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Do not include it at header side as it is not part of the installed headers. Only keep it in cogl-gl-headers.h as it is a private header. Add it to all the source files that depend on it. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3593>
357 lines
12 KiB
C
357 lines
12 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) 2008,2009 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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#pragma once
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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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#include "cogl/cogl-types.h"
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#include "cogl/cogl-macros.h"
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#include "cogl/deprecated/cogl-program.h"
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G_BEGIN_DECLS
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/**
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* CoglShader:
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*
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* Functions 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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* When using GLSL Cogl provides replacement names for most of the
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* builtin varyings and uniforms. It is recommended to use these names
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* wherever possible to increase portability between OpenGL 2.0 and
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* GLES 2.0. GLES 2.0 does not have most of the builtins under their
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* original names so they will only work with the Cogl names.
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*
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* For use in all GLSL shaders, the Cogl builtins are as follows:
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*
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* - `uniform mat4 cogl_modelview_matrix`
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* The current modelview matrix. This is equivalent to
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* #gl_ModelViewMatrix.
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* - `uniform mat4 cogl_projection_matrix`
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* The current projection matrix. This is equivalent to
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* #gl_ProjectionMatrix.
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* - `uniform mat4 cogl_modelview_projection_matrix`
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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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* - `uniform mat4 cogl_texture_matrix[]`
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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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*
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* In a vertex shader, the following are also available:
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*
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* - `attribute vec4 cogl_position_in`
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* The incoming vertex position. This is equivalent to #gl_Vertex.
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* - `attribute vec4 cogl_color_in`
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* The incoming vertex color. This is equivalent to #gl_Color.
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* - `attribute vec4 cogl_tex_coord_in`
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* The texture coordinate for the first texture unit. This is
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* equivalent to #gl_MultiTexCoord0.
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* - `attribute vec4 cogl_tex_coord0_in`
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* The texture coordinate for the first texture unit. This is
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* equivalent to #gl_MultiTexCoord0. There is also
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* #cogl_tex_coord1_in and so on.
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* - `attribute vec3 cogl_normal_in`
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* The normal of the vertex. This is equivalent to #gl_Normal.
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* - `vec4 cogl_position_out`
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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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* - `float cogl_point_size_out`
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* The calculated size of a point. This is equivalent to #gl_PointSize.
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* - `varying vec4 cogl_color_out`
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* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
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* - `varying vec4 cogl_tex_coord_out[]`
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* An array of calculated texture coordinates for a vertex. This is
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* equivalent to #gl_TexCoord.
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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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* - `varying vec4 cogl_color_in`
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* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
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* - `varying vec4 cogl_tex_coord_in[]`
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* An array of calculated texture coordinates for a vertex. This is
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* equivalent to #gl_TexCoord.
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* - `vec4 cogl_color_out`
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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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* - `float cogl_depth_out`
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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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* - `bool cogl_front_facing`
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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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*
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* It's worth nothing that this API isn't what Cogl would like to have
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* in the long term and it may be removed in Cogl 2.0. The
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* experimental #CoglShader API is the proposed replacement.
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*/
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#define COGL_TYPE_SHADER (cogl_shader_get_type ())
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COGL_EXPORT
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G_DECLARE_FINAL_TYPE (CoglShader,
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cogl_shader,
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COGL,
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SHADER,
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GObject)
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/**
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* CoglShaderType:
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* @COGL_SHADER_TYPE_VERTEX: A program for processing 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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typedef enum
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{
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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: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.
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*
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* Create a new shader handle, use cogl_shader_source() to set the
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* source code to be used on it.
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*
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* Returns: (transfer full): a new shader handle.
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT CoglShader*
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cogl_create_shader (CoglShaderType shader_type);
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/**
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* cogl_shader_source:
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* @self: A shader.
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* @source: Shader source.
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*
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* Replaces the current source associated with a shader with a new
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* one.
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*
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_shader_source (CoglShader *self,
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const char *source);
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/**
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* cogl_shader_get_shader_type:
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* @self: #CoglShader for a shader.
