Cogl.Pipeline¶
- Subclasses:
None
Methods¶
- Inherited:
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Virtual Methods¶
None
Fields¶
None
Class Details¶
- class Cogl.Pipeline¶
- Bases:
- Abstract:
No
- classmethod new(context)¶
- Parameters:
context (
Cogl.Context
) – aCogl.Context
- Returns:
a pointer to a new
Cogl.Pipeline
- Return type:
Allocates and initializes a default simple pipeline that will color a primitive white.
New in version 2.0.
- add_layer_snippet(layer, snippet)¶
- Parameters:
layer (
int
) – The layer to hook the snippet tosnippet (
Cogl.Snippet
) – ACogl.Snippet
Adds a shader snippet that will hook on to the given layer of the pipeline. The exact part of the pipeline that the snippet wraps around depends on the hook that is given to
Cogl.Snippet.new
(). Note that some hooks can’t be used with a layer and need to be added withCogl.Pipeline.add_snippet
() instead.New in version 1.10.
- add_snippet(snippet)¶
- Parameters:
snippet (
Cogl.Snippet
) – TheCogl.Snippet
to add to the vertex processing hook
Adds a shader snippet to self. The snippet will wrap around or replace some part of the pipeline as defined by the hook point in snippet. Note that some hook points are specific to a layer and must be added with
Cogl.Pipeline.add_layer_snippet
() instead.New in version 1.10.
- copy()¶
- Returns:
a pointer to the newly allocated
Cogl.Pipeline
- Return type:
Creates a new pipeline with the configuration copied from the source pipeline.
We would strongly advise developers to always aim to use
Cogl.Pipeline.copy
() instead ofCogl.Pipeline.new
() whenever there will be any similarity between two pipelines. Copying a pipeline helps Cogl keep track of a pipelines ancestry which we may use to help minimize GPU state changes.New in version 2.0.
- foreach_layer(callback, *user_data)¶
- Parameters:
callback (
Cogl.PipelineLayerCallback
) – ACogl.PipelineLayerCallback
to be called for each layer indexuser_data (
object
orNone
) – Private data that will be passed to the callback
Iterates all the layer indices of the given self.
New in version 2.0.
- get_alpha_test_function()¶
- Returns:
The alpha test function of self.
- Return type:
New in version 2.0.
- get_alpha_test_reference()¶
- Returns:
The alpha test reference value of self.
- Return type:
New in version 2.0.
- get_ambient(ambient)¶
- Parameters:
ambient (
Cogl.Color
) – The location to store the ambient color
Retrieves the current ambient color for self
New in version 2.0.
- get_color()¶
- Returns:
The location to store the color
- Return type:
color:
Cogl.Color
Retrieves the current pipeline color.
New in version 2.0.
- get_color_mask()¶
- Returns:
- Return type:
Gets the current
Cogl.ColorMask
of which channels would be written to the current framebuffer. Each bit set in the mask means that the corresponding color would be written.New in version 1.8.
- get_cull_face_mode()¶
- Returns:
the cull face mode that was previously set with
Cogl.Pipeline.set_cull_face_mode
().Status: Unstable
- Return type:
New in version 2.0.
- get_depth_state()¶
- Returns:
A destination
Cogl.DepthState
struct- Return type:
state_out:
Cogl.DepthState
Retrieves the current depth state configuration for the given self as previously set using
Cogl.Pipeline.set_depth_state
().New in version 2.0.
- get_diffuse(diffuse)¶
- Parameters:
diffuse (
Cogl.Color
) – The location to store the diffuse color
Retrieves the current diffuse color for self
New in version 2.0.
- get_emission(emission)¶
- Parameters:
emission (
Cogl.Color
) – The location to store the emission color
Retrieves the pipelines current emission color.
New in version 2.0.
- get_front_face_winding()¶
- Returns:
The self front face winding
Status: Unstable
- Return type:
The order of the vertices within a primitive specifies whether it is considered to be front or back facing. This function specifies which order is considered to be the front faces.
Cogl.Winding.COUNTER_CLOCKWISE
sets the front faces to primitives with vertices in a counter-clockwise order andCogl.Winding.CLOCKWISE
sets them to be clockwise. The default isCogl.Winding.COUNTER_CLOCKWISE
.New in version 2.0.
- get_layer_mag_filter(layer_index)¶
- Parameters:
layer_index (
int
) – the layer number to change.- Returns:
The magnification
Cogl.PipelineFilter
for the specified layer.- Return type:
Retrieves the currently set magnification
Cogl.PipelineFilter
set on the specified layer. The magnification filter determines how the layer should be sampled when up-scaled.The default filter is
Cogl.PipelineFilter.LINEAR
but this can be changed usingCogl.Pipeline.set_layer_filters
().New in version 1.10.
