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 no_warning
"missing-doc"
35 new_annotation glsl_vertex_shader
36 new_annotation glsl_fragment_shader
37 ldflags
("-lGLESv2")@android
44 #include <GLES2/gl2.h>
47 # OpenGL ES program to which we attach shaders
48 extern class GLProgram `{GLuint`}
49 # Create a new program
51 # The newly created instance should be checked using `is_ok
`.
52 new `{ return glCreateProgram(); `}
54 # Set the location for the attribute by `name`
55 fun bind_attrib_location
(index
: Int, name
: String) import String.to_cstring
`{
56 GLchar *c_name = String_to_cstring(name);
57 glBindAttribLocation(self, index, c_name);
60 # Get the location of the attribute by `name`
62 # Returns `-1` if there is no active attribute named `name`.
63 fun attrib_location
(name
: String): Int import String.to_cstring
`{
64 GLchar *c_name = String_to_cstring(name);
65 return glGetAttribLocation(self, c_name);
68 # Get the location of the uniform by `name`
70 # Returns `-1` if there is no active uniform named `name`.
71 fun uniform_location
(name
: String): Int import String.to_cstring
`{
72 GLchar *c_name = String_to_cstring(name);
73 return glGetUniformLocation(self, c_name);
76 # Is this program linked?
77 fun is_linked
: Bool do return glGetProgramiv
(self, gl_LINK_STATUS
) != 0
79 # Has this program been deleted?
80 fun is_deleted
: Bool do return glGetProgramiv
(self, gl_DELETE_STATUS
) != 0
82 # Boolean result of `validate`, must be called after `validate`
83 fun is_validated
: Bool do return glGetProgramiv
(self, gl_VALIDATE_STATUS
) != 0
85 # Number of active uniform in this program
87 # This should be the number of uniforms declared in all shader, except
88 # unused uniforms which may have been optimized out.
89 fun n_active_uniforms
: Int do return glGetProgramiv
(self, gl_ACTIVE_UNIFORMS
)
91 # Length of the longest uniform name in this program, including the null byte
92 fun active_uniform_max_length
: Int do return glGetProgramiv
(self, gl_ACTIVE_UNIFORM_MAX_LENGTH
)
94 # Number of active attributes in this program
96 # This should be the number of uniforms declared in all shader, except
97 # unused uniforms which may have been optimized out.
98 fun n_active_attributes
: Int do return glGetProgramiv
(self, gl_ACTIVE_ATTRIBUTES
)
100 # Length of the longest attribute name in this program, including the null byte
101 fun active_attribute_max_length
: Int do return glGetProgramiv
(self, gl_ACTIVE_ATTRIBUTE_MAX_LENGTH
)
103 # Number of shaders attached to this program
104 fun n_attached_shaders
: Int do return glGetProgramiv
(self, gl_ATTACHED_SHADERS
)
106 # Name of the active attribute at `index`
107 fun active_attrib_name
(index
: Int): String
109 var max_size
= active_attribute_max_length
110 var cname
= new CString(max_size
)
111 active_attrib_name_native
(index
, max_size
, cname
)
115 private fun active_attrib_name_native
(index
, max_size
: Int, name
: CString) `{
116 // We get more values than we need, for compatibility. At least the
117 // NVidia driver tries to fill them even if NULL.
121 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
124 # Size of the active attribute at `index`
125 fun active_attrib_size
(index
: Int): Int `{
128 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
132 # Type of the active attribute at `index`
134 # May only be float related data types (single float, vectors and matrix).
135 fun active_attrib_type
(index
: Int): GLDataType `{
138 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
142 # Name of the active uniform at `index`
143 fun active_uniform_name
(index
: Int): String
145 var max_size
= active_uniform_max_length
146 var cname
= new CString(max_size
)
147 active_uniform_name_native
(index
, max_size
, cname
)
151 private fun active_uniform_name_native
(index
, max_size
: Int, name
: CString) `{
154 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
157 # Size of the active uniform at `index`
158 fun active_uniform_size
(index
: Int): Int `{
161 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
165 # Type of the active uniform at `index`
167 # May be any data type supported by OpenGL ES 2.0 shaders.
168 fun active_uniform_type
(index
: Int): GLDataType `{
171 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
176 # Create a program object
177 fun glCreateProgram
: GLProgram `{ return glCreateProgram(); `}
179 # Install the `program
` as part of current rendering state
180 fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `}
182 # Link the `program` object
183 fun glLinkProgram
(program
: GLProgram) `{ glLinkProgram(program); `}
185 # Validate the `program
` object
186 fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `}
188 # Delete the `program` object
189 fun glDeleteProgram
(program
: GLProgram) `{ glDeleteProgram(program); `}
191 # Does `name
` corresponds to a program object?
