1 # This file is part of NIT ( http://www.nitlanguage.org ).
3 # Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
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
9 # http://www.apache.org/licenses/LICENSE-2.0
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.
17 # OpenGL graphics rendering library for embedded systems, version 2.0
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`.
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/
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/
34 new_annotation glsl_vertex_shader
35 new_annotation glsl_fragment_shader
36 ldflags
("-lGLESv2")@android
43 #include <GLES2/gl2.h>
46 # OpenGL ES program to which we attach shaders
47 extern class GLProgram `{GLuint`}
48 # Create a new program
50 # The newly created instance should be checked using `is_ok
`.
51 new `{ return glCreateProgram(); `}
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);
59 # Get the location of the attribute by `name`
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);
67 # Get the location of the uniform by `name`
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);
75 # Is this program linked?
76 fun is_linked
: Bool do return glGetProgramiv
(self, gl_LINK_STATUS
) != 0
78 # Has this program been deleted?
79 fun is_deleted
: Bool do return glGetProgramiv
(self, gl_DELETE_STATUS
) != 0
81 # Boolean result of `validate`, must be called after `validate`
82 fun is_validated
: Bool do return glGetProgramiv
(self, gl_VALIDATE_STATUS
) != 0
84 # Number of active uniform in this program
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
)
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
)
93 # Number of active attributes in this program
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
)
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
)
102 # Number of shaders attached to this program
103 fun n_attached_shaders
: Int do return glGetProgramiv
(self, gl_ATTACHED_SHADERS
)
105 # Name of the active attribute at `index`
106 fun active_attrib_name
(index
: Int): String
108 var max_size
= active_attribute_max_length
109 var cname
= new CString(max_size
)
110 active_attrib_name_native
(index
, max_size
, cname
)
114 private fun active_attrib_name_native
(index
, max_size
: Int, name
: CString) `{
115 // We get more values than we need, for compatibility. At least the
116 // NVidia driver tries to fill them even if NULL.
120 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
123 # Size of the active attribute at `index`
124 fun active_attrib_size
(index
: Int): Int `{
127 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
131 # Type of the active attribute at `index`
133 # May only be float related data types (single float, vectors and matrix).
134 fun active_attrib_type
(index
: Int): GLDataType `{
137 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
141 # Name of the active uniform at `index`
142 fun active_uniform_name
(index
: Int): String
144 var max_size
= active_uniform_max_length
145 var cname
= new CString(max_size
)
146 active_uniform_name_native
(index
, max_size
, cname
)
150 private fun active_uniform_name_native
(index
, max_size
: Int, name
: CString) `{
153 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
156 # Size of the active uniform at `index`
157 fun active_uniform_size
(index
: Int): Int `{
160 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
164 # Type of the active uniform at `index`
166 # May be any data type supported by OpenGL ES 2.0 shaders.
167 fun active_uniform_type
(index
: Int): GLDataType `{
170 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
175 # Create a program object
176 fun glCreateProgram
: GLProgram `{ return glCreateProgram(); `}
178 # Install the `program
` as part of current rendering state
179 fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `}
181 # Link the `program` object
182 fun glLinkProgram
(program
: GLProgram) `{ glLinkProgram(program); `}
184 # Validate the `program
` object
185 fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `}
187 # Delete the `program` object
188 fun glDeleteProgram
(program
: GLProgram) `{ glDeleteProgram(program); `}
190 # Determine if `name
` corresponds to a program object
191 fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `}
193 # Attach a `shader` to `program`
194 fun glAttachShader
(program
: GLProgram, shader
: GLShader) `{ glAttachShader(program, shader); `}
196 # Detach `shader
` from `program
`
197 fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `}
199 # Parameter value from a `program` object
200 fun glGetProgramiv
(program
: GLProgram, pname
: GLGetParameterName): Int `{
202 glGetProgramiv(program, pname, &value);
206 # The information log for the `program` object
207 fun glGetProgramInfoLog
(program
: GLProgram): String
209 var size
= glGetProgramiv
(program
, gl_INFO_LOG_LENGTH
)
210 var buf
= new CString(size
)
211 native_glGetProgramInfoLog
(program
, size
, buf
)
212 return buf
.to_s_with_length
(size
)
215 # Return the program information log in `buf`
216 private fun native_glGetProgramInfoLog
(program
: GLProgram, buf_size
: Int, buf
: CString): Int `{
218 glGetProgramInfoLog(program, buf_size, &length, buf);
222 # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
223 extern class GLShader `{GLuint`}
225 # Source of the shader, if available
227 # Returns `null` if the source is not available, usually when the shader
228 # was created from a binary file.
