lib/glesv2: revamp the API to get logs
[nit.git] / lib / glesv2 / glesv2.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
4 #
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
8 #
9 # http://www.apache.org/licenses/LICENSE-2.0
10 #
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
16
17 # OpenGL graphics rendering library for embedded systems, version 2.0
18 #
19 # This is a low-level wrapper, it can be useful for developers already familiar
20 # with the C API of OpenGL. Most developers will prefer to use higher level
21 # wrappers such as `mnit` and `gammit`.
22 #
23 # Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader`
24 # applicable on string literals to check shader code using `glslangValidator`.
25 # The tool must be in PATH. It can be downloaded from
26 # https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
27 #
28 # Most services of this module are a direct wrapper of the underlying
29 # C library. If a method or class is not documented in Nit, refer to
30 # the official documentation by the Khronos Group at:
31 # http://www.khronos.org/opengles/sdk/docs/man/
32 module glesv2 is
33 pkgconfig
34 new_annotation glsl_vertex_shader
35 new_annotation glsl_fragment_shader
36 ldflags("-lGLESv2")@android
37 end
38
39 import android::aware
40 intrude import c
41
42 in "C Header" `{
43 #include <GLES2/gl2.h>
44 `}
45
46 # OpenGL ES program to which we attach shaders
47 extern class GLProgram `{GLuint`}
48 # Create a new program
49 #
50 # The newly created instance should be checked using `is_ok`.
51 new `{ return glCreateProgram(); `}
52
53 # Set the location for the attribute by `name`
54 fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{
55 GLchar *c_name = String_to_cstring(name);
56 glBindAttribLocation(self, index, c_name);
57 `}
58
59 # Get the location of the attribute by `name`
60 #
61 # Returns `-1` if there is no active attribute named `name`.
62 fun attrib_location(name: String): Int import String.to_cstring `{
63 GLchar *c_name = String_to_cstring(name);
64 return glGetAttribLocation(self, c_name);
65 `}
66
67 # Get the location of the uniform by `name`
68 #
69 # Returns `-1` if there is no active uniform named `name`.
70 fun uniform_location(name: String): Int import String.to_cstring `{
71 GLchar *c_name = String_to_cstring(name);
72 return glGetUniformLocation(self, c_name);
73 `}
74
75 # Is this program linked?
76 fun is_linked: Bool do return glGetProgramiv(self, gl_LINK_STATUS) != 0
77
78 # Has this program been deleted?
79 fun is_deleted: Bool do return glGetProgramiv(self, gl_DELETE_STATUS) != 0
80
81 # Boolean result of `validate`, must be called after `validate`
82 fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0
83
84 # Number of active uniform in this program
85 #
86 # This should be the number of uniforms declared in all shader, except
87 # unused uniforms which may have been optimized out.
88 fun n_active_uniforms: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORMS)
89
90 # Length of the longest uniform name in this program, including the null byte
91 fun active_uniform_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORM_MAX_LENGTH)
92
93 # Number of active attributes in this program
94 #
95 # This should be the number of uniforms declared in all shader, except
96 # unused uniforms which may have been optimized out.
97 fun n_active_attributes: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTES)
98
99 # Length of the longest attribute name in this program, including the null byte
100 fun active_attribute_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTE_MAX_LENGTH)
101
102 # Number of shaders attached to this program
103 fun n_attached_shaders: Int do return glGetProgramiv(self, gl_ATTACHED_SHADERS)
104
105 # Name of the active attribute at `index`
106 fun active_attrib_name(index: Int): String
107 do
108 var max_size = active_attribute_max_length
109 return active_attrib_name_native(index, max_size).to_s
110 end
111 private fun active_attrib_name_native(index, max_size: Int): NativeString `{
112 // We get more values than we need, for compatibility. At least the
113 // NVidia driver tries to fill them even if NULL.
