This is a low-level wrapper, it can be useful for developers already familiar
with the C API of OpenGL. Most developers will prefer to use the higher level
graphic API gammit
.
Defines the annotations glsl_vertex_shader
and glsl_fragment_shader
applicable on string literals to check shader code using glslangValidator
.
The tool must be in PATH. It can be downloaded from
https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
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/opengles/sdk/docs/man/
glBindBuffer
glCheckFramebufferStatus
glCheckFramebufferStatus
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 2accept_scroll_and_zoom
gamnit :: 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
EulerCamera
and App::frame_core_draw
to get a stereoscopic view
# OpenGL graphics rendering library for embedded systems, version 2.0
#
# This is a low-level wrapper, it can be useful for developers already familiar
# with the C API of OpenGL. Most developers will prefer to use the higher level
# graphic API `gammit`.
#
# Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader`
# applicable on string literals to check shader code using `glslangValidator`.
# The tool must be in PATH. It can be downloaded from
# https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
#
# 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/opengles/sdk/docs/man/
module glesv2 is
pkgconfig
no_warning "missing-doc"
new_annotation glsl_vertex_shader
new_annotation glsl_fragment_shader
ldflags("-lGLESv2")@android
end
import android::aware
intrude import c
in "C Header" `{
#ifdef __APPLE__
#include <OpenGLES/ES2/gl.h>
#else
#include <GLES2/gl2.h>
#endif
`}
# OpenGL ES program to which we attach shaders
extern class GLProgram `{GLuint`}
# Create a new program
#
# The newly created instance should be checked using `is_ok`.
new `{ return glCreateProgram(); `}
# Set the location for the attribute by `name`
fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{
GLchar *c_name = String_to_cstring(name);
glBindAttribLocation(self, index, c_name);
`}
# Get the location of the attribute by `name`
#
# Returns `-1` if there is no active attribute named `name`.
fun attrib_location(name: String): Int import String.to_cstring `{
GLchar *c_name = String_to_cstring(name);
return glGetAttribLocation(self, c_name);
`}
# Get the location of the uniform by `name`
#
# Returns `-1` if there is no active uniform named `name`.
fun uniform_location(name: String): Int import String.to_cstring `{
GLchar *c_name = String_to_cstring(name);
return glGetUniformLocation(self, c_name);
`}
# Is this program linked?
fun is_linked: Bool do return glGetProgramiv(self, gl_LINK_STATUS) != 0
# Has this program been deleted?
fun is_deleted: Bool do return glGetProgramiv(self, gl_DELETE_STATUS) != 0
# Boolean result of `validate`, must be called after `validate`
fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0
# Number of active uniform in this program
#
# This should be the number of uniforms declared in all shader, except
# unused uniforms which may have been optimized out.
fun n_active_uniforms: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORMS)
# Length of the longest uniform name in this program, including the null byte
fun active_uniform_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORM_MAX_LENGTH)
# Number of active attributes in this program
#
# This should be the number of uniforms declared in all shader, except
# unused uniforms which may have been optimized out.
fun n_active_attributes: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTES)
# Length of the longest attribute name in this program, including the null byte
fun active_attribute_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTE_MAX_LENGTH)
# Number of shaders attached to this program
fun n_attached_shaders: Int do return glGetProgramiv(self, gl_ATTACHED_SHADERS)
# Name of the active attribute at `index`
fun active_attrib_name(index: Int): String
do
var max_size = active_attribute_max_length
var cname = new CString(max_size)
active_attrib_name_native(index, max_size, cname)
return cname.to_s
end
private fun active_attrib_name_native(index, max_size: Int, name: CString) `{
// We get more values than we need, for compatibility. At least the
// NVidia driver tries to fill them even if NULL.
