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<a href="#cogl-Shaders-and-Programmable-Pipeline.description" class="shortcut">Description</a></nobr></td></tr>
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<div class="refentry" lang="en">
<a name="cogl-Shaders-and-Programmable-Pipeline"></a><div class="titlepage"></div>
<div class="refnamediv"><table width="100%"><tr>
<td valign="top">
<h2><span class="refentrytitle"><a name="cogl-Shaders-and-Programmable-Pipeline.top_of_page"></a>Shaders and Programmable Pipeline</span></h2>
<p>Shaders and Programmable Pipeline — Fuctions for accessing the programmable GL pipeline</p>
</td>
<td valign="top" align="right"></td>
</tr></table></div>
<div class="refsynopsisdiv">
<a name="cogl-Shaders-and-Programmable-Pipeline.synopsis"></a><h2>Synopsis</h2>
<pre class="synopsis">
<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-create-shader" title="cogl_create_shader ()">cogl_create_shader</a> (COGLenum shader_type);
<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-ref" title="cogl_shader_ref ()">cogl_shader_ref</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-unref" title="cogl_shader_unref ()">cogl_shader_unref</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
gboolean <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-is-shader" title="cogl_is_shader ()">cogl_is_shader</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-source" title="cogl_shader_source ()">cogl_shader_source</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> shader,
const gchar *source);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-compile" title="cogl_shader_compile ()">cogl_shader_compile</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-get-info-log" title="cogl_shader_get_info_log ()">cogl_shader_get_info_log</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle,
guint size,
gchar *buffer);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-get-parameteriv" title="cogl_shader_get_parameteriv ()">cogl_shader_get_parameteriv</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle,
COGLenum pname,
COGLint *dest);
<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-create-program" title="cogl_create_program ()">cogl_create_program</a> (void);
<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-ref" title="cogl_program_ref ()">cogl_program_ref</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-unref" title="cogl_program_unref ()">cogl_program_unref</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
gboolean <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-is-program" title="cogl_is_program ()">cogl_is_program</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-attach-shader" title="cogl_program_attach_shader ()">cogl_program_attach_shader</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> program_handle,
<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> shader_handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-link" title="cogl_program_link ()">cogl_program_link</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-use" title="cogl_program_use ()">cogl_program_use</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);
COGLint <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()">cogl_program_get_uniform_location</a> (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle,
const gchar *uniform_name);
void <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-uniform-1f" title="cogl_program_uniform_1f ()">cogl_program_uniform_1f</a> (COGLint uniform_no,
gfloat value);
</pre>
</div>
<div class="refsect1" lang="en">
<a name="cogl-Shaders-and-Programmable-Pipeline.description"></a><h2>Description</h2>
<p>
COGL allows accessing the GL programmable pipeline in order to create
vertex and fragment shaders.
</p>
<p>
The only supported format is GLSL shaders.</p>
<p>
</p>
</div>
<div class="refsect1" lang="en">
<a name="cogl-Shaders-and-Programmable-Pipeline.details"></a><h2>Details</h2>
<div class="refsect2" lang="en">
<a name="cogl-create-shader"></a><h3>cogl_create_shader ()</h3>
<pre class="programlisting"><a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> cogl_create_shader (COGLenum shader_type);</pre>
<p>
Create a new shader handle, use <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-source" title="cogl_shader_source ()"><span class="type">cogl_shader_source</span></a> to set the source code
to be used on it.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>shader_type</code></em> :</span></p></td>
<td> CGL_VERTEX_SHADER or CGL_FRAGMENT_SHADER.
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> a new shader handle.
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-shader-ref"></a><h3>cogl_shader_ref ()</h3>
<pre class="programlisting"><a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> cogl_shader_ref (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Add an extra reference to a shader.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> A <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> to a shader.
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> <em class="parameter"><code>handle</code></em>
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-shader-unref"></a><h3>cogl_shader_unref ()</h3>
<pre class="programlisting">void cogl_shader_unref (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Removes a reference to a shader. If it was the last reference the
shader object will be destroyed.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> A <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> to a shader.
</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-is-shader"></a><h3>cogl_is_shader ()</h3>
<pre class="programlisting">gboolean cogl_is_shader (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Gets whether the given handle references an existing shader object.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> A CoglHandle
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> <code class="literal">TRUE</code> if the handle references a shader,
<code class="literal">FALSE</code> otherwise
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-shader-source"></a><h3>cogl_shader_source ()</h3>
<pre class="programlisting">void cogl_shader_source (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> shader,
const gchar *source);</pre>
<p>
Replaces the current GLSL source associated with a shader with a new
one.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>shader</code></em> :</span></p></td>
<td> <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>source</code></em> :</span></p></td>
<td> GLSL shader source.