114
115 char *name = malloc(max_size);
116 int size;
117 GLenum type;
118 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
119 return name;
120 `}
121
122 # Size of the active attribute at `index`
123 fun active_attrib_size(index: Int): Int `{
124 int size;
125 GLenum type;
126 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
127 return size;
128 `}
129
130 # Type of the active attribute at `index`
131 #
132 # May only be float related data types (single float, vectors and matrix).
133 fun active_attrib_type(index: Int): GLDataType `{
134 int size;
135 GLenum type;
136 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
137 return type;
138 `}
139
140 # Name of the active uniform at `index`
141 fun active_uniform_name(index: Int): String
142 do
143 var max_size = active_attribute_max_length
144 return active_uniform_name_native(index, max_size).to_s
145 end
146 private fun active_uniform_name_native(index, max_size: Int): NativeString `{
147 char *name = malloc(max_size);
148 int size;
149 GLenum type;
150 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
151 return name;
152 `}
153
154 # Size of the active uniform at `index`
155 fun active_uniform_size(index: Int): Int `{
156 int size;
157 GLenum type;
158 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
159 return size;
160 `}
161
162 # Type of the active uniform at `index`
163 #
164 # May be any data type supported by OpenGL ES 2.0 shaders.
165 fun active_uniform_type(index: Int): GLDataType `{
166 int size;
167 GLenum type = 0;
168 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
169 return type;
170 `}
171 end
172
173 # Create a program object
174 fun glCreateProgram: GLProgram `{ return glCreateProgram(); `}
175
176 # Install the `program` as part of current rendering state
177 fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `}
178
179 # Link the `program` object
180 fun glLinkProgram(program: GLProgram) `{ glLinkProgram(program); `}
181
182 # Validate the `program` object
183 fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `}
184
185 # Delete the `program` object
186 fun glDeleteProgram(program: GLProgram) `{ glDeleteProgram(program); `}
187
188 # Determine if `name` corresponds to a program object
189 fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `}
190
191 # Attach a `shader` to `program`
192 fun glAttachShader(program: GLProgram, shader: GLShader) `{ glAttachShader(program, shader); `}
193
194 # Detach `shader` from `program`
195 fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `}
196
197 # Parameter value from a `program` object
198 fun glGetProgramiv(program: GLProgram, pname: GLGetParameterName): Int `{
199 int value;
200 glGetProgramiv(program, pname, &value);
201 return value;
202 `}
203
204 # The information log for the `program` object
205 fun glGetProgramInfoLog(program: GLProgram): String
206 do
207 var size = glGetProgramiv(program, gl_INFO_LOG_LENGTH)
208 var buf = new NativeString(size)
209 native_glGetProgramInfoLog(program, size, buf)
210 return buf.to_s_with_length(size)
211 end
212
213 # Return the program information log in `buf`
214 private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: NativeString): Int `{
215 int length;
216 glGetProgramInfoLog(program, buf_size, &length, buf);
217 return length;
218 `}
219
220 # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
221 extern class GLShader `{GLuint`}
222
223 # Source of the shader, if available
224 #
225 # Returns `null` if the source is not available, usually when the shader
226 # was created from a binary file.
227 fun source: nullable String
228 do
229 var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
230 if size == 0 then return null
231 return source_native(size).to_s
232 end
233
234 private fun source_native(size: Int): NativeString `{
235 GLchar *code = malloc(size);
236 glGetShaderSource(self, size, NULL, code);
237 return code;
238 `}
239
240 # Has this shader been compiled?
241 fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
242
243 # Has this shader been deleted?
