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mutter-performance-source/cogl/cogl-material-compat.h
Robert Bragg df21e20f65 Adds CoglError api
Although we use GLib internally in Cogl we would rather not leak GLib
api through Cogl's own api, except through explicitly namespaced
cogl_glib_ / cogl_gtype_ feature apis.

One of the benefits we see to not leaking GLib through Cogl's public API
is that documentation for Cogl won't need to first introduce the Glib
API to newcomers, thus hopefully lowering the barrier to learning Cogl.

This patch provides a Cogl specific typedef for reporting runtime errors
which by no coincidence matches the typedef for GError exactly.  If Cogl
is built with --enable-glib (default) then developers can even safely
assume that a CoglError is a GError under the hood.

This patch also enforces a consistent policy for when NULL is passed as
an error argument and an error is thrown. In this case we log the error
and abort the application, instead of silently ignoring it. In common
cases where nothing has been implemented to handle a particular error
and/or where applications are just printing the error and aborting
themselves then this saves some typing. This also seems more consistent
with language based exceptions which usually cause a program to abort if
they are not explicitly caught (which passing a non-NULL error signifies
in this case)

Since this policy for NULL error pointers is stricter than the standard
GError convention, there is a clear note in the documentation to warn
developers that are used to using the GError api.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46)

Note: Since we can't change the Cogl 1.x api the patch was changed to
not rename _error_quark() functions to be _error_domain() functions and
although it's a bit ugly, instead of providing our own CoglError type
that's compatible with GError we simply #define CoglError to GError
unless Cogl is built with glib disabled.

Note: this patch does technically introduce an API break since it drops
the cogl_error_get_type() symbol generated by glib-mkenum (Since the
CoglError enum was replaced by a CoglSystemError enum) but for now we
are assuming that this will not affect anyone currently using the Cogl
API. If this does turn out to be a problem in practice then we would be
able to fix this my manually copying an implementation of
cogl_error_get_type() generated by glib-mkenum into a compatibility
source file and we could also define the original COGL_ERROR_ enums for
compatibility too.

Note: another minor concern with cherry-picking this patch to the 1.14
branch is that an api scanner would be lead to believe that some APIs
have changed, and for example the gobject-introspection parser which
understands the semantics of GError will not understand the semantics of
CoglError. We expect most people that have tried to use
gobject-introspection with Cogl already understand though that it is not
well suited to generating bindings of the Cogl api anyway and we aren't
aware or anyone depending on such bindings for apis involving GErrors.
(GnomeShell only makes very-very minimal use of Cogl via the gjs
bindings for the cogl_rectangle and cogl_color apis.)

The main reason we have cherry-picked this patch to the 1.14 branch
even given the above concerns is that without it it would become very
awkward for us to cherry-pick other beneficial patches from master.
2013-01-22 17:47:39 +00:00

1276 lines
41 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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/>.
*
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_MATERIAL_H__
#define __COGL_MATERIAL_H__
#include <cogl/cogl-types.h>
#include <cogl/cogl-matrix.h>
#include <cogl/cogl-depth-state.h>
#include <cogl/cogl-error.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-material
* @short_description: Fuctions for creating and manipulating materials
*
* COGL allows creating and manipulating materials used to fill in
* geometry. Materials may simply be lighting attributes (such as an
* ambient and diffuse colour) or might represent one or more textures
* blended together.
*/
typedef struct _CoglMaterial CoglMaterial;
typedef struct _CoglMaterialLayer CoglMaterialLayer;
#define COGL_MATERIAL(OBJECT) ((CoglMaterial *)OBJECT)
/**
* CoglMaterialFilter:
* @COGL_MATERIAL_FILTER_NEAREST: Measuring in manhatten distance from the,
* current pixel center, use the nearest texture texel
* @COGL_MATERIAL_FILTER_LINEAR: Use the weighted average of the 4 texels
* nearest the current pixel center
* @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST: Select the mimap level whose
* texel size most closely matches the current pixel, and use the
* %COGL_MATERIAL_FILTER_NEAREST criterion
* @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST: Select the mimap level whose
* texel size most closely matches the current pixel, and use the
* %COGL_MATERIAL_FILTER_LINEAR criterion
* @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR: Select the two mimap levels
* whose texel size most closely matches the current pixel, use
* the %COGL_MATERIAL_FILTER_NEAREST criterion on each one and take
* their weighted average
* @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR: Select the two mimap levels
* whose texel size most closely matches the current pixel, use
* the %COGL_MATERIAL_FILTER_LINEAR criterion on each one and take
* their weighted average
*
* Texture filtering is used whenever the current pixel maps either to more
* than one texture element (texel) or less than one. These filter enums
* correspond to different strategies used to come up with a pixel color, by
* possibly referring to multiple neighbouring texels and taking a weighted
* average or simply using the nearest texel.