229 fun source: nullable String
231 var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
232 if size == 0 then return null
233 return source_native(size).to_s
236 private fun source_native(size: Int): CString `{
237 GLchar *code
= malloc
(size
);
238 glGetShaderSource
(self, size
, NULL, code
);
242 # Has this shader been compiled?
243 fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
245 # Has this shader been deleted?
246 fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
249 # Get a parameter value from a `shader
` object
250 fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
252 glGetShaderiv
(shader
, pname
, &val
);
257 extern class GLGetParameterName
261 fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
262 fun gl_DELETE_STATUS
: GLGetParameterName `{ return GL_DELETE_STATUS; `}
264 fun gl_SHADER_TYPE: GLGetParameterName `{ return GL_SHADER_TYPE; `}
265 fun gl_COMPILE_STATUS
: GLGetParameterName `{ return GL_COMPILE_STATUS; `}
266 fun gl_SHADER_SOURCE_LENGTH: GLGetParameterName `{ return GL_SHADER_SOURCE_LENGTH; `}
268 fun gl_ACTIVE_ATTRIBUTES
: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTES; `}
269 fun gl_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; `}
270 fun gl_ACTIVE_UNIFORMS
: GLGetParameterName `{ return GL_ACTIVE_UNIFORMS; `}
271 fun gl_ACTIVE_UNIFORM_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_UNIFORM_MAX_LENGTH; `}
272 fun gl_ATTACHED_SHADERS
: GLGetParameterName `{ return GL_ATTACHED_SHADERS; `}
273 fun gl_LINK_STATUS: GLGetParameterName `{ return GL_LINK_STATUS; `}
274 fun gl_VALIDATE_STATUS
: GLGetParameterName `{ return GL_VALIDATE_STATUS; `}
276 # The information log for the `shader
` object
277 fun glGetShaderInfoLog(shader: GLShader): String
279 var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH)
280 var buf = new CString(size)
281 native_glGetShaderInfoLog(shader, size, buf)
282 return buf.to_s_with_length(size)
285 private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: CString): Int `{
287 glGetShaderInfoLog
(shader
, buf_size
, &length
, buffer
);
292 extern class GLShaderType
296 fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
297 fun gl_FRAGMENT_SHADER
: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
299 # Create a shader object of the `shader_type
`
300 fun glCreateShader(shader_type: GLShaderType): GLShader `{
301 return glCreateShader
(shader_type
);
304 # Replace the source code in the `shader
` object with `code
`
305 fun glShaderSource(shader: GLShader, code: CString) `{
306 glShaderSource
(shader
, 1, (GLchar const
**)&code
, NULL);
309 # Compile the `shader
` object
310 fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
312 # Delete the `shader` object
313 fun glDeleteShader
(shader
: GLShader) `{ glDeleteShader(shader); `}
315 # Determine if `name
` corresponds to a shader object
316 fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
318 # An OpenGL ES 2.0 fragment shader
319 extern class GLFragmentShader
322 # Create a new fragment shader
324 # The newly created instance should be checked using `is_ok`.
325 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
328 # An OpenGL ES 2.0 vertex shader
329 extern class GLVertexShader
332 # Create a new fragment shader
334 # The newly created instance should be checked using `is_ok
`.
