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As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
314 lines
9.7 KiB
C
314 lines
9.7 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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#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_SHADER_H__
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#define __COGL_SHADER_H__
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#include <cogl/cogl-types.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-shaders
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* @short_description: Fuctions for accessing the programmable GL pipeline
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*
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* COGL allows accessing the GL programmable pipeline in order to create
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* vertex and fragment shaders.
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*
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* The only supported format is GLSL shaders.
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*/
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/**
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* CoglShaderType:
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* @COGL_SHADER_TYPE_VERTEX: A program for proccessing vertices
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* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
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*
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* Types of shaders
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*
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* Since: 1.0
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*/
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typedef enum {
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COGL_SHADER_TYPE_VERTEX,
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COGL_SHADER_TYPE_FRAGMENT
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} CoglShaderType;
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/**
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* cogl_create_shader:
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* @shader_type: CGL_VERTEX_SHADER or CGL_FRAGMENT_SHADER.
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*
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* Create a new shader handle, use #cogl_shader_source to set the source code
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* to be used on it.
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*
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* Returns: a new shader handle.
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*/
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CoglHandle cogl_create_shader (CoglShaderType shader_type);
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/**
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* cogl_shader_ref:
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* @handle: A #CoglHandle to a shader.
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*
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* Add an extra reference to a shader.
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*
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* Returns: @handle
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*/
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CoglHandle cogl_shader_ref (CoglHandle handle);
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/**
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* cogl_shader_unref:
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* @handle: A #CoglHandle to a shader.
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*
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* Removes a reference to a shader. If it was the last reference the
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* shader object will be destroyed.
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*/
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void cogl_shader_unref (CoglHandle handle);
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/**
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* cogl_is_shader:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing shader object.
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*
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* Returns: %TRUE if the handle references a shader,
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* %FALSE otherwise
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*/
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gboolean cogl_is_shader (CoglHandle handle);
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/**
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* cogl_shader_source:
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* @shader: #CoglHandle for a shader.
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* @source: GLSL shader source.
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*
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* Replaces the current GLSL source associated with a shader with a new
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* one.
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*/
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void cogl_shader_source (CoglHandle shader,
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const gchar *source);
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/**
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* cogl_shader_compile:
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* @handle: #CoglHandle for a shader.
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*
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* Compiles the shader, no return value, but the shader is now ready for
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* linking into a program.
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*/
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void cogl_shader_compile (CoglHandle handle);
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/**
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* cogl_shader_get_info_log:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves the information log for a coglobject, can be used in conjunction
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* with cogl_shader_get_parameteriv() to retrieve the compiler warnings/error
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* messages that caused a shader to not compile correctly, mainly useful for
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* debugging purposes.
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*
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* Return value: a newly allocated string containing the info log. Use
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* g_free() to free it
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*/
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gchar * cogl_shader_get_info_log (CoglHandle handle);
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/**
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* cogl_shader_get_type:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves the type of a shader #CoglHandle
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*
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* Return value: %COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
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* or %COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
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*/
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CoglShaderType cogl_shader_get_type (CoglHandle handle);
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/**
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* cogl_shader_is_compiled:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves whether a shader #CoglHandle has been compiled
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*
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* Return value: %TRUE if the shader object has sucessfully be compiled
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*/
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gboolean cogl_shader_is_compiled (CoglHandle handle);
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/**
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* cogl_create_program:
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*
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* Create a new cogl program object that can be used to replace parts of the GL
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* rendering pipeline with custom code.
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*
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* Returns: a new cogl program.
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*/
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CoglHandle cogl_create_program (void);
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/**
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* cogl_program_ref:
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* @handle: A #CoglHandle to a program.
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*
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* Add an extra reference to a program.
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*
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* Returns: @handle
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*/
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CoglHandle cogl_program_ref (CoglHandle handle);
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/**
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* cogl_program_unref:
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* @handle: A #CoglHandle to a program.