192 fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `}
194 # Attach a `shader` to `program`
195 fun glAttachShader
(program
: GLProgram, shader
: GLShader) `{ glAttachShader(program, shader); `}
197 # Detach `shader
` from `program
`
198 fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `}
200 # Parameter value from a `program` object
201 fun glGetProgramiv
(program
: GLProgram, pname
: GLGetParameterName): Int `{
203 glGetProgramiv(program, pname, &value);
207 # The information log for the `program` object
208 fun glGetProgramInfoLog
(program
: GLProgram): String
210 var size
= glGetProgramiv
(program
, gl_INFO_LOG_LENGTH
)
211 var buf
= new CString(size
)
212 native_glGetProgramInfoLog
(program
, size
, buf
)
213 return buf
.to_s_with_length
(size
)
216 # Return the program information log in `buf`
217 private fun native_glGetProgramInfoLog
(program
: GLProgram, buf_size
: Int, buf
: CString): Int `{
219 glGetProgramInfoLog(program, buf_size, &length, buf);
223 # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
224 extern class GLShader `{GLuint`}
226 # Source of the shader, if available
228 # Returns `null` if the source is not available, usually when the shader
229 # was created from a binary file.
230 fun source: nullable String
232 var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
233 if size == 0 then return null
234 return source_native(size).to_s
237 private fun source_native(size: Int): CString `{
238 GLchar *code
= malloc
(size
);
239 glGetShaderSource
(self, size
, NULL, code
);
243 # Has this shader been compiled?
244 fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
246 # Has this shader been deleted?
247 fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
250 # Get a parameter value from a `shader
` object
251 fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
253 glGetShaderiv
(shader
, pname
, &val
);
258 extern class GLGetParameterName
262 fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
263 fun gl_DELETE_STATUS
: GLGetParameterName `{ return GL_DELETE_STATUS; `}
265 fun gl_SHADER_TYPE: GLGetParameterName `{ return GL_SHADER_TYPE; `}
266 fun gl_COMPILE_STATUS
: GLGetParameterName `{ return GL_COMPILE_STATUS; `}
267 fun gl_SHADER_SOURCE_LENGTH: GLGetParameterName `{ return GL_SHADER_SOURCE_LENGTH; `}
269 fun gl_ACTIVE_ATTRIBUTES
: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTES; `}
270 fun gl_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; `}
271 fun gl_ACTIVE_UNIFORMS
: GLGetParameterName `{ return GL_ACTIVE_UNIFORMS; `}
272 fun gl_ACTIVE_UNIFORM_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_UNIFORM_MAX_LENGTH; `}
273 fun gl_ATTACHED_SHADERS
: GLGetParameterName `{ return GL_ATTACHED_SHADERS; `}
274 fun gl_LINK_STATUS: GLGetParameterName `{ return GL_LINK_STATUS; `}
275 fun gl_VALIDATE_STATUS
: GLGetParameterName `{ return GL_VALIDATE_STATUS; `}
277 # The information log for the `shader
` object
278 fun glGetShaderInfoLog(shader: GLShader): String
280 var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH)
281 var buf = new CString(size)
282 native_glGetShaderInfoLog(shader, size, buf)
283 return buf.to_s_with_length(size)
286 private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: CString): Int `{
288 glGetShaderInfoLog
(shader
, buf_size
, &length
, buffer
);
293 extern class GLShaderType
297 fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
298 fun gl_FRAGMENT_SHADER
: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
300 # Create a shader object of the `shader_type
`
301 fun glCreateShader(shader_type: GLShaderType): GLShader `{
302 return glCreateShader
(shader_type
);
305 # Replace the source code in the `shader
` object with `code
`
306 fun glShaderSource(shader: GLShader, code: CString) `{
307 glShaderSource
(shader
, 1, (GLchar const
**)&code
, NULL);
310 # Compile the `shader
` object
311 fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
313 # Delete the `shader` object
314 fun glDeleteShader
(shader
: GLShader) `{ glDeleteShader(shader); `}
316 # Does `name
` corresponds to a shader object?
317 fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
319 # An OpenGL ES 2.0 fragment shader
320 extern class GLFragmentShader
323 # Create a new fragment shader
325 # The newly created instance should be checked using `is_ok`.
326 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
329 # An OpenGL ES 2.0 vertex shader
330 extern class GLVertexShader
333 # Create a new fragment shader
335 # The newly created instance should be checked using `is_ok
`.