*/
typedef enum {
COGL_MATERIAL_FILTER_NEAREST = 0x2600,
COGL_MATERIAL_FILTER_LINEAR = 0x2601,
COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST = 0x2700,
COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST = 0x2701,
COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR = 0x2702,
COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR = 0x2703
} CoglMaterialFilter;
/* NB: these values come from the equivalents in gl.h */
/**
* CoglMaterialWrapMode:
* @COGL_MATERIAL_WRAP_MODE_REPEAT: The texture will be repeated. This
* is useful for example to draw a tiled background.
* @COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE: The coordinates outside the
* range 0→1 will sample copies of the edge pixels of the
* texture. This is useful to avoid artifacts if only one copy of
* the texture is being rendered.
* @COGL_MATERIAL_WRAP_MODE_AUTOMATIC: Cogl will try to automatically
* decide which of the above two to use. For cogl_rectangle(), it
* will use repeat mode if any of the texture coordinates are
* outside the range 0→1, otherwise it will use clamp to edge. For
* cogl_polygon() it will always use repeat mode. For
* cogl_vertex_buffer_draw() it will use repeat mode except for
* layers that have point sprite coordinate generation enabled. This
* is the default value.
*
* The wrap mode specifies what happens when texture coordinates
* outside the range 0→1 are used. Note that if the filter mode is
* anything but %COGL_MATERIAL_FILTER_NEAREST then texels outside the
* range 0→1 might be used even when the coordinate is exactly 0 or 1
* because OpenGL will try to sample neighbouring pixels. For example
* if you are trying to render the full texture then you may get
* artifacts around the edges when the pixels from the other side are
* merged in if the wrap mode is set to repeat.
*
* Since: 1.4
*/
/* GL_ALWAYS is just used here as a value that is known not to clash
* with any valid GL wrap modes
*
* XXX: keep the values in sync with the CoglMaterialWrapModeInternal
* enum so no conversion is actually needed.
*/
typedef enum {
COGL_MATERIAL_WRAP_MODE_REPEAT = 0x2901,
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE = 0x812F,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC = 0x0207
} CoglMaterialWrapMode;
/* NB: these values come from the equivalents in gl.h */
/**
* cogl_material_new:
*
* Allocates and initializes a blank white material
*
* Return value: a pointer to a new #CoglMaterial
*/
CoglMaterial *
cogl_material_new (void);
/**
* cogl_material_copy:
* @source: a #CoglMaterial object to copy
*
* Creates a new material with the configuration copied from the
* source material.
*
* We would strongly advise developers to always aim to use
* cogl_material_copy() instead of cogl_material_new() whenever there will
* be any similarity between two materials. Copying a material helps Cogl
* keep track of a materials ancestry which we may use to help minimize GPU
* state changes.
*
* Returns: a pointer to the newly allocated #CoglMaterial
*
* Since: 1.2
*/
CoglMaterial *
cogl_material_copy (CoglMaterial *source);
#ifndef COGL_DISABLE_DEPRECATED
/**
* cogl_material_ref:
* @material: a #CoglMaterial object.
*
* Increment the reference count for a #CoglMaterial.
*
* Return value: the @material.
*
* Since: 1.0
*
* Deprecated: 1.2: Use cogl_object_ref() instead
*/
CoglHandle
cogl_material_ref (CoglHandle material) G_GNUC_DEPRECATED;
/**
* cogl_material_unref:
* @material: a #CoglMaterial object.
*
* Decrement the reference count for a #CoglMaterial.
*
* Since: 1.0
*
* Deprecated: 1.2: Use cogl_object_unref() instead
*/
void
cogl_material_unref (CoglHandle material) G_GNUC_DEPRECATED;
#endif /* COGL_DISABLE_DEPRECATED */
/**
* cogl_is_material:
* @handle: A CoglHandle
*
* Gets whether the given handle references an existing material object.
*
* Return value: %TRUE if the handle references a #CoglMaterial,
* %FALSE otherwise
*/
CoglBool
cogl_is_material (CoglHandle handle);
/**
* cogl_material_set_color:
* @material: A #CoglMaterial object
* @color: The components of the color
*
* Sets the basic color of the material, used when no lighting is enabled.
*
* Note that if you don't add any layers to the material then the color
* will be blended unmodified with the destination; the default blend
* expects premultiplied colors: for example, use (0.5, 0.0, 0.0, 0.5) for
* semi-transparent red. See cogl_color_premultiply().
*
* The default value is (1.0, 1.0, 1.0, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_color (CoglMaterial *material,
const CoglColor *color);
/**
* cogl_material_set_color4ub:
* @material: A #CoglMaterial object
* @red: The red component
* @green: The green component
* @blue: The blue component
* @alpha: The alpha component
*
* Sets the basic color of the material, used when no lighting is enabled.