335 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
338 # An array of `Float` associated to a program variable
342 # Number of data per vertex
345 protected var glfloat_array
: NativeGLfloatArray
347 init(index
, count
: Int, array
: Array[Float])
351 self.glfloat_array
= new NativeGLfloatArray(array
.length
)
352 for k
in [0..array
.length
[ do
353 glfloat_array
[k
] = array
[k
]
357 fun attrib_pointer
do attrib_pointer_intern
(index
, count
, glfloat_array
)
358 private fun attrib_pointer_intern
(index
, count
: Int, array
: NativeGLfloatArray) `{
359 glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
362 # Enable this vertex attribute array
363 fun enable
do glEnableVertexAttribArray
(index
)
365 # Disable this vertex attribute array
366 fun disable
do glDisableVertexAttribArray
(index
)
369 # Enable the generic vertex attribute array at `index`
370 fun glEnableVertexAttribArray
(index
: Int) `{ glEnableVertexAttribArray(index); `}
372 # Disable the generic vertex attribute array at `index
`
373 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
375 # Render primitives from array data
376 fun glDrawArrays
(mode
: GLDrawMode, from
, count
: Int) `{ glDrawArrays(mode, from, count); `}
378 # Render primitives from array data by their index
379 fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
380 glDrawElements
(mode
, count
, typ
, indices
);
383 # Define an array of generic vertex attribute data
384 fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
385 glVertexAttribPointer
(index
, size
, typ
, normalized
, stride
, array
);
388 # Specify the value of a generic vertex attribute
389 fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
391 # Specify the value of a generic vertex attribute
392 fun glVertexAttrib2f
(index
: Int, x
, y
: Float) `{ glVertexAttrib2f(index, x, y); `}
394 # Specify the value of a generic vertex attribute
395 fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
397 # Specify the value of a generic vertex attribute
398 fun glVertexAttrib4f
(index
: Int, x
, y
, z
, w
: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
400 # Specify the value of a uniform variable for the current program object
401 fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
403 # Specify the value of a uniform variable for the current program object
404 fun glUniform2i
(index
, x
, y
: Int) `{ glUniform2i(index, x, y); `}
406 # Specify the value of a uniform variable for the current program object
407 fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
409 # Specify the value of a uniform variable for the current program object
410 fun glUniform4i
(index
, x
, y
, z
, w
: Int) `{ glUniform4i(index, x, y, z, w); `}
412 # Specify the value of a uniform variable for the current program object
413 fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `}
415 # Specify the value of a uniform variable for the current program object
416 fun glUniform2f
(index
: Int, x
, y
: Float) `{ glUniform2f(index, x, y); `}
418 # Specify the value of a uniform variable for the current program object
419 fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `}
421 # Specify the value of a uniform variable for the current program object
422 fun glUniform4f
(index
: Int, x
, y
, z
, w
: Float) `{ glUniform4f(index, x, y, z, w); `}
424 # Low level array of `Float`
427 redef type NATIVE: NativeGLfloatArray
431 native_array = new NativeGLfloatArray(length)
434 # Create with the content of `array
`
435 new from(array: Array[Float])
437 var arr = new GLfloatArray(array.length)
442 # Fill with the content of `array
`
443 fun fill_from(array: Array[Float])
445 assert length >= array.length
446 for k in [0..array.length[ do
452 # An array of `GLfloat` in C (`GLfloat*`)
453 extern class NativeGLfloatArray `{ GLfloat* `}
457 new(size
: Int) `{ return calloc(size, sizeof(GLfloat)); `}
459 redef fun [](index) `{ return self[index]; `}
460 redef fun []=(index
, val
) `{ self[index] = val; `}
462 redef fun +(offset) `{ return self + offset; `}
465 # General type for OpenGL enumerations
466 extern class GLEnum `{ GLenum `}
468 redef fun hash `{ return self; `}
470 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
474 fun glGetError
: GLError `{ return glGetError(); `}
476 # An OpenGL ES 2.0 error code
482 if self == gl_NO_ERROR then return "No error"
483 if self == gl_INVALID_ENUM then return "Invalid enum"
484 if self == gl_INVALID_VALUE then return "Invalid value"
485 if self == gl_INVALID_OPERATION then return "Invalid operation"
486 if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation"
487 if self == gl_OUT_OF_MEMORY then return "Out of memory"
488 return "Unknown error"
492 fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `}
493 fun gl_INVALID_ENUM
: GLError `{ return GL_INVALID_ENUM; `}
494 fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `}
495 fun gl_INVALID_OPERATION