int size;
GLenum type;
glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
`}
# Size of the active attribute at `index`
fun active_attrib_size(index: Int): Int `{
int size;
GLenum type;
glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
return size;
`}
# Type of the active attribute at `index`
#
# May only be float related data types (single float, vectors and matrix).
fun active_attrib_type(index: Int): GLDataType `{
int size;
GLenum type;
glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
return type;
`}
# Name of the active uniform at `index`
fun active_uniform_name(index: Int): String
do
var max_size = active_uniform_max_length
var cname = new CString(max_size)
active_uniform_name_native(index, max_size, cname)
return cname.to_s
end
private fun active_uniform_name_native(index, max_size: Int, name: CString) `{
int size;
GLenum type;
glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
`}
# Size of the active uniform at `index`
fun active_uniform_size(index: Int): Int `{
int size;
GLenum type;
glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
return size;
`}
# Type of the active uniform at `index`
#
# May be any data type supported by OpenGL ES 2.0 shaders.
fun active_uniform_type(index: Int): GLDataType `{
int size;
GLenum type = 0;
glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
return type;
`}
end
# Create a program object
fun glCreateProgram: GLProgram `{ return glCreateProgram(); `}
# Install the `program` as part of current rendering state
fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `}
# Link the `program` object
fun glLinkProgram(program: GLProgram) `{ glLinkProgram(program); `}
# Validate the `program` object
fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `}
# Delete the `program` object
fun glDeleteProgram(program: GLProgram) `{ glDeleteProgram(program); `}
# Does `name` corresponds to a program object?
fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `}
# Attach a `shader` to `program`
fun glAttachShader(program: GLProgram, shader: GLShader) `{ glAttachShader(program, shader); `}
# Detach `shader` from `program`
fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `}
# Parameter value from a `program` object
fun glGetProgramiv(program: GLProgram, pname: GLGetParameterName): Int `{
int value;
glGetProgramiv(program, pname, &value);
return value;
`}
# The information log for the `program` object
fun glGetProgramInfoLog(program: GLProgram): String
do
var size = glGetProgramiv(program, gl_INFO_LOG_LENGTH)
var buf = new CString(size)
native_glGetProgramInfoLog(program, size, buf)
return buf.to_s_with_length(size)
end
# Return the program information log in `buf`
private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: CString): Int `{
int length;
glGetProgramInfoLog(program, buf_size, &length, buf);
return length;
`}
# Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
extern class GLShader `{GLuint`}
# Source of the shader, if available
#
# Returns `null` if the source is not available, usually when the shader
# was created from a binary file.
fun source: nullable String
do
var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
if size == 0 then return null
return source_native(size).to_s
end
private fun source_native(size: Int): CString `{
GLchar *code = malloc(size);
glGetShaderSource(self, size, NULL, code);
return code;
`}
# Has this shader been compiled?
fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
# Has this shader been deleted?
fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
end
# Get a parameter value from a `shader` object
fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
int val;
glGetShaderiv(shader, pname, &val);
return val;
`}
# Shader parameter
extern class GLGetParameterName
super GLEnum
end
fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `}
fun gl_SHADER_TYPE: GLGetParameterName `{ return GL_SHADER_TYPE; `}
fun gl_COMPILE_STATUS: GLGetParameterName `{ return GL_COMPILE_STATUS; `}
fun gl_SHADER_SOURCE_LENGTH: GLGetParameterName `{ return GL_SHADER_SOURCE_LENGTH; `}
fun gl_ACTIVE_ATTRIBUTES: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTES; `}
fun gl_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; `}
fun gl_ACTIVE_UNIFORMS: GLGetParameterName `{ return GL_ACTIVE_UNIFORMS; `}
fun gl_ACTIVE_UNIFORM_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_UNIFORM_MAX_LENGTH; `}
fun gl_ATTACHED_SHADERS: GLGetParameterName `{ return GL_ATTACHED_SHADERS; `}
fun gl_LINK_STATUS: GLGetParameterName `{ return GL_LINK_STATUS; `}
fun gl_VALIDATE_STATUS: GLGetParameterName `{ return GL_VALIDATE_STATUS; `}
# The information log for the `shader` object
fun glGetShaderInfoLog(shader: GLShader): String
do
var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH)
var buf = new CString(size)
native_glGetShaderInfoLog(shader, size, buf)
return buf.to_s_with_length(size)
end
private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: CString): Int `{
int length;
glGetShaderInfoLog(shader, buf_size, &length, buffer);
return length;
`}
# Shader type
extern class GLShaderType
super GLEnum
end
fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
# Create a shader object of the `shader_type`
fun glCreateShader(shader_type: GLShaderType): GLShader `{
return glCreateShader(shader_type);
`}
# Replace the source code in the `shader` object with `code`
fun glShaderSource(shader: GLShader, code: CString) `{
glShaderSource(shader, 1, (GLchar const **)&code, NULL);