336 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
339 # An array of `Float` associated to a program variable
343 # Number of data per vertex
346 protected var glfloat_array
: NativeGLfloatArray
348 init(index
, count
: Int, array
: Array[Float])
352 self.glfloat_array
= new NativeGLfloatArray(array
.length
)
353 for k
in [0..array
.length
[ do
354 glfloat_array
[k
] = array
[k
]
358 fun attrib_pointer
do attrib_pointer_intern
(index
, count
, glfloat_array
)
359 private fun attrib_pointer_intern
(index
, count
: Int, array
: NativeGLfloatArray) `{
360 glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
363 # Enable this vertex attribute array
364 fun enable
do glEnableVertexAttribArray
(index
)
366 # Disable this vertex attribute array
367 fun disable
do glDisableVertexAttribArray
(index
)
370 # Enable the generic vertex attribute array at `index`
371 fun glEnableVertexAttribArray
(index
: Int) `{ glEnableVertexAttribArray(index); `}
373 # Disable the generic vertex attribute array at `index
`
374 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
376 # Render primitives from array data
377 fun glDrawArrays
(mode
: GLDrawMode, from
, count
: Int) `{ glDrawArrays(mode, from, count); `}
379 # Render primitives from array data by their index listed in `indices
`
380 fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
381 glDrawElements
(mode
, count
, typ
, indices
);
384 # Render primitives from array data, at `offset
` in the element buffer
385 fun glDrawElementsi(mode: GLDrawMode, count: Int, typ: GLDataType, offset: Int) `{
386 glDrawElements
(mode
, count
, typ
, (const
GLvoid*)offset
);
389 # Define an array of generic vertex attribute data
390 fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
391 glVertexAttribPointer
(index
, size
, typ
, normalized
, stride
, array
);
394 # Define an array of generic vertex attribute data, at `offset
` in the array buffer
395 fun glVertexAttribPointeri(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, offset: Int) `{
396 glVertexAttribPointer
(index
, size
, typ
, normalized
, stride
, (const
GLvoid*)offset
);
399 # Specify the value of a generic vertex attribute
400 fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
402 # Specify the value of a generic vertex attribute
403 fun glVertexAttrib2f
(index
: Int, x
, y
: Float) `{ glVertexAttrib2f(index, x, y); `}
405 # Specify the value of a generic vertex attribute
406 fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
408 # Specify the value of a generic vertex attribute
409 fun glVertexAttrib4f
(index
: Int, x
, y
, z
, w
: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
411 # Specify the value of a uniform variable for the current program object
412 fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
414 # Specify the value of a uniform variable for the current program object
415 fun glUniform2i
(index
, x
, y
: Int) `{ glUniform2i(index, x, y); `}
417 # Specify the value of a uniform variable for the current program object
418 fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
420 # Specify the value of a uniform variable for the current program object
421 fun glUniform4i
(index
, x
, y
, z
, w
: Int) `{ glUniform4i(index, x, y, z, w); `}
423 # Specify the value of a uniform variable for the current program object
424 fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `}
426 # Specify the value of a uniform variable for the current program object
427 fun glUniform2f
(index
: Int, x
, y
: Float) `{ glUniform2f(index, x, y); `}
429 # Specify the value of a uniform variable for the current program object
430 fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `}
432 # Specify the value of a uniform variable for the current program object
433 fun glUniform4f
(index
: Int, x
, y
, z
, w
: Float) `{ glUniform4f(index, x, y, z, w); `}
435 # Low level array of `Float`
438 redef type NATIVE: NativeGLfloatArray
442 native_array = new NativeGLfloatArray(length)
445 # Create with the content of `array
`
446 new from(array: Array[Float])
448 var arr = new GLfloatArray(array.length)
453 # Fill with the content of `array
`
455 # If `dst_offset
` is set, the data is copied to the index `dst_offset
`,
456 # otherwise, it is copied the beginning of `self`.
458 # Require: `length
>= array
.length
+ dst_offset
or else 0`
459 fun fill_from(array: Array[Float], dst_offset: nullable Int)
461 dst_offset = dst_offset or else 0
463 assert length >= array.length + dst_offset
464 for k in [0..array.length[ do
465 self[dst_offset+k] = array[k]
470 # An array of `GLfloat` in C (`GLfloat*`)
471 extern class NativeGLfloatArray `{ GLfloat* `}
475 new(size
: Int) `{ return calloc(size, sizeof(GLfloat)); `}
477 redef fun [](index) `{ return self[index]; `}
478 redef fun []=(index
, val
) `{ self[index] = val; `}
480 redef fun +(offset) `{ return self + offset; `}
483 # General type for OpenGL enumerations
484 extern class GLEnum `{ GLenum `}
486 redef fun hash `{ return self; `}
488 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
492 fun glGetError
: GLError `{ return glGetError(); `}
494 # An OpenGL ES 2.0 error code
500 if self == gl_NO_ERROR then return "No error"
501 if self == gl_INVALID_ENUM then return "Invalid enum"
502 if self == gl_INVALID_VALUE then return "Invalid value"
503 if self == gl_INVALID_OPERATION then return "Invalid operation"
504 if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation"
505 if self == gl_OUT_OF_MEMORY then return "Out of memory"
506 return "Unknown error"
510 fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `}
511 fun gl_INVALID_ENUM
: GLError `{ return GL_INVALID_ENUM; `}
512 fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `}
513 fun gl_INVALID_OPERATION
: GLError `{ return GL_INVALID_OPERATION; `}
514 fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `}
515 fun gl_OUT_OF_MEMORY
: GLError `{ return GL_OUT_OF_MEMORY; `}
517 fun assert_no_gl_error
519 var error = glGetError
520 if not error == gl_NO_ERROR then
521 print "GL error: {error}"
526 # Texture unit, the number of texture units is implementation dependent
527 extern class GLTextureUnit
531 fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `}
532 fun gl_TEXTURE1
: GLTextureUnit `{ return GL_TEXTURE1; `}
533 fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `}
534 fun gl_TEXTURE3
: GLTextureUnit `{ return GL_TEXTURE3; `}
535 fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `}
536 fun gl_TEXTURE5
: GLTextureUnit `{ return GL_TEXTURE5; `}