: GLError `{ return GL_INVALID_OPERATION; `}
496 fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `}
497 fun gl_OUT_OF_MEMORY
: GLError `{ return GL_OUT_OF_MEMORY; `}
499 fun assert_no_gl_error
501 var error = glGetError
502 if not error == gl_NO_ERROR then
503 print "GL error: {error}"
508 # Texture unit, the number of texture units is implementation dependent
509 extern class GLTextureUnit
513 fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `}
514 fun gl_TEXTURE1
: GLTextureUnit `{ return GL_TEXTURE1; `}
515 fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `}
516 fun gl_TEXTURE3
: GLTextureUnit `{ return GL_TEXTURE3; `}
517 fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `}
518 fun gl_TEXTURE5
: GLTextureUnit `{ return GL_TEXTURE5; `}
519 fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `}
520 fun gl_TEXTURE7
: GLTextureUnit `{ return GL_TEXTURE7; `}
521 fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `}
522 fun gl_TEXTURE9
: GLTextureUnit `{ return GL_TEXTURE9; `}
523 fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `}
524 fun gl_TEXTURE11
: GLTextureUnit `{ return GL_TEXTURE11; `}
525 fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `}
526 fun gl_TEXTURE13
: GLTextureUnit `{ return GL_TEXTURE13; `}
527 fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `}
528 fun gl_TEXTURE15
: GLTextureUnit `{ return GL_TEXTURE15; `}
529 fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `}
530 fun gl_TEXTURE17
: GLTextureUnit `{ return GL_TEXTURE17; `}
531 fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `}
532 fun gl_TEXTURE19
: GLTextureUnit `{ return GL_TEXTURE19; `}
533 fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `}
534 fun gl_TEXTURE21
: GLTextureUnit `{ return GL_TEXTURE21; `}
535 fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `}
536 fun gl_TEXTURE23
: GLTextureUnit `{ return GL_TEXTURE23; `}
537 fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `}
538 fun gl_TEXTURE25
: GLTextureUnit `{ return GL_TEXTURE25; `}
539 fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `}
540 fun gl_TEXTURE27
: GLTextureUnit `{ return GL_TEXTURE27; `}
541 fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `}
542 fun gl_TEXTURE29
: GLTextureUnit `{ return GL_TEXTURE29; `}
543 fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `}
544 fun gl_TEXTURE31
: GLTextureUnit `{ return GL_TEXTURE31; `}
546 # Texture unit at `offset
` after `gl_TEXTURE0
`
547 fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
549 # Generate `n` texture names
550 fun glGenTextures
(n
: Int): Array[Int]
552 var array
= new CIntArray(n
)
553 native_glGenTextures
(n
, array
.native_array
)
559 private fun native_glGenTextures
(n
: Int, textures
: NativeCIntArray) `{
560 glGenTextures(n, (GLuint*)textures);
563 # Select server-side active texture unit
564 fun glActiveTexture
(texture
: GLTextureUnit) `{ glActiveTexture(texture); `}
566 # Bind the named `texture
` to a `target
`
567 fun glBindTexture(target: GLTextureTarget, texture: Int) `{
568 glBindTexture
(target
, texture
);
571 # Delete named textures
572 fun glDeleteTextures(textures: SequenceRead[Int])
574 var n = textures.length
575 var array = new CIntArray.from(textures)
576 native_glDeleteTextures(n, array.native_array)
580 private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{
581 glDeleteTextures
(n
, (const
GLuint *)textures
);
584 # Does `name
` corresponds to a texture?
585 fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
587 # Set pixel storage modes
588 fun glPixelStorei
(parameter
: GLPack, val
: Int) `{ glPixelStorei(parameter, val); `}
590 # Symbolic name of the parameter to be set with `glPixelStorei
`
595 # Parameter to specify the alignment requirements for the start of each pixel row in memory
596 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
598 # Parameter to specify the alignment requirements for the start of each pixel row in memory
599 fun gl_UNPACK_ALIGNEMENT
: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
601 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
602 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
604 # Specify a two-dimensional texture image
605 fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
606 width, height, border: Int,
607 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
608 glTexImage2D
(target
, level
, internalformat
, width
, height
, border
, format
, typ
, data
);
611 # Specify a two-dimensional texture subimage
612 fun glTexSubImage2D(target: GLTextureTarget,
613 level, xoffset, yoffset, width, height, border: Int,
614 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
615 glTexSubImage2D
(target
, level
, xoffset
, yoffset
, width
, height
, format
, typ
, data
);
618 # Copy pixels into a 2D texture image
619 fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
620 x, y, width, height, border: Int) `{
