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mutter-performance-source/cogl/cogl-material-compat.c
Robert Bragg 785e6375eb Adds a context arg to cogl_pipeline_new()
As we move towards Cogl 2.0 we are aiming to remove the need for a
default global CoglContext and so everything should be explicitly
related to a context somehow. CoglPipelines are top level objects and
so this patch adds a context argument to cogl_pipeline_new().

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-21 12:38:24 +00:00

454 lines
13 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <cogl-material-compat.h>
#include <cogl-pipeline.h>
#include <cogl-pipeline-private.h>
#include <cogl-types.h>
#include <cogl-matrix.h>
#include <cogl-context-private.h>
CoglMaterial *
cogl_material_new (void)
{
_COGL_GET_CONTEXT(ctx, NULL);
return COGL_MATERIAL (cogl_pipeline_new (ctx));
}
CoglMaterial *
cogl_material_copy (CoglMaterial *source)
{
return COGL_MATERIAL (cogl_pipeline_copy (COGL_PIPELINE (source)));
}
CoglHandle
cogl_material_ref (CoglHandle handle)
{
return cogl_object_ref (handle);
}
void
cogl_material_unref (CoglHandle handle)
{
cogl_object_unref (handle);
}
gboolean
cogl_is_material (CoglHandle handle)
{
return cogl_is_pipeline (handle);
}
void
cogl_material_set_color (CoglMaterial *material,
const CoglColor *color)
{
cogl_pipeline_set_color (COGL_PIPELINE (material), color);
}
void
cogl_material_set_color4ub (CoglMaterial *material,
guint8 red,
guint8 green,
guint8 blue,
guint8 alpha)
{
cogl_pipeline_set_color4ub (COGL_PIPELINE (material),
red, green, blue, alpha);
}
void
cogl_material_set_color4f (CoglMaterial *material,
float red,
float green,
float blue,
float alpha)
{
cogl_pipeline_set_color4f (COGL_PIPELINE (material),
red, green, blue, alpha);
}
void
cogl_material_get_color (CoglMaterial *material,
CoglColor *color)
{
cogl_pipeline_get_color (COGL_PIPELINE (material), color);
}
void
cogl_material_set_ambient (CoglMaterial *material,
const CoglColor *ambient)
{
cogl_pipeline_set_ambient (COGL_PIPELINE (material), ambient);
}
void
cogl_material_get_ambient (CoglMaterial *material,
CoglColor *ambient)
{
cogl_pipeline_get_ambient (COGL_PIPELINE (material), ambient);
}
void
cogl_material_set_diffuse (CoglMaterial *material,
const CoglColor *diffuse)
{
cogl_pipeline_set_diffuse (COGL_PIPELINE (material), diffuse);
}
void
cogl_material_get_diffuse (CoglMaterial *material,
CoglColor *diffuse)
{
cogl_pipeline_get_diffuse (COGL_PIPELINE (material), diffuse);
}
void
cogl_material_set_ambient_and_diffuse (CoglMaterial *material,
const CoglColor *color)
{
cogl_pipeline_set_ambient_and_diffuse (COGL_PIPELINE (material), color);
}
void
cogl_material_set_specular (CoglMaterial *material,
const CoglColor *specular)
{
cogl_pipeline_set_specular (COGL_PIPELINE (material), specular);
}
void
cogl_material_get_specular (CoglMaterial *material,
CoglColor *specular)
{
cogl_pipeline_get_specular (COGL_PIPELINE (material), specular);
}
void
cogl_material_set_shininess (CoglMaterial *material,
float shininess)
{
cogl_pipeline_set_shininess (COGL_PIPELINE (material), shininess);
}
float
cogl_material_get_shininess (CoglMaterial *material)
{
return cogl_pipeline_get_shininess (COGL_PIPELINE (material));
}
void
cogl_material_set_emission (CoglMaterial *material,
const CoglColor *emission)
{
cogl_pipeline_set_emission (COGL_PIPELINE (material), emission);
}
void
cogl_material_get_emission (CoglMaterial *material,
CoglColor *emission)
{
cogl_pipeline_get_emission (COGL_PIPELINE (material), emission);
}
void
cogl_material_set_alpha_test_function (CoglMaterial *material,
CoglMaterialAlphaFunc alpha_func,
float alpha_reference)
{
cogl_pipeline_set_alpha_test_function (COGL_PIPELINE (material),
alpha_func,
alpha_reference);
}
gboolean
cogl_material_set_blend (CoglMaterial *material,
const char *blend_string,
GError **error)
{
return cogl_pipeline_set_blend (COGL_PIPELINE (material),
blend_string,
error);
}
void
cogl_material_set_blend_constant (CoglMaterial *material,
const CoglColor *constant_color)
{
cogl_pipeline_set_blend_constant (COGL_PIPELINE (material), constant_color);
}
void
cogl_material_set_point_size (CoglMaterial *material,
float point_size)
{
cogl_pipeline_set_point_size (COGL_PIPELINE (material), point_size);
}
float
cogl_material_get_point_size (CoglMaterial *material)
{
return cogl_pipeline_get_point_size (COGL_PIPELINE (material));
}
CoglHandle
cogl_material_get_user_program (CoglMaterial *material)
{
return cogl_pipeline_get_user_program (COGL_PIPELINE (material));
}
void
cogl_material_set_user_program (CoglMaterial *material,
CoglHandle program)
{
cogl_pipeline_set_user_program (COGL_PIPELINE (material), program);
}
void
cogl_material_set_layer (CoglMaterial *material,
int layer_index,