`}
# Compile the `shader` object
fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
# Delete the `shader` object
fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `}
# Does `name` corresponds to a shader object?
fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
# An OpenGL ES 2.0 fragment shader
extern class GLFragmentShader
super GLShader
# Create a new fragment shader
#
# The newly created instance should be checked using `is_ok`.
new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
end
# An OpenGL ES 2.0 vertex shader
extern class GLVertexShader
super GLShader
# Create a new fragment shader
#
# The newly created instance should be checked using `is_ok`.
new `{ return glCreateShader(GL_VERTEX_SHADER); `}
end
# An array of `Float` associated to a program variable
class VertexArray
var index: Int
# Number of data per vertex
var count: Int
protected var glfloat_array: NativeGLfloatArray
init(index, count: Int, array: Array[Float])
do
self.index = index
self.count = count
self.glfloat_array = new NativeGLfloatArray(array.length)
for k in [0..array.length[ do
glfloat_array[k] = array[k]
end
end
fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array)
private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{
glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
`}
# Enable this vertex attribute array
fun enable do glEnableVertexAttribArray(index)
# Disable this vertex attribute array
fun disable do glDisableVertexAttribArray(index)
end
# Enable the generic vertex attribute array at `index`
fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `}
# Disable the generic vertex attribute array at `index`
fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
# Render primitives from array data
fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
# Render primitives from array data by their index listed in `indices`
fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
glDrawElements(mode, count, typ, indices);
`}
# Render primitives from array data, at `offset` in the element buffer
fun glDrawElementsi(mode: GLDrawMode, count: Int, typ: GLDataType, offset: Int) `{
glDrawElements(mode, count, typ, (const GLvoid*)offset);
`}
# Define an array of generic vertex attribute data
fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
glVertexAttribPointer(index, size, typ, normalized, stride, array);
`}
# Define an array of generic vertex attribute data, at `offset` in the array buffer
fun glVertexAttribPointeri(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, offset: Int) `{
glVertexAttribPointer(index, size, typ, normalized, stride, (const GLvoid*)offset);
`}
# Specify the value of a generic vertex attribute
fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
# Specify the value of a generic vertex attribute
fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `}
# Specify the value of a generic vertex attribute
fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
# Specify the value of a generic vertex attribute
fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
# Specify the value of a uniform variable for the current program object
fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
# Specify the value of a uniform variable for the current program object
fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `}
# Specify the value of a uniform variable for the current program object
fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
# Specify the value of a uniform variable for the current program object
fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `}
# Specify the value of a uniform variable for the current program object
fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `}
# Specify the value of a uniform variable for the current program object
fun glUniform2f(index: Int, x, y: Float) `{ glUniform2f(index, x, y); `}
# Specify the value of a uniform variable for the current program object
fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `}
# Specify the value of a uniform variable for the current program object
fun glUniform4f(index: Int, x, y, z, w: Float) `{ glUniform4f(index, x, y, z, w); `}
# Low level array of `Float`
class GLfloatArray
super FinalizableOnce
var length: Int
var native_array = new NativeGLfloatArray(length) is lateinit
fun [](index: Int): Float do return native_array[index]
fun []=(index: Int, val: Float) do native_array[index] = val
var add_index = 0
fun reset_add do add_index = 0
# Require: `add_index < length`
fun add(value: Float)
do
var index = add_index
assert index < length
native_array[index] = value
self.add_index = index + 1
end
# Create with the content of `array`
new from(array: Array[Float])
do
var arr = new GLfloatArray(array.length)
