks */
|
||
COGL_SNIPPET_HOOK_FRAGMENT = 2048,
|
||
COGL_SNIPPET_HOOK_FRAGMENT_GLOBALS,
|
||
|
||
/* Per layer vertex hooks */
|
||
COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM = 4096,
|
||
|
||
/* Per layer fragment hooks */
|
||
COGL_SNIPPET_HOOK_LAYER_FRAGMENT = 6144,
|
||
COGL_SNIPPET_HOOK_TEXTURE_LOOKUP
|
||
} CoglSnippetHook;
|
||
|
||
/**
|
||
* cogl_snippet_new:
|
||
* @hook: The point in the pipeline that this snippet will wrap around
|
||
* or replace.
|
||
* @declarations: The source code for the declarations for this
|
||
* snippet or %NULL. See cogl_snippet_set_declarations().
|
||
* @post: The source code to run after the hook point where this
|
||
* shader snippet is attached or %NULL. See cogl_snippet_set_post().
|
||
*
|
||
* Allocates and initializes a new snippet with the given source strings.
|
||
*
|
||
* Return value: a pointer to a new #CoglSnippet
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
CoglSnippet *
|
||
cogl_snippet_new (CoglSnippetHook hook,
|
||
const char *declarations,
|
||
const char *post);
|
||
|
||
/**
|
||
* cogl_snippet_get_hook:
|
||
* @snippet: A #CoglSnippet
|
||
*
|
||
* Return value: the hook that was set when cogl_snippet_new() was
|
||
* called.
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
CoglSnippetHook
|
||
cogl_snippet_get_hook (CoglSnippet *snippet);
|
||
|
||
/**
|
||
* cogl_is_snippet:
|
||
* @object: A #CoglObject pointer
|
||
*
|
||
* Gets whether the given @object references an existing snippet object.
|
||
*
|
||
* Return value: %TRUE if the @object references a #CoglSnippet,
|
||
* %FALSE otherwise
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
CoglBool
|
||
cogl_is_snippet (void *object);
|
||
|
||
/**
|
||
* cogl_snippet_set_declarations:
|
||
* @snippet: A #CoglSnippet
|
||
* @declarations: The new source string for the declarations section
|
||
* of this snippet.
|
||
*
|
||
* Sets a source string that will be inserted in the global scope of
|
||
* the generated shader when this snippet is used on a pipeline. This
|
||
* string is typically used to declare uniforms, attributes or
|
||
* functions that will be used by the other parts of the snippets.
|
||
*
|
||
* This function should only be called before the snippet is attached
|
||
* to its first pipeline. After that the snippet should be considered
|
||
* immutable.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
void
|
||
cogl_snippet_set_declarations (CoglSnippet *snippet,
|
||
const char *declarations);
|
||
|
||
/**
|
||
* cogl_snippet_get_declarations:
|
||
* @snippet: A #CoglSnippet
|
||
*
|
||
* Return value: the source string that was set with
|
||
* cogl_snippet_set_declarations() or %NULL if none was set.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
const char *
|
||
cogl_snippet_get_declarations (CoglSnippet *snippet);
|
||
|
||
/**
|
||
* cogl_snippet_set_pre:
|
||
* @snippet: A #CoglSnippet
|
||
* @pre: The new source string for the pre section of this snippet.
|
||
*
|
||
* Sets a source string that will be inserted before the hook point in
|
||
* the generated shader for the pipeline that this snippet is attached
|
||
* to. Please see the documentation of each hook point in
|
||
* #CoglPipeline for a description of how this string should be used.
|
||
*
|
||
* This function should only be called before the snippet is attached
|
||
* to its first pipeline. After that the snippet should be considered
|
||
* immutable.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
void
|
||
cogl_snippet_set_pre (CoglSnippet *snippet,
|
||
const char *pre);
|
||
|
||
/**
|
||
* cogl_snippet_get_pre:
|
||
* @snippet: A #CoglSnippet
|
||
*
|
||
* Return value: the source string that was set with
|
||
* cogl_snippet_set_pre() or %NULL if none was set.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
const char *
|
||
cogl_snippet_get_pre (CoglSnippet *snippet);
|
||
|
||
/**
|
||
* cogl_snippet_set_replace:
|
||
* @snippet: A #CoglSnippet
|
||
* @replace: The new source string for the replace section of this snippet.
|
||
*
|
||
* Sets a source string that will be used instead of any generated
|
||
* source code or any previous snippets for this hook point. Please
|
||
* see the documentation of each hook point in #CoglPipeline for a
|
||
* description of how this string should be used.
|
||
*
|
||
* This function should only be called before the snippet is attached
|
||
* to its first pipeline. After that the snippet should be considered
|
||
* immutable.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
void
|
||
cogl_snippet_set_replace (CoglSnippet *snippet,
|
||
const char *replace);
|
||
|
||
/**
|
||
* cogl_snippet_get_replace:
|
||
* @snippet: A #CoglSnippet
|
||
*
|
||
* Return value: the source string that was set with
|
||
* cogl_snippet_set_replace() or %NULL if none was set.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
const char *
|
||
cogl_snippet_get_replace (CoglSnippet *snippet);
|
||
|
||
/**
|
||
* cogl_snippet_set_post:
|
||
* @snippet: A #CoglSnippet
|
||
* @post: The new source string for the post section of this snippet.
|
||
*
|
||
* Sets a source string that will be inserted after the hook point in
|
||
* the generated shader for the pipeline that this snippet is attached
|
||
* to. Please see the documentation of each hook point in
|
||
* #CoglPipeline for a description of how this string should be used.
|
||
*
|
||
* This function should only be called before the snippet is attached
|
||
* to its first pipeline. After that the snippet should be considered
|
||
* immutable.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
void
|
||
cogl_snippet_set_post (CoglSnippet *snippet,
|
||
const char *post);
|
||
|
||
/**
|
||
* cogl_snippet_get_post:
|
||
* @snippet: A #CoglSnippet
|
||
*
|
||
* Return value: the source string that was set with
|
||
* cogl_snippet_set_post() or %NULL if none was set.
|
||
*
|
||
* Since: 1.10
|
||
* Stability: Unstable
|
||
*/
|
||
const char *
|
||
cogl_snippet_get_post (CoglSnippet *snippet);
|
||
|
||
COGL_END_DECLS
|
||
|
||
#endif /* __COGL_SNIPPET_H__ */
|