CoglHandle texture)
{
cogl_pipeline_set_layer_texture (COGL_PIPELINE (material),
layer_index, texture);
}
void
cogl_material_remove_layer (CoglMaterial *material,
int layer_index)
{
cogl_pipeline_remove_layer (COGL_PIPELINE (material), layer_index);
}
gboolean
cogl_material_set_layer_combine (CoglMaterial *material,
int layer_index,
const char *blend_string,
GError **error)
{
return cogl_pipeline_set_layer_combine (COGL_PIPELINE (material),
layer_index,
blend_string,
error);
}
void
cogl_material_set_layer_combine_constant (CoglMaterial *material,
int layer_index,
const CoglColor *constant)
{
cogl_pipeline_set_layer_combine_constant (COGL_PIPELINE (material),
layer_index,
constant);
}
void
cogl_material_set_layer_matrix (CoglMaterial *material,
int layer_index,
const CoglMatrix *matrix)
{
cogl_pipeline_set_layer_matrix (COGL_PIPELINE (material),
layer_index, matrix);
}
const GList *
cogl_material_get_layers (CoglMaterial *material)
{
return _cogl_pipeline_get_layers (COGL_PIPELINE (material));
}
int
cogl_material_get_n_layers (CoglMaterial *material)
{
return cogl_pipeline_get_n_layers (COGL_PIPELINE (material));
}
CoglMaterialLayerType
cogl_material_layer_get_type (CoglMaterialLayer *layer)
{
return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
}
CoglHandle
cogl_material_layer_get_texture (CoglMaterialLayer *layer)
{
return _cogl_pipeline_layer_get_texture (COGL_PIPELINE_LAYER (layer));
}
CoglMaterialFilter
cogl_material_layer_get_min_filter (CoglMaterialLayer *layer)
{
return _cogl_pipeline_layer_get_min_filter (COGL_PIPELINE_LAYER (layer));
}
CoglMaterialFilter
cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer)
{
return _cogl_pipeline_layer_get_mag_filter (COGL_PIPELINE_LAYER (layer));
}
void
cogl_material_set_layer_filters (CoglMaterial *material,
int layer_index,
CoglMaterialFilter min_filter,
CoglMaterialFilter mag_filter)
{
cogl_pipeline_set_layer_filters (COGL_PIPELINE (material),
layer_index,
min_filter,
mag_filter);
}
gboolean
cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
int layer_index,
gboolean enable,
GError **error)
{
CoglPipeline *pipeline = COGL_PIPELINE (material);
return cogl_pipeline_set_layer_point_sprite_coords_enabled (pipeline,
layer_index,
enable,
error);
}
gboolean
cogl_material_get_layer_point_sprite_coords_enabled (CoglMaterial *material,
int layer_index)
{
CoglPipeline *pipeline = COGL_PIPELINE (material);
return cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
layer_index);
}
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_s (CoglMaterial *material,
int layer_index)
{
return cogl_pipeline_get_layer_wrap_mode_s (COGL_PIPELINE (material),
layer_index);
}
void
cogl_material_set_layer_wrap_mode_s (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
cogl_pipeline_set_layer_wrap_mode_s (COGL_PIPELINE (material), layer_index,
mode);
}
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_t (CoglMaterial *material,
int layer_index)
{
return cogl_pipeline_get_layer_wrap_mode_t (COGL_PIPELINE (material),
layer_index);
}
void
cogl_material_set_layer_wrap_mode_t (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
cogl_pipeline_set_layer_wrap_mode_t (COGL_PIPELINE (material), layer_index,
mode);
}
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_p (CoglMaterial *material,
int layer_index)
{
return cogl_pipeline_get_layer_wrap_mode_p (COGL_PIPELINE (material),
layer_index);
}
void
cogl_material_set_layer_wrap_mode_p (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
cogl_pipeline_set_layer_wrap_mode_p (COGL_PIPELINE (material), layer_index,
mode);
}
void
cogl_material_set_layer_wrap_mode (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
cogl_pipeline_set_layer_wrap_mode (COGL_PIPELINE (material), layer_index,
mode);
}
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer)
{
return _cogl_pipeline_layer_get_wrap_mode_s (COGL_PIPELINE_LAYER (layer));
}
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer)
{
return _cogl_pipeline_layer_get_wrap_mode_t (COGL_PIPELINE_LAYER (layer));
}
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_p (CoglMaterialLayer *layer)
{
return _cogl_pipeline_layer_get_wrap_mode_p (COGL_PIPELINE_LAYER (layer));
}
void
cogl_material_foreach_layer (CoglMaterial *material,
CoglMaterialLayerCallback callback,
void *user_data)
{
cogl_pipeline_foreach_layer (COGL_PIPELINE (material),
(CoglPipelineLayerCallback)callback, user_data);
}
gboolean
cogl_material_set_depth_state (CoglMaterial *material,
const CoglDepthState *state,
GError **error)
{
return cogl_pipeline_set_depth_state (COGL_PIPELINE (material),
state, error);
}
void
cogl_material_get_depth_state (CoglMaterial *material,
CoglDepthState *state_out)
{
cogl_pipeline_get_depth_state (COGL_PIPELINE (material), state_out);
}