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5abb11ba6b
The COGL_DEFINE_HANDLE macro generates a cogl_is_<type> function as well, to check whether a CoglHandle opaque pointer is of type <type>. The handle for CoglMaterial does not export cogl_is_material() in its installed header.
846 lines
31 KiB
C
846 lines
31 KiB
C
#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_MATERIAL_H__
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#define __COGL_MATERIAL_H__
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G_BEGIN_DECLS
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-matrix.h>
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/**
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* SECTION:cogl-material
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* @short_description: Fuctions for creating and manipulating materials
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*
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* COGL allows creating and manipulating materials used to fill in
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* geometry. Materials may simply be lighting attributes (such as an
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* ambient and diffuse colour) or might represent one or more textures
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* blended together.
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*/
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/**
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* cogl_material_new:
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*
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* Allocates and initializes a blank white material
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*
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* Returns: a handle to the new material
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*/
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CoglHandle cogl_material_new (void);
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/**
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* cogl_material_ref:
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* @handle: a @CoglHandle.
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*
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* Increment the reference count for a cogl material.
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*
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* Returns: the @handle.
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*
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* Since 1.0
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*/
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CoglHandle cogl_material_ref (CoglHandle handle);
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/**
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* cogl_material_unref:
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* @handle: a @CoglHandle.
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*
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* Decrement the reference count for a cogl material.
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*
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* Since 1.0
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*/
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void cogl_material_unref (CoglHandle handle);
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/**
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* cogl_is_material:
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* @handle: A CoglHandle
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*
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* Gets whether the given handle references an existing material object.
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*
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* Returns: %TRUE if the handle references a #CoglMaterial,
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* %FALSE otherwise
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*/
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gboolean cogl_is_material (CoglHandle handle);
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/**
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* cogl_material_set_color:
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* @material: A CoglMaterial object
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* @color: The components of the color
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*
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* This is the basic color of the material, used when no lighting is enabled.
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_color (CoglHandle material, const CoglColor *color);
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/**
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* cogl_material_set_color4ub:
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* @material: A CoglMaterial object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* This is the basic color of the material, used when no lighting is enabled.
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_color4ub (CoglHandle material,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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/**
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* cogl_material_set_color4f:
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* @material: A CoglMaterial object
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* @red: The red component
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* @green: The green component
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* @blue: The blue component
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* @alpha: The alpha component
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*
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* This is the basic color of the material, used when no lighting is enabled.
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*
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* The default value is (1.0, 1.0, 1.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_color4f (CoglHandle material,
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float red,
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float green,
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float blue,
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float alpha);
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/**
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* cogl_material_get_color:
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* @material: A CoglMaterial object
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* @color: The location to store the color
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*
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* This retrieves the current material color.
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*
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* Since 1.0
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*/
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void cogl_material_get_color (CoglHandle material, CoglColor *color);
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/**
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* cogl_material_set_ambient:
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* @material: A CoglMaterial object
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* @ambient: The components of the desired ambient color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's ambient color. The ambient color affects the overall
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* color of the object. Since the diffuse color will be intense when
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* the light hits the surface directly, the ambient will most aparent
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* where the light hits at a slant.
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*
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* The default value is (0.2, 0.2, 0.2, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_ambient (CoglHandle material,
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const CoglColor *ambient);
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/**
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* cogl_material_get_ambient:
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* @material: A CoglMaterial object
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* @ambient: The location to store the ambient color
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*
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* This retrieves the materials current ambient color.
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*
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* Since 1.0
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*/
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void cogl_material_get_ambient (CoglHandle material, CoglColor *ambient);
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/**
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* cogl_material_set_diffuse:
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* @material: A CoglMaterial object
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* @diffuse: The components of the desired diffuse color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's diffuse color. The diffuse color is most intense
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* where the light hits the surface directly; perpendicular to the
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* surface.
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*
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* The default value is (0.8, 0.8, 0.8, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_diffuse (CoglHandle material,
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const CoglColor *diffuse);
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/**
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* cogl_material_get_diffuse:
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* @material: A CoglMaterial object
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* @diffuse: The location to store the diffuse color
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*
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* This retrieves the materials current diffuse color.
