474b4aa504ad602da34c6243a3fa72746d98d4d3
[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 # Is this a valid program?
54 fun is_ok: Bool `{ return glIsProgram(self); `}
55
56 # Attach a `shader` to this program
57 fun attach_shader(shader: GLShader) `{ glAttachShader(self, shader); `}
58
59 # Set the location for the attribute by `name`
60 fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{
61 GLchar *c_name = String_to_cstring(name);
62 glBindAttribLocation(self, index, c_name);
63 `}
64
65 # Get the location of the attribute by `name`
66 #
67 # Returns `-1` if there is no active attribute named `name`.
68 fun attrib_location(name: String): Int import String.to_cstring `{
69 GLchar *c_name = String_to_cstring(name);
70 return glGetAttribLocation(self, c_name);
71 `}
72
73 # Get the location of the uniform by `name`
74 #
75 # Returns `-1` if there is no active uniform named `name`.
76 fun uniform_location(name: String): Int import String.to_cstring `{
77 GLchar *c_name = String_to_cstring(name);
78 return glGetUniformLocation(self, c_name);
79 `}
80
81 # Query information on this program
82 fun query(pname: Int): Int `{
83 int val;
84 glGetProgramiv(self, pname, &val);
85 return val;
86 `}
87
88 # Try to link this program
89 #
90 # Check result using `in_linked` and `info_log`.
91 fun link `{ glLinkProgram(self); `}
92
93 # Is this program linked?
94 fun is_linked: Bool do return query(0x8B82) != 0
95
96 # Use this program for the following operations
97 fun use `{ glUseProgram(self); `}
98
99 # Delete this program
100 fun delete `{ glDeleteProgram(self); `}
101
102 # Has this program been deleted?
103 fun is_deleted: Bool do return query(0x8B80) != 0
104
105 # Validate whether this program can be executed in the current OpenGL state
106 #
107 # Check results using `is_validated` and `info_log`.
108 fun validate `{ glValidateProgram(self); `}
109
110 # Boolean result of `validate`, must be called after `validate`
111 fun is_validated: Bool do return query(0x8B83) != 0
112
113 # Retrieve the information log of this program
114 #
115 # Useful with `link` and `validate`
116 fun info_log: String import NativeString.to_s `{
117 int size;
118 glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size);
119 GLchar *msg = malloc(size);
120 glGetProgramInfoLog(self, size, NULL, msg);
121 return NativeString_to_s(msg);
122 `}
123
124 # Number of active uniform in this program
125 #
126 # This should be the number of uniforms declared in all shader, except
127 # unused uniforms which may have been optimized out.
128 fun n_active_uniforms: Int do return query(0x8B86)
129
130 # Length of the longest uniform name in this program, including `\n`
131 fun active_uniform_max_length: Int do return query(0x8B87)
132
133 # Number of active attributes in this program
134 #
135 # This should be the number of uniforms declared in all shader, except
136 # unused uniforms which may have been optimized out.
137 fun n_active_attributes: Int do return query(0x8B89)
138
139 # Length of the longest uniform name in this program, including `\n`
140 fun active_attribute_max_length: Int do return query(0x8B8A)
141
142 # Number of shaders attached to this program
143 fun n_attached_shaders: Int do return query(0x8B85)
144
145 # Name of the active attribute at `index`
146 fun active_attrib_name(index: Int): String
147 do
148 var max_size = active_attribute_max_length
149 return active_attrib_name_native(index, max_size).to_s
150 end
151 private fun active_attrib_name_native(index, max_size: Int): NativeString `{
152 // We get more values than we need, for compatibility. At least the
153 // NVidia driver tries to fill them even if NULL.
154
155 char *name = malloc(max_size);
156 int size;
157 GLenum type;
158 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
159 return name;
160 `}
161
162 # Size of the active attribute at `index`
163 fun active_attrib_size(index: Int): Int `{
164 int size;
165 GLenum type;
166 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
167 return size;
168 `}
169
170 # Type of the active attribute at `index`
171 #
172 # May only be float related data types (single float, vectors and matrix).
