[clutter/wip/cogl2: 2/2] Add a material compatibility when building with --enable-cogl2



commit 2d85f7af10cc772e572e51a4021e44bfe53a5d13
Author: Neil Roberts <neil linux intel com>
Date:   Mon Apr 23 16:16:00 2012 +0100

    Add a material compatibility when building with --enable-cogl2
    
    The material compatibility layer for CoglPipelines has been removed in
    Cogl 2.0. This patch copies it into Clutter when --enable-cogl2 is
    enabled to increase the chance that a Clutter application will work
    unmodified with the Cogl 2.0 API. The API for setting a user program
    is not included because there are no longer any equivalent pipeline
    functions. Also any API that was using CoglMaterialLayer is not
    included because the wrappers from Cogl were using internal functions
    to access the layers in that case.

 clutter/Makefile.am                    |    6 +-
 clutter/clutter-cogl-material-compat.c |  379 +++++++++++
 clutter/clutter-cogl-material-compat.h | 1087 ++++++++++++++++++++++++++++++++
 clutter/clutter.h                      |    8 +-
 4 files changed, 1478 insertions(+), 2 deletions(-)
---
diff --git a/clutter/Makefile.am b/clutter/Makefile.am
index b30d4fd..c35cbe7 100644
--- a/clutter/Makefile.am
+++ b/clutter/Makefile.am
@@ -305,6 +305,10 @@ if USE_COGL2
 
 source_c +=							\
 	$(srcdir)/clutter-cogl-compat.c				\
+	$(srcdir)/clutter-cogl-material-compat.c		\
+	$(NULL)
+source_h +=							\
+	$(srcdir)/clutter-cogl-material-compat.h		\
 	$(NULL)
 
 else
@@ -842,7 +846,7 @@ libclutter_ CLUTTER_API_VERSION@_la_LDFLAGS = \
 	$(CLUTTER_LT_LDFLAGS) \
 	$(GCOV_LDFLAGS) \
 	-export-dynamic \
-	-export-symbols-regex "^(clutter|cally).*" \
+	-export-symbols-regex "^(clutter|cally|cogl_material).*" \
 	-rpath $(libdir) \
 	$(win32_resources_ldflag) \
 	$(NULL)
diff --git a/clutter/clutter-cogl-material-compat.c b/clutter/clutter-cogl-material-compat.c
new file mode 100644
index 0000000..3995ea3
--- /dev/null
+++ b/clutter/clutter-cogl-material-compat.c
@@ -0,0 +1,379 @@
+/*
+ * Clutter.
+ *
+ * An OpenGL based 'interactive canvas' library.
+ *
+ * Copyright (C) 2010, 2012 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/cogl.h>
+#include "clutter-cogl-material-compat.h"
+#include "clutter-backend.h"
+
+CoglMaterial *
+cogl_material_new (void)
+{
+  CoglContext *ctx =
+    clutter_backend_get_cogl_context (clutter_get_default_backend ());
+  return COGL_MATERIAL (cogl_pipeline_new (ctx));
+}
+
+CoglMaterial *
+cogl_material_copy (CoglMaterial *source)
+{
+  return COGL_MATERIAL (cogl_pipeline_copy (COGL_PIPELINE (source)));
+}
+
+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));
+}
+
+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);
+}
+
+int
+cogl_material_get_n_layers (CoglMaterial *material)
+{
+  return cogl_pipeline_get_n_layers (COGL_PIPELINE (material));
+}
+
+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);
+}
+
+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);
+}
+
diff --git a/clutter/clutter-cogl-material-compat.h b/clutter/clutter-cogl-material-compat.h
new file mode 100644
index 0000000..67d8900
--- /dev/null
+++ b/clutter/clutter-cogl-material-compat.h
@@ -0,0 +1,1087 @@
+/*
+ * Clutter.
+ *
+ * An OpenGL based 'interactive canvas' library.
+ *
+ * Copyright (C) 2007,2008,2009,2012 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(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
+#error "Only <clutter/clutter.h> can be included directly."
+#endif
+
+#ifndef __CLUTTER_COGL_MATERIAL_H__
+#define __CLUTTER_COGL_MATERIAL_H__
+
+#include <cogl/cogl.h>
+#include <clutter/clutter-cogl-compat.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;
+
+#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 0â1 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 0â1, 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 0â1 are used. Note that if the filter mode is
+ * anything but %COGL_MATERIAL_FILTER_NEAREST then texels outside the
+ * range 0â1 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
+ */
+gboolean
+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,
+			    guint8        red,
+                            guint8        green,
+                            guint8        blue,
+                            guint8        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 #GError 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
+ */
+gboolean
+cogl_material_set_blend (CoglMaterial *material,
+                         const char   *blend_string,
+                         GError      **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_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 #GError 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
+ */
+gboolean
+cogl_material_set_layer_combine (CoglMaterial *material,
+				 int           layer_index,
+				 const char   *blend_string,
+                                 GError      **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_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_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 GError, 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
+ */
+gboolean
+cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
+                                                     int           layer_index,
+                                                     gboolean      enable,
+                                                     GError      **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
+ */
+gboolean
+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);
+
+
+#ifdef COGL_ENABLE_EXPERIMENTAL_API
+
+/*
+ * cogl_material_set_depth_state:
+ * @material: A #CoglMaterial object
+ * @state: A #CoglDepthState struct
+ * @error: A #GError 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
+ */
+gboolean
+cogl_material_set_depth_state (CoglMaterial *material,
+                               const CoglDepthState *state,
+                               GError **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 gboolean (*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 /* __CLUTTER_COGL_MATERIAL_H__ */
diff --git a/clutter/clutter.h b/clutter/clutter.h
index 87c8344..0950fb0 100644
--- a/clutter/clutter.h
+++ b/clutter/clutter.h
@@ -108,11 +108,17 @@
 
 #include "clutter-deprecated.h"
 
-#ifndef CLUTTER_COGL2
+#ifdef CLUTTER_COGL2
+
+#include "clutter-cogl-material-compat.h"
+
+#else /* CLUTTER_COGL2 */
+
 /* ClutterShaderEffect is currently using CoglProgram so it can't work
  * with Cogl 2.0. We could eventually change it to use CoglSnippets
  * and bring it back */
 #include "clutter-shader-effect.h"
+
 #endif /* CLUTTER_COGL2 */
 
 #undef __CLUTTER_H_INSIDE__



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