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*
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* Since 1.0
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*/
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void cogl_material_get_diffuse (CoglHandle material, CoglColor *diffuse);
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/**
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* cogl_material_set_ambient_and_diffuse:
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* @material: A CoglMaterial object
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* @color: The components of the desired ambient and diffuse colors
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*
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* This is a convenience for setting the diffuse and ambient color
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* of the material at the same time.
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*
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* The default ambient color is (0.2, 0.2, 0.2, 1.0)
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* The default diffuse color is (0.8, 0.8, 0.8, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_ambient_and_diffuse (CoglHandle material,
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const CoglColor *color);
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/**
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* cogl_material_set_specular:
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* @material: A CoglMaterial object
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* @specular: The components of the desired specular color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's specular color. The intensity of the specular color
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* depends on the viewport position, and is brightest along the lines
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* of reflection.
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*
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* The default value is (0.0, 0.0, 0.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_specular (CoglHandle material,
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const CoglColor *specular);
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/**
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* cogl_material_get_specular:
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* @material: A CoglMaterial object
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* @specular: The location to store the specular color
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*
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* This retrieves the materials current specular color.
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*
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* Since 1.0
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*/
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void cogl_material_get_specular (CoglHandle material, CoglColor *specular);
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/**
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* cogl_material_set_shininess:
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* @material: A CoglMaterial object
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* shininess: The desired shininess; range: [0.0, 1.0]
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*
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* This function sets the materials shininess which determines how
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* specular highlights are calculated. A higher shininess will produce
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* smaller brigher highlights.
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*
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* The default value is 0.0
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*
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* Since 1.0
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*/
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void cogl_material_set_shininess (CoglHandle material,
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float shininess);
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/**
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* cogl_material_get_shininess:
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* @material: A CoglMaterial object
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*
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* This retrieves the materials current emission color.
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*
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* Return value: The materials current shininess value
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*
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* Since 1.0
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*/
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float cogl_material_get_shininess (CoglHandle material);
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/**
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* cogl_material_set_emission:
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* @material: A CoglMaterial object
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* @emission: The components of the desired emissive color
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*
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* Exposing the standard OpenGL lighting model; this function sets
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* the material's emissive color. It will look like the surface is
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* a light source emitting this color.
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*
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* The default value is (0.0, 0.0, 0.0, 1.0)
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*
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* Since 1.0
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*/
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void cogl_material_set_emission (CoglHandle material,
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const CoglColor *emission);
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/**
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* cogl_material_get_emission:
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* @material: A CoglMaterial object
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* @emission: The location to store the emission color
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*
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* This retrieves the materials current emission color.
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*
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* Since 1.0
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*/
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void cogl_material_get_emission (CoglHandle material, CoglColor *emission);
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/**
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* CoglMaterialAlphaFunc:
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* @COGL_MATERIAL_ALPHA_FUNC_NEVER: Never let the fragment through.
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* @COGL_MATERIAL_ALPHA_FUNC_LESS: Let the fragment through if the incoming
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* alpha value is less than the reference alpha
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* value.
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* @COGL_MATERIAL_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming
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* alpha value equals the reference alpha
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* value.
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* @COGL_MATERIAL_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming
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* alpha value is less than or equal to the
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* reference alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_GREATER: Let the fragment through if the incoming
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* alpha value is greater than the reference
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* alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming
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* alpha value does not equal the reference
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* alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming
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* alpha value is greater than or equal to the
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* reference alpha value.
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* @COGL_MATERIAL_ALPHA_FUNC_ALWAYS: Always let the fragment through.
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*
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* Alpha testing happens before blending primitives with the framebuffer and
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* gives an opportunity to discard fragments based on a comparison with the
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* incoming alpha value and a reference alpha value. The #CoglMaterialAlphaFunc
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* determines how the comparison is done.
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*/
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typedef enum _CoglMaterialAlphaFunc
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{
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COGL_MATERIAL_ALPHA_FUNC_NEVER = GL_NEVER,
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COGL_MATERIAL_ALPHA_FUNC_LESS = GL_LESS,
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COGL_MATERIAL_ALPHA_FUNC_EQUAL = GL_EQUAL,
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COGL_MATERIAL_ALPHA_FUNC_LEQUAL = GL_LEQUAL,
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COGL_MATERIAL_ALPHA_FUNC_GREATER = GL_GREATER,
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COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL = GL_NOTEQUAL,
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COGL_MATERIAL_ALPHA_FUNC_GEQUAL = GL_GEQUAL,
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COGL_MATERIAL_ALPHA_FUNC_ALWAYS = GL_ALWAYS
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} CoglMaterialAlphaFunc;
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/**
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* cogl_material_set_alpha_test_function:
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* @material: A CoglMaterial object
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* @alpha_func: A @CoglMaterialAlphaFunc constant
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* @alpha_reference: A reference point that the chosen alpha function uses
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* to compare incoming fragments to.