244 fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
245 end
246
247 # Get a parameter value from a `shader` object
248 fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
249 int val;
250 glGetShaderiv(shader, pname, &val);
251 return val;
252 `}
253
254 # Shader parameter
255 extern class GLGetParameterName
256 super GLEnum
257 end
258
259 fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
260 fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `}
261
262 fun gl_SHADER_TYPE: GLGetParameterName `{ return GL_SHADER_TYPE; `}
263 fun gl_COMPILE_STATUS: GLGetParameterName `{ return GL_COMPILE_STATUS; `}
264 fun gl_SHADER_SOURCE_LENGTH: GLGetParameterName `{ return GL_SHADER_SOURCE_LENGTH; `}
265
266 fun gl_ACTIVE_ATTRIBUTES: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTES; `}
267 fun gl_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; `}
268 fun gl_ACTIVE_UNIFORMS: GLGetParameterName `{ return GL_ACTIVE_UNIFORMS; `}
269 fun gl_ACTIVE_UNIFORM_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_UNIFORM_MAX_LENGTH; `}
270 fun gl_ATTACHED_SHADERS: GLGetParameterName `{ return GL_ATTACHED_SHADERS; `}
271 fun gl_LINK_STATUS: GLGetParameterName `{ return GL_LINK_STATUS; `}
272 fun gl_VALIDATE_STATUS: GLGetParameterName `{ return GL_VALIDATE_STATUS; `}
273
274 # The information log for the `shader` object
275 fun glGetShaderInfoLog(shader: GLShader): String
276 do
277 var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH)
278 var buf = new NativeString(size)
279 native_glGetShaderInfoLog(shader, size, buf)
280 return buf.to_s_with_length(size)
281 end
282
283 private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: NativeString): Int `{
284 int length;
285 glGetShaderInfoLog(shader, buf_size, &length, buffer);
286 return length;
287 `}
288
289 # Shader type
290 extern class GLShaderType
291 super GLEnum
292 end
293
294 fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
295 fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
296
297 # Create a shader object of the `shader_type`
298 fun glCreateShader(shader_type: GLShaderType): GLShader `{
299 return glCreateShader(shader_type);
300 `}
301
302 # Replace the source code in the `shader` object with `code`
303 fun glShaderSource(shader: GLShader, code: NativeString) `{
304 glShaderSource(shader, 1, (GLchar const **)&code, NULL);
305 `}
306
307 # Compile the `shader` object
308 fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
309
310 # Delete the `shader` object
311 fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `}
312
313 # Determine if `name` corresponds to a shader object
314 fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
315
316 # An OpenGL ES 2.0 fragment shader
317 extern class GLFragmentShader
318 super GLShader
319
320 # Create a new fragment shader
321 #
322 # The newly created instance should be checked using `is_ok`.
323 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
324 end
325
326 # An OpenGL ES 2.0 vertex shader
327 extern class GLVertexShader
328 super GLShader
329
330 # Create a new fragment shader
331 #
332 # The newly created instance should be checked using `is_ok`.
333 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
334 end
335
336 # An array of `Float` associated to a program variable
337 class VertexArray
338 var index: Int
339
340 # Number of data per vertex
341 var count: Int
342
343 protected var glfloat_array: NativeGLfloatArray
344
345 init(index, count: Int, array: Array[Float])
346 do
347 self.index = index
348 self.count = count
349 self.glfloat_array = new NativeGLfloatArray(array.length)
350 for k in [0..array.length[ do
351 glfloat_array[k] = array[k]
352 end
353 end
354
355 fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array)
356 private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{
357 glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
358 `}
359
360 # Enable this vertex attribute array
361 fun enable do glEnableVertexAttribArray(index)
362
363 # Disable this vertex attribute array
364 fun disable do glDisableVertexAttribArray(index)
365 end
366
367 # Enable the generic vertex attribute array at `index`
368 fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `}
369
370 # Disable the generic vertex attribute array at `index`
371 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
372
373 # Render primitives from array data
374 fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
375
376 # Define an array of generic vertex attribute data
377 fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
378 glVertexAttribPointer(index, size, typ, normalized, stride, array);
379 `}
380
381 # Specify the value of a generic vertex attribute
382 fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
383
384 # Specify the value of a generic vertex attribute
385 fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `}
386
387 # Specify the value of a generic vertex attribute
388 fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
389
390 # Specify the value of a generic vertex attribute
391 fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
392
393 # Specify the value of a uniform variable for the current program object
394 fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
395
396 # Specify the value of a uniform variable for the current program object
397 fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `}
398
399 # Specify the value of a uniform variable for the current program object
400 fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
401
402 # Specify the value of a uniform variable for the current program object