173 fun active_attrib_type(index: Int): GLFloatDataType `{
174 int size;
175 GLenum type;
176 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
177 return type;
178 `}
179
180 # Name of the active uniform at `index`
181 fun active_uniform_name(index: Int): String
182 do
183 var max_size = active_attribute_max_length
184 return active_uniform_name_native(index, max_size).to_s
185 end
186 private fun active_uniform_name_native(index, max_size: Int): NativeString `{
187 char *name = malloc(max_size);
188 int size;
189 GLenum type;
190 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
191 return name;
192 `}
193
194 # Size of the active uniform at `index`
195 fun active_uniform_size(index: Int): Int `{
196 int size;
197 GLenum type;
198 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
199 return size;
200 `}
201
202 # Type of the active uniform at `index`
203 #
204 # May be any data type supported by OpenGL ES 2.0 shaders.
205 fun active_uniform_type(index: Int): GLDataType `{
206 int size;
207 GLenum type = 0;
208 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
209 return type;
210 `}
211 end
212
213 # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
214 extern class GLShader `{GLuint`}
215 # Set the source of the shader
216 fun source=(code: NativeString) `{
217 glShaderSource(self, 1, (GLchar const **)&code, NULL);
218 `}
219
220 # Source of the shader, if available
221 #
222 # Returns `null` if the source is not available, usually when the shader
223 # was created from a binary file.
224 fun source: nullable String
225 do
226 var size = query(0x8B88)
227 if size == 0 then return null
228 return source_native(size).to_s
229 end
230
231 private fun source_native(size: Int): NativeString `{
232 GLchar *code = malloc(size);
233 glGetShaderSource(self, size, NULL, code);
234 return code;
235 `}
236
237 # Query information on this shader
238 protected fun query(pname: Int): Int `{
239 int val;
240 glGetShaderiv(self, pname, &val);
241 return val;
242 `}
243
244 # Try to compile `source` into a binary GPU program
245 #
246 # Check the result using `is_compiled` and `info_log`
247 fun compile `{ glCompileShader(self); `}
248
249 # Has this shader been compiled?
250 fun is_compiled: Bool do return query(0x8B81) != 0
251
252 # Delete this shader
253 fun delete `{ glDeleteShader(self); `}
254
255 # Has this shader been deleted?
256 fun is_deleted: Bool do return query(0x8B80) != 0
257
258 # Is this a valid shader?
259 fun is_ok: Bool `{ return glIsShader(self); `}
260
261 # Retrieve the information log of this shader
262 #
263 # Useful with `link` and `validate`
264 fun info_log: String import NativeString.to_s `{
265 int size;
266 glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size);
267 GLchar *msg = malloc(size);
268 glGetShaderInfoLog(self, size, NULL, msg);
269 return NativeString_to_s(msg);
270 `}
271 end
272
273 # An OpenGL ES 2.0 fragment shader
274 extern class GLFragmentShader
275 super GLShader
276
277 # Create a new fragment shader
278 #
279 # The newly created instance should be checked using `is_ok`.
280 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
281 end
282
283 # An OpenGL ES 2.0 vertex shader
284 extern class GLVertexShader
285 super GLShader
286
287 # Create a new fragment shader
288 #
289 # The newly created instance should be checked using `is_ok`.