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*
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* Before a primitive is blended with the framebuffer, it goes through an
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* alpha test stage which lets you discard fragments based on the current
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* alpha value. This function lets you change the function used to evaluate
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* the alpha channel, and thus determine which fragments are discarded
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* and which continue on to the blending stage.
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*
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* The default is COGL_MATERIAL_ALPHA_FUNC_ALWAYS
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*
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* Since 1.0
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*/
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void cogl_material_set_alpha_test_function (CoglHandle material,
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CoglMaterialAlphaFunc alpha_func,
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float alpha_reference);
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/**
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* CoglMaterialBlendFactor:
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* @COGL_MATERIAL_BLEND_FACTOR_ZERO: (0, 0, 0, 0)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE: (1, 1, 1, 1)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR: (Rs, Gs, Bs, As)
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* @COGL_MATERIAL_BLEND_FACTOR_DST_COLOR: (Rd, Gd, Bd, Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR: (1-Rs, 1-Gs, 1-Bs, 1-As)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR: (1-Rd, 1-Gd, 1-Bd, 1-Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA: (As, As, As, As)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA: (1-As, 1-As, 1-As, 1-As)
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* @COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA: (Ad, Ad, Ad, Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA: (1-Ad, 1-Ad, 1-Ad, 1-Ad)
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* @COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE: (f,f,f,1) where f=MIN(As,1-Ad)
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*
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* Blending occurs after the alpha test function, and combines fragments with
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* the framebuffer.
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* <para>
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* A fixed function is used to determine the blended color, which is based on
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* the incoming source color of your fragment (Rs, Gs, Bs, As), a source
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* factor (Sr, Sg, Sb, Sa), a destination color (Rd, Rg, Rb, Ra) and
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* a destination factor (Dr, Dg, Db, Da), and is given by these equations:
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* </para>
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* <programlisting>
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* R = Rs*Sr + Rd*Dr
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* G = Gs*Sg + Gd*Dg
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* B = Bs*Sb + Bd*Db
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* A = As*Sa + Ad*Da
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* </programlisting>
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*
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* All factors have a range [0, 1]
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*
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* The factors are selected with the following constants:
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*/
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typedef enum _CoglMaterialBlendFactor
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{
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COGL_MATERIAL_BLEND_FACTOR_ZERO = GL_ZERO,
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COGL_MATERIAL_BLEND_FACTOR_ONE = GL_ONE,
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COGL_MATERIAL_BLEND_FACTOR_SRC_COLOR = GL_SRC_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_DST_COLOR = GL_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA = GL_SRC_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA = GL_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE,
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} CoglMaterialBlendFactor;
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/**
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* cogl_material_set_blend_factors:
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* @material: A CoglMaterial object
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* @src_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
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* the blend equation.
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* @dst_factor: Chooses the @CoglMaterialBlendFactor you want plugged in to
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* the blend equation.
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*
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* This function lets you control how primitives using this material will get
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* blended with the contents of your framebuffer. The blended RGBA components
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* are calculated like this:
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*
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* (RsSr+RdDr, GsSg+GdDg, BsSb+BsSb, AsSa+AdDa)
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*
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* Where (Rs,Gs,Bs,As) represents your source - material- color,
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* (Rd,Gd,Bd,Ad) represents your destination - framebuffer - color,
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* (Sr,Sg,Sb,Sa) represents your source blend factor and
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* (Dr,Dg,Db,Da) represents you destination blend factor.
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*
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* All factors lie in the range [0,1] and incoming color components are also
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* normalized to the range [0,1]
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*
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* Since 1.0
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*/
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void cogl_material_set_blend_factors (CoglHandle material,
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CoglMaterialBlendFactor src_factor,
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CoglMaterialBlendFactor dst_factor);
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/**
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* cogl_material_set_layer:
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* @material: A CoglMaterial object
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*
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* In addition to the standard OpenGL lighting model a Cogl material may have
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* one or more layers comprised of textures that can be blended together in
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* order, with a number of different texture combine modes. This function
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* defines a new texture layer.