- get_layer_min_filter(layer_index)¶
- Parameters:
layer_index (
int
) – the layer number to change.- Returns:
The minification
Cogl.PipelineFilter
for the specified layer.- Return type:
Retrieves the currently set minification
Cogl.PipelineFilter
set on the specified layer. The miniifcation filter determines how the layer should be sampled when down-scaled.The default filter is
Cogl.PipelineFilter.LINEAR
but this can be changed usingCogl.Pipeline.set_layer_filters
().New in version 1.10.
- get_layer_point_sprite_coords_enabled(layer_index)¶
- Parameters:
layer_index (
int
) – the layer number to check.- Returns:
whether the texture coordinates will be replaced with point sprite coordinates.
- Return type:
Gets whether point sprite coordinate generation is enabled for this texture layer.
New in version 2.0.
- get_layer_texture(layer_index)¶
- Parameters:
layer_index (
int
) – the index of the layer- Returns:
the texture that was set for the given layer of the pipeline or
None
if no texture was set.- Return type:
New in version 1.10.
- get_layer_wrap_mode_p(layer_index)¶
- Parameters:
layer_index (
int
) – the layer number to change.- Returns:
the wrap mode for the ‘p’ coordinate of texture lookups on this layer.
- Return type:
Returns the wrap mode for the ‘p’ coordinate of texture lookups on this layer.
New in version 1.6.
- get_layer_wrap_mode_s(layer_index)¶
- Parameters:
layer_index (
int
) – the layer number to change.- Returns:
the wrap mode for the ‘s’ coordinate of texture lookups on this layer.
- Return type:
Returns the wrap mode for the ‘s’ coordinate of texture lookups on this layer.
New in version 1.6.
- get_layer_wrap_mode_t(layer_index)¶
- Parameters:
layer_index (
int
) – the layer number to change.- Returns:
the wrap mode for the ‘t’ coordinate of texture lookups on this layer.
- Return type:
Returns the wrap mode for the ‘t’ coordinate of texture lookups on this layer.
New in version 1.6.
- get_n_layers()¶
- Returns:
the number of layers
- Return type:
Retrieves the number of layers defined for the given self
New in version 2.0.
- get_per_vertex_point_size()¶
- Returns:
True
if the pipeline has per-vertex point size enabled orFalse
otherwise. The per-vertex point size can be enabled withCogl.Pipeline.set_per_vertex_point_size
().- Return type:
New in version 2.0.
- get_point_size()¶
- Returns:
the point size of the self.
- Return type:
Get the size of points drawn when
Cogl.VerticesMode.POINTS
is used with the vertex buffer API.New in version 2.0.
- get_shininess()¶
- Returns:
The pipelines current shininess value
- Return type:
Retrieves the pipelines current emission color.
New in version 2.0.
- get_specular(specular)¶
- Parameters:
specular (
Cogl.Color
) – The location to store the specular color
Retrieves the pipelines current specular color.
New in version 2.0.
- get_uniform_location(uniform_name)¶
- Parameters:
uniform_name (
str
) – The name of a uniform- Returns:
A integer representing the location of the given uniform.
- Return type:
This is used to get an integer representing the uniform with the name uniform_name. The integer can be passed to functions such as
Cogl.Pipeline.set_uniform_1f
() to set the value of a uniform.This function will always return a valid integer. Ie, unlike OpenGL, it does not return -1 if the uniform is not available in this pipeline so it can not be used to test whether uniforms are present. It is not necessary to set the program on the pipeline before calling this function.
New in version 2.0.
- get_user_program()¶
- Returns:
The current user program or %COGL_INVALID_HANDLE.
- Return type:
Queries what user program has been associated with the given self using
Cogl.Pipeline.set_user_program
().New in version 2.0.
- remove_layer(layer_index)¶
- Parameters:
layer_index (
int
) – Specifies the layer you want to remove
This function removes a layer from your pipeline
New in version 1.10.
- set_alpha_test_function(alpha_func, alpha_reference)¶
- Parameters:
alpha_func (
Cogl.PipelineAlphaFunc
) – A CoglPipelineAlphaFunc constantalpha_reference (
float
) – 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.PipelineAlphaFunc.ALWAYS
New in version 2.0.
- set_ambient(ambient)¶
- Parameters:
ambient (
Cogl.Color
) – The components of the desired ambient color
Sets the pipeline’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)
New in version 2.0.