403 fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `}
404
405 # TODO glUniform*f
406
407 # Low level array of `Float`
408 class GLfloatArray
409 super CArray[Float]
410 redef type NATIVE: NativeGLfloatArray
411
412 redef init(length)
413 do
414 native_array = new NativeGLfloatArray(length)
415 end
416
417 # Create with the content of `array`
418 new from(array: Array[Float])
419 do
420 var arr = new GLfloatArray(array.length)
421 arr.fill_from array
422 return arr
423 end
424
425 # Fill with the content of `array`
426 fun fill_from(array: Array[Float])
427 do
428 assert length >= array.length
429 for k in [0..array.length[ do
430 self[k] = array[k]
431 end
432 end
433 end
434
435 # An array of `GLfloat` in C (`GLfloat*`)
436 extern class NativeGLfloatArray `{ GLfloat* `}
437 super NativeCArray
438 redef type E: Float
439
440 new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `}
441
442 redef fun [](index) `{ return self[index]; `}
443 redef fun []=(index, val) `{ self[index] = val; `}
444
445 redef fun +(offset) `{ return self + offset; `}
446 end
447
448 # General type for OpenGL enumerations
449 extern class GLEnum `{ GLenum `}
450
451 redef fun hash `{ return self; `}
452
453 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
454 end
455
456 # Error information
457 fun glGetError: GLError `{ return glGetError(); `}
458
459 # An OpenGL ES 2.0 error code
460 extern class GLError
461 super GLEnum
462
463 redef fun to_s
464 do
465 if self == gl_NO_ERROR then return "No error"
466 if self == gl_INVALID_ENUM then return "Invalid enum"
467 if self == gl_INVALID_VALUE then return "Invalid value"
468 if self == gl_INVALID_OPERATION then return "Invalid operation"
469 if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation"
470 if self == gl_OUT_OF_MEMORY then return "Out of memory"
471 return "Unknown error"
472 end
473 end
474
475 fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `}
476 fun gl_INVALID_ENUM: GLError `{ return GL_INVALID_ENUM; `}
477 fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `}
478 fun gl_INVALID_OPERATION: GLError `{ return GL_INVALID_OPERATION; `}
479 fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `}
480 fun gl_OUT_OF_MEMORY: GLError `{ return GL_OUT_OF_MEMORY; `}
481
482 fun assert_no_gl_error
483 do
484 var error = glGetError
485 if not error == gl_NO_ERROR then
486 print "GL error: {error}"
487 abort
488 end
489 end
490
491 # Texture unit, the number of texture units is implementation dependent
492 extern class GLTextureUnit
493 super GLEnum
494 end
495
496 fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `}
497 fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `}
498 fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `}
499 fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `}
500 fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `}
501 fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `}
502 fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `}
503 fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `}
504 fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `}
505 fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `}
506 fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `}
507 fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `}
508 fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `}
509 fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `}
510 fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `}
511 fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `}
512 fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `}
513 fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `}
514 fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `}
515 fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `}
516 fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `}
517 fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `}
518 fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `}
519 fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `}
520 fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `}
521 fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `}
522 fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `}
523 fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `}
524 fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `}
525 fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `}
526 fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `}
527 fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `}
528
529 # Texture unit at `offset` after `gl_TEXTURE0`
530 fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
531
532 # Generate `n` texture names
533 fun glGenTextures(n: Int): Array[Int]
534 do
535 var array = new CIntArray(n)
536 native_glGenTextures(n, array.native_array)
537 var a = array.to_a
538 array.destroy
539 return a
540 end
541
542 private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{
543 glGenTextures(n, (GLuint*)textures);
544 `}
545
546 # Select server-side active texture unit
547 fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `}
548
549 # Bind the named `texture` to a `target`
550 fun glBindTexture(target: GLTextureTarget, texture: Int) `{
551 glBindTexture(target, texture);
552 `}
553
554 # Delete named textures
555 fun glDeleteTextures(textures: SequenceRead[Int])
556 do
557 var n = textures.length
558 var array = new CIntArray.from(textures)
559 native_glDeleteTextures(n, array.native_array)
560 array.destroy
561 end
562
563 private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{
564 glDeleteTextures(n, (const GLuint *)textures);
565 `}
566
567 # Does `name` corresponds to a texture?