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*
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* The index values of multiple layers do not have to be consecutive; it is
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* only their relative order that is important.
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*
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* XXX: In the future, we may define other types of material layers, such
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* as purely GLSL based layers.
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*
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* Since 1.0
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*/
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void cogl_material_set_layer (CoglHandle material,
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gint layer_index,
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CoglHandle texture);
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/**
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* cogl_material_add_texture:
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* @material: A CoglMaterial object
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* @layer_index: Specifies the layer you want to remove
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*
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* This function removes a layer from your material
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*/
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void cogl_material_remove_layer (CoglHandle material,
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gint layer_index);
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/**
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* CoglMaterialLayerCombineFunc:
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE: Arg0
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE: Arg0 x Arg1
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD: Arg0 + Arg1
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD_SIGNED: Arg0 + Arg1 - 0.5
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_INTERPOLATE: Arg0 x Arg + Arg1 x (1-Arg2)
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_SUBTRACT: Arg0 - Arg1
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGB: 4 x ((Arg0r - 0.5) x (Arg1r - 0.5)) +
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* @COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA: ((Arg0b - 0.5) x (Arg1b - 0.5)) +
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*
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* A material may comprise of 1 or more layers that can be combined using a
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* number of different functions. By default layers are modulated, which is
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* to say the components of the current source layer S are simply multipled
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* together with the combined results of the previous layer P like this:
|
|
*
|
|
* <programlisting>
|
|
* (Rs*Rp, Gs*Gp, Bs*Bp, As*Ap)
|
|
* </programlisting>
|
|
*
|
|
* For more advanced techniques, Cogl exposes the fixed function texture
|
|
* combining capabilities of your GPU to give you greater control.
|
|
*/
|
|
typedef enum _CoglMaterialLayerCombineFunc
|
|
{
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE = CGL_REPLACE,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE = CGL_MODULATE,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD = CGL_ADD,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD_SIGNED = CGL_ADD_SIGNED,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_INTERPOLATE = CGL_INTERPOLATE,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_SUBTRACT = CGL_SUBTRACT,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGB = CGL_DOT3_RGB,
|
|
COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA = CGL_DOT3_RGBA
|
|
} CoglMaterialLayerCombineFunc;
|
|
|
|
/**
|
|
* CoglMaterialLayerCombineChannels:
|
|
* @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB: Modify the function or argument
|
|
* src/op for the RGB components of a
|
|
* layer
|
|
* @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA: Modify the function or argument
|
|
* src/op for the Alpha component of a
|
|
* layer
|
|
* @COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA: Modify the function or argument
|
|
* src/op for all the components of a
|
|
* layer
|
|
*
|
|
* Cogl optionally lets you describe 2 seperate combine modes for a single
|
|
* layer; 1 for the RGB components, and 1 for the Alpha component, so in this
|
|
* case you would repeat the 3 steps documented with the
|
|
* @cogl_material_set_layer_combine_function function for each channel
|
|
* selector.
|
|
*
|
|
* (Note: you can't have different modes for each channel, so if you need more
|
|
* control you will need to use a glsl fragment shader)
|
|
*/
|
|
typedef enum _CoglMaterialLayerCombineChannels
|
|
{
|
|
COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
|
|
COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
|
|
COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA
|
|
} CoglMaterialLayerCombineChannels;
|
|
|
|
/**
|
|
* cogl_material_set_layer_combine_function:
|
|
* @material: A CoglMaterial object
|
|
* @layer_index: Specifies the layer whos combine mode you want to modify
|
|
* @channels: Specifies which channels combine mode you want to modify
|
|
* (RGB, ALPHA, or RGBA)
|
|
* @func: Specifies the function you want to use for combining fragments
|
|
* of the specified layer with the results of previously combined
|
|
* layers.
|
|
*
|
|
* There are three basic steps to describing how a layer should be combined:
|
|
* <orderedlist>
|
|
* <listitem>
|
|
* Choose a function.
|
|
* </listitem>
|
|
* <listitem>
|
|
* Specify the source color for each argument of the chosen function. (Note
|
|
* the functions don't all take the same number of arguments)
|
|
* </listitem>
|
|
* <listitem>
|
|
* Specify an operator for each argument that can modify the corresponding
|
|
* source color before the function is applied.