*
* The default value is (0xff, 0xff, 0xff, 0xff)
*
* Since: 1.0
*/
void
cogl_material_set_color4ub (CoglMaterial *material,
uint8_t red,
uint8_t green,
uint8_t blue,
uint8_t alpha);
/**
* cogl_material_set_color4f:
* @material: A #CoglMaterial object
* @red: The red component
* @green: The green component
* @blue: The blue component
* @alpha: The alpha component
*
* Sets the basic color of the material, used when no lighting is enabled.
*
* The default value is (1.0, 1.0, 1.0, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_color4f (CoglMaterial *material,
float red,
float green,
float blue,
float alpha);
/**
* cogl_material_get_color:
* @material: A #CoglMaterial object
* @color: (out): The location to store the color
*
* Retrieves the current material color.
*
* Since: 1.0
*/
void
cogl_material_get_color (CoglMaterial *material,
CoglColor *color);
/**
* cogl_material_set_ambient:
* @material: A #CoglMaterial object
* @ambient: The components of the desired ambient color
*
* Sets the material's ambient color, in the standard OpenGL lighting
* model. The ambient color affects the overall color of the object.
*
* Since the diffuse color will be intense when the light hits the surface
* directly, the ambient will be most apparent where the light hits at a
* slant.
*
* The default value is (0.2, 0.2, 0.2, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_ambient (CoglMaterial *material,
const CoglColor *ambient);
/**
* cogl_material_get_ambient:
* @material: A #CoglMaterial object
* @ambient: The location to store the ambient color
*
* Retrieves the current ambient color for @material
*
* Since: 1.0
*/
void
cogl_material_get_ambient (CoglMaterial *material,
CoglColor *ambient);
/**
* cogl_material_set_diffuse:
* @material: A #CoglMaterial object
* @diffuse: The components of the desired diffuse color
*
* Sets the material's diffuse color, in the standard OpenGL lighting
* model. The diffuse color is most intense where the light hits the
* surface directly - perpendicular to the surface.
*
* The default value is (0.8, 0.8, 0.8, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_diffuse (CoglMaterial *material,
const CoglColor *diffuse);
/**
* cogl_material_get_diffuse:
* @material: A #CoglMaterial object
* @diffuse: The location to store the diffuse color
*
* Retrieves the current diffuse color for @material
*
* Since: 1.0
*/
void
cogl_material_get_diffuse (CoglMaterial *material,
CoglColor *diffuse);
/**
* cogl_material_set_ambient_and_diffuse:
* @material: A #CoglMaterial object
* @color: The components of the desired ambient and diffuse colors
*
* Conveniently sets the diffuse and ambient color of @material at the same
* time. See cogl_material_set_ambient() and cogl_material_set_diffuse().
*
* The default ambient color is (0.2, 0.2, 0.2, 1.0)
*
* The default diffuse color is (0.8, 0.8, 0.8, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_ambient_and_diffuse (CoglMaterial *material,
const CoglColor *color);
/**
* cogl_material_set_specular:
* @material: A #CoglMaterial object
* @specular: The components of the desired specular color
*
* Sets the material's specular color, in the standard OpenGL lighting
* model. The intensity of the specular color depends on the viewport
* position, and is brightest along the lines of reflection.
*
* The default value is (0.0, 0.0, 0.0, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_specular (CoglMaterial *material,
const CoglColor *specular);
/**
* cogl_material_get_specular:
* @material: A #CoglMaterial object
* @specular: The location to store the specular color
*
* Retrieves the materials current specular color.
*
* Since: 1.0
*/
void
cogl_material_get_specular (CoglMaterial *material,
CoglColor *specular);
/**
* cogl_material_set_shininess:
* @material: A #CoglMaterial object
* @shininess: The desired shininess; must be >= 0.0
*
* Sets the shininess of the material, in the standard OpenGL lighting
* model, which determines the size of the specular highlights. A
* higher @shininess will produce smaller highlights which makes the
* object appear more shiny.
*
* The default value is 0.0
*
* Since: 1.0
*/
void
cogl_material_set_shininess (CoglMaterial *material,
float shininess);
/**
* cogl_material_get_shininess:
* @material: A #CoglMaterial object
*
* Retrieves the materials current emission color.
*
* Return value: The materials current shininess value
*
* Since: 1.0
*/
float
cogl_material_get_shininess (CoglMaterial *material);
/**
* cogl_material_set_emission:
* @material: A #CoglMaterial object
* @emission: The components of the desired emissive color
*
* Sets the material's emissive color, in the standard OpenGL lighting
* model. It will look like the surface is a light source emitting this
* color.
*
* The default value is (0.0, 0.0, 0.0, 1.0)
*
* Since: 1.0
*/
void
cogl_material_set_emission (CoglMaterial *material,
const CoglColor *emission);
/**
* cogl_material_get_emission:
* @material: A #CoglMaterial object
* @emission: The location to store the emission color
*
* Retrieves the materials current emission color.