568 fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
569
570 # Set pixel storage modes
571 fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
572
573 # Symbolic name of the parameter to be set with `glPixelStorei`
574 extern class GLPack
575 super GLEnum
576 end
577
578 # Parameter to specify the alignment requirements for the start of each pixel row in memory
579 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
580
581 # Parameter to specify the alignment requirements for the start of each pixel row in memory
582 fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
583
584 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
585 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
586
587 # Specify a two-dimensional texture image
588 fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
589 width, height, border: Int,
590 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
591 glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
592 `}
593
594 # Specify a two-dimensional texture subimage
595 fun glTexSubImage2D(target: GLTextureTarget,
596 level, xoffset, yoffset, width, height, border: Int,
597 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
598 glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data);
599 `}
600
601 # Copy pixels into a 2D texture image
602 fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
603 x, y, width, height, border: Int) `{
604 glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
605 `}
606
607 # Copy a two-dimensional texture subimage
608 fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{
609 glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
610 `}
611
612 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
613 fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
614 glReadPixels(x, y, width, height, format, typ, data);
615 `}
616
617 # Texture minifying and magnifying function
618 extern class GLTexParameteri
619 super GLEnum
620 end
621
622 fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `}
623 fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `}
624 fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `}
625 fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `}
626 fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `}
627 fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `}
628 fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `}
629 fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `}
630 fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `}
631
632 # Target texture
633 extern class GLTextureTarget
634 super GLEnum
635 end
636
637 # Two-dimensional texture
638 fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
639
640 # Cube map texture
641 fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
642
643 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
644 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
645
646 # A server-side capability
647 class GLCap
648
649 # TODO private init
650
651 # Internal OpenGL integer for this capability
652 private var val: Int
653
654 # Enable this server-side capability
655 fun enable do enable_native(val)
656 private fun enable_native(cap: Int) `{ glEnable(cap); `}
657
658 # Disable this server-side capability
659 fun disable do disable_native(val)
660 private fun disable_native(cap: Int) `{ glDisable(cap); `}
661
662 redef fun hash do return val
663 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
664 end
665
666 # Generate `n` renderbuffer object names
667 fun glGenRenderbuffers(n: Int): Array[Int]
668 do
669 var array = new CIntArray(n)
670 native_glGenRenderbuffers(n, array.native_array)
671 var a = array.to_a
672 array.destroy
673 return a
674 end
675
676 private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
677 glGenRenderbuffers(n, (GLuint *)renderbuffers);
678 `}
679
680 # Determine if `name` corresponds to a renderbuffer object
681 fun glIsRenderbuffer(name: Int): Bool `{
682 return glIsRenderbuffer(name);
683 `}
684
685 # Delete named renderbuffer objects
686 fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int])
687 do
688 var n = renderbuffers.length
689 var array = new CIntArray.from(renderbuffers)
690 native_glDeleteRenderbuffers(n, array.native_array)
691 array.destroy
692 end
693
694 private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
695 return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers);
696 `}
697
698 # Attach a renderbuffer object to a framebuffer object
699 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
700 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
701 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
702 `}
703
704 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
705 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
706 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
707 `}
708
709 # Format for a renderbuffer
710 extern class GLRenderbufferFormat
711 super GLEnum
712 end
713
714 # 4 red, 4 green, 4 blue, 4 alpha bits format
715 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
716
717 # 5 red, 6 green, 5 blue bits format
718 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
719
720 # 5 red, 5 green, 5 blue, 1 alpha bits format
721 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
722
723 # 16 depth bits format
724 fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
725
726 # 8 stencil bits format
727 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
728
729 # Renderbuffer attachment point to a framebuffer
730 extern class GLAttachment
731 super GLEnum
732 end
733
734 # First color attachment point
735 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
736
737 # Depth attachment point
738 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
739
740 # Stencil attachment
741 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
742
743 redef class Sys
744 private var gles = new GLES is lazy
745 end
746
747 # Entry points to OpenGL ES 2.0 services
748 fun gl: GLES do return sys.gles
749
750 # OpenGL ES 2.0 services
751 class GLES
752
753 # Query the boolean value at `key`
754 private fun get_bool(key: Int): Bool `{
755 GLboolean val;
756 glGetBooleanv(key, &val);
757 return val == GL_TRUE;
758 `}
759
760 # Query the floating point value at `key`
761 private fun get_float(key: Int): Float `{
762 GLfloat val;
763 glGetFloatv(key, &val);
764 return val;
765 `}
766
767 # Query the integer value at `key`
768 private fun get_int(key: Int): Int `{
769 GLint val;
770 glGetIntegerv(key, &val);
771 return val;
772 `}
773
774 # Does this driver support shader compilation?
