Most services of this module are a direct wrapper of the underlying C library. If a method or class is not documented in Nit, refer to the official documentation by the Khronos Group at: http://www.khronos.org/registry/egl/sdk/docs/man/xhtml/
egl :: EGLConformant
egl :: EGLContext
egl :: EGLDisplay
egl :: EGLSurface
core :: union_find
union–find algorithm using an efficient disjoint-set data structureglesv2 :: opengles2_hello_triangle
Basic example of OpenGL ES 2.0 usage using SDL 2gamnit :: camera_control_android
Two fingers camera manipulation, pinch to zoom and slide to scrollgamnit :: camera_control_linux
Mouse wheel and middle mouse button to control cameraegl
, sdl
and x11
# Interface between rendering APIs (OpenGL, OpenGL ES, etc.) and the native windowing system.
#
# Most services of this module are a direct wrapper of the underlying
# C library. If a method or class is not documented in Nit, refer to
# the official documentation by the Khronos Group at:
# http://www.khronos.org/registry/egl/sdk/docs/man/xhtml/
module egl is
pkgconfig
ldflags("-lEGL")@android
end
import android::aware
in "C Header" `{
#include <EGL/egl.h>
`}
extern class EGLNativeDisplayType `{ EGLNativeDisplayType `}
new from_x11(handle: Pointer) `{ return (EGLNativeDisplayType)handle; `}
end
extern class EGLDisplay `{ EGLDisplay `}
new current `{ return eglGetCurrentDisplay(); `}
new(handle: Pointer) `{ return eglGetDisplay(handle); `}
fun is_valid: Bool `{ return self != EGL_NO_DISPLAY; `}
fun initialize: Bool `{
return eglInitialize(self, NULL, NULL);
`}
fun major_version: Int `{
EGLint val;
eglInitialize(self, &val, NULL);
return val;
`}
fun minor_version: Int `{
EGLint val;
eglInitialize(self, NULL, &val);
return val;
`}
# TODO if useful
# Returns all configs supported by the hardware
#fun get_configs: nullable Array[EGLConfig] import Array[EGLConfig].with_native `{
# Returns some configs compatible with the specified `attributes`
fun choose_configs(attribs: Array[Int]): nullable Array[EGLConfig] import Array[Int].length, Array[Int].[], Array[EGLConfig], Array[EGLConfig].add, Array[EGLConfig].as nullable, report_egl_error `{
EGLConfig *configs;
int n_configs;
int n_attribs = Array_of_Int_length(attribs);
int i;
int *c_attribs = malloc(sizeof(int)*n_attribs);
for (i = 0; i < n_attribs; i ++) {
c_attribs[i] = Array_of_Int__index(attribs, i);
}
// get number of configs
EGLBoolean r = eglChooseConfig(self, c_attribs, NULL, 0, &n_configs);
if (r == EGL_FALSE) {
EGLDisplay_report_egl_error(self, "failed to get number of available configs.");
return null_Array_of_EGLConfig();
} else if (n_configs == 0) {
EGLDisplay_report_egl_error(self, "no config available.");
return null_Array_of_EGLConfig();
}
configs = (EGLConfig*)malloc(sizeof(EGLConfig)*n_configs);
r = eglChooseConfig(self, c_attribs, configs, n_configs, &n_configs);
if (r == EGL_FALSE) {
EGLDisplay_report_egl_error(self, "failed to load config.");
return null_Array_of_EGLConfig();
} else {
Array_of_EGLConfig array = new_Array_of_EGLConfig();
for (i=0; i < n_configs; i++)
Array_of_EGLConfig_add(array, configs[i]);
return Array_of_EGLConfig_as_nullable(array);
}
`}
private fun report_egl_error(cmsg: CString)
do
var msg = cmsg.to_s
print "libEGL error: {msg}"
end
# Can be used directly, but it is preferable to use a `EGLConfigAttribs`
fun config_attrib(config: EGLConfig, attribute: Int): Int `{
EGLint val;
EGLBoolean r = eglGetConfigAttrib(self, config, attribute, &val);
if (r == EGL_FALSE)
return -1;
else
return val;
`}
fun terminate: Bool `{
return eglTerminate(self) == EGL_TRUE;
`}
fun create_window_surface(config: EGLConfig, native_window: Pointer, attribs: Array[Int]): EGLSurface `{
EGLSurface surface = eglCreateWindowSurface(self, config, (EGLNativeWindowType)native_window, NULL);
return surface;
`}
# TODO add share_context
fun create_context(config: EGLConfig): EGLContext `{
EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE}; // TODO move out!