*
* Since: 1.0
*/
void
cogl_material_get_emission (CoglMaterial *material,
CoglColor *emission);
/**
* CoglMaterialAlphaFunc:
* @COGL_MATERIAL_ALPHA_FUNC_NEVER: Never let the fragment through.
* @COGL_MATERIAL_ALPHA_FUNC_LESS: Let the fragment through if the incoming
* alpha value is less than the reference alpha value
* @COGL_MATERIAL_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming
* alpha value equals the reference alpha value
* @COGL_MATERIAL_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming
* alpha value is less than or equal to the reference alpha value
* @COGL_MATERIAL_ALPHA_FUNC_GREATER: Let the fragment through if the incoming
* alpha value is greater than the reference alpha value
* @COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming
* alpha value does not equal the reference alpha value
* @COGL_MATERIAL_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming
* alpha value is greater than or equal to the reference alpha value.
* @COGL_MATERIAL_ALPHA_FUNC_ALWAYS: Always let the fragment through.
*
* Alpha testing happens before blending primitives with the framebuffer and
* gives an opportunity to discard fragments based on a comparison with the
* incoming alpha value and a reference alpha value. The #CoglMaterialAlphaFunc
* determines how the comparison is done.
*/
typedef enum {
COGL_MATERIAL_ALPHA_FUNC_NEVER = 0x0200,
COGL_MATERIAL_ALPHA_FUNC_LESS = 0x0201,
COGL_MATERIAL_ALPHA_FUNC_EQUAL = 0x0202,
COGL_MATERIAL_ALPHA_FUNC_LEQUAL = 0x0203,
COGL_MATERIAL_ALPHA_FUNC_GREATER = 0x0204,
COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL = 0x0205,
COGL_MATERIAL_ALPHA_FUNC_GEQUAL = 0x0206,
COGL_MATERIAL_ALPHA_FUNC_ALWAYS = 0x0207
} CoglMaterialAlphaFunc;
/**
* cogl_material_set_alpha_test_function:
* @material: A #CoglMaterial object
* @alpha_func: A @CoglMaterialAlphaFunc constant
* @alpha_reference: A reference point that the chosen alpha function uses
* to compare incoming fragments to.
*
* Before a primitive is blended with the framebuffer, it goes through an
* alpha test stage which lets you discard fragments based on the current
* alpha value. This function lets you change the function used to evaluate
* the alpha channel, and thus determine which fragments are discarded
* and which continue on to the blending stage.
*
* The default is %COGL_MATERIAL_ALPHA_FUNC_ALWAYS
*
* Since: 1.0
*/
void
cogl_material_set_alpha_test_function (CoglMaterial *material,
CoglMaterialAlphaFunc alpha_func,
float alpha_reference);
/**
* cogl_material_set_blend:
* @material: A #CoglMaterial object
* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
* describing the desired blend function.
* @error: return location for a #CoglError that may report lack of driver
* support if you give separate blend string statements for the alpha
* channel and RGB channels since some drivers, or backends such as
* GLES 1.1, don't support this feature. May be %NULL, in which case a
* warning will be printed out using GLib's logging facilities if an
* error is encountered.
*
* If not already familiar; please refer <link linkend="cogl-Blend-Strings">here</link>
* for an overview of what blend strings are, and their syntax.
*
* Blending occurs after the alpha test function, and combines fragments with
* the framebuffer.
* Currently the only blend function Cogl exposes is ADD(). So any valid
* blend statements will be of the form:
*
* |[
* &lt;channel-mask&gt;=ADD(SRC_COLOR*(&lt;factor&gt;), DST_COLOR*(&lt;factor&gt;))
* ]|
*
* <warning>The brackets around blend factors are currently not
* optional!</warning>
*
* This is the list of source-names usable as blend factors:
* <itemizedlist>
* <listitem><para>SRC_COLOR: The color of the in comming fragment</para></listitem>
* <listitem><para>DST_COLOR: The color of the framebuffer</para></listitem>
* <listitem><para>CONSTANT: The constant set via cogl_material_set_blend_constant()</para></listitem>
* </itemizedlist>
*
* The source names can be used according to the
* <link linkend="cogl-Blend-String-syntax">color-source and factor syntax</link>,
* so for example "(1-SRC_COLOR[A])" would be a valid factor, as would
* "(CONSTANT[RGB])"
*
* These can also be used as factors:
* <itemizedlist>
* <listitem>0: (0, 0, 0, 0)</listitem>
* <listitem>1: (1, 1, 1, 1)</listitem>
* <listitem>SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])</listitem>
* </itemizedlist>
*
* <note>Remember; all color components are normalized to the range [0, 1]
* before computing the result of blending.</note>
*
* <example id="cogl-Blend-Strings-blend-unpremul">
* <title>Blend Strings/1</title>
* <para>Blend a non-premultiplied source over a destination with
* premultiplied alpha:</para>
* <programlisting>
* "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
* "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
* </programlisting>
* </example>
*
* <example id="cogl-Blend-Strings-blend-premul">
* <title>Blend Strings/2</title>
* <para>Blend a premultiplied source over a destination with
* premultiplied alpha</para>
* <programlisting>
* "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
* </programlisting>
* </example>
*
* The default blend string is:
* |[
* RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))
* ]|
*
* That gives normal alpha-blending when the calculated color for the material
* is in premultiplied form.