775 #
776 # Should always return `true` in OpenGL ES 2.0 and 3.0.
777 fun shader_compiler: Bool do return get_bool(0x8DFA)
778
779 # OpenGL server-side capabilities
780 var capabilities = new GLCapabilities is lazy
781 end
782
783 # Specify the clear values for the color buffer, default values are at 0.0
784 fun glClearColor(red, green, blue, alpha: Float) `{
785 glClearColor(red, green, blue, alpha);
786 `}
787
788 # Specify the clear `value` for the depth buffer, default at 1.0
789 fun glClearDepthf(value: Float) `{ glClearDepthf(value); `}
790
791 # Specify the clear `value` for the stencil buffer, default at 0
792 fun glClearStencil(value: Int) `{ glClearStencil(value); `}
793
794 # Clear the `buffer`
795 fun glClear(buffer: GLBuffer) `{ glClear(buffer); `}
796
797 # Enable and disable writing of frame buffer color components
798 fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
799
800 # Set the viewport
801 fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
802
803 # Block until all GL execution is complete
804 fun glFinish `{ glFinish(); `}
805
806 # Force execution of GL commands in finite time
807 fun glFlush `{ glFlush(); `}
808
809 # Set texture parameters
810 fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
811 glTexParameteri(target, pname, param);
812 `}
813
814 # Name of parameters of textures
815 extern class GLTexParameteriName
816 super GLEnum
817 end
818
819 fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `}
820 fun gl_TEXTURE_MAG_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `}
821 fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `}
822 fun gl_TEXTURE_WRAP_T: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `}
823
824 # Bind `framebuffer` to a framebuffer target
825 #
826 # In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
827 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
828 glBindFramebuffer(target, framebuffer);
829 `}
830
831 # Target of `glBindFramebuffer`
832 extern class GLFramebufferTarget
833 super GLEnum
834 end
835
836 # Target both reading and writing on the framebuffer with `glBindFramebuffer`
837 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
838
839 # Bind `renderbuffer` to a renderbuffer target
840 #
841 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
842 fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{
843 glBindRenderbuffer(target, renderbuffer);
844 `}
845
846 # Target of `glBindRenderbuffer`
847 extern class GLRenderbufferTarget
848 super GLEnum
849 end
850
851 # Target a renderbuffer with `glBindRenderbuffer`
852 fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
853
854 # Specify implementation specific hints
855 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
856 glHint(target, mode);
857 `}
858
859 # Generate and fill set of mipmaps for the texture object `target`
860 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
861
862 # Bind the named `buffer` object
863 fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
864
865 # Target to which bind the buffer with `glBindBuffer`
866 extern class GLArrayBuffer
867 super GLEnum
868 end
869
870 # Array buffer target
871 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
872
873 # Element array buffer
874 fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
875
876 # Completeness status of a framebuffer object
877 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
878 return glCheckFramebufferStatus(target);
879 `}
880
881 # Return value of `glCheckFramebufferStatus`
882 extern class GLFramebufferStatus
883 super GLEnum
884
885 redef fun to_s
886 do
887 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
888 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
889 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
890 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
891 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
892 return "unknown"
893 end
894 end
895
896 # The framebuffer is complete
897 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
898 return GL_FRAMEBUFFER_COMPLETE;
899 `}
900
901 # Not all framebuffer attachment points are framebuffer attachment complete
902 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
903 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