290 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
291 end
292
293 # An array of `Float` associated to a program variable
294 class VertexArray
295 var index: Int
296
297 # Number of data per vertex
298 var count: Int
299
300 protected var glfloat_array: NativeGLfloatArray
301
302 init(index, count: Int, array: Array[Float])
303 do
304 self.index = index
305 self.count = count
306 self.glfloat_array = new NativeGLfloatArray(array.length)
307 for k in [0..array.length[ do
308 glfloat_array[k] = array[k]
309 end
310 end
311
312 fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array)
313 private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{
314 glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
315 `}
316
317 # Enable this vertex attribute array
318 fun enable do glEnableVertexAttribArray(index)
319
320 # Disable this vertex attribute array
321 fun disable do glDisableVertexAttribArray(index)
322 end
323
324 # Enable the generic vertex attribute array at `index`
325 fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `}
326
327 # Disable the generic vertex attribute array at `index`
328 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
329
330 # Render primitives from array data
331 fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
332
333 # Low level array of `Float`
334 class GLfloatArray
335 super CArray[Float]
336 redef type NATIVE: NativeGLfloatArray
337
338 init do native_array = new NativeGLfloatArray(length)
339
340 # Create with the content of `array`
341 new from(array: Array[Float])
342 do
343 var arr = new GLfloatArray(array.length)
344 arr.fill_from array
345 return arr
346 end
347
348 # Fill with the content of `array`
349 fun fill_from(array: Array[Float])
350 do
351 assert length >= array.length
352 for k in [0..array.length[ do
353 self[k] = array[k]
354 end
355 end
356 end
357
358 # An array of `GLfloat` in C (`GLfloat*`)
359 extern class NativeGLfloatArray `{ GLfloat* `}
360 super NativeCArray
361 redef type E: Float
362
363 new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `}
364
365 redef fun [](index) `{ return self[index]; `}
366 redef fun []=(index, val) `{ self[index] = val; `}
367
368 redef fun +(offset) `{ return self + offset; `}
369 end
370
371 # General type for OpenGL enumerations
372 extern class GLEnum `{ GLenum `}
373
374 redef fun hash `{ return self; `}
375
376 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
377 end
378
379 # An OpenGL ES 2.0 error code
380 extern class GLError
381 super GLEnum
382
383 # Is there no error?
384 fun is_ok: Bool do return is_no_error
385
386 # Is this not an error?
387 fun is_no_error: Bool `{ return self == GL_NO_ERROR; `}
388
389 fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `}
390 fun is_invalid_value: Bool `{ return self == GL_INVALID_VALUE; `}
391 fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `}
392 fun is_invalid_framebuffer_operation: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `}
393 fun is_out_of_memory: Bool `{ return self == GL_OUT_OF_MEMORY; `}
394
395 redef fun to_s
396 do
397 if is_no_error then return "No error"
398 if is_invalid_enum then return "Invalid enum"
399 if is_invalid_value then return "Invalid value"
400 if is_invalid_operation then return "Invalid operation"
401 if is_invalid_framebuffer_operation then return "invalid framebuffer operation"
402 if is_out_of_memory then return "Out of memory"
403 return "Truely unknown error"
404 end
405 end
406
407 fun assert_no_gl_error
408 do
409 var error = gl.error
410 if not error.is_ok then
411 print "GL error: {error}"
412 abort
413 end
414 end
415
416 # Does `name` corresponds to a texture?
417 fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
418
419 # Bind the named `texture` to a `target`
420 fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
421
422 # Set pixel storage modes
423 fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
424
425 # Symbolic name of the parameter to be set with `glPixelStorei`
426 extern class GLPack
427 super GLEnum
428 end
429
430 # Parameter to specify the alignment requirements for the start of each pixel row in memory
431 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
432
433 # Parameter to specify the alignment requirements for the start of each pixel row in memory
434 fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
435
436 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
437 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
438
439 # Specify a two-dimensional texture image
440 fun glTexImage2D(target: GLTextureTarget, level, internalformat, width, height, border: Int,
441 format: GLPixelFormat, typ: GLPixelType, data: NativeCByteArray) `{
442 glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
443 `}
444
445 # Texture minifying and magnifying function
446 extern class GLTextureFilter
447 super GLEnum
448 end
449
450 fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `}
451 fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `}
452 fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