537 fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `}
538 fun gl_TEXTURE7
: GLTextureUnit `{ return GL_TEXTURE7; `}
539 fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `}
540 fun gl_TEXTURE9
: GLTextureUnit `{ return GL_TEXTURE9; `}
541 fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `}
542 fun gl_TEXTURE11
: GLTextureUnit `{ return GL_TEXTURE11; `}
543 fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `}
544 fun gl_TEXTURE13
: GLTextureUnit `{ return GL_TEXTURE13; `}
545 fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `}
546 fun gl_TEXTURE15
: GLTextureUnit `{ return GL_TEXTURE15; `}
547 fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `}
548 fun gl_TEXTURE17
: GLTextureUnit `{ return GL_TEXTURE17; `}
549 fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `}
550 fun gl_TEXTURE19
: GLTextureUnit `{ return GL_TEXTURE19; `}
551 fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `}
552 fun gl_TEXTURE21
: GLTextureUnit `{ return GL_TEXTURE21; `}
553 fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `}
554 fun gl_TEXTURE23
: GLTextureUnit `{ return GL_TEXTURE23; `}
555 fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `}
556 fun gl_TEXTURE25
: GLTextureUnit `{ return GL_TEXTURE25; `}
557 fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `}
558 fun gl_TEXTURE27
: GLTextureUnit `{ return GL_TEXTURE27; `}
559 fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `}
560 fun gl_TEXTURE29
: GLTextureUnit `{ return GL_TEXTURE29; `}
561 fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `}
562 fun gl_TEXTURE31
: GLTextureUnit `{ return GL_TEXTURE31; `}
564 # Texture unit at `offset
` after `gl_TEXTURE0
`
565 fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
567 # Generate `n` texture names
568 fun glGenTextures
(n
: Int): Array[Int]
570 var array
= new CIntArray(n
)
571 native_glGenTextures
(n
, array
.native_array
)
577 private fun native_glGenTextures
(n
: Int, textures
: NativeCIntArray) `{
578 glGenTextures(n, (GLuint*)textures);
581 # Select server-side active texture unit
582 fun glActiveTexture
(texture
: GLTextureUnit) `{ glActiveTexture(texture); `}
584 # Bind the named `texture
` to a `target
`
585 fun glBindTexture(target: GLTextureTarget, texture: Int) `{
586 glBindTexture
(target
, texture
);
589 # Delete named textures
590 fun glDeleteTextures(textures: SequenceRead[Int])
592 var n = textures.length
593 var array = new CIntArray.from(textures)
594 native_glDeleteTextures(n, array.native_array)
598 private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{
599 glDeleteTextures
(n
, (const
GLuint *)textures
);
602 # Does `name
` corresponds to a texture?
603 fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
605 # Set pixel storage modes
606 fun glPixelStorei
(parameter
: GLPack, val
: Int) `{ glPixelStorei(parameter, val); `}
608 # Symbolic name of the parameter to be set with `glPixelStorei
`
613 # Parameter to specify the alignment requirements for the start of each pixel row in memory
614 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
616 # Parameter to specify the alignment requirements for the start of each pixel row in memory
617 fun gl_UNPACK_ALIGNEMENT
: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
619 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
620 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
622 # Specify a two-dimensional texture image
623 fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
624 width, height, border: Int,
625 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
626 glTexImage2D
(target
, level
, internalformat
, width
, height
, border
, format
, typ
, data
);
629 # Specify a two-dimensional texture subimage
630 fun glTexSubImage2D(target: GLTextureTarget,
631 level, xoffset, yoffset, width, height, border: Int,
632 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
633 glTexSubImage2D
(target
, level
, xoffset
, yoffset
, width
, height
, format
, typ
, data
);
636 # Copy pixels into a 2D texture image
637 fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
638 x, y, width, height, border: Int) `{
639 glCopyTexImage2D
(target
, level
, internalformat
, x
, y
, width
, height
, border
);
642 # Copy a two-dimensional texture subimage
643 fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{
644 glCopyTexSubImage2D
(target
, level
, xoffset
, yoffset
, x
, y
, width
, height
);
647 # Copy a block of pixels from the framebuffer of `fomat
` and `typ
` at `data
`
648 fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
649 glReadPixels
(x
, y
, width
, height
, format
, typ
, data
);
652 # Texture minifying and magnifying function
653 extern class GLTexParameteri
657 fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `}
658 fun gl_LINEAR
: GLTexParameteri `{ return GL_LINEAR; `}
659 fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `}
660 fun gl_LINEAR_MIPMAP_NEAREST
: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `}
661 fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `}
662 fun gl_LINEAR_MIPMAP_LINEAR
: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `}
663 fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `}
664 fun gl_MIRRORED_REPEAT
: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `}
665 fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `}
668 extern class GLTextureTarget
672 # Two-dimensional texture
673 fun gl_TEXTURE_2D
: GLTextureTarget `{ return GL_TEXTURE_2D; `}
676 fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
678 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
679 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
681 # A server-side capability
686 # Internal OpenGL integer for this capability
689 # Enable this server-side capability
690 fun enable
do enable_native
(val
)
691 private fun enable_native
(cap
: Int) `{ glEnable(cap); `}
693 # Disable this server-side capability
694 fun disable do disable_native(val)
695 private fun disable_native(cap: Int) `{ glDisable(cap); `}
697 redef fun hash
do return val
698 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
701 # Generate `n` renderbuffer object names
702 fun glGenRenderbuffers
(n
: Int): Array[Int]
704 var array
= new CIntArray(n
)
705 native_glGenRenderbuffers
(n
, array
.native_array
)
711 private fun native_glGenRenderbuffers
(n
: Int, renderbuffers
: NativeCIntArray) `{
712 glGenRenderbuffers(n, (GLuint *)renderbuffers);
715 # Does `name` corresponds to a renderbuffer object?