904 `}
905
906 # Not all attached images have the same width and height
907 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
908 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
909 `}
910
911 # No images are attached to the framebuffer
912 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
913 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
914 `}
915
916 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
917 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
918 return GL_FRAMEBUFFER_UNSUPPORTED;
919 `}
920
921 # Hint target for `glHint`
922 extern class GLHintTarget
923 super GLEnum
924 end
925
926 # Indicates the quality of filtering when generating mipmap images
927 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
928
929 # Hint mode for `glHint`
930 extern class GLHintMode
931 super GLEnum
932 end
933
934 # The most efficient option should be chosen
935 fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
936
937 # The most correct, or highest quality, option should be chosen
938 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
939
940 # No preference
941 fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
942
943 # Generate `n` framebuffer object names
944 fun glGenFramebuffers(n: Int): Array[Int]
945 do
946 var array = new CIntArray(n)
947 native_glGenFramebuffers(n, array.native_array)
948 var a = array.to_a
949 array.destroy
950 return a
951 end
952
953 private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{
954 glGenFramebuffers(n, (GLuint *)textures);
955 `}
956
957 # Determine if `name` corresponds to a framebuffer object
958 fun glIsFramebuffer(name: Int): Bool `{
959 return glIsFramebuffer(name);
960 `}
961
962 # Delete named framebuffer objects
963 fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
964 do
965 var n = framebuffers.length
966 var array = new CIntArray.from(framebuffers)
967 native_glDeleteFramebuffers(n, array.native_array)
968 array.destroy
969 end
970
971 private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
972 return glDeleteFramebuffers(n, (const GLuint *)framebuffers);
973 `}
974
975 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
976 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
977 texture_target: GLTextureTarget, texture, level: Int) `{
978 glFramebufferTexture2D(target, attachment, texture_target, texture, level);
979 `}
980
981 # Entry point to OpenGL server-side capabilities
982 class GLCapabilities
983
984 # GL capability: blend the computed fragment color values
985 #
986 # Foreign: GL_BLEND
987 var blend: GLCap is lazy do return new GLCap(0x0BE2)
988
989 # GL capability: cull polygons based of their winding in window coordinates
990 #
991 # Foreign: GL_CULL_FACE
992 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
993
994 # GL capability: do depth comparisons and update the depth buffer
995 #
996 # Foreign: GL_DEPTH_TEST
997 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
998
999 # GL capability: dither color components or indices before they are written to the color buffer
1000 #
1001 # Foreign: GL_DITHER
1002 var dither: GLCap is lazy do return new GLCap(0x0BE2)
1003
1004 # GL capability: add an offset to depth values of a polygon fragment before depth test
1005 #
1006 # Foreign: GL_POLYGON_OFFSET_FILL
1007 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
1008
1009 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
1010 #
1011 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
1012 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
1013
1014 # GL capability: AND the fragment coverage with the temporary coverage value
1015 #
1016 # Foreign: GL_SAMPLE_COVERAGE
1017 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
1018
1019 # GL capability: discard fragments that are outside the scissor rectangle
1020 #
1021 # Foreign: GL_SCISSOR_TEST
1022 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
1023
1024 # GL capability: do stencil testing and update the stencil buffer
1025 #
1026 # Foreign: GL_STENCIL_TEST
1027 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
1028 end
1029
1030 # All data types of OpenGL ES 2.0 shaders
1031 #
1032 # These types can be used by shader uniforms, as seen with
1033 # `GLProgram::active_uniform_type`.