453 fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
454 fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
455 fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
456
457 # Wrap parameter of a texture
458 #
459 # Used by: `tex_parameter_wrap_*`
460 extern class GLTextureWrap
461 super GLEnum
462
463 new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `}
464 new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `}
465 new repeat `{ return GL_REPEAT; `}
466 end
467
468 # Target texture
469 extern class GLTextureTarget
470 super GLEnum
471 end
472
473 # Two-dimensional texture
474 fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
475
476 # Cube map texture
477 fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
478
479 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
480 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
481
482 # A server-side capability
483 class GLCap
484
485 # TODO private init
486
487 # Internal OpenGL integer for this capability
488 private var val: Int
489
490 # Enable this server-side capability
491 fun enable do enable_native(val)
492 private fun enable_native(cap: Int) `{ glEnable(cap); `}
493
494 # Disable this server-side capability
495 fun disable do disable_native(val)
496 private fun disable_native(cap: Int) `{ glDisable(cap); `}
497
498 redef fun hash do return val
499 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
500 end
501
502 # Attach a renderbuffer object to a framebuffer object
503 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
504 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
505 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
506 `}
507
508 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
509 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
510 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
511 `}
512
513 # Format for a renderbuffer
514 extern class GLRenderbufferFormat
515 super GLEnum
516 end
517
518 # 4 red, 4 green, 4 blue, 4 alpha bits format
519 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
520
521 # 5 red, 6 green, 5 blue bits format
522 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
523
524 # 5 red, 5 green, 5 blue, 1 alpha bits format
525 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
526
527 # 16 depth bits format
528 fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
529
530 # 8 stencil bits format
531 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
532
533 # Renderbuffer attachment point to a framebuffer
534 extern class GLAttachment
535 super GLEnum
536 end
537
538 # First color attachment point
539 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
540
541 # Depth attachment point
542 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
543
544 # Stencil attachment
545 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
546
547 redef class Sys
548 private var gles = new GLES is lazy
549 end
550
551 # Entry points to OpenGL ES 2.0 services
552 fun gl: GLES do return sys.gles
553
554 # OpenGL ES 2.0 services
555 class GLES
556
557 # Clear the color buffer to `red`, `green`, `blue` and `alpha`
558 fun clear_color(red, green, blue, alpha: Float) `{
559 glClearColor(red, green, blue, alpha);
560 `}
561
562 # Set the viewport
563 fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
564
565 # Specify mapping of depth values from normalized device coordinates to window coordinates
566 #
567 # Default at `gl_depth_range(0.0, 1.0)`
568 fun depth_range(near, far: Float) `{ glDepthRangef(near, far); `}
569
570 # Define front- and back-facing polygons
571 #
572 # Front-facing polygons are clockwise if `value`, counter-clockwise otherwise.
573 fun front_face=(value: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
574
575 # Specify whether front- or back-facing polygons can be culled, default is `back` only
576 #
577 # One or both of `front` or `back` must be `true`. If you want to deactivate culling
578 # use `(new GLCap.cull_face).disable`.
579 #
580 # Require: `front or back`
581 fun cull_face(front, back: Bool)
582 do
583 assert not (front or back)
584 cull_face_native(front, back)
585 end
586
587 private fun cull_face_native(front, back: Bool) `{
588 glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
589 `}
590
591 # Clear the `buffer`
592 fun clear(buffer: GLBuffer) `{ glClear(buffer); `}
593
594 # Last error from OpenGL ES 2.0
595 fun error: GLError `{ return glGetError(); `}
596
597 # Query the boolean value at `key`
598 private fun get_bool(key: Int): Bool `{
599 GLboolean val;
600 glGetBooleanv(key, &val);
601 return val == GL_TRUE;
602 `}
603
604 # Query the floating point value at `key`
605 private fun get_float(key: Int): Float `{
606 GLfloat val;
607 glGetFloatv(key, &val);
608 return val;
609 `}
610
611 # Query the integer value at `key`
612 private fun get_int(key: Int): Int `{
613 GLint val;
614 glGetIntegerv(key, &val);
615 return val;
616 `}
617
618 # Does this driver support shader compilation?
619 #
620 # Should always return `true` in OpenGL ES 2.0 and 3.0.