*
* Return value: %TRUE if the blend string was successfully parsed, and the
* described blending is supported by the underlying driver/hardware. If
* there was an error, %FALSE is returned and @error is set accordingly (if
* present).
*
* Since: 1.0
*/
CoglBool
cogl_material_set_blend (CoglMaterial *material,
const char *blend_string,
CoglError **error);
/**
* cogl_material_set_blend_constant:
* @material: A #CoglMaterial object
* @constant_color: The constant color you want
*
* When blending is setup to reference a CONSTANT blend factor then
* blending will depend on the constant set with this function.
*
* Since: 1.0
*/
void
cogl_material_set_blend_constant (CoglMaterial *material,
const CoglColor *constant_color);
/**
* cogl_material_set_point_size:
* @material: a material.
* @point_size: the new point size.
*
* Changes the size of points drawn when %COGL_VERTICES_MODE_POINTS is
* used with the vertex buffer API. Note that typically the GPU will
* only support a limited minimum and maximum range of point sizes. If
* the chosen point size is outside that range then the nearest value
* within that range will be used instead. The size of a point is in
* screen space so it will be the same regardless of any
* transformations. The default point size is 1.0.
*
* Since: 1.4
*/
void
cogl_material_set_point_size (CoglMaterial *material,
float point_size);
/**
* cogl_material_get_point_size:
* @material: a #CoglHandle to a material.
*
* Get the size of points drawn when %COGL_VERTICES_MODE_POINTS is
* used with the vertex buffer API.
*
* Return value: the point size of the material.
*
* Since: 1.4
*/
float
cogl_material_get_point_size (CoglMaterial *material);
/**
* cogl_material_get_user_program:
* @material: a #CoglMaterial object.
*
* Queries what user program has been associated with the given
* @material using cogl_material_set_user_program().
*
* Return value: (transfer none): The current user program
* or %COGL_INVALID_HANDLE.
*
* Since: 1.4
*/
CoglHandle
cogl_material_get_user_program (CoglMaterial *material);
/**
* cogl_material_set_user_program:
* @material: a #CoglMaterial object.
* @program: A #CoglHandle to a linked CoglProgram
*
* Associates a linked CoglProgram with the given material so that the
* program can take full control of vertex and/or fragment processing.
*
* This is an example of how it can be used to associate an ARBfp
* program with a #CoglMaterial:
* |[
* CoglHandle shader;
* CoglHandle program;
* CoglMaterial *material;
*
* shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
* cogl_shader_source (shader,
* "!!ARBfp1.0\n"
* "MOV result.color,fragment.color;\n"
* "END\n");
* cogl_shader_compile (shader);
*
* program = cogl_create_program ();
* cogl_program_attach_shader (program, shader);
* cogl_program_link (program);
*
* material = cogl_material_new ();
* cogl_material_set_user_program (material, program);
*
* cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
* cogl_rectangle (0, 0, 100, 100);
* ]|
*
* It is possibly worth keeping in mind that this API is not part of
* the long term design for how we want to expose shaders to Cogl
* developers (We are planning on deprecating the cogl_program and
* cogl_shader APIs in favour of a "snippet" framework) but in the
* meantime we hope this will handle most practical GLSL and ARBfp
* requirements.
*
* Also remember you need to check for either the
* %COGL_FEATURE_SHADERS_GLSL or %COGL_FEATURE_SHADERS_ARBFP before
* using the cogl_program or cogl_shader API.
*
* Since: 1.4
*/
void
cogl_material_set_user_program (CoglMaterial *material,
CoglHandle program);
/**
* cogl_material_set_layer:
* @material: A #CoglMaterial object
* @layer_index: the index of the layer
* @texture: a #CoglHandle for the layer object
*
* In addition to the standard OpenGL lighting model a Cogl material may have
* one or more layers comprised of textures that can be blended together in
* order, with a number of different texture combine modes. This function
* defines a new texture layer.
*
* The index values of multiple layers do not have to be consecutive; it is
* only their relative order that is important.
*
* <note>In the future, we may define other types of material layers, such
* as purely GLSL based layers.</note>
*
* Since: 1.0
*/
void
cogl_material_set_layer (CoglMaterial *material,
int layer_index,
CoglHandle texture);
/**
* cogl_material_remove_layer:
* @material: A #CoglMaterial object
* @layer_index: Specifies the layer you want to remove
*
* This function removes a layer from your material
*/
void
cogl_material_remove_layer (CoglMaterial *material,
int layer_index);
/**
* cogl_material_set_layer_combine:
* @material: A #CoglMaterial object
* @layer_index: Specifies the layer you want define a combine function for
* @blend_string: A <link linkend="cogl-Blend-Strings">Cogl blend string</link>
* describing the desired texture combine function.