1034 extern class GLDataType
1035 super GLEnum
1036 end
1037
1038 fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `}
1039 fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `}
1040 fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `}
1041 fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `}
1042 fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `}
1043 fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `}
1044 fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `}
1045
1046 fun gl_BYTE: GLDataType `{ return GL_BYTE; `}
1047 fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `}
1048 fun gl_SHORT: GLDataType `{ return GL_SHORT; `}
1049 fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `}
1050 fun gl_INT: GLDataType `{ return GL_INT; `}
1051 fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `}
1052 fun gl_FIXED: GLDataType `{ return GL_FIXED; `}
1053 fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `}
1054 fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `}
1055 fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `}
1056 fun gl_BOOL: GLDataType `{ return GL_BOOL; `}
1057 fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `}
1058 fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `}
1059 fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `}
1060 fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `}
1061 fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `}
1062
1063 fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
1064 fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1065 fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1066
1067 # Kind of primitives to render
1068 extern class GLDrawMode
1069 super GLEnum
1070 end
1071
1072 fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `}
1073 fun gl_LINES: GLDrawMode `{ return GL_LINES; `}
1074 fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `}
1075 fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `}
1076 fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `}
1077 fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `}
1078 fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `}
1079
1080 # Pixel arithmetic for blending operations
1081 extern class GLBlendFactor
1082 super GLEnum
1083 end
1084
1085 fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `}
1086 fun gl_ONE: GLBlendFactor `{ return GL_ONE; `}
1087 fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `}
1088 fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `}
1089 fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `}
1090 fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `}
1091 fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `}
1092 fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `}
1093 fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `}
1094 fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `}
1095 fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `}
1096
1097 # Condition under which a pixel will be drawn
1098 extern class GLDepthFunc
1099 super GLEnum
1100 end
1101
1102 fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `}
1103 fun gl_LESS: GLDepthFunc `{ return GL_LESS; `}
1104 fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `}
1105 fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `}
1106 fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `}
1107 fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `}
1108 fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `}
1109 fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `}
1110
1111 # Format of pixel data
1112 extern class GLPixelFormat
1113 super GLEnum
1114 end
1115
1116 fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `}
1117 fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
1118 fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `}
1119
1120 # Set of buffers as a bitwise OR mask
1121 extern class GLBuffer `{ GLbitfield `}
1122 # Bitwise OR with `other`
1123 fun |(other: GLBuffer): GLBuffer `{ return self | other; `}
1124 end
1125
1126 fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `}
1127 fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `}
1128 fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `}
1129
1130 # Define front- and back-facing polygons, `gc_CCW` by default
1131 fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
1132
1133 # Orientation of front-facing polygons
1134 extern class GLFrontFaceMode
1135 super GLEnum
1136 end
1137
1138 fun gl_CW: GLFrontFaceMode `{ return GL_CW; `}
1139 fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
1140
1141 # Specify whether front- or back-facing polygons can be culled, default is `back` only
1142 fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `}
1143
1144 # Candidates for culling
1145 extern class GLCullFaceMode
1146 super GLEnum
1147 end
1148
1149 fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
1150 fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `}
1151 fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
1152
1153 # Specify mapping of depth values from normalized device coordinates to window coordinates
1154 #
1155 # Default at 0.0, 1.0.
1156 fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `}
1157
1158 # Enable or disable writing into the depth buffer
1159 fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
1160
1161 # Specify the value used for depth buffer comparisons
1162 #
1163 # Default value is `gl_LESS`
1164 fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `}
1165
1166 # Set the pixel arithmetic for the blending operations
1167 #
1168 # Default values:
1169 # * `src_factor`: `gl_ONE`
1170 # * `dst_factor`: `gl_ZERO`
1171 fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
1172 glBlendFunc(src_factor, dst_factor);
1173 `}
1174
1175 # Set the scale and units used to calculate depth values
1176 fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
1177
1178 # Specify the width of rasterized lines
1179 fun glLineWidth(width: Float) `{ glLineWidth(width); `}