arr.fill_from array
return arr
end
# Fill with the content of `array`
#
# If `dst_offset` is set, the data is copied to the index `dst_offset`,
# otherwise, it is copied the beginning of `self`.
#
# Require: `length >= array.length + dst_offset or else 0`
fun fill_from(array: Array[Float], dst_offset: nullable Int)
do
dst_offset = dst_offset or else add_index
assert length >= array.length + dst_offset
for k in [0..array.length[ do
self[dst_offset+k] = array[k]
end
end
redef fun finalize_once do native_array.free
end
# An array of `GLfloat` in C (`GLfloat*`)
extern class NativeGLfloatArray `{ GLfloat* `}
new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `}
fun [](index: Int): Float `{ return self[index]; `}
fun []=(index: Int, val: Float) `{ self[index] = val; `}
fun +(offset: Int): NativeGLfloatArray `{ return self + offset; `}
end
# General type for OpenGL enumerations
extern class GLEnum `{ GLenum `}
redef fun hash `{ return self; `}
redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
end
# Error information
fun glGetError: GLError `{ return glGetError(); `}
# An OpenGL ES 2.0 error code
extern class GLError
super GLEnum
redef fun to_s
do
if self == gl_NO_ERROR then return "No error"
if self == gl_INVALID_ENUM then return "Invalid enum"
if self == gl_INVALID_VALUE then return "Invalid value"
if self == gl_INVALID_OPERATION then return "Invalid operation"
if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation"
if self == gl_OUT_OF_MEMORY then return "Out of memory"
return "Unknown error"
end
end
fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `}
fun gl_INVALID_ENUM: GLError `{ return GL_INVALID_ENUM; `}
fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `}
fun gl_INVALID_OPERATION: GLError `{ return GL_INVALID_OPERATION; `}
fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `}
fun gl_OUT_OF_MEMORY: GLError `{ return GL_OUT_OF_MEMORY; `}
fun assert_no_gl_error
do
var error = glGetError
if not error == gl_NO_ERROR then
print "GL error: {error}"
abort
end
end
# Texture unit, the number of texture units is implementation dependent
extern class GLTextureUnit
super GLEnum
end
fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `}
fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `}
fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `}
fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `}
fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `}
fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `}
fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `}
fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `}
fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `}
fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `}
fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `}
fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `}
fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `}
fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `}
fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `}
fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `}
fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `}
fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `}
fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `}
fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `}
fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `}
fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `}
fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `}
fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `}
fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `}
fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `}
fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `}
fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `}
fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `}
fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `}
fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `}
fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `}
# Texture unit at `offset` after `gl_TEXTURE0`
fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
# Generate `n` texture names
fun glGenTextures(n: Int): Array[Int]
do
var array = new CIntArray(n)
native_glGenTextures(n, array.native_array)
var a = array.to_a
array.destroy
return a
end
private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{
glGenTextures(n, (GLuint*)textures);
`}
# Select server-side active texture unit
fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `}
# Bind the named `texture` to a `target`
fun glBindTexture(target: GLTextureTarget, texture: Int) `{
glBindTexture(target, texture);
`}
# Delete named textures
fun glDeleteTextures(textures: SequenceRead[Int])
do
var n = textures.length
var array = new CIntArray.from(textures)
native_glDeleteTextures(n, array.native_array)
array.destroy
end
private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{
glDeleteTextures(n, (const GLuint *)textures);