* @error: A #CoglError that may report parse errors or lack of GPU/driver
* support. May be %NULL, in which case a warning will be printed out if an
* error is encountered.
*
* If not already familiar; you can refer
* <link linkend="cogl-Blend-Strings">here</link> for an overview of what blend
* strings are and there syntax.
*
* These are all the functions available for texture combining:
* <itemizedlist>
* <listitem>REPLACE(arg0) = arg0</listitem>
* <listitem>MODULATE(arg0, arg1) = arg0 x arg1</listitem>
* <listitem>ADD(arg0, arg1) = arg0 + arg1</listitem>
* <listitem>ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5</listitem>
* <listitem>INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2)</listitem>
* <listitem>SUBTRACT(arg0, arg1) = arg0 - arg1</listitem>
* <listitem>
* <programlisting>
* DOT3_RGB(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) +
* (arg0[G] - 0.5)) * (arg1[G] - 0.5) +
* (arg0[B] - 0.5)) * (arg1[B] - 0.5))
* </programlisting>
* </listitem>
* <listitem>
* <programlisting>
* DOT3_RGBA(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) +
* (arg0[G] - 0.5)) * (arg1[G] - 0.5) +
* (arg0[B] - 0.5)) * (arg1[B] - 0.5))
* </programlisting>
* </listitem>
* </itemizedlist>
*
* Refer to the
* <link linkend="cogl-Blend-String-syntax">color-source syntax</link> for
* describing the arguments. The valid source names for texture combining
* are:
* <variablelist>
* <varlistentry>
* <term>TEXTURE</term>
* <listitem>Use the color from the current texture layer</listitem>
* </varlistentry>
* <varlistentry>
* <term>TEXTURE_0, TEXTURE_1, etc</term>
* <listitem>Use the color from the specified texture layer</listitem>
* </varlistentry>
* <varlistentry>
* <term>CONSTANT</term>
* <listitem>Use the color from the constant given with
* cogl_material_set_layer_constant()</listitem>
* </varlistentry>
* <varlistentry>
* <term>PRIMARY</term>
* <listitem>Use the color of the material as set with
* cogl_material_set_color()</listitem>
* </varlistentry>
* <varlistentry>
* <term>PREVIOUS</term>
* <listitem>Either use the texture color from the previous layer, or
* if this is layer 0, use the color of the material as set with
* cogl_material_set_color()</listitem>
* </varlistentry>
* </variablelist>
*
* <refsect2 id="cogl-Layer-Combine-Examples">
* <title>Layer Combine Examples</title>
* <para>This is effectively what the default blending is:</para>
* <informalexample><programlisting>
* RGBA = MODULATE (PREVIOUS, TEXTURE)
* </programlisting></informalexample>
* <para>This could be used to cross-fade between two images, using
* the alpha component of a constant as the interpolator. The constant
* color is given by calling cogl_material_set_layer_constant.</para>
* <informalexample><programlisting>
* RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A])
* </programlisting></informalexample>
* </refsect2>
*
* <note>You can't give a multiplication factor for arguments as you can
* with blending.</note>
*
* Return value: %TRUE if the blend string was successfully parsed, and the
* described texture combining is supported by the underlying driver and
* or hardware. On failure, %FALSE is returned and @error is set
*
* Since: 1.0
*/
CoglBool
cogl_material_set_layer_combine (CoglMaterial *material,
int layer_index,
const char *blend_string,
CoglError **error);
/**
* cogl_material_set_layer_combine_constant:
* @material: A #CoglMaterial object
* @layer_index: Specifies the layer you want to specify a constant used
* for texture combining
* @constant: The constant color you want
*
* When you are using the 'CONSTANT' color source in a layer combine
* description then you can use this function to define its value.
*
* Since: 1.0
*/
void
cogl_material_set_layer_combine_constant (CoglMaterial *material,
int layer_index,
const CoglColor *constant);
/**
* cogl_material_set_layer_matrix:
* @material: A #CoglMaterial object
* @layer_index: the index for the layer inside @material
* @matrix: the transformation matrix for the layer
*
* 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 (CoglMaterial *material,
int layer_index,
const CoglMatrix *matrix);
/**
* cogl_material_get_layers:
* @material: A #CoglMaterial object
*
* This function lets you access a material's internal list of layers
* for iteration.