- set_ambient_and_diffuse(color)¶
- Parameters:
color (
Cogl.Color
) – The components of the desired ambient and diffuse colors
Conveniently sets the diffuse and ambient color of self at the same time. See
Cogl.Pipeline.set_ambient
() andCogl.Pipeline.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)
New in version 2.0.
- set_blend(blend_string)¶
- Parameters:
blend_string (
str
) – A ‘Cogl blend string [cogl-Blend-Strings]’ describing the desired blend function.- Raises:
- Returns:
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).- Return type:
If not already familiar; please refer ‘here [cogl-Blend-Strings]’ 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:
<channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>))
This is the list of source-names usable as blend factors:
SRC_COLOR: The color of the in comming fragment
DST_COLOR: The color of the framebuffer
CONSTANT: The constant set via
Cogl.Pipeline.set_blend_constant
()
The source names can be used according to the
‘color-source and factor syntax [cogl-Blend-String-syntax]’, so for example “(1-SRC_COLOR[A])” would be a valid factor, as would “(CONSTANT[RGB])”
These can also be used as factors:
0: (0, 0, 0, 0)
1: (1, 1, 1, 1)
SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A])
Remember; all color components are normalized to the range [0, 1] before computing the result of blending.
- Blend Strings/1
Blend a non-premultiplied source over a destination with premultiplied alpha:
"RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))" "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
- Blend Strings/2
Blend a premultiplied source over a destination with premultiplied alpha
"RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))"
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 pipeline is in premultiplied form.
New in version 2.0.
- set_blend_constant(constant_color)¶
- Parameters:
constant_color (
Cogl.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.
New in version 2.0.
- set_color(color)¶
- Parameters:
color (
Cogl.Color
) – The components of the color
Sets the basic color of the pipeline, used when no lighting is enabled.
Note that if you don’t add any layers to the pipeline 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)
New in version 2.0.
- set_color4f(red, green, blue, alpha)¶
- Parameters:
Sets the basic color of the pipeline, used when no lighting is enabled.
The default value is (1.0, 1.0, 1.0, 1.0)
New in version 2.0.
- set_color4ub(red, green, blue, alpha)¶
- Parameters:
Sets the basic color of the pipeline, used when no lighting is enabled.
The default value is (0xff, 0xff, 0xff, 0xff)
New in version 2.0.
- set_color_mask(color_mask)¶
- Parameters:
color_mask (
Cogl.ColorMask
) – ACogl.ColorMask
of which color channels to write to the current framebuffer.
Defines a bit mask of which color channels should be written to the current framebuffer. If a bit is set in color_mask that means that color will be written.
New in version 1.8.
- set_cull_face_mode(cull_face_mode)¶
- Parameters:
cull_face_mode (
Cogl.PipelineCullFaceMode
) – The new mode to set
Sets which faces will be culled when drawing. Face culling can be used to increase efficiency by avoiding drawing faces that would get overridden. For example, if a model has gaps so that it is impossible to see the inside then faces which are facing away from the screen will never be seen so there is no point in drawing them. This can be acheived by setting the cull face mode to
Cogl.PipelineCullFaceMode.BACK
.Face culling relies on the primitives being drawn with a specific order to represent which faces are facing inside and outside the model. This order can be specified by calling
Cogl.Pipeline.set_front_face_winding
().Status: Unstable
New in version 2.0.
- set_depth_state(state)¶
- Parameters:
state (
Cogl.DepthState
) – ACogl.DepthState
struct- Raises:
- Returns:
True
if the GPU supports all the given state elseFalse
and returns an error.- Return type:
This commits all the depth state configured in state struct to the given self. The configuration values are copied into the pipeline so there is no requirement to keep the
Cogl.DepthState
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.
New in version 2.0.
- set_diffuse(diffuse)¶
- Parameters:
diffuse (
Cogl.Color
) – The components of the desired diffuse color
Sets the pipeline’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)
New in version 2.0.
- set_emission(emission)¶
- Parameters:
emission (
Cogl.Color
) – The components of the desired emissive color
Sets the pipeline’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)
New in version 2.0.
- set_front_face_winding(front_winding)¶
- Parameters:
front_winding (
Cogl.Winding
) – the winding order
The order of the vertices within a primitive specifies whether it is considered to be front or back facing. This function specifies which order is considered to be the front faces.
Cogl.Winding.COUNTER_CLOCKWISE
sets the front faces to primitives with vertices in a counter-clockwise order andCogl.Winding.CLOCKWISE
sets them to be clockwise. The default isCogl.Winding.COUNTER_CLOCKWISE
.Status: Unstable
New in version 2.0.