`}
# Does `name` corresponds to a texture?
fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
# Set pixel storage modes
fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
# Symbolic name of the parameter to be set with `glPixelStorei`
extern class GLPack
super GLEnum
end
# Parameter to specify the alignment requirements for the start of each pixel row in memory
fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
# Parameter to specify the alignment requirements for the start of each pixel row in memory
fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
# TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
# GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
# Specify a two-dimensional texture image
fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
width, height, border: Int,
format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
`}
# Specify a two-dimensional texture subimage
fun glTexSubImage2D(target: GLTextureTarget,
level, xoffset, yoffset, width, height, border: Int,
format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data);
`}
# Copy pixels into a 2D texture image
fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
x, y, width, height, border: Int) `{
glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
`}
# Copy a two-dimensional texture subimage
fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
`}
# Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
glReadPixels(x, y, width, height, format, typ, data);
`}
# Texture minifying and magnifying function
extern class GLTexParameteri
super GLEnum
end
fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `}
fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `}
fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `}
fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `}
fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `}
fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `}
fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `}
fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `}
fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `}
# Target texture
extern class GLTextureTarget
super GLEnum
end
# Two-dimensional texture
fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
# Cube map texture
fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
# TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
# GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
# A server-side capability
class GLCap
# TODO private init
# Internal OpenGL integer for this capability
private var val: Int
# Enable this server-side capability
fun enable do enable_native(val)
private fun enable_native(cap: Int) `{ glEnable(cap); `}
# Disable this server-side capability
fun disable do disable_native(val)
private fun disable_native(cap: Int) `{ glDisable(cap); `}
redef fun hash do return val
redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
end
# Generate `n` renderbuffer object names
fun glGenRenderbuffers(n: Int): Array[Int]
do
var array = new CIntArray(n)
native_glGenRenderbuffers(n, array.native_array)
var a = array.to_a
array.destroy
return a
end
private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
glGenRenderbuffers(n, (GLuint *)renderbuffers);
`}
# Does `name` corresponds to a renderbuffer object?
fun glIsRenderbuffer(name: Int): Bool `{
return glIsRenderbuffer(name);
`}
# Delete named renderbuffer objects
fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int])
do
var n = renderbuffers.length
var array = new CIntArray.from(renderbuffers)
native_glDeleteRenderbuffers(n, array.native_array)
array.destroy
end
private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers);
`}
# Attach a renderbuffer object to a framebuffer object
fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
`}
# Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
`}
# Format for a renderbuffer
extern class GLRenderbufferFormat
super GLEnum
end
# 4 red, 4 green, 4 blue, 4 alpha bits format
fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
# 5 red, 6 green, 5 blue bits format
fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
# 5 red, 5 green, 5 blue, 1 alpha bits format
fun gl_RGB5_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
# 16 depth bits format
fun gl_DEPTH_COMPONENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
# 8 stencil bits format
fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
# Renderbuffer attachment point to a framebuffer
extern class GLAttachment
super GLEnum
end
# First color attachment point
fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
# Depth attachment point
fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
# Stencil attachment
fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
redef class Sys
private var gles = new GLES is lazy
end
# Entry points to OpenGL ES 2.0 services
fun gl: GLES do return sys.gles
# OpenGL ES 2.0 services
class GLES
# Query the boolean value at `key`
private fun get_bool(key: Int): Bool `{
GLboolean val;
glGetBooleanv(key, &val);
return val == GL_TRUE;
`}
# Query the floating point value at `key`
private fun get_float(key: Int): Float `{
GLfloat val;
glGetFloatv(key, &val);
return val;
`}
# Query the integer value at `key`
private fun get_int(key: Int): Int `{
GLint val;
glGetIntegerv(key, &val);
return val;