621 glCopyTexImage2D
(target
, level
, internalformat
, x
, y
, width
, height
, border
);
624 # Copy a two-dimensional texture subimage
625 fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{
626 glCopyTexSubImage2D
(target
, level
, xoffset
, yoffset
, x
, y
, width
, height
);
629 # Copy a block of pixels from the framebuffer of `fomat
` and `typ
` at `data
`
630 fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
631 glReadPixels
(x
, y
, width
, height
, format
, typ
, data
);
634 # Texture minifying and magnifying function
635 extern class GLTexParameteri
639 fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `}
640 fun gl_LINEAR
: GLTexParameteri `{ return GL_LINEAR; `}
641 fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `}
642 fun gl_LINEAR_MIPMAP_NEAREST
: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `}
643 fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `}
644 fun gl_LINEAR_MIPMAP_LINEAR
: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `}
645 fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `}
646 fun gl_MIRRORED_REPEAT
: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `}
647 fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `}
650 extern class GLTextureTarget
654 # Two-dimensional texture
655 fun gl_TEXTURE_2D
: GLTextureTarget `{ return GL_TEXTURE_2D; `}
658 fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
660 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
661 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
663 # A server-side capability
668 # Internal OpenGL integer for this capability
671 # Enable this server-side capability
672 fun enable
do enable_native
(val
)
673 private fun enable_native
(cap
: Int) `{ glEnable(cap); `}
675 # Disable this server-side capability
676 fun disable do disable_native(val)
677 private fun disable_native(cap: Int) `{ glDisable(cap); `}
679 redef fun hash
do return val
680 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
683 # Generate `n` renderbuffer object names
684 fun glGenRenderbuffers
(n
: Int): Array[Int]
686 var array
= new CIntArray(n
)
687 native_glGenRenderbuffers
(n
, array
.native_array
)
693 private fun native_glGenRenderbuffers
(n
: Int, renderbuffers
: NativeCIntArray) `{
694 glGenRenderbuffers(n, (GLuint *)renderbuffers);
697 # Determine if `name` corresponds to a renderbuffer object
698 fun glIsRenderbuffer
(name
: Int): Bool `{
699 return glIsRenderbuffer(name);
702 # Delete named renderbuffer objects
703 fun glDeleteRenderbuffers
(renderbuffers
: SequenceRead[Int])
705 var n
= renderbuffers
.length
706 var array
= new CIntArray.from
(renderbuffers
)
707 native_glDeleteRenderbuffers
(n
, array
.native_array
)
711 private fun native_glDeleteRenderbuffers
(n
: Int, renderbuffers
: NativeCIntArray) `{
712 return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers);
715 # Attach a renderbuffer object to a framebuffer object
716 fun glFramebufferRenderbuffer
(target
: GLFramebufferTarget, attachment
: GLAttachment,
717 renderbuffertarget
: GLRenderbufferTarget, renderbuffer
: Int) `{
718 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
721 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
722 fun glRenderbufferStorage
(target
: GLRenderbufferTarget, format
: GLRenderbufferFormat, width
, height
: Int) `{
723 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
726 # Format for a renderbuffer
727 extern class GLRenderbufferFormat
731 # 4 red, 4 green, 4 blue, 4 alpha bits format
732 fun gl_RGBA4
: GLRenderbufferFormat `{ return GL_RGBA4; `}
734 # 5 red, 6 green, 5 blue bits format
735 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
737 # 5 red, 5 green, 5 blue, 1 alpha bits format
738 fun gl_RGB_A1
: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
740 # 16 depth bits format
741 fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
743 # 8 stencil bits format
744 fun gl_STENCIL_INDEX8
: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
746 # Renderbuffer attachment point to a framebuffer
747 extern class GLAttachment
751 # First color attachment point
752 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
754 # Depth attachment point
755 fun gl_DEPTH_ATTACHMENT
: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
758 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
761 private var gles
= new GLES is lazy
764 # Entry points to OpenGL ES 2.0 services
765 fun gl
: GLES do return sys
.gles
767 # OpenGL ES 2.0 services
770 # Query the boolean value at `key`
771 private fun get_bool
(key
: Int): Bool `{
773 glGetBooleanv(key, &val);
774 return val == GL_TRUE;
777 # Query the floating point value at `key`
778 private fun get_float
(key
: Int): Float `{
780 glGetFloatv(key, &val);
784 # Query the integer value at `key`
785 private fun get_int
(key
: Int): Int `{
787 glGetIntegerv(key, &val);
791 # Does this driver support shader compilation?