- set_layer_combine(layer_index, blend_string)¶
- Parameters:
- Raises:
- Returns:
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- Return type:
If not already familiar; you can refer
‘here [cogl-Blend-Strings]’ for an overview of what blend strings are and there syntax.
These are all the functions available for texture combining:
REPLACE(arg0) = arg0
MODULATE(arg0, arg1) = arg0 x arg1
ADD(arg0, arg1) = arg0 + arg1
ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5
INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2)
SUBTRACT(arg0, arg1) = arg0 - arg1
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))
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))
Refer to the
‘color-source syntax [cogl-Blend-String-syntax]’ for describing the arguments. The valid source names for texture combining are:
- TEXTURE
Use the color from the current texture layer
- TEXTURE_0, TEXTURE_1, etc
Use the color from the specified texture layer
- CONSTANT
Use the color from the constant given with
Cogl.Pipeline.set_layer_combine_constant
()- PRIMARY
Use the color of the pipeline as set with
Cogl.Pipeline.set_color
()- PREVIOUS
Either use the texture color from the previous layer, or if this is layer 0, use the color of the pipeline as set with
Cogl.Pipeline.set_color
()- Layer Combine Examples
This is effectively what the default blending is:
RGBA = MODULATE (PREVIOUS, TEXTURE)
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 callingCogl.Pipeline.set_layer_combine_constant
().RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A])
You can’t give a multiplication factor for arguments as you can with blending.
New in version 2.0.
- set_layer_combine_constant(layer_index, constant)¶
- Parameters:
layer_index (
int
) – Specifies the layer you want to specify a constant used for texture combiningconstant (
Cogl.Color
) – 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.
New in version 2.0.
- set_layer_filters(layer_index, min_filter, mag_filter)¶
- Parameters:
layer_index (
int
) – the layer number to change.min_filter (
Cogl.PipelineFilter
) – the filter used when scaling a texture down.mag_filter (
Cogl.PipelineFilter
) – the filter used when magnifying a texture.
Changes the decimation and interpolation filters used when a texture is drawn at other scales than 100%.
It is an error to pass anything other than
Cogl.PipelineFilter.NEAREST
orCogl.PipelineFilter.LINEAR
as magnification filters since magnification doesn’t ever need to reference values stored in the mipmap chain.New in version 1.10.
- set_layer_matrix(layer_index, matrix)¶
- Parameters:
layer_index (
int
) – the index for the layer inside selfmatrix (
Cogl.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 pipeline used to fill your geometry.
New in version 1.10.
- set_layer_null_texture(layer_index, texture_type)¶
- Parameters:
layer_index (
int
) – The layer number to modifytexture_type (
Cogl.TextureType
) – The type of the default texture to use
Sets the texture for this layer to be the default texture for the given type. This is equivalent to calling
Cogl.Pipeline.set_layer_texture
() withNone
for the texture argument except that you can also specify the type of default texture to use. The default texture is a 1x1 pixel white texture.This function is mostly useful if you want to create a base pipeline that you want to create multiple copies from using
Cogl.Pipeline.copy
(). In that case this function can be used to specify the texture type so that any pipeline copies can share the internal texture type state for efficiency.New in version 1.10.
- set_layer_point_sprite_coords_enabled(layer_index, enable)¶
- Parameters:
- Raises:
- Returns:
- Return type:
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 isFalse
then the coordinates will be fixed for the entire point.This function will only work if
Cogl.FeatureID.OGL_FEATURE_ID_POINT_SPRITE
is available. If the feature is not available then the function will returnFalse
and set error.New in version 2.0.
- set_layer_texture(layer_index, texture)¶
- Parameters:
layer_index (
int
) –texture (
Cogl.Texture
) –
- set_layer_wrap_mode(layer_index, mode)¶
- Parameters:
layer_index (
int
) – the layer number to change.mode (
Cogl.PipelineWrapMode
) – the new wrap mode
Sets the wrap mode for all three coordinates of texture lookups on this layer. This is equivalent to calling
Cogl.Pipeline.set_layer_wrap_mode_s
(),Cogl.Pipeline.set_layer_wrap_mode_t
() andCogl.Pipeline.set_layer_wrap_mode_p
() separately.New in version 2.0.
- set_layer_wrap_mode_p(layer_index, mode)¶
- Parameters:
layer_index (
int
) – the layer number to change.mode (
Cogl.PipelineWrapMode
) – the new wrap mode
Sets the wrap mode for the ‘p’ coordinate of texture lookups on this layer. ‘p’ is the third coordinate.
New in version 2.0.