`}
# Does this driver support shader compilation?
#
# Should always return `true` in OpenGL ES 2.0 and 3.0.
fun shader_compiler: Bool do return get_bool(0x8DFA)
# OpenGL server-side capabilities
var capabilities = new GLCapabilities is lazy
end
# Specify the clear values for the color buffer, default values are at 0.0
fun glClearColor(red, green, blue, alpha: Float) `{
glClearColor(red, green, blue, alpha);
`}
# Specify the clear `value` for the depth buffer, default at 1.0
fun glClearDepthf(value: Float) `{ glClearDepthf(value); `}
# Specify the clear `value` for the stencil buffer, default at 0
fun glClearStencil(value: Int) `{ glClearStencil(value); `}
# Clear the `buffer`
fun glClear(buffer: GLBuffer) `{ glClear(buffer); `}
# Enable and disable writing of frame buffer color components
fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
# Set the viewport
fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
# Block until all GL execution is complete
fun glFinish `{ glFinish(); `}
# Force execution of GL commands in finite time
fun glFlush `{ glFlush(); `}
# Set texture parameters
fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
glTexParameteri(target, pname, param);
`}
# Name of parameters of textures
extern class GLTexParameteriName
super GLEnum
end
fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `}
fun gl_TEXTURE_MAG_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `}
fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `}
fun gl_TEXTURE_WRAP_T: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `}
# Bind `framebuffer` to a framebuffer target
#
# In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
glBindFramebuffer(target, framebuffer);
`}
# Target of `glBindFramebuffer`
extern class GLFramebufferTarget
super GLEnum
end
# Target both reading and writing on the framebuffer with `glBindFramebuffer`
fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
# Bind `renderbuffer` to a renderbuffer target
#
# In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{
glBindRenderbuffer(target, renderbuffer);
`}
# Target of `glBindRenderbuffer`
extern class GLRenderbufferTarget
super GLEnum
end
# Target a renderbuffer with `glBindRenderbuffer`
fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
# Specify implementation specific hints
fun glHint(target: GLHintTarget, mode: GLHintMode) `{
glHint(target, mode);
`}
# Generate and fill set of mipmaps for the texture object `target`
fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
# Generate `n` buffer names
fun glGenBuffers(n: Int): Array[Int]
do
var array = new CIntArray(n)
native_glGenBuffers(n, array.native_array)
var a = array.to_a
array.destroy
return a
end
private fun native_glGenBuffers(n: Int, buffers: NativeCIntArray) `{
glGenBuffers(n, (GLuint *)buffers);
`}
# Does `name` corresponds to a buffer object?
fun glIsBuffer(name: Int): Bool `{
return glIsBuffer(name);
`}
# Delete named buffer objects
fun glDeleteBuffers(buffers: SequenceRead[Int])
do
var n = buffers.length
var array = new CIntArray.from(buffers)
native_glDeleteBuffers(n, array.native_array)
array.destroy
end
private fun native_glDeleteBuffers(n: Int, buffers: NativeCIntArray) `{
return glDeleteBuffers(n, (const GLuint *)buffers);
`}
# Create and initialize a buffer object's data store
fun glBufferData(target: GLArrayBuffer, size: Int, data: Pointer, usage: GLBufferUsage) `{
glBufferData(target, size, data, usage);
`}
# Update a subset of a buffer object's data store
fun glBufferSubData(target: GLArrayBuffer, offset, size: Int, data: Pointer) `{
glBufferSubData(target, offset, size, data);
`}
# Expected usage of a buffer
extern class GLBufferUsage
super GLEnum
end
# Data will be modified once and used a few times
fun gl_STREAM_DRAW: GLBufferUsage `{ return GL_STREAM_DRAW; `}
# Data will be modified once and used many times
fun gl_STATIC_DRAW: GLBufferUsage `{ return GL_STATIC_DRAW; `}
# Data will be modified repeatedly and used many times
fun gl_DYNAMIC_DRAW: GLBufferUsage `{ return GL_DYNAMIC_DRAW; `}
# Bind the named `buffer` object
fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
# Target to which bind the buffer with `glBindBuffer`
extern class GLArrayBuffer
super GLEnum
end
# Array buffer target
fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
# Element array buffer
fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
# Completeness status of a framebuffer object
fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
return glCheckFramebufferStatus(target);
`}
# Return value of `glCheckFramebufferStatus`
extern class GLFramebufferStatus
super GLEnum
redef fun to_s
do
if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
return "unknown"
end
end
# The framebuffer is complete
fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
return GL_FRAMEBUFFER_COMPLETE;
`}
# Not all framebuffer attachment points are framebuffer attachment complete
fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
`}
# Not all attached images have the same width and height
fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
`}
# No images are attached to the framebuffer
fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
`}
# The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
return GL_FRAMEBUFFER_UNSUPPORTED;
`}
# Hint target for `glHint`
extern class GLHintTarget
super GLEnum
end
# Indicates the quality of filtering when generating mipmap images
fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
# Hint mode for `glHint`
extern class GLHintMode
super GLEnum
end
# The most efficient option should be chosen
fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
# The most correct, or highest quality, option should be chosen
fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
# No preference
fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
# Generate `n` framebuffer object names
fun glGenFramebuffers(n: Int): Array[Int]
do
var array = new CIntArray(n)
native_glGenFramebuffers(n, array.native_array)
var a = array.to_a
array.destroy
return a
end
private fun native_glGenFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
glGenFramebuffers(n, (GLuint *)framebuffers);