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*
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* Retrieves the type of a shader
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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 fragment processor
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT CoglShaderType
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cogl_shader_get_shader_type (CoglShader *self);
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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: (transfer full): a new cogl program.
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT CoglProgram*
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cogl_create_program (void);
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/**
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* cogl_program_attach_shader:
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* @program: a #CoglProgram for a shader program.
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* @shader: a #CoglShader 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 multiple
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* vertex or fragment shaders but only one of them may provide a
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* main() function. It is allowed to use a program with only a vertex
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* shader or only a fragment shader.
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*
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_attach_shader (CoglProgram *program,
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CoglShader *shader);
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/**
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* cogl_program_link:
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* @program: A shader program.
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*
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* Links a program making it ready for use. Note that calling this
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* function is optional. If it is not called the program will
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* automatically be linked the first time it is used.
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*
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_link (CoglProgram *program);
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/**
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* cogl_program_get_uniform_location:
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* @program: 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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* Deprecated: 1.16: Use #CoglSnippet api instead
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT int
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cogl_program_get_uniform_location (CoglProgram *program,
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const char *uniform_name);
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/**
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* cogl_program_set_uniform_1f:
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* @program: A linked program
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* @uniform_location: the uniform location retrieved from
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* [method@Program.get_uniform_location].
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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 for the given linked
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* @program.
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* Deprecated: 1.16: Use #CoglSnippet api instead
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_set_uniform_1f (CoglProgram *program,
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int uniform_location,
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float value);
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/**
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* cogl_program_set_uniform_1i:
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* @program: A linked program
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* @uniform_location: the uniform location retrieved from
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* [method@Program.get_uniform_location].
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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 for the given linked
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* @program.
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* Deprecated: 1.16: Use #CoglSnippet api instead
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_set_uniform_1i (CoglProgram *program,
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int uniform_location,
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int value);
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/**
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* cogl_program_set_uniform_float:
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* @program: A linked program
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* @uniform_location: the uniform location retrieved from
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* [method@Program.get_uniform_location].
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* @n_components: The number of components for the uniform. For
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* example with glsl you'd use 3 for a vec3 or 4 for a vec4.
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* @count: For uniform arrays this is the array length otherwise just
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* pass 1
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* @value: (array length=count): the new value of the uniform[s].
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*
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* Changes the value of a float vector uniform, or uniform array for
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* the given linked @program.
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* Deprecated: 1.16: Use #CoglSnippet api instead
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_set_uniform_float (CoglProgram *program,
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int uniform_location,
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int n_components,
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int count,
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const float *value);
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/**
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* cogl_program_set_uniform_int:
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* @program: A linked program
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* @uniform_location: the uniform location retrieved from
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* [method@Program.get_uniform_location].
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* @n_components: The number of components for the uniform. For
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* example with glsl you'd use 3 for a vec3 or 4 for a vec4.
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* @count: For uniform arrays this is the array length otherwise just
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* pass 1
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* @value: (array length=count): the new value of the uniform[s].
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*
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* Changes the value of a int vector uniform, or uniform array for
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* the given linked @program.
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* Deprecated: 1.16: Use #CoglSnippet api instead
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_set_uniform_int (CoglProgram *program,
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int uniform_location,
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int n_components,
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int count,
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const int *value);
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/**
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* cogl_program_set_uniform_matrix:
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* @program: A linked program
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* @uniform_location: the uniform location retrieved from
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* [method@Program.get_uniform_location].
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* @dimensions: The dimensions of the matrix. So for for example pass
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* 2 for a 2x2 matrix or 3 for 3x3.
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* @count: For uniform arrays this is the array length otherwise just
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* pass 1
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* @transpose: Whether to transpose the matrix when setting the uniform.
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* @value: (array length=count): 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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* given linked @program.
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* Deprecated: 1.16: Use #CoglSnippet api instead
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT void
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cogl_program_set_uniform_matrix (CoglProgram *program,
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int uniform_location,
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int dimensions,
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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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