793 # Should always return `true` in OpenGL ES 2.0 and 3.0.
794 fun shader_compiler
: Bool do return get_bool
(0x8DFA)
796 # OpenGL server-side capabilities
797 var capabilities
= new GLCapabilities is lazy
800 # Specify the clear values for the color buffer, default values are at 0.0
801 fun glClearColor
(red
, green
, blue
, alpha
: Float) `{
802 glClearColor(red, green, blue, alpha);
805 # Specify the clear `value` for the depth buffer, default at 1.0
806 fun glClearDepthf
(value
: Float) `{ glClearDepthf(value); `}
808 # Specify the clear `value
` for the stencil buffer, default at 0
809 fun glClearStencil(value: Int) `{ glClearStencil(value); `}
812 fun glClear
(buffer
: GLBuffer) `{ glClear(buffer); `}
814 # Enable and disable writing of frame buffer color components
815 fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
818 fun glViewport
(x
, y
, width
, height
: Int) `{ glViewport(x, y, width, height); `}
820 # Block until all GL execution is complete
821 fun glFinish `{ glFinish(); `}
823 # Force execution of GL commands in finite time
824 fun glFlush
`{ glFlush(); `}
826 # Set texture parameters
827 fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
828 glTexParameteri
(target
, pname
, param
);
831 # Name of parameters of textures
832 extern class GLTexParameteriName
836 fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `}
837 fun gl_TEXTURE_MAG_FILTER
: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `}
838 fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `}
839 fun gl_TEXTURE_WRAP_T
: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `}
841 # Bind `framebuffer
` to a framebuffer target
843 # In OpenGL ES 2.0, `target
` must be `gl_FRAMEBUFFER
`.
844 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
845 glBindFramebuffer
(target
, framebuffer
);
848 # Target of `glBindFramebuffer
`
849 extern class GLFramebufferTarget
853 # Target both reading and writing on the framebuffer with `glBindFramebuffer
`
854 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
856 # Bind `renderbuffer` to a renderbuffer target
858 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
859 fun glBindRenderbuffer
(target
: GLRenderbufferTarget, renderbuffer
: Int) `{
860 glBindRenderbuffer(target, renderbuffer);
863 # Target of `glBindRenderbuffer`
864 extern class GLRenderbufferTarget
868 # Target a renderbuffer with `glBindRenderbuffer`
869 fun gl_RENDERBUFFER
: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
871 # Specify implementation specific hints
872 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
873 glHint
(target
, mode
);
876 # Generate and fill set of mipmaps for the texture object `target
`
877 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
879 # Bind the named `buffer` object
880 fun glBindBuffer
(target
: GLArrayBuffer, buffer
: Int) `{ glBindBuffer(target, buffer); `}
882 # Target to which bind the buffer with `glBindBuffer
`
883 extern class GLArrayBuffer
887 # Array buffer target
888 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
890 # Element array buffer
891 fun gl_ELEMENT_ARRAY_BUFFER
: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
893 # Completeness status of a framebuffer object
894 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
895 return glCheckFramebufferStatus
(target
);
898 # Return value of `glCheckFramebufferStatus
`
899 extern class GLFramebufferStatus
904 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
905 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
906 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
907 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
908 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
913 # The framebuffer is complete
914 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
915 return GL_FRAMEBUFFER_COMPLETE;
918 # Not all framebuffer attachment points are framebuffer attachment complete
919 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
920 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
923 # Not all attached images have the same width and height
924 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
925 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
928 # No images are attached to the framebuffer
929 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
930 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
933 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
934 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
935 return GL_FRAMEBUFFER_UNSUPPORTED;
938 # Hint target for `glHint
`
939 extern class GLHintTarget
943 # Indicates the quality of filtering when generating mipmap images
944 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
946 # Hint mode for `glHint`
947 extern class GLHintMode
951 # The most efficient option should be chosen
952 fun gl_FASTEST
: GLHintMode `{ return GL_FASTEST; `}
954 # The most correct, or highest quality, option should be chosen