EGLContext context = eglCreateContext(self, config, EGL_NO_CONTEXT, context_attribs);
return context;
`}
fun make_current(draw, read: EGLSurface, context: EGLContext): Bool `{
return eglMakeCurrent(self, draw, read, context);
`}
# Can be used directly, but it is preferable to use a `EGLSurfaceAttribs`
fun query_surface(surface: EGLSurface, attribute: Int): Int `{
int val;
EGLBoolean r = eglQuerySurface(self, surface, attribute, &val);
if (r == EGL_FALSE)
return -1;
else
return val;
`}
fun destroy_context(context: EGLContext): Bool `{
return eglDestroyContext(self, context);
`}
fun destroy_surface(surface: EGLSurface): Bool `{
return eglDestroySurface(self, surface);
`}
fun error: EGLError `{ return eglGetError(); `}
# Utility method for easier debugging
fun assert_no_egl_error
do
var error = self.error
if not error.is_success then
print "EGL error: {error}"
abort
end
end
private fun query_string(name: Int): String import CString.to_s `{
return CString_to_s((char *)eglQueryString(self, name));
`}
fun vendor: String do return query_string(0x3053)
fun version: String do return query_string(0x3054)
fun extensions: Array[String] do return query_string(0x3055).trim.split_with(" ")
fun client_apis: Array[String] do return query_string(0x308D).split_with(" ")
fun swap_buffers(surface: EGLSurface) `{ eglSwapBuffers(self, surface); `}
end
extern class EGLConfig `{ EGLConfig `}
fun attribs(display: EGLDisplay): EGLConfigAttribs do
return new EGLConfigAttribs(display, self)
end
end
extern class EGLSurface `{ EGLSurface `}
new current_draw `{ return eglGetCurrentSurface(EGL_DRAW); `}
new current_read `{ return eglGetCurrentSurface(EGL_READ); `}
new none `{ return EGL_NO_SURFACE; `}
fun is_ok: Bool `{ return self != EGL_NO_SURFACE; `}
fun attribs(display: EGLDisplay): EGLSurfaceAttribs do
return new EGLSurfaceAttribs(display, self)
end
end
extern class EGLContext `{ EGLContext `}
new current `{ return eglGetCurrentContext(); `}
new none `{ return EGL_NO_CONTEXT; `}
fun is_ok: Bool `{ return self != EGL_NO_CONTEXT; `}
end
# Attributes of a config for a given EGL display
class EGLConfigAttribs
var display: EGLDisplay
var config: EGLConfig
fun buffer_size: Int do return display.config_attrib(config, 0x3020)
fun alpha_size: Int do return display.config_attrib(config, 0x3021)
fun blue_size: Int do return display.config_attrib(config, 0x3022)
fun green_size: Int do return display.config_attrib(config, 0x3023)
fun red_size: Int do return display.config_attrib(config, 0x3024)
fun depth_size: Int do return display.config_attrib(config, 0x3025)
fun stencil_size: Int do return display.config_attrib(config, 0x3026)
fun samples: Int do return display.config_attrib(config, 0x3031)
fun sample_buffers: Int do return display.config_attrib(config, 0x3032)
fun native_visual_id: Int do return display.config_attrib(config, 0x302E)
fun native_visual_type: Int do return display.config_attrib(config, 0x302F)
fun caveat: EGLConfigCaveat do
return new EGLConfigCaveat.from_i(display.config_attrib(config, 0x3027))
end
fun conformant: EGLConformant do
return new EGLConformant.from_i(display.config_attrib(config, 0x3042))
end
end
extern class EGLConfigCaveat `{ EGLint `}
new from_i(val: Int) `{ return (EGLint)val; `}
fun to_i: Int `{ return self; `}
new none `{ return EGL_NONE; `}
fun is_none: Bool `{ return self == EGL_NONE; `}
new dont_care `{ return EGL_DONT_CARE; `}
fun is_dont_care: Bool `{ return self == EGL_DONT_CARE; `}
new slow `{ return EGL_SLOW_CONFIG; `}
fun is_slow: Bool `{ return self == EGL_SLOW_CONFIG; `}
# Obselete since EGL 1.3, use EGL_CONFORMANT instead
new non_conformant `{ return EGL_NON_CONFORMANT_CONFIG; `}
fun is_non_conformant: Bool `{ return self == EGL_NON_CONFORMANT_CONFIG; `}
redef fun to_s
do
if is_none then return "EGL_NONE"
if is_dont_care then return "EGL_DONT_CARE"
if is_slow then return "EGL_SLOW_CONFIG"
if is_non_conformant then return "EGL_NON_CONFORMANT"
return "Unknown or invalid value"