716 fun glIsRenderbuffer
(name
: Int): Bool `{
717 return glIsRenderbuffer(name);
720 # Delete named renderbuffer objects
721 fun glDeleteRenderbuffers
(renderbuffers
: SequenceRead[Int])
723 var n
= renderbuffers
.length
724 var array
= new CIntArray.from
(renderbuffers
)
725 native_glDeleteRenderbuffers
(n
, array
.native_array
)
729 private fun native_glDeleteRenderbuffers
(n
: Int, renderbuffers
: NativeCIntArray) `{
730 return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers);
733 # Attach a renderbuffer object to a framebuffer object
734 fun glFramebufferRenderbuffer
(target
: GLFramebufferTarget, attachment
: GLAttachment,
735 renderbuffertarget
: GLRenderbufferTarget, renderbuffer
: Int) `{
736 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
739 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
740 fun glRenderbufferStorage
(target
: GLRenderbufferTarget, format
: GLRenderbufferFormat, width
, height
: Int) `{
741 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
744 # Format for a renderbuffer
745 extern class GLRenderbufferFormat
749 # 4 red, 4 green, 4 blue, 4 alpha bits format
750 fun gl_RGBA4
: GLRenderbufferFormat `{ return GL_RGBA4; `}
752 # 5 red, 6 green, 5 blue bits format
753 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
755 # 5 red, 5 green, 5 blue, 1 alpha bits format
756 fun gl_RGB5_A1
: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
758 # 16 depth bits format
759 fun gl_DEPTH_COMPONENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
761 # 8 stencil bits format
762 fun gl_STENCIL_INDEX8
: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
764 # Renderbuffer attachment point to a framebuffer
765 extern class GLAttachment
769 # First color attachment point
770 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
772 # Depth attachment point
773 fun gl_DEPTH_ATTACHMENT
: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
776 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
779 private var gles
= new GLES is lazy
782 # Entry points to OpenGL ES 2.0 services
783 fun gl
: GLES do return sys
.gles
785 # OpenGL ES 2.0 services
788 # Query the boolean value at `key`
789 private fun get_bool
(key
: Int): Bool `{
791 glGetBooleanv(key, &val);
792 return val == GL_TRUE;
795 # Query the floating point value at `key`
796 private fun get_float
(key
: Int): Float `{
798 glGetFloatv(key, &val);
802 # Query the integer value at `key`
803 private fun get_int
(key
: Int): Int `{
805 glGetIntegerv(key, &val);
809 # Does this driver support shader compilation?
811 # Should always return `true` in OpenGL ES 2.0 and 3.0.
812 fun shader_compiler
: Bool do return get_bool
(0x8DFA)
814 # OpenGL server-side capabilities
815 var capabilities
= new GLCapabilities is lazy
818 # Specify the clear values for the color buffer, default values are at 0.0
819 fun glClearColor
(red
, green
, blue
, alpha
: Float) `{
820 glClearColor(red, green, blue, alpha);
823 # Specify the clear `value` for the depth buffer, default at 1.0
824 fun glClearDepthf
(value
: Float) `{ glClearDepthf(value); `}
826 # Specify the clear `value
` for the stencil buffer, default at 0
827 fun glClearStencil(value: Int) `{ glClearStencil(value); `}
830 fun glClear
(buffer
: GLBuffer) `{ glClear(buffer); `}
832 # Enable and disable writing of frame buffer color components
833 fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
836 fun glViewport
(x
, y
, width
, height
: Int) `{ glViewport(x, y, width, height); `}
838 # Block until all GL execution is complete
839 fun glFinish `{ glFinish(); `}
841 # Force execution of GL commands in finite time
842 fun glFlush
`{ glFlush(); `}
844 # Set texture parameters
845 fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
846 glTexParameteri
(target
, pname
, param
);
849 # Name of parameters of textures
850 extern class GLTexParameteriName
854 fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `}
855 fun gl_TEXTURE_MAG_FILTER
: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `}
856 fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `}
857 fun gl_TEXTURE_WRAP_T
: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `}
859 # Bind `framebuffer
` to a framebuffer target
861 # In OpenGL ES 2.0, `target
` must be `gl_FRAMEBUFFER
`.
862 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
863 glBindFramebuffer
(target
, framebuffer
);
866 # Target of `glBindFramebuffer
`
867 extern class GLFramebufferTarget
871 # Target both reading and writing on the framebuffer with `glBindFramebuffer
`
872 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
874 # Bind `renderbuffer` to a renderbuffer target
876 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
877 fun glBindRenderbuffer
(target
: GLRenderbufferTarget, renderbuffer
: Int) `{
878 glBindRenderbuffer(target, renderbuffer);
881 # Target of `glBindRenderbuffer`
882 extern class GLRenderbufferTarget
886 # Target a renderbuffer with `glBindRenderbuffer`
887 fun gl_RENDERBUFFER
: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
889 # Specify implementation specific hints
890 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
891 glHint
(target
, mode
);
894 # Generate and fill set of mipmaps for the texture object `target
`
895 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
897 # Generate `n` buffer names
898 fun glGenBuffers
(n
: Int): Array[Int]
900 var array
= new CIntArray(n
)
901 native_glGenBuffers
(n
, array
.native_array
)
907 private fun native_glGenBuffers
(n
: Int, buffers
: NativeCIntArray) `{
908 glGenBuffers(n, (GLuint *)buffers);
911 # Does `name` corresponds to a buffer object?