955 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
958 fun gl_DONT_CARE
: GLHintMode `{ return GL_DONT_CARE; `}
960 # Generate `n
` framebuffer object names
961 fun glGenFramebuffers(n: Int): Array[Int]
963 var array = new CIntArray(n)
964 native_glGenFramebuffers(n, array.native_array)
970 private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{
971 glGenFramebuffers
(n
, (GLuint *)textures
);
974 # Determine if `name
` corresponds to a framebuffer object
975 fun glIsFramebuffer(name: Int): Bool `{
976 return glIsFramebuffer
(name
);
979 # Delete named framebuffer objects
980 fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
982 var n = framebuffers.length
983 var array = new CIntArray.from(framebuffers)
984 native_glDeleteFramebuffers(n, array.native_array)
988 private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
989 return glDeleteFramebuffers
(n
, (const
GLuint *)framebuffers
);
992 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
993 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
994 texture_target: GLTextureTarget, texture, level: Int) `{
995 glFramebufferTexture2D
(target
, attachment
, texture_target
, texture
, level
);
998 # Entry point to OpenGL server-side capabilities
1001 # GL capability: blend the computed fragment color values
1004 var blend: GLCap is lazy do return new GLCap(0x0BE2)
1006 # GL capability: cull polygons based of their winding in window coordinates
1008 # Foreign: GL_CULL_FACE
1009 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
1011 # GL capability: do depth comparisons and update the depth buffer
1013 # Foreign: GL_DEPTH_TEST
1014 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
1016 # GL capability: dither color components or indices before they are written to the color buffer
1018 # Foreign: GL_DITHER
1019 var dither: GLCap is lazy do return new GLCap(0x0BE2)
1021 # GL capability: add an offset to depth values of a polygon fragment before depth test
1023 # Foreign: GL_POLYGON_OFFSET_FILL
1024 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
1026 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
1028 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
1029 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
1031 # GL capability: AND the fragment coverage with the temporary coverage value
1033 # Foreign: GL_SAMPLE_COVERAGE
1034 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
1036 # GL capability: discard fragments that are outside the scissor rectangle
1038 # Foreign: GL_SCISSOR_TEST
1039 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
1041 # GL capability: do stencil testing and update the stencil buffer
1043 # Foreign: GL_STENCIL_TEST
1044 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
1047 # All data types of OpenGL ES 2.0 shaders
1049 # These types can be used by shader uniforms, as seen with
1050 # `GLProgram::active_uniform_type
`.
1051 extern class GLDataType
1055 fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `}
1056 fun gl_FLOAT_VEC2
: GLDataType `{ return GL_FLOAT_VEC2; `}
1057 fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `}
1058 fun gl_FLOAT_VEC4
: GLDataType `{ return GL_FLOAT_VEC4; `}
1059 fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `}
1060 fun gl_FLOAT_MAT3
: GLDataType `{ return GL_FLOAT_MAT3; `}
1061 fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `}
1063 fun gl_BYTE
: GLDataType `{ return GL_BYTE; `}
1064 fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `}
1065 fun gl_SHORT
: GLDataType `{ return GL_SHORT; `}
1066 fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `}
1067 fun gl_INT
: GLDataType `{ return GL_INT; `}
1068 fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `}
1069 fun gl_FIXED
: GLDataType `{ return GL_FIXED; `}
1070 fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `}
1071 fun gl_INT_VEC3
: GLDataType `{ return GL_INT_VEC3; `}
1072 fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `}
1073 fun gl_BOOL
: GLDataType `{ return GL_BOOL; `}
1074 fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `}
1075 fun gl_BOOL_VEC3
: GLDataType `{ return GL_BOOL_VEC3; `}
1076 fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `}
1077 fun gl_SAMPLER_2D
: GLDataType `{ return GL_SAMPLER_2D; `}
1078 fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `}
1080 fun gl_UNSIGNED_SHORT_5_6_5
: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
1081 fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1082 fun gl_UNSIGNED_SHORT_5_5_5_1
: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1084 # Kind of primitives to render
1085 extern class GLDrawMode
1089 fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `}
1090 fun gl_LINES
: GLDrawMode `{ return GL_LINES; `}
1091 fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `}
1092 fun gl_LINE_STRIP
: GLDrawMode `{ return GL_LINE_STRIP; `}
1093 fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `}
1094 fun gl_TRIANGLE_STRIP
: GLDrawMode `{ return GL_TRIANGLE_STRIP; `}