end
end
extern class EGLConformant `{ EGLint `}
new `{ return (EGLint)0; `}
new from_i(val: Int) `{ return (EGLint)val; `}
fun to_i: Int `{ return self; `}
fun opengl: Bool `{ return self & EGL_OPENGL_BIT; `}
fun with_opengl: EGLConformant `{ return self | EGL_OPENGL_BIT; `}
fun opengl_es: Bool `{ return self & EGL_OPENGL_ES_BIT; `}
fun with_opengl_es: EGLConformant `{ return self | EGL_OPENGL_ES_BIT; `}
fun opengl_es2: Bool `{ return self & EGL_OPENGL_ES2_BIT; `}
fun with_opengl_es2: EGLConformant `{ return self | EGL_OPENGL_ES2_BIT; `}
fun openvg: Bool `{ return self & EGL_OPENVG_BIT; `}
fun with_openvg: EGLConformant `{ return self | EGL_OPENVG_BIT; `}
fun to_a: Array[String]
do
var features = new Array[String]
if opengl then features.add("OpenGL")
if opengl_es then features.add("OpenGL ES")
if opengl_es2 then features.add("OpenGL ES2")
if openvg then features.add("OpenVG")
return features
end
redef fun to_s do return to_a.join(", ")
end
# Attributes of a surface for a given EGL display
class EGLSurfaceAttribs
var display: EGLDisplay
var surface: EGLSurface
fun height: Int do return display.query_surface(surface, 0x3056)
fun width: Int do return display.query_surface(surface, 0x3057)
fun largest_pbuffer: Int do return display.query_surface(surface, 0x3058)
fun texture_format: Int do return display.query_surface(surface, 0x3080)
fun texture_target: Int do return display.query_surface(surface, 0x3081)
fun mipmap_texture: Int do return display.query_surface(surface, 0x3082)
fun mipmap_level: Int do return display.query_surface(surface, 0x3083)
fun render_buffer: Int do return display.query_surface(surface, 0x3086)
fun vg_colorspace: Int do return display.query_surface(surface, 0x3087)
fun vg_alpha_format: Int do return display.query_surface(surface, 0x3088)
fun horizontal_resolution: Int do return display.query_surface(surface, 0x3090)
fun vertical_resolution: Int do return display.query_surface(surface, 0x3091)
fun pixel_aspect_ratio: Int do return display.query_surface(surface, 0x3092)
fun swap_behavior: Int do return display.query_surface(surface, 0x3093)
fun multisample_resolve: Int do return display.query_surface(surface, 0x3099)
end
extern class EGLError `{ EGLint `}
fun is_success: Bool `{ return self == EGL_SUCCESS; `}
fun is_not_initialized: Bool `{ return self == EGL_NOT_INITIALIZED; `}
fun is_bad_access: Bool `{ return self == EGL_BAD_ACCESS; `}
fun is_bad_alloc: Bool `{ return self == EGL_BAD_ALLOC; `}
fun is_bad_attribute: Bool `{ return self == EGL_BAD_ATTRIBUTE; `}
fun is_bad_config: Bool `{ return self == EGL_BAD_CONFIG; `}
fun is_bad_context: Bool `{ return self == EGL_BAD_CONTEXT; `}
fun is_bad_current_surface: Bool `{ return self == EGL_BAD_CURRENT_SURFACE; `}
fun is_bad_display: Bool `{ return self == EGL_BAD_DISPLAY; `}
fun is_bad_match: Bool `{ return self == EGL_BAD_MATCH; `}
fun is_bad_native_pixmap: Bool `{ return self == EGL_BAD_NATIVE_PIXMAP; `}
fun is_bad_native_window: Bool `{ return self == EGL_BAD_NATIVE_WINDOW; `}
fun is_bad_parameter: Bool `{ return self == EGL_BAD_PARAMETER; `}
fun is_bad_surface: Bool `{ return self == EGL_BAD_SURFACE; `}
fun is_context_lost: Bool `{ return self == EGL_CONTEXT_LOST; `}
redef fun to_s
do
if is_not_initialized then return "Not initialized"
if is_bad_access then return "Bad access"
if is_bad_alloc then return "Bad allocation"
if is_bad_attribute then return "Bad attribute"
if is_bad_config then return "Bad configuration"
if is_bad_context then return "Bad context"
if is_bad_current_surface then return "Bad current surface"
if is_bad_display then return "Bad display"
if is_bad_match then return "Bad match"
if is_bad_native_pixmap then return "Bad native pixmap"
if is_bad_native_window then return "Bad native window"
if is_bad_parameter then return "Bad parameter"
if is_bad_surface then return "Bad surface"
if is_context_lost then return "Context lost"
return "Unknown error" # this is not good
end
end