912 fun glIsBuffer
(name
: Int): Bool `{
913 return glIsBuffer(name);
916 # Delete named buffer objects
917 fun glDeleteBuffers
(buffers
: SequenceRead[Int])
919 var n
= buffers
.length
920 var array
= new CIntArray.from
(buffers
)
921 native_glDeleteBuffers
(n
, array
.native_array
)
925 private fun native_glDeleteBuffers
(n
: Int, buffers
: NativeCIntArray) `{
926 return glDeleteBuffers(n, (const GLuint *)buffers);
929 # Create and initialize a buffer object's data store
930 fun glBufferData
(target
: GLArrayBuffer, size
: Int, data
: Pointer, usage
: GLBufferUsage) `{
931 glBufferData(target, size, data, usage);
934 # Update a subset of a buffer object's data store
935 fun glBufferSubData
(target
: GLArrayBuffer, offset
, size
: Int, data
: Pointer) `{
936 glBufferSubData(target, offset, size, data);
939 # Expected usage of a buffer
940 extern class GLBufferUsage
944 # Data will be modified once and used a few times
945 fun gl_STREAM_DRAW
: GLBufferUsage `{ return GL_STREAM_DRAW; `}
947 # Data will be modified once and used many times
948 fun gl_STATIC_DRAW: GLBufferUsage `{ return GL_STATIC_DRAW; `}
950 # Data will be modified repeatedly and used many times
951 fun gl_DYNAMIC_DRAW
: GLBufferUsage `{ return GL_DYNAMIC_DRAW; `}
953 # Bind the named `buffer
` object
954 fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
956 # Target to which bind the buffer with `glBindBuffer`
957 extern class GLArrayBuffer
961 # Array buffer target
962 fun gl_ARRAY_BUFFER
: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
964 # Element array buffer
965 fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
967 # Completeness status of a framebuffer object
968 fun glCheckFramebufferStatus
(target
: GLFramebufferTarget): GLFramebufferStatus `{
969 return glCheckFramebufferStatus(target);
972 # Return value of `glCheckFramebufferStatus`
973 extern class GLFramebufferStatus
978 if self == gl_FRAMEBUFFER_COMPLETE
then return "complete"
979 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
then return "incomplete attachment"
980 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
then return "incomplete dimension"
981 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
then return "incomplete missing attachment"
982 if self == gl_FRAMEBUFFER_UNSUPPORTED
then return "unsupported"
987 # The framebuffer is complete
988 fun gl_FRAMEBUFFER_COMPLETE
: GLFramebufferStatus `{
989 return GL_FRAMEBUFFER_COMPLETE;
992 # Not all framebuffer attachment points are framebuffer attachment complete
993 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
: GLFramebufferStatus `{
994 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
997 # Not all attached images have the same width and height
998 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
: GLFramebufferStatus `{
999 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
1002 # No images are attached to the framebuffer
1003 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
: GLFramebufferStatus `{
1004 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
1007 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
1008 fun gl_FRAMEBUFFER_UNSUPPORTED
: GLFramebufferStatus `{
1009 return GL_FRAMEBUFFER_UNSUPPORTED;
1012 # Hint target for `glHint`
1013 extern class GLHintTarget
1017 # Indicates the quality of filtering when generating mipmap images
1018 fun gl_GENERATE_MIPMAP_HINT
: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
1020 # Hint mode for `glHint
`
1021 extern class GLHintMode
1025 # The most efficient option should be chosen
1026 fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
1028 # The most correct, or highest quality, option should be chosen
1029 fun gl_NICEST
: GLHintMode `{ return GL_NICEST; `}
1032 fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
1034 # Generate `n` framebuffer object names
1035 fun glGenFramebuffers
(n
: Int): Array[Int]
1037 var array
= new CIntArray(n
)
1038 native_glGenFramebuffers
(n
, array
.native_array
)
1044 private fun native_glGenFramebuffers
(n
: Int, framebuffers
: NativeCIntArray) `{
1045 glGenFramebuffers(n, (GLuint *)framebuffers);
1048 # Does `name` corresponds to a framebuffer object?