*
* <note>You should avoid using this API if possible since it was only
* made public by mistake and will be deprecated when we have
* suitable alternative.</note>
*
* <note>It's important to understand that the list returned may not
* remain valid if you modify the material or any of the layers in any
* way and so you would have to re-get the list in that
* situation.</note>
*
* Return value: (element-type CoglMaterialLayer) (transfer none): A
* list of #CoglMaterialLayer<!-- -->'s that can be passed to the
* cogl_material_layer_* functions. The list is owned by Cogl and it
* should not be modified or freed
*/
const GList *
cogl_material_get_layers (CoglMaterial *material);
/**
* cogl_material_get_n_layers:
* @material: A #CoglMaterial object
*
* Retrieves the number of layers defined for the given @material
*
* Return value: the number of layers
*
* Since: 1.0
*/
int
cogl_material_get_n_layers (CoglMaterial *material);
/**
* CoglMaterialLayerType:
* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a
* <link linkend="cogl-Textures">texture</link>
*
* Available types of layers for a #CoglMaterial. This enumeration
* might be expanded in later versions.
*
* Since: 1.0
*/
typedef enum {
COGL_MATERIAL_LAYER_TYPE_TEXTURE
} CoglMaterialLayerType;
/**
* cogl_material_layer_get_type:
* @layer: A #CoglMaterialLayer object
*
* Retrieves the type of the layer
*
* 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.
*
* Return value: the type of the layer
*/
CoglMaterialLayerType
cogl_material_layer_get_type (CoglMaterialLayer *layer);
/**
* cogl_material_layer_get_texture:
* @layer: A #CoglMaterialLayer object
*
* Extracts a texture handle for a specific layer.
*
* <note>In the future Cogl may support purely GLSL based layers; for those
* layers this function which will likely return %COGL_INVALID_HANDLE if you
* try to get the texture handle from them. Considering this scenario, you
* should call cogl_material_layer_get_type() first in order check it is of
* type %COGL_MATERIAL_LAYER_TYPE_TEXTURE before calling this function.</note>
*
* Return value: (transfer none): a #CoglHandle for the texture inside the layer
*/
CoglHandle
cogl_material_layer_get_texture (CoglMaterialLayer *layer);
/**
* cogl_material_layer_get_min_filter:
* @layer: a #CoglHandle for a material layer
*
* Queries the currently set downscaling filter for a material layer
*
* Return value: the current downscaling filter
*/
CoglMaterialFilter
cogl_material_layer_get_min_filter (CoglMaterialLayer *layer);
/**
* cogl_material_layer_get_mag_filter:
* @layer: A #CoglMaterialLayer object
*
* Queries the currently set downscaling filter for a material later
*
* Return value: the current downscaling filter
*/
CoglMaterialFilter
cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer);
/**
* cogl_material_set_layer_filters:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
* @min_filter: the filter used when scaling a texture down.
* @mag_filter: the filter used when magnifying a texture.
*
* Changes the decimation and interpolation filters used when a texture is
* drawn at other scales than 100%.
*/
void
cogl_material_set_layer_filters (CoglMaterial *material,
int layer_index,
CoglMaterialFilter min_filter,
CoglMaterialFilter mag_filter);
/**
* cogl_material_set_layer_point_sprite_coords_enabled:
* @material: a #CoglHandle to a material.
* @layer_index: the layer number to change.
* @enable: whether to enable point sprite coord generation.
* @error: A return location for a CoglError, or NULL to ignore errors.
*
* When rendering points, if @enable is %TRUE then the texture
* coordinates for this layer will be replaced with coordinates that
* vary from 0.0 to 1.0 across the primitive. The top left of the
* point will have the coordinates 0.0,0.0 and the bottom right will
* have 1.0,1.0. If @enable is %FALSE then the coordinates will be
* fixed for the entire point.
*
* This function will only work if %COGL_FEATURE_POINT_SPRITE is
* available. If the feature is not available then the function will
* return %FALSE and set @error.
*
* Return value: %TRUE if the function succeeds, %FALSE otherwise.
* Since: 1.4
*/
CoglBool
cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
int layer_index,
CoglBool enable,
CoglError **error);
/**
* cogl_material_get_layer_point_sprite_coords_enabled:
* @material: a #CoglHandle to a material.
* @layer_index: the layer number to check.
*
* Gets whether point sprite coordinate generation is enabled for this
* texture layer.
*
* Return value: whether the texture coordinates will be replaced with
* point sprite coordinates.
*
* Since: 1.4
*/
CoglBool
cogl_material_get_layer_point_sprite_coords_enabled (CoglMaterial *material,
int layer_index);
/**
* cogl_material_get_layer_wrap_mode_s:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
*
* Returns the wrap mode for the 's' coordinate of texture lookups on this
* layer.
*
* Return value: the wrap mode for the 's' coordinate of texture lookups on
* this layer.
*
* Since: 1.6
*/
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_s (CoglMaterial *material,
int layer_index);
/**
* cogl_material_set_layer_wrap_mode_s:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
* @mode: the new wrap mode
*
* Sets the wrap mode for the 's' coordinate of texture lookups on this layer.