|
|
* </listitem>
|
|
* </orderedlist>
|
|
*
|
|
* Cogl optionally lets you describe 2 seperate combine modes for a single
|
|
* layer; 1 for the RGB components, and 1 for the Alpha component, so in this
|
|
* case you would repeat the 3 steps for each channel selector.
|
|
*
|
|
* (Note: you can't have different modes for each channel, so if you need more
|
|
* control you will need to use a glsl fragment shader)
|
|
*
|
|
* For example here is how you could elect to use the ADD function for all
|
|
* components of layer 1 in your material:
|
|
* <programlisting>
|
|
* //Step 1: Choose a function. Note the ADD function takes 2 arguments...
|
|
* cogl_material_set_layer_combine_function (material,
|
|
* 1,
|
|
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
|
* COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD);
|
|
* //Step 2: Specify the source color for the 2 ADD function arguments...
|
|
* cogl_material_set_layer_combine_arg_src (material,
|
|
* 1,//layer index
|
|
* 0,//argument index
|
|
* COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS);
|
|
* cogl_material_set_layer_combine_arg_src (material,
|
|
* 1,//layer index
|
|
* 1,//argument index
|
|
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
|
* COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE);
|
|
* //Step 3: Specify the operators used to modify the arguments...
|
|
* cogl_material_set_layer_combine_arg_op (material,
|
|
* 1,//layer index
|
|
* 0,//argument index
|
|
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA,
|
|
* COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR);
|
|
* cogl_material_set_layer_combine_arg_op (material,
|
|
* 1,//layer index
|
|
* 1,//argument index
|
|
* COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA,
|
|
* COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR);
|
|
* </programlisting>
|
|
*/
|
|
void cogl_material_set_layer_combine_function (CoglHandle material,
|
|
gint layer_index,
|
|
CoglMaterialLayerCombineChannels channels,
|
|
CoglMaterialLayerCombineFunc func);
|
|
|
|
/**
|
|
* CoglMaterialLayerCombineSrc:
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE: The fragment color of the current texture layer
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0: The fragment color of texture unit 0
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE1: The fragment color of texture unit 1
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE2: The fragment color of texture unit 2..7
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_CONSTANT: A fixed constant color (TODO: no API yet to specify the actual color!)
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_PRIMARY_COLOR: The basic color of the primitive ignoring texturing
|
|
* @COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS: The result of combining all previous layers
|
|
*
|
|
* Note for the constants @COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0..n the
|
|
* numbers may not correspond to the indices you choose for your layers since
|
|
* your layer indices don't need to be contiguous. If you need to use these
|
|
* it would probably be sensible to ensure the layer indices do infact
|
|
* correspond.
|
|
*/
|
|
typedef enum _CoglMaterialLayerCombineSrc
|
|
{
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE = GL_TEXTURE,
|
|
|
|
/* Can we find a nicer way... */
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE0 = GL_TEXTURE0,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE1 = GL_TEXTURE1,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE2 = GL_TEXTURE2,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE3 = GL_TEXTURE3,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE4 = GL_TEXTURE4,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE5 = GL_TEXTURE5,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE6 = GL_TEXTURE6,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE7 = GL_TEXTURE7,
|
|
/* .. who would ever need more than 8 texture layers.. :-) */
|
|
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_CONSTANT = CGL_CONSTANT,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_PRIMARY_COLOR = CGL_PRIMARY_COLOR,
|
|
COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS = CGL_PREVIOUS
|
|
} CoglMaterialLayerCombineSrc;
|
|
|
|
/**
|
|
* cogl_material_set_layer_combine_arg_src:
|
|
* @material: A CoglMaterial object
|
|
* @layer_index:
|
|
* @argument:
|
|
* @channels:
|
|
* @src:
|
|
*
|
|
*/
|
|
void cogl_material_set_layer_combine_arg_src (CoglHandle material,
|
|
gint layer_index,
|
|
gint argument,
|
|
CoglMaterialLayerCombineChannels channels,
|
|
CoglMaterialLayerCombineSrc src);
|
|
|
|
typedef enum _CoglMaterialLayerCombineOp
|
|
{
|
|
COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR = GL_SRC_COLOR,
|
|
COGL_MATERIAL_LAYER_COMBINE_OP_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
|
|
|
|
COGL_MATERIAL_LAYER_COMBINE_OP_SRC_ALPHA = GL_SRC_ALPHA,
|
|
COGL_MATERIAL_LAYER_COMBINE_OP_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA
|
|
} CoglMaterialLayerCombineOp;
|
|
|
|
/**
|
|
* cogl_material_set_layer_combine_arg_op:
|
|
* @material: A CoglMaterial object
|
|
* @layer_index:
|
|
* @argument:
|
|
* @channels:
|
|
* @op:
|
|
*
|
|
*/
|
|
void cogl_material_set_layer_combine_arg_op (CoglHandle material,
|
|
gint layer_index,
|
|
gint argument,
|
|
CoglMaterialLayerCombineChannels channels,
|
|
CoglMaterialLayerCombineOp op);
|
|
|
|
/* TODO: */
|
|
#if 0
|
|
I think it would be be really neat to support a simple string description
|
|
of the fixed function texture combine modes exposed above. I think we can
|
|
consider this stuff to be set in stone from the POV that more advanced
|
|
texture combine functions are catered for with GLSL, so it seems reasonable
|
|
to find a concise string representation that can represent all the above
|
|
modes in a *much* more readable/useable fashion. I think somthing like
|
|
this would be quite nice:
|
|
|
|
"MODULATE(TEXTURE[RGB], PREVIOUS[A])"
|
|
"ADD(TEXTURE[A],PREVIOUS[RGB])"
|
|
"INTERPOLATE(TEXTURE[1-A], PREVIOUS[RGB])"
|
|
|
|
void cogl_material_set_layer_rgb_combine (CoglHandle material
|
|
gint layer_index,
|
|
const char *combine_description);
|
|
void cogl_material_set_layer_alpha_combine (CoglHandle material
|
|
gint layer_index,
|
|
const char *combine_description);
|
|
#endif
|
|
|
|
/**
|
|
* cogl_material_set_layer_matrix:
|
|
* @material: A CoglMaterial object
|
|
*
|
|
* This function lets you set a matrix that can be used to e.g. translate
|
|
* and rotate a single layer of a material used to fill your geometry.
|
|
*/
|
|
void cogl_material_set_layer_matrix (CoglHandle material,
|
|
gint layer_index,
|
|
CoglMatrix *matrix);
|
|
|
|
|
|
/**
|
|
* SECTION:cogl-material-internals
|
|
* @short_description: Functions for creating custom primitives that make use
|
|
* of Cogl materials for filling.
|
|
*
|
|
* Normally you shouldn't need to use this API directly, but if you need to
|
|
* developing a custom/specialised primitive - probably using raw OpenGL - then
|
|
* this API aims to expose enough of the material internals to support being
|
|
* able to fill your geometry according to a given Cogl material.
|
|
*/
|
|
|
|
|
|
/**
|
|
* cogl_material_get_cogl_enable_flags:
|
|
* @material: A CoglMaterial object
|
|
*
|
|
* This determines what flags need to be passed to cogl_enable before this
|
|
* material can be used. Normally you shouldn't need to use this function
|
|
* directly since Cogl will do this internally, but if you are developing
|
|
* custom primitives directly with OpenGL you may want to use this.
|
|
*
|
|
* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
|
|
* will be replaced.
|
|
*/
|
|
/* TODO: find a nicer solution! */
|
|
gulong
|
|
cogl_material_get_cogl_enable_flags (CoglHandle handle);
|
|
|
|
/**
|
|
* cogl_material_get_layers:
|
|
* @material: A CoglMaterial object
|
|
*
|
|
* This function lets you access a materials internal list of layers
|
|
* for iteration.
|
|
*
|
|
* Note: Normally you shouldn't need to use this function directly since
|
|
* Cogl will do this internally, but if you are developing custom primitives
|
|
* directly with OpenGL, you will need to iterate the layers that you want
|
|
* to texture with.
|
|
*
|
|
* Note: This function may return more layers than OpenGL can use at once
|
|
* so it's your responsability limit yourself to
|
|
* CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
|
|
*
|
|
* Note: It's a bit out of the ordinary to return a const GList *, but it
|
|
* was considered sensible to try and avoid list manipulation for every
|
|
* primitive emitted in a scene, every frame.