621 fun shader_compiler: Bool do return get_bool(0x8DFA)
622
623 # Enable or disable writing into the depth buffer
624 fun depth_mask(value: Bool) `{ glDepthMask(value); `}
625
626 # Set the scale and units used to calculate depth values
627 fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
628
629 # Specify the width of rasterized lines
630 fun line_width(width: Float) `{ glLineWidth(width); `}
631
632 # Set the pixel arithmetic for the blending operations
633 #
634 # Defaultvalues before assignation:
635 # * `src_factor`: `GLBlendFactor::one`
636 # * `dst_factor`: `GLBlendFactor::zero`
637 fun blend_func(src_factor, dst_factor: GLBlendFactor) `{
638 glBlendFunc(src_factor, dst_factor);
639 `}
640
641 # Specify the value used for depth buffer comparisons
642 #
643 # Default value is `GLDepthFunc::less`
644 #
645 # Foreign: glDepthFunc
646 fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
647
648 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
649 #
650 # Foreign: glReadPixel
651 fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{
652 glReadPixels(x, y, width, height, format, typ, data);
653 `}
654
655 # Set the texture minifying function
656 #
657 # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
658 fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{
659 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
660 `}
661
662 # Set the texture magnification function
663 #
664 # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
665 fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{
666 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
667 `}
668
669 # Set the texture wrap parameter for coordinates _s_
670 #
671 # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
672 fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{
673 glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
674 `}
675
676 # Set the texture wrap parameter for coordinates _t_
677 #
678 # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
679 fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{
680 glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
681 `}
682
683 # Render primitives from array data
684 #
685 # Foreign: glDrawArrays
686 fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
687
688 # OpenGL server-side capabilities
689 var capabilities = new GLCapabilities is lazy
690 end
691
692 # Bind `framebuffer` to a framebuffer target
693 #
694 # In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
695 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
696 glBindFramebuffer(target, framebuffer);
697 `}
698
699 # Target of `glBindFramebuffer`
700 extern class GLFramebufferTarget
701 super GLEnum
702 end
703
704 # Target both reading and writing on the framebuffer with `glBindFramebuffer`
705 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
706
707 # Bind `renderbuffer` to a renderbuffer target
708 #
709 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
710 fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{
711 glBindRenderbuffer(target, renderbuffer);
712 `}
713
714 # Target of `glBindRenderbuffer`
715 extern class GLRenderbufferTarget
716 super GLEnum
717 end
718
719 # Target a renderbuffer with `glBindRenderbuffer`
720 fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
721
722 # Specify implementation specific hints
723 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
724 glHint(target, mode);
725 `}
726
727 # Generate and fill set of mipmaps for the texture object `target`
728 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
729
730 # Bind the named `buffer` object
731 fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
732
733 # Target to which bind the buffer with `glBindBuffer`
734 extern class GLArrayBuffer
735 super GLEnum
736 end
737
738 # Array buffer target
739 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
740
741 # Element array buffer
742 fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
743
744 # Completeness status of a framebuffer object
745 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
746 return glCheckFramebufferStatus(target);
747 `}
748
749 # Return value of `glCheckFramebufferStatus`
750 extern class GLFramebufferStatus
751 super GLEnum
752
753 redef fun to_s
754 do
755 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
756 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
757 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
758 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
759 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
760 return "unknown"
761 end
762 end
763
764 # The framebuffer is complete
765 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
766 return GL_FRAMEBUFFER_COMPLETE;
767 `}
768
769 # Not all framebuffer attachment points are framebuffer attachment complete
770 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
771 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
772 `}
773
774 # Not all attached images have the same width and height
775 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
776 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
777 `}
778
779 # No images are attached to the framebuffer
780 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
781 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
782 `}
783
784 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
785 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
786 return GL_FRAMEBUFFER_UNSUPPORTED;
787 `}
788
789 # Hint target for `glHint`
790 extern class GLHintTarget
791 super GLEnum
792 end
793
794 # Indicates the quality of filtering when generating mipmap images
795 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
796
797 # Hint mode for `glHint`
798 extern class GLHintMode
799 super GLEnum
800 end
801
802 # The most efficient option should be chosen
803 fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
804
805 # The most correct, or highest quality, option should be chosen
806 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
807
808 # No preference
809 fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
810
811 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
812 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
813 texture_target: GLTextureTarget, texture, level: Int) `{
814 glFramebufferTexture2D(target, attachment, texture_target, texture, level);
815 `}
816
817 # Entry point to OpenGL server-side capabilities
818 class GLCapabilities
819
820 # GL capability: blend the computed fragment color values
821 #
822 # Foreign: GL_BLEND
823 var blend: GLCap is lