mutter/cogl/cogl-depth-state.h
Damien Lespiau f1f1e876f1 doc: Fix the remaining warning around the depth state
Various changes have led to the current, separate from the pipeline,
depth state, this commit fixes the remaining waring around that.

(cherry picked from commit 111e687e722ad67a0e1c09f881c6282ccb06410b)
2013-01-22 17:48:15 +00:00

265 lines
8.0 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_DEPTH_STATE_H__
#define __COGL_DEPTH_STATE_H__
COGL_BEGIN_DECLS
/**
* SECTION:cogl-depth-state
* @short_description: Functions for describing the depth testing
* state of your GPU.
*/
/**
* CoglDepthState
*
* Since: 2.0
*/
typedef struct {
/*< private >*/
uint32_t COGL_PRIVATE (magic);
CoglBool COGL_PRIVATE (test_enabled);
CoglDepthTestFunction COGL_PRIVATE (test_function);
CoglBool COGL_PRIVATE (write_enabled);
float COGL_PRIVATE (range_near);
float COGL_PRIVATE (range_far);
uint32_t COGL_PRIVATE (padding0);
uint32_t COGL_PRIVATE (padding1);
uint32_t COGL_PRIVATE (padding2);
uint32_t COGL_PRIVATE (padding3);
uint32_t COGL_PRIVATE (padding4);
uint32_t COGL_PRIVATE (padding5);
uint32_t COGL_PRIVATE (padding6);
uint32_t COGL_PRIVATE (padding7);
uint32_t COGL_PRIVATE (padding8);
uint32_t COGL_PRIVATE (padding9);
} CoglDepthState;
/**
* cogl_depth_state_init:
* @state: A #CoglDepthState struct
*
* Initializes the members of @state to their default values.
*
* You should never pass an un initialized #CoglDepthState structure
* to cogl_pipeline_set_depth_state().
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_depth_state_init (CoglDepthState *state);
/**
* cogl_depth_state_set_test_enabled:
* @state: A #CoglDepthState struct
* @enable: The enable state you want
*
* Enables or disables depth testing according to the value of
* @enable.
*
* If depth testing is enable then the #CoglDepthTestFunction set
* using cogl_depth_state_set_test_function() us used to evaluate
* the depth value of incoming fragments against the corresponding
* value stored in the current depth buffer, and if the test passes
* then the fragments depth value is used to update the depth buffer.
* (unless you have disabled depth writing via
* cogl_depth_state_set_write_enabled())
*
* By default depth testing is disabled.
*
* NB: this won't directly affect the state of the GPU. You have
* to then set the state on a #CoglPipeline using
* cogl_pipeline_set_depth_state()
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_depth_state_set_test_enabled (CoglDepthState *state,
CoglBool enable);
/**
* cogl_depth_state_get_test_enabled:
* @state: A #CoglDepthState struct
*
* Gets the current depth test enabled state as previously set by
* cogl_depth_state_set_test_enabled().
*
* Returns: The pipeline's current depth test enabled state.
* Since: 2.0
* Stability: Unstable
*/
CoglBool
cogl_depth_state_get_test_enabled (CoglDepthState *state);
/**
* cogl_depth_state_set_write_enabled:
* @state: A #CoglDepthState struct
* @enable: The enable state you want
*
* Enables or disables depth buffer writing according to the value of
* @enable. Normally when depth testing is enabled and the comparison
* between a fragment's depth value and the corresponding depth buffer
* value passes then the fragment's depth is written to the depth
* buffer unless writing is disabled here.
*
* By default depth writing is enabled
*
* NB: this won't directly affect the state of the GPU. You have
* to then set the state on a #CoglPipeline using
* cogl_pipeline_set_depth_state()
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_depth_state_set_write_enabled (CoglDepthState *state,
CoglBool enable);
/**
* cogl_depth_state_get_write_enabled:
* @state: A #CoglDepthState struct
*
* Gets the depth writing enable state as set by the corresponding
* cogl_depth_state_set_write_enabled().
*
* Returns: The current depth writing enable state
* Since: 2.0
* Stability: Unstable
*/
CoglBool
cogl_depth_state_get_write_enabled (CoglDepthState *state);
/**
* cogl_depth_state_set_test_function:
* @state: A #CoglDepthState struct
* @function: The #CoglDepthTestFunction to set
*
* Sets the #CoglDepthTestFunction used to compare the depth value of
* an incoming fragment against the corresponding value in the current
* depth buffer.
*
* By default the depth test function is %COGL_DEPTH_TEST_FUNCTION_LESS
*
* NB: this won't directly affect the state of the GPU. You have
* to then set the state on a #CoglPipeline using
* cogl_pipeline_set_depth_state()
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_depth_state_set_test_function (CoglDepthState *state,
CoglDepthTestFunction function);
/**
* cogl_depth_state_get_test_function:
* @state: A #CoglDepthState struct
*
* Gets the current depth test enable state as previously set via
* cogl_depth_state_set_test_enabled().
*
* Returns: The current depth test enable state.
* Since: 2.0
* Stability: Unstable
*/
CoglDepthTestFunction
cogl_depth_state_get_test_function (CoglDepthState *state);
/**
* cogl_depth_state_set_range:
* @state: A #CoglDepthState object
* @near_val: The near component of the desired depth range which will be
* clamped to the range [0, 1]
* @far_val: The far component of the desired depth range which will be
* clamped to the range [0, 1]
*
* Sets the range to map depth values in normalized device coordinates
* to before writing out to a depth buffer.
*
* After your geometry has be transformed, clipped and had perspective
* division applied placing it in normalized device
* coordinates all depth values between the near and far z clipping
* planes are in the range -1 to 1. Before writing any depth value to
* the depth buffer though the value is mapped into the range [0, 1].
*
* With this function you can change the range which depth values are
* mapped too although the range must still lye within the range [0,
* 1].
*
* If your driver does not support this feature (for example you are
* using GLES 1 drivers) then if you don't use the default range
* values you will get an error reported when calling
* cogl_pipeline_set_depth_state (). You can check ahead of time for
* the %COGL_FEATURE_ID_DEPTH_RANGE feature with
* cogl_has_feature() to know if this function will succeed.
*
* By default normalized device coordinate depth values are mapped to
* the full range of depth buffer values, [0, 1].
*
* NB: this won't directly affect the state of the GPU. You have
* to then set the state on a #CoglPipeline using
* cogl_pipeline_set_depth_state().
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_depth_state_set_range (CoglDepthState *state,
float near_val,
float far_val);
/**
* cogl_depth_state_get_range:
* @state: A #CoglDepthState object
* @near_val: A pointer to store the near component of the depth range
* @far_val: A pointer to store the far component of the depth range
*
* Gets the current range to which normalized depth values are mapped
* before writing to the depth buffer. This corresponds to the range
* set with cogl_depth_state_set_range().
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_depth_state_get_range (CoglDepthState *state,
float *near_val,
float *far_val);
COGL_END_DECLS
#endif /* __COGL_DEPTH_STATE_H__ */