1049 fun glIsFramebuffer
(name
: Int): Bool `{
1050 return glIsFramebuffer(name);
1053 # Delete named framebuffer objects
1054 fun glDeleteFramebuffers
(framebuffers
: SequenceRead[Int])
1056 var n
= framebuffers
.length
1057 var array
= new CIntArray.from
(framebuffers
)
1058 native_glDeleteFramebuffers
(n
, array
.native_array
)
1062 private fun native_glDeleteFramebuffers
(n
: Int, framebuffers
: NativeCIntArray) `{
1063 return glDeleteFramebuffers(n, (const GLuint *)framebuffers);
1066 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
1067 fun glFramebufferTexture2D
(target
: GLFramebufferTarget, attachment
: GLAttachment,
1068 texture_target
: GLTextureTarget, texture
, level
: Int) `{
1069 glFramebufferTexture2D(target, attachment, texture_target, texture, level);
1072 # Entry point to OpenGL server-side capabilities
1073 class GLCapabilities
1075 # GL capability: blend the computed fragment color values
1078 var blend
: GLCap is lazy
do return new GLCap(0x0BE2)
1080 # GL capability: cull polygons based of their winding in window coordinates
1082 # Foreign: GL_CULL_FACE
1083 var cull_face
: GLCap is lazy
do return new GLCap(0x0B44)
1085 # GL capability: do depth comparisons and update the depth buffer
1087 # Foreign: GL_DEPTH_TEST
1088 var depth_test
: GLCap is lazy
do return new GLCap(0x0B71)
1090 # GL capability: dither color components or indices before they are written to the color buffer
1092 # Foreign: GL_DITHER
1093 var dither
: GLCap is lazy
do return new GLCap(0x0BE2)
1095 # GL capability: add an offset to depth values of a polygon fragment before depth test
1097 # Foreign: GL_POLYGON_OFFSET_FILL
1098 var polygon_offset_fill
: GLCap is lazy
do return new GLCap(0x8037)
1100 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
1102 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
1103 var sample_alpha_to_coverage
: GLCap is lazy
do return new GLCap(0x809E)
1105 # GL capability: AND the fragment coverage with the temporary coverage value
1107 # Foreign: GL_SAMPLE_COVERAGE
1108 var sample_coverage
: GLCap is lazy
do return new GLCap(0x80A0)
1110 # GL capability: discard fragments that are outside the scissor rectangle
1112 # Foreign: GL_SCISSOR_TEST
1113 var scissor_test
: GLCap is lazy
do return new GLCap(0x0C11)
1115 # GL capability: do stencil testing and update the stencil buffer
1117 # Foreign: GL_STENCIL_TEST
1118 var stencil_test
: GLCap is lazy
do return new GLCap(0x0B90)
1121 # All data types of OpenGL ES 2.0 shaders
1123 # These types can be used by shader uniforms, as seen with
1124 # `GLProgram::active_uniform_type`.
1125 extern class GLDataType
1129 fun gl_FLOAT
: GLDataType `{ return GL_FLOAT; `}
1130 fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `}
1131 fun gl_FLOAT_VEC3
: GLDataType `{ return GL_FLOAT_VEC3; `}
1132 fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `}
1133 fun gl_FLOAT_MAT2
: GLDataType `{ return GL_FLOAT_MAT2; `}
1134 fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `}
1135 fun gl_FLOAT_MAT4
: GLDataType `{ return GL_FLOAT_MAT4; `}
1137 fun gl_BYTE: GLDataType `{ return GL_BYTE; `}
1138 fun gl_UNSIGNED_BYTE
: GLDataType `{ return GL_UNSIGNED_BYTE; `}
1139 fun gl_SHORT: GLDataType `{ return GL_SHORT; `}
1140 fun gl_UNSIGNED_SHORT
: GLDataType `{ return GL_UNSIGNED_SHORT; `}
1141 fun gl_INT: GLDataType `{ return GL_INT; `}
1142 fun gl_UNSIGNED_INT
: GLDataType `{ return GL_UNSIGNED_INT; `}
1143 fun gl_FIXED: GLDataType `{ return GL_FIXED; `}
1144 fun gl_INT_VEC2
: GLDataType `{ return GL_INT_VEC2; `}
1145 fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `}
1146 fun gl_INT_VEC4
: GLDataType `{ return GL_INT_VEC4; `}
1147 fun gl_BOOL: GLDataType `{ return GL_BOOL; `}
1148 fun gl_BOOL_VEC2
: GLDataType `{ return GL_BOOL_VEC2; `}
1149 fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `}
1150 fun gl_BOOL_VEC4
: GLDataType `{ return GL_BOOL_VEC4; `}
1151 fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `}
1152 fun gl_SAMPLER_CUBE
: GLDataType `{ return GL_SAMPLER_CUBE; `}
1154 fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
1155 fun gl_UNSIGNED_SHORT_4_4_4_4
: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1156 fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1158 # Kind of primitives to render
1159 extern class GLDrawMode
1163 fun gl_POINTS
: GLDrawMode `{ return GL_POINTS; `}
1164 fun gl_LINES: GLDrawMode `{ return GL_LINES; `}
1165 fun gl_LINE_LOOP
: GLDrawMode `{ return GL_LINE_LOOP; `}
1166 fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `}
1167 fun gl_TRIANGLES
: GLDrawMode `{ return GL_TRIANGLES; `}
1168 fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `}
1169 fun gl_TRIANGLE_FAN
: GLDrawMode `{ return GL_TRIANGLE_FAN; `}
1171 # Pixel arithmetic for blending operations
1172 extern class GLBlendFactor
1176 fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `}
1177 fun gl_ONE
: GLBlendFactor `{ return GL_ONE; `}
1178 fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `}
1179 fun gl_ONE_MINUS_SRC_COLOR
: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `}
1180 fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `}
1181 fun gl_ONE_MINUS_SRC_ALPHA
: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `}
1182 fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `}
1183 fun gl_ONE_MINUS_DST_ALPHA
: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `}
1184 fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `}
1185 fun gl_ONE_MINUS_DST_COLOR
: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `}
1186 fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `}
1188 # Condition under which a pixel will be drawn