`}
# Does `name` corresponds to a framebuffer object?
fun glIsFramebuffer(name: Int): Bool `{
return glIsFramebuffer(name);
`}
# Delete named framebuffer objects
fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
do
var n = framebuffers.length
var array = new CIntArray.from(framebuffers)
native_glDeleteFramebuffers(n, array.native_array)
array.destroy
end
private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
return glDeleteFramebuffers(n, (const GLuint *)framebuffers);
`}
# Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
texture_target: GLTextureTarget, texture, level: Int) `{
glFramebufferTexture2D(target, attachment, texture_target, texture, level);
`}
# Entry point to OpenGL server-side capabilities
class GLCapabilities
# GL capability: blend the computed fragment color values
#
# Foreign: GL_BLEND
var blend: GLCap is lazy do return new GLCap(0x0BE2)
# GL capability: cull polygons based of their winding in window coordinates
#
# Foreign: GL_CULL_FACE
var cull_face: GLCap is lazy do return new GLCap(0x0B44)
# GL capability: do depth comparisons and update the depth buffer
#
# Foreign: GL_DEPTH_TEST
var depth_test: GLCap is lazy do return new GLCap(0x0B71)
# GL capability: dither color components or indices before they are written to the color buffer
#
# Foreign: GL_DITHER
var dither: GLCap is lazy do return new GLCap(0x0BE2)