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-shader-compile"></a><h3>cogl_shader_compile ()</h3>
<pre class="programlisting">void cogl_shader_compile (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Compiles the shader, no return value, but the shader is now ready for
linking into a program.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.
</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-shader-get-info-log"></a><h3>cogl_shader_get_info_log ()</h3>
<pre class="programlisting">void cogl_shader_get_info_log (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle,
guint size,
gchar *buffer);</pre>
<p>
Retrieves the information log for a coglobject, can be used in conjunction
with <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-get-parameteriv" title="cogl_shader_get_parameteriv ()"><span class="type">cogl_shader_get_parameteriv</span></a> to retrieve the compiler warnings/error
messages that caused a shader to not compile correctly, mainly useful for
debugging purposes.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>size</code></em> :</span></p></td>
<td> maximum number of bytes to retrieve.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>buffer</code></em> :</span></p></td>
<td> location for info log.
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-shader-get-parameteriv"></a><h3>cogl_shader_get_parameteriv ()</h3>
<pre class="programlisting">void cogl_shader_get_parameteriv (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle,
COGLenum pname,
COGLint *dest);</pre>
<p>
Retrieve a named parameter from a shader can be used to query to compile
satus of a shader by passing in CGL_OBJECT_COMPILE_STATUS for <em class="parameter"><code>pname</code></em>.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>pname</code></em> :</span></p></td>
<td> the named COGL parameter to retrieve.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>dest</code></em> :</span></p></td>
<td> storage location for COGLint return value.
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-create-program"></a><h3>cogl_create_program ()</h3>
<pre class="programlisting"><a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> cogl_create_program (void);</pre>
<p>
Create a new cogl program object that can be used to replace parts of the GL
rendering pipeline with custom code.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> a new cogl program.
</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-ref"></a><h3>cogl_program_ref ()</h3>
<pre class="programlisting"><a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> cogl_program_ref (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Add an extra reference to a program.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> A <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> to a program.
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> <em class="parameter"><code>handle</code></em>
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-unref"></a><h3>cogl_program_unref ()</h3>
<pre class="programlisting">void cogl_program_unref (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Removes a reference to a program. If it was the last reference the
program object will be destroyed.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> A <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> to a program.
</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-is-program"></a><h3>cogl_is_program ()</h3>
<pre class="programlisting">gboolean cogl_is_program (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Gets whether the given handle references an existing program object.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> A CoglHandle
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> <code class="literal">TRUE</code> if the handle references a program,
<code class="literal">FALSE</code> otherwise
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-attach-shader"></a><h3>cogl_program_attach_shader ()</h3>
<pre class="programlisting">void cogl_program_attach_shader (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> program_handle,
<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> shader_handle);</pre>
<p>
Attaches a shader to a program object, a program can have one vertex shader
and one fragment shader attached.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program_handle</code></em> :</span></p></td>
<td> a <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shdaer program.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>shader_handle</code></em> :</span></p></td>
<td> a <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a vertex of fragment shader.
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-link"></a><h3>cogl_program_link ()</h3>
<pre class="programlisting">void cogl_program_link (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Links a program making it ready for use.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> a <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader program.
</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-use"></a><h3>cogl_program_use ()</h3>
<pre class="programlisting">void cogl_program_use (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle);</pre>
<p>
Activate a specific shader program replacing that part of the GL
rendering pipeline, if passed in COGL_INVALID_HANDLE the default
behavior of GL is reinstated.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> a <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader program or COGL_INVALID_HANDLE.
</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-get-uniform-location"></a><h3>cogl_program_get_uniform_location ()</h3>
<pre class="programlisting">COGLint cogl_program_get_uniform_location (<a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle">CoglHandle</a> handle,
const gchar *uniform_name);</pre>
<p>
Retrieve the location (offset) of a uniform variable in a shader program, a
uniform is a variable that is constant for all vertices/fragments for a
shader object and is possible to modify as an external parameter.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td> a <a class="link" href="cogl-Utility-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader program.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_name</code></em> :</span></p></td>
<td> the name of a uniform.
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td> the offset of a uniform in a specified program, this uniform can be
set using <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-uniform-1f" title="cogl_program_uniform_1f ()"><span class="type">cogl_program_uniform_1f</span></a> when the program is in use.
</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2" lang="en">
<a name="cogl-program-uniform-1f"></a><h3>cogl_program_uniform_1f ()</h3>
<pre class="programlisting">void cogl_program_uniform_1f (COGLint uniform_no,
gfloat value);</pre>
<p>
Changes the value of a uniform in the currently used (see <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-use" title="cogl_program_use ()"><span class="type">cogl_program_use</span></a>)
shader program.</p>
<p>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_no</code></em> :</span></p></td>
<td> the unform to set.
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td>
<td> the new value of the uniform.
</td>
</tr>
</tbody>
</table></div>
</div>
</div>
</div>
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