1095 fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `}
1097 # Pixel arithmetic for blending operations
1098 extern class GLBlendFactor
1102 fun gl_ZERO
: GLBlendFactor `{ return GL_ZERO; `}
1103 fun gl_ONE: GLBlendFactor `{ return GL_ONE; `}
1104 fun gl_SRC_COLOR
: GLBlendFactor `{ return GL_SRC_COLOR; `}
1105 fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `}
1106 fun gl_SRC_ALPHA
: GLBlendFactor `{ return GL_SRC_ALPHA; `}
1107 fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `}
1108 fun gl_DST_ALPHA
: GLBlendFactor `{ return GL_DST_ALPHA; `}
1109 fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `}
1110 fun gl_DST_COLOR
: GLBlendFactor `{ return GL_DST_COLOR; `}
1111 fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `}
1112 fun gl_SRC_ALPHA_SATURATE
: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `}
1114 # Condition under which a pixel will be drawn
1115 extern class GLDepthFunc
1119 fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `}
1120 fun gl_LESS
: GLDepthFunc `{ return GL_LESS; `}
1121 fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `}
1122 fun gl_LEQUAL
: GLDepthFunc `{ return GL_LEQUAL; `}
1123 fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `}
1124 fun gl_NOTEQUAL
: GLDepthFunc `{ return GL_NOTEQUAL; `}
1125 fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `}
1126 fun gl_ALWAYS
: GLDepthFunc `{ return GL_ALWAYS; `}
1128 # Format of pixel data
1129 extern class GLPixelFormat
1133 fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `}
1134 fun gl_RGB
: GLPixelFormat `{ return GL_RGB; `}
1135 fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `}
1137 # Set of buffers as a bitwise OR mask
1138 extern class GLBuffer `{ GLbitfield `}
1139 # Bitwise OR with `other
`
1140 fun |(other: GLBuffer): GLBuffer `{ return self | other; `}
1143 fun gl_DEPTH_BUFFER_BIT
: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `}
1144 fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `}
1145 fun gl_COLOR_BUFFER_BIT
: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `}
1147 # Define front- and back-facing polygons, `gc_CCW
` by default
1148 fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
1150 # Orientation of front-facing polygons
1151 extern class GLFrontFaceMode
1155 fun gl_CW
: GLFrontFaceMode `{ return GL_CW; `}
1156 fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
1158 # Specify whether front- or back-facing polygons can be culled, default is `back` only
1159 fun glCullFace
(mode
: GLCullFaceMode) `{ glCullFace(mode); `}
1161 # Candidates for culling
1162 extern class GLCullFaceMode
1166 fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
1167 fun gl_BACK
: GLCullFaceMode `{ return GL_BACK; `}
1168 fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
1170 # Specify mapping of depth values from normalized device coordinates to window coordinates
1172 # Default at 0.0, 1.0.
1173 fun glDepthRangef
(near
, far
: Float) `{ glDepthRangef(near, far); `}
1175 # Enable or disable writing into the depth buffer
1176 fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
1178 # Specify the value used for depth buffer comparisons
1180 # Default value is `gl_LESS`
1181 fun glDepthFunc
(func
: GLDepthFunc) `{ glDepthFunc(func); `}
1183 # Set the pixel arithmetic for the blending operations
1186 # * `src_factor
`: `gl_ONE
`
1187 # * `dst_factor
`: `gl_ZERO
`
1188 fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
1189 glBlendFunc
(src_factor
, dst_factor
);
1192 # Set the scale and units used to calculate depth values
1193 fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
1195 # Specify the width of rasterized lines
1196 fun glLineWidth
(width
: Float) `{ glLineWidth(width); `}
1198 # Get the value of the parameter `pname
` at `offset
`
1199 fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{
1201 glGetBooleanv
(pname
, v
);
1205 # Get the value of the parameter `pname
` at `offset
`
1206 fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{
1208 glGetFloatv
(pname
, v
);
1212 # Get the value of the parameter `pname
` at `offset
`
1213 fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{
1215 glGetIntegerv
(pname
, v
);
1219 fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `}
1221 fun gl_MAX_TEXTURE_SIZE
: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `}
1222 fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `}
1223 fun gl_MAX_VERTEX_ATTRIBS
: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `}
1224 fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `}
1225 fun gl_MAX_VARYING_VECTORS
: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `}
1226 fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `}
1227 fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS
: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
1228 fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
1229 fun gl_MAX_FRAGMENT_UNIFORM_VECTORS
: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}