*
* Since: 1.4
*/
void
cogl_material_set_layer_wrap_mode_s (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode);
/**
* cogl_material_get_layer_wrap_mode_t:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
*
* Returns the wrap mode for the 't' coordinate of texture lookups on this
* layer.
*
* Return value: the wrap mode for the 't' coordinate of texture lookups on
* this layer.
*
* Since: 1.6
*/
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_t (CoglMaterial *material,
int layer_index);
/**
* cogl_material_set_layer_wrap_mode_t:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
* @mode: the new wrap mode
*
* Sets the wrap mode for the 't' coordinate of texture lookups on this layer.
*
* Since: 1.4
*/
void
cogl_material_set_layer_wrap_mode_t (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode);
/**
* cogl_material_get_layer_wrap_mode_p:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
*
* Returns the wrap mode for the 'p' coordinate of texture lookups on this
* layer.
*
* Return value: the wrap mode for the 'p' coordinate of texture lookups on
* this layer.
*
* Since: 1.6
*/
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_p (CoglMaterial *material,
int layer_index);
/**
* cogl_material_set_layer_wrap_mode_p:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
* @mode: the new wrap mode
*
* Sets the wrap mode for the 'p' coordinate of texture lookups on
* this layer. 'p' is the third coordinate.
*
* Since: 1.4
*/
void
cogl_material_set_layer_wrap_mode_p (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode);
/**
* cogl_material_set_layer_wrap_mode:
* @material: A #CoglMaterial object
* @layer_index: the layer number to change.
* @mode: the new wrap mode
*
* Sets the wrap mode for all three coordinates of texture lookups on
* this layer. This is equivalent to calling
* cogl_material_set_layer_wrap_mode_s(),
* cogl_material_set_layer_wrap_mode_t() and
* cogl_material_set_layer_wrap_mode_p() separately.
*
* Since: 1.4
*/
void
cogl_material_set_layer_wrap_mode (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode);
/**
* cogl_material_layer_get_wrap_mode_s:
* @layer: A #CoglMaterialLayer object
*
* Gets the wrap mode for the 's' coordinate of texture lookups on this layer.
*
* Return value: the wrap mode value for the s coordinate.
*
* Since: 1.4
*/
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer);
/**
* cogl_material_layer_get_wrap_mode_t:
* @layer: A #CoglMaterialLayer object
*
* Gets the wrap mode for the 't' coordinate of texture lookups on this layer.
*
* Return value: the wrap mode value for the t coordinate.
*
* Since: 1.4
*/
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer);
/**
* cogl_material_layer_get_wrap_mode_p:
* @layer: A #CoglMaterialLayer object
*
* Gets the wrap mode for the 'p' coordinate of texture lookups on
* this layer. 'p' is the third coordinate.
*
* Return value: the wrap mode value for the p coordinate.
*
* Since: 1.4
*/
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_p (CoglMaterialLayer *layer);
#ifdef COGL_ENABLE_EXPERIMENTAL_API
/**
* cogl_material_set_depth_state:
* @material: A #CoglMaterial object
* @state: A #CoglDepthState struct
* @error: A #CoglError to report failures to setup the given @state.
*
* This commits all the depth state configured in @state struct to the
* given @material. The configuration values are copied into the
* material so there is no requirement to keep the #CoglDepthState
* struct around if you don't need it any more.
*
* Note: Since some platforms do not support the depth range feature
* it is possible for this function to fail and report an @error.
*
* Returns: TRUE if the GPU supports all the given @state else %FALSE
* and returns an @error.
*
* Since: 1.8
* Stability: Unstable
*/
CoglBool
cogl_material_set_depth_state (CoglMaterial *material,
const CoglDepthState *state,
CoglError **error);
/**
* cogl_material_get_depth_state:
* @material: A #CoglMaterial object
* @state_out: A destination #CoglDepthState struct
*
* Retrieves the current depth state configuration for the given
* @pipeline as previously set using cogl_pipeline_set_depth_state().
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_material_get_depth_state (CoglMaterial *material,
CoglDepthState *state_out);
/**
* CoglMaterialLayerCallback:
* @material: The #CoglMaterial whos layers are being iterated
* @layer_index: The current layer index
* @user_data: The private data passed to cogl_material_foreach_layer()
*
* The callback prototype used with cogl_material_foreach_layer() for
* iterating all the layers of a @material.
*
* Since: 1.4
* Stability: Unstable
*/
typedef CoglBool (*CoglMaterialLayerCallback) (CoglMaterial *material,
int layer_index,
void *user_data);
/**
* cogl_material_foreach_layer:
* @material: A #CoglMaterial object
* @callback: A #CoglMaterialLayerCallback to be called for each layer
* index
* @user_data: Private data that will be passed to the callback
*
* Iterates all the layer indices of the given @material.
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_material_foreach_layer (CoglMaterial *material,
CoglMaterialLayerCallback callback,
void *user_data);
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
G_END_DECLS
#endif /* __COGL_MATERIAL_H__ */