1189 extern class GLDepthFunc
1193 fun gl_NEVER
: GLDepthFunc `{ return GL_NEVER; `}
1194 fun gl_LESS: GLDepthFunc `{ return GL_LESS; `}
1195 fun gl_EQUAL
: GLDepthFunc `{ return GL_EQUAL; `}
1196 fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `}
1197 fun gl_GREATER
: GLDepthFunc `{ return GL_GREATER; `}
1198 fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `}
1199 fun gl_GEQUAL
: GLDepthFunc `{ return GL_GEQUAL; `}
1200 fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `}
1202 # Format of pixel data
1203 extern class GLPixelFormat
1207 fun gl_ALPHA
: GLPixelFormat `{ return GL_ALPHA; `}
1208 fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
1209 fun gl_RGBA
: GLPixelFormat `{ return GL_RGBA; `}
1210 fun gl_DEPTH_COMPONENT: GLPixelFormat `{ return GL_DEPTH_COMPONENT; `}
1212 # Set of buffers as a bitwise OR mask
1213 extern class GLBuffer `{ GLbitfield `}
1214 # Bitwise OR with `other
`
1215 fun |(other: GLBuffer): GLBuffer `{ return self | other; `}
1218 fun gl_DEPTH_BUFFER_BIT
: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `}
1219 fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `}
1220 fun gl_COLOR_BUFFER_BIT
: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `}
1222 # Define front- and back-facing polygons, `gc_CCW
` by default
1223 fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
1225 # Orientation of front-facing polygons
1226 extern class GLFrontFaceMode
1230 fun gl_CW
: GLFrontFaceMode `{ return GL_CW; `}
1231 fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
1233 # Specify whether front- or back-facing polygons can be culled, default is `back` only
1234 fun glCullFace
(mode
: GLCullFaceMode) `{ glCullFace(mode); `}
1236 # Candidates for culling
1237 extern class GLCullFaceMode
1241 fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
1242 fun gl_BACK
: GLCullFaceMode `{ return GL_BACK; `}
1243 fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
1245 # Specify mapping of depth values from normalized device coordinates to window coordinates
1247 # Default at 0.0, 1.0.
1248 fun glDepthRangef
(near
, far
: Float) `{ glDepthRangef(near, far); `}
1250 # Enable or disable writing into the depth buffer
1251 fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
1253 # Specify the value used for depth buffer comparisons
1255 # Default value is `gl_LESS`
1256 fun glDepthFunc
(func
: GLDepthFunc) `{ glDepthFunc(func); `}
1258 # Set the pixel arithmetic for the blending operations
1261 # * `src_factor
`: `gl_ONE
`
1262 # * `dst_factor
`: `gl_ZERO
`
1263 fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
1264 glBlendFunc
(src_factor
, dst_factor
);
1267 # Set the scale and units used to calculate depth values
1268 fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
1270 # Specify the width of rasterized lines
1271 fun glLineWidth
(width
: Float) `{ glLineWidth(width); `}
1273 # Get the value of the parameter `pname
` at `offset
`
1274 fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{
1276 glGetBooleanv
(pname
, v
);
1280 # Get the value of the parameter `pname
` at `offset
`
1281 fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{
1283 glGetFloatv
(pname
, v
);
1287 # Get the value of the parameter `pname
` at `offset
`
1288 fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{
1290 glGetIntegerv
(pname
, v
);
1294 fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `}
1296 fun gl_MAX_TEXTURE_SIZE
: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `}
1297 fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `}
1298 fun gl_MAX_VERTEX_ATTRIBS
: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `}
1299 fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `}
1300 fun gl_MAX_VARYING_VECTORS
: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `}
1301 fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `}
1302 fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS
: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
1303 fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
1304 fun gl_MAX_FRAGMENT_UNIFORM_VECTORS
: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}
1306 fun gl_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ARRAY_BUFFER_BINDING; `}
1307 fun gl_ELEMENT_ARRAY_BUFFER_BINDING
: GLGetParameterName `{ return GL_ELEMENT_ARRAY_BUFFER_BINDING; `}
1308 fun gl_TEXTURE_BINDING_2D: GLGetParameterName `{ return GL_TEXTURE_BINDING_2D; `}
1309 fun gl_TEXTURE_BINDING_CUBE_MAP
: GLGetParameterName `{ return GL_TEXTURE_BINDING_CUBE_MAP; `}
1310 fun gl_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; `}
1311 fun gl_FRAMEBUFFER_BINDING
: GLGetParameterName `{ return GL_FRAMEBUFFER_BINDING; `}
1312 fun gl_RENDERBUFFER_BINDING: GLGetParameterName `{ return GL_RENDERBUFFER_BINDING; `}
1314 # Return a string describing the current GL configuration
1315 fun glGetString
(name
: GLEnum): String do return glGetString_native
(name
).to_s
1316 private fun glGetString_native
(name
: GLEnum): CString `{ return (char*)glGetString(name); `}
1318 # Company responsible for this GL implementation
1319 fun gl_VENDOR: GLEnum `{ return GL_VENDOR; `}
1321 # Name of the renderer, typically specific to a particular configuration of the hardware platform
1322 fun gl_RENDERER
: GLEnum `{ return GL_RENDERER; `}
1324 # Version or release number
1325 fun gl_VERSION: GLEnum `{ return GL_VERSION; `}
1327 # Version or release number for the shading language of the form
1328 fun gl_SHADING_LANGUAGE_VERSION
: GLEnum `{ return GL_SHADING_LANGUAGE_VERSION; `}
1330 # Space-separated list of supported extensions to GL
1331 fun gl_EXTENSIONS: GLEnum `{ return GL_EXTENSIONS; `}