# GL capability: add an offset to depth values of a polygon fragment before depth test
#
# Foreign: GL_POLYGON_OFFSET_FILL
var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
# GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
#
# Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
# GL capability: AND the fragment coverage with the temporary coverage value
#
# Foreign: GL_SAMPLE_COVERAGE
var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
# GL capability: discard fragments that are outside the scissor rectangle
#
# Foreign: GL_SCISSOR_TEST
var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
# GL capability: do stencil testing and update the stencil buffer
#
# Foreign: GL_STENCIL_TEST
var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
end
# All data types of OpenGL ES 2.0 shaders
#
# These types can be used by shader uniforms, as seen with
# `GLProgram::active_uniform_type`.
extern class GLDataType
super GLEnum
end
fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `}
fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `}
fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `}
fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `}
fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `}
fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `}
fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `}
fun gl_BYTE: GLDataType `{ return GL_BYTE; `}
fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `}
fun gl_SHORT: GLDataType `{ return GL_SHORT; `}
fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `}
fun gl_INT: GLDataType `{ return GL_INT; `}
fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `}
fun gl_FIXED: GLDataType `{ return GL_FIXED; `}
fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `}
fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `}
fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `}
fun gl_BOOL: GLDataType `{ return GL_BOOL; `}
fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `}
fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `}
fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `}
fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `}
fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `}
fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
# Kind of primitives to render
extern class GLDrawMode
super GLEnum
end
fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `}
fun gl_LINES: GLDrawMode `{ return GL_LINES; `}
fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `}
fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `}
fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `}
fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `}
fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `}
# Pixel arithmetic for blending operations
extern class GLBlendFactor
super GLEnum
end
fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `}
fun gl_ONE: GLBlendFactor `{ return GL_ONE; `}
fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `}
fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `}
fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `}
fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `}
fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `}
fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `}
fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `}
fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `}
fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `}
# Condition under which a pixel will be drawn
extern class GLDepthFunc
super GLEnum
end
fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `}
fun gl_LESS: GLDepthFunc `{ return GL_LESS; `}
fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `}
fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `}
fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `}
fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `}
fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `}
fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `}
# Format of pixel data
extern class GLPixelFormat
super GLEnum
end
fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `}
fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `}
fun gl_DEPTH_COMPONENT: GLPixelFormat `{ return GL_DEPTH_COMPONENT; `}
# Set of buffers as a bitwise OR mask
extern class GLBuffer `{ GLbitfield `}
# Bitwise OR with `other`
fun |(other: GLBuffer): GLBuffer `{ return self | other; `}
end
fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `}
fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `}
fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `}
# Define front- and back-facing polygons, `gc_CCW` by default
fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
# Orientation of front-facing polygons
extern class GLFrontFaceMode
super GLEnum
end
fun gl_CW: GLFrontFaceMode `{ return GL_CW; `}
fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
# Specify whether front- or back-facing polygons can be culled, default is `back` only
fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `}
# Candidates for culling
extern class GLCullFaceMode
super GLEnum
end
fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `}
fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
# Specify mapping of depth values from normalized device coordinates to window coordinates
#
# Default at 0.0, 1.0.
fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `}
# Enable or disable writing into the depth buffer
fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
# Specify the value used for depth buffer comparisons
#
# Default value is `gl_LESS`
fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `}
# Set the pixel arithmetic for the blending operations
#
# Default values:
# * `src_factor`: `gl_ONE`
# * `dst_factor`: `gl_ZERO`
fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
glBlendFunc(src_factor, dst_factor);
`}
# Set the scale and units used to calculate depth values
fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
# Specify the width of rasterized lines
fun glLineWidth(width: Float) `{ glLineWidth(width); `}
# Get the value of the parameter `pname` at `offset`
fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{
GLboolean v[4];
glGetBooleanv(pname, v);
return v[offset];
`}
# Get the value of the parameter `pname` at `offset`
fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{
GLfloat v[4];
glGetFloatv(pname, v);
return v[offset];
`}
# Get the value of the parameter `pname` at `offset`
fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{
GLint v[4];
glGetIntegerv(pname, v);
return v[offset];
`}
fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `}
fun gl_MAX_TEXTURE_SIZE: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `}
fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `}
fun gl_MAX_VERTEX_ATTRIBS: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `}
fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `}
fun gl_MAX_VARYING_VECTORS: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `}
fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `}
fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
fun gl_MAX_FRAGMENT_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}
fun gl_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ARRAY_BUFFER_BINDING; `}
fun gl_ELEMENT_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ELEMENT_ARRAY_BUFFER_BINDING; `}
fun gl_TEXTURE_BINDING_2D: GLGetParameterName `{ return GL_TEXTURE_BINDING_2D; `}
fun gl_TEXTURE_BINDING_CUBE_MAP: GLGetParameterName `{ return GL_TEXTURE_BINDING_CUBE_MAP; `}
fun gl_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; `}
fun gl_FRAMEBUFFER_BINDING: GLGetParameterName `{ return GL_FRAMEBUFFER_BINDING; `}
fun gl_RENDERBUFFER_BINDING: GLGetParameterName `{ return GL_RENDERBUFFER_BINDING; `}
# Return a string describing the current GL configuration
fun glGetString(name: GLEnum): String
do
var cstr = glGetString_native(name)
assert not cstr.address_is_null
return cstr.to_s
end
private fun glGetString_native(name: GLEnum): CString `{ return (char*)glGetString(name); `}
# Company responsible for this GL implementation
fun gl_VENDOR: GLEnum `{ return GL_VENDOR; `}
# Name of the renderer, typically specific to a particular configuration of the hardware platform
fun gl_RENDERER: GLEnum `{ return GL_RENDERER; `}
# Version or release number
fun gl_VERSION: GLEnum `{ return GL_VERSION; `}
# Version or release number for the shading language of the form
fun gl_SHADING_LANGUAGE_VERSION: GLEnum `{ return GL_SHADING_LANGUAGE_VERSION; `}
# Space-separated list of supported extensions to GL
fun gl_EXTENSIONS: GLEnum `{ return GL_EXTENSIONS; `}
lib/glesv2/glesv2.nit:17,1--1357,53