|
|
*/
|
|
const GList *cogl_material_get_layers (CoglHandle material_handle);
|
|
|
|
/**
|
|
* CoglMaterialLayerType:
|
|
* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a CoglTexture
|
|
*/
|
|
typedef enum _CoglMaterialLayerType
|
|
{
|
|
COGL_MATERIAL_LAYER_TYPE_TEXTURE
|
|
} CoglMaterialLayerType;
|
|
|
|
/**
|
|
* cogl_material_layer_get_type:
|
|
* @layer_handle: A CoglMaterialLayer handle
|
|
*
|
|
* Currently there is only one type of layer defined:
|
|
* COGL_MATERIAL_LAYER_TYPE_TEXTURE, but considering we may add purely GLSL
|
|
* based layers in the future, you should write code that checks the type
|
|
* first.
|
|
*
|
|
* Note: Normally you shouldn't need to use this function directly since
|
|
* Cogl will do this internally, but if you are developing custom primitives
|
|
* directly with OpenGL, you will need to iterate the layers that you want
|
|
* to texture with, and thus should be checking the layer types.
|
|
*/
|
|
CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer_handle);
|
|
|
|
/**
|
|
* cogl_material_layer_get_texture:
|
|
* @layer_handle: A CoglMaterialLayer handle
|
|
*
|
|
* This lets you extract a CoglTexture handle for a specific layer. Normally
|
|
* you shouldn't need to use this function directly since Cogl will do this
|
|
* internally, but if you are developing custom primitives directly with
|
|
* OpenGL you may need this.
|
|
*
|
|
* Note: In the future, we may support purely GLSL based layers which will
|
|
* likley return COGL_INVALID_HANDLE if you try to get the texture.
|
|
* Considering this, you should always call cogl_material_layer_get_type
|
|
* first, to check it is of type COGL_MATERIAL_LAYER_TYPE_TEXTURE.
|
|
*/
|
|
CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
|
|
|
|
/**
|
|
* CoglMaterialLayerFlags:
|
|
* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
|
|
* custom texture matrix.
|
|
*/
|
|
typedef enum _CoglMaterialLayerFlags
|
|
{
|
|
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
|
|
} CoglMaterialLayerFlags;
|
|
/* XXX: NB: if you add flags here you will need to update
|
|
* CoglMaterialLayerPrivFlags!!! */
|
|
|
|
/**
|
|
* cogl_material_layer_get_flags:
|
|
* @layer_handle: A CoglMaterialLayer layer handle
|
|
*
|
|
* This lets you get a number of flag attributes about the layer. Normally
|
|
* you shouldn't need to use this function directly since Cogl will do this
|
|
* internally, but if you are developing custom primitives directly with
|
|
* OpenGL you may need this.
|
|
*/
|
|
gulong cogl_material_layer_get_flags (CoglHandle layer_handle);
|
|
|
|
/**
|
|
* CoglMaterialFlushOption:
|
|
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: Follow this by a guin32 mask
|
|
* of the layers that can't be supported with the user supplied texture
|
|
* and need to be replaced with fallback textures. (1 = fallback, and the
|
|
* least significant bit = layer 0)
|
|
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: Follow this by a guint32 mask
|
|
* of the layers that you want to completly disable texturing for
|
|
* (1 = fallback, and the least significant bit = layer 0)
|
|
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: Follow this by a GLuint OpenGL texture
|
|
* name to override the texture used for layer 0 of the material. This is
|
|
* intended for dealing with sliced textures where you will need to point
|
|
* to each of the texture slices in turn when drawing your geometry.
|
|
* Passing a value of 0 is the same as not passing the option at all.
|
|
*/
|
|
typedef enum _CoglMaterialFlushOption
|
|
{
|
|
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1,
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
|
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
|
|
} CoglMaterialFlushOption;
|
|
|
|
/**
|
|
* cogl_material_flush_gl_state:
|
|
* @material: A CoglMaterial object
|
|
* @...: A NULL terminated list of (CoglMaterialFlushOption, data) pairs
|
|
*
|
|
* This function commits the state of the specified CoglMaterial - including
|
|
* the texture state for all the layers - to the OpenGL[ES] driver.
|
|
*
|
|
* Since 1.0
|
|
*/
|
|
void cogl_material_flush_gl_state (CoglHandle material,
|
|
...) G_GNUC_NULL_TERMINATED;
|
|
|
|
G_END_DECLS
|
|
|
|
#endif /* __COGL_MATERIAL_H__ */
|
|
|