- set_layer_wrap_mode_s(layer_index, mode)¶
- Parameters:
layer_index (
int
) – the layer number to change.mode (
Cogl.PipelineWrapMode
) – the new wrap mode
Sets the wrap mode for the ‘s’ coordinate of texture lookups on this layer.
New in version 2.0.
- set_layer_wrap_mode_t(layer_index, mode)¶
- Parameters:
layer_index (
int
) – the layer number to change.mode (
Cogl.PipelineWrapMode
) – the new wrap mode
Sets the wrap mode for the ‘t’ coordinate of texture lookups on this layer.
New in version 2.0.
- set_per_vertex_point_size(enable)¶
- Parameters:
enable (
int
) – whether to enable per-vertex point size- Raises:
- Returns:
- Return type:
Sets whether to use a per-vertex point size or to use the value set by
Cogl.Pipeline.set_point_size
(). If per-vertex point size is enabled then the point size can be set for an individual point either by drawing with aCogl.Attribute
with the name ‘cogl_point_size_in’ or by writing to the GLSL builtin ‘cogl_point_size_out’ from a vertex shader snippet.If per-vertex point size is enabled and this attribute is not used and cogl_point_size_out is not written to then the results are undefined.
Note that enabling this will only work if the
Cogl.FeatureID.OGL_FEATURE_ID_PER_VERTEX_POINT_SIZE
feature is available. If this is not available then the function will returnFalse
and set a #CoglError.New in version 2.0.
- set_point_size(point_size)¶
- Parameters:
point_size (
float
) – the new point size.
Changes the size of points drawn when
Cogl.VerticesMode.POINTS
is used with the attribute 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.If the point size is set to 0.0 then drawing points with the pipeline will have undefined results. This is the default value so if an application wants to draw points it must make sure to use a pipeline that has an explicit point size set on it.
New in version 2.0.
- set_shininess(shininess)¶
- Parameters:
shininess (
float
) – The desired shininess; must be >= 0.0
Sets the shininess of the pipeline, 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
New in version 2.0.
- set_specular(specular)¶
- Parameters:
specular (
Cogl.Color
) – The components of the desired specular color
Sets the pipeline’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)
New in version 2.0.
- set_uniform_1f(uniform_location, value)¶
- Parameters:
Sets a new value for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given value will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling
Cogl.Pipeline.get_uniform_location
().This function should be used to set uniforms that are of type float. It can also be used to set a single member of a float array uniform.
New in version 2.0.
- set_uniform_1i(uniform_location, value)¶
- Parameters:
Sets a new value for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given value will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling
Cogl.Pipeline.get_uniform_location
().This function should be used to set uniforms that are of type int. It can also be used to set a single member of a int array uniform or a sampler uniform.
New in version 2.0.
- set_uniform_float(uniform_location, n_components, count, value)¶
- Parameters:
Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling
Cogl.Pipeline.get_uniform_location
().This function can be used to set any floating point type uniform, including float arrays and float vectors. For example, to set a single vec4 uniform you would use 4 for n_components and 1 for count. To set an array of 8 float values, you could use 1 for n_components and 8 for count.
New in version 2.0.
- set_uniform_int(uniform_location, n_components, count, value)¶
- Parameters:
Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling
Cogl.Pipeline.get_uniform_location
().This function can be used to set any integer type uniform, including int arrays and int vectors. For example, to set a single ivec4 uniform you would use 4 for n_components and 1 for count. To set an array of 8 int values, you could use 1 for n_components and 8 for count.
New in version 2.0.
- set_uniform_matrix(uniform_location, dimensions, count, transpose, value)¶
- Parameters:
Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling
Cogl.Pipeline.get_uniform_location
().This function can be used to set any matrix type uniform, including matrix arrays. For example, to set a single mat4 uniform you would use 4 for dimensions and 1 for count. To set an array of 8 mat3 values, you could use 3 for dimensions and 8 for count.
If transpose is
False
then the matrix is expected to be in column-major order or if it isTrue
then the matrix is in row-major order. You can pass aCogl.Matrix
by calling by passing the result ofCogl.Matrix.get_array
() in value and setting transpose toFalse
.New in version 2.0.
- set_user_program(program)¶
- Parameters:
program (
object
) – A #CoglHandle to a linked CoglProgram
Associates a linked CoglProgram with the given pipeline 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
Cogl.Pipeline
:CoglHandle shader; CoglHandle program; CoglPipeline *pipeline; 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); pipeline = cogl_pipeline_new (); cogl_pipeline_set_user_program (pipeline, 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.FeatureFlags.SHADERS_GLSL
orCogl.FeatureFlags.SHADERS_ARBFP
before using the cogl_program or cogl_shader API.New in version 2.0.