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*
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* Removes a reference to a program. If it was the last reference the
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* program object will be destroyed.
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*/
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void cogl_program_unref (CoglHandle handle);
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/**
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* cogl_is_program:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing program object.
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*
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* Returns: %TRUE if the handle references a program,
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* %FALSE otherwise
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*/
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gboolean cogl_is_program (CoglHandle handle);
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/**
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* cogl_program_attach_shader:
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* @program_handle: a #CoglHandle for a shdaer program.
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* @shader_handle: a #CoglHandle for a vertex of fragment shader.
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*
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* Attaches a shader to a program object, a program can have one vertex shader
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* and one fragment shader attached.
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*/
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void cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle);
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/**
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* cogl_program_link:
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* @handle: a #CoglHandle for a shader program.
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*
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* Links a program making it ready for use.
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*/
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void cogl_program_link (CoglHandle handle);
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/**
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* cogl_program_use:
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* @handle: a #CoglHandle for a shader program or %COGL_INVALID_HANDLE.
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*
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* Activate a specific shader program replacing that part of the GL
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* rendering pipeline, if passed in %COGL_INVALID_HANDLE the default
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* behavior of GL is reinstated.
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*/
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void cogl_program_use (CoglHandle handle);
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/**
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* cogl_program_get_uniform_location:
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* @handle: a #CoglHandle for a shader program.
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* @uniform_name: the name of a uniform.
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*
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* Retrieve the location (offset) of a uniform variable in a shader program,
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* a uniform is a variable that is constant for all vertices/fragments for a
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* shader object and is possible to modify as an external parameter.
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*
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* Return value: the offset of a uniform in a specified program.
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* This uniform can be set using cogl_program_uniform_1f() when the
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* program is in use.
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*/
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int cogl_program_get_uniform_location
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(CoglHandle handle,
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const char *uniform_name);
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/**
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* cogl_program_uniform_1f:
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* @uniform_no: the unform to set.
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* @value: the new value of the uniform.
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*
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* Changes the value of a floating point uniform in the currently
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* used (see cogl_program_use()) shader program.
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*/
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void cogl_program_uniform_1f (int uniform_no,
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float value);
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/**
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* cogl_program_uniform_1i:
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* @uniform_no: the unform to set.
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* @value: the new value of the uniform.
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*
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* Changes the value of an integer uniform in the currently
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* used (see cogl_program_use()) shader program.
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*/
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void cogl_program_uniform_1i (int uniform_no,
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int value);
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/**
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* cogl_program_uniform_float:
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* @uniform_no: the uniform to set.
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* @size: Size of float vector.
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* @count: Size of array of uniforms.
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* @value: the new value of the uniform.
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*
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* Changes the value of a float vector uniform, or uniform array in the
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* currently used (see #cogl_program_use) shader program.
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*/
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void cogl_program_uniform_float (int uniform_no,
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int size,
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int count,
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const GLfloat *value);
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/**
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* cogl_program_uniform_int:
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* @uniform_no: the uniform to set.
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* @size: Size of int vector.
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* @count: Size of array of uniforms.
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* @value: the new value of the uniform.
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*
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* Changes the value of a int vector uniform, or uniform array in the
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* currently used (see cogl_program_use()) shader program.
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*/
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void cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const int *value);
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/**
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* cogl_program_uniform_matrix:
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* @uniform_no: the uniform to set.
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* @size: Size of matrix.
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* @count: Size of array of uniforms.
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* @transpose: Whether to transpose the matrix when setting the uniform.
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* @value: the new value of the uniform.
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*
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* Changes the value of a matrix uniform, or uniform array in the
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* currently used (see cogl_program_use()) shader program. The @size
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* parameter is used to determine the square size of the matrix.
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*/
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void cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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gboolean transpose,
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const float *value);
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G_END_DECLS
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#endif /* __COGL_SHADER_H__ */
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