extern class EGLContextAttribute `{ EGLint `}
new buffer_size `{ return EGL_BUFFER_SIZE; `}
new alpha_size `{ return EGL_ALPHA_SIZE; `}
new blue_size `{ return EGL_BLUE_SIZE; `}
new green_size `{ return EGL_GREEN_SIZE; `}
new red_size `{ return EGL_RED_SIZE; `}
new depth_size `{ return EGL_DEPTH_SIZE; `}
new stencil_size `{ return EGL_STENCIL_SIZE; `}
new config_caveat `{ return EGL_CONFIG_CAVEAT; `}
new config_id `{ return EGL_CONFIG_ID; `}
new level `{ return EGL_LEVEL; `}
new max_pbuffer_height `{ return EGL_MAX_PBUFFER_HEIGHT; `}
new max_pbuffer_pixels `{ return EGL_MAX_PBUFFER_PIXELS; `}
new max_pbuffer_width `{ return EGL_MAX_PBUFFER_WIDTH; `}
new native_renderable `{ return EGL_NATIVE_RENDERABLE; `}
new native_visual_id `{ return EGL_NATIVE_VISUAL_ID; `}
new native_visual_type `{ return EGL_NATIVE_VISUAL_TYPE; `}
new samples `{ return EGL_SAMPLES; `}
new sample_buffers `{ return EGL_SAMPLE_BUFFERS; `}
new surface_type `{ return EGL_SURFACE_TYPE; `}
new transparent_type `{ return EGL_TRANSPARENT_TYPE; `}
new transparent_blue_value `{ return EGL_TRANSPARENT_BLUE_VALUE; `}
new transparent_green_value `{ return EGL_TRANSPARENT_GREEN_VALUE; `}
new transparent_red_value `{ return EGL_TRANSPARENT_RED_VALUE; `}
new bind_to_texture_rgb `{ return EGL_BIND_TO_TEXTURE_RGB; `}
new bind_to_texture_rgba `{ return EGL_BIND_TO_TEXTURE_RGBA; `}
new min_swap_interval `{ return EGL_MIN_SWAP_INTERVAL; `}
new max_swap_interval `{ return EGL_MAX_SWAP_INTERVAL; `}
new limunance_size `{ return EGL_LUMINANCE_SIZE; `}
new alpha_mask_size `{ return EGL_ALPHA_MASK_SIZE; `}
new color_buffer_type `{ return EGL_COLOR_BUFFER_TYPE; `}
new renderable_type `{ return EGL_RENDERABLE_TYPE; `}
new match_native_pixmap `{ return EGL_MATCH_NATIVE_PIXMAP; `}
new conformant `{ return EGL_CONFORMANT; `}
# Attrib list terminator
new none `{ return EGL_NONE; `}
end
# Utility class to choose an EGLConfig
class EGLConfigChooser
var array = new Array[Int]
var closed = false
protected var inserted_attribs = new Array[Int]
protected fun insert_attrib_key(key: Int)
do
assert not inserted_attribs.has(key) else
print "Duplicate attrib passed to EGLConfigChooser"
end
array.add key
end
protected fun insert_attrib_with_val(key, val: Int)
do
insert_attrib_key key
array.add val
end
fun close do
insert_attrib_key 0x3038
closed = true
end
fun surface_type=(flag: Int) do insert_attrib_with_val(0x3033, flag)
fun surface_type_egl do surface_type = 4
# Set which client rendering APIs are supported
fun renderable_type=(flag: Int) do insert_attrib_with_val(0x3040, flag)
# Set EGL as the only supported rendering API
fun renderable_type_egl do renderable_type = 4
fun blue_size=(size: Int) do insert_attrib_with_val(0x3022, size)
fun green_size=(size: Int) do insert_attrib_with_val(0x3023, size)
fun red_size=(size: Int) do insert_attrib_with_val(0x3024, size)
fun buffer_size=(size: Int) do insert_attrib_with_val(0x3020, size)
fun alpha_size=(size: Int) do insert_attrib_with_val(0x3021, size)
fun depth_size=(size: Int) do insert_attrib_with_val(0x3025, size)
fun stencil_size=(size: Int) do insert_attrib_with_val(0x3026, size)
fun samples=(count: Int) do insert_attrib_with_val(0x3031, count)
fun sample_buffers=(size: Int) do insert_attrib_with_val(0x3032, size)
fun caveat=(caveat: EGLConfigCaveat) do insert_attrib_with_val(0x3050, caveat.to_i)
fun conformant=(conformant: EGLConformant) do insert_attrib_with_val(0x3042, conformant.to_i)
fun choose(display: EGLDisplay): nullable Array[EGLConfig]
do
assert closed else print "EGLConfigChooser not closed."
return display.choose_configs(array)
end
end
fun egl_bind_opengl_api: Bool `{ return eglBindAPI(EGL_OPENGL_API); `}
fun egl_bind_opengl_es_api: Bool `{ return eglBindAPI(EGL_OPENGL_ES_API); `}
fun egl_bind_openvg_api: Bool `{ return eglBindAPI(EGL_OPENVG_API); `}
# Handle to the default display to use with EGL
fun egl_default_display: Pointer `{ return EGL_DEFAULT_DISPLAY; `}
lib/egl/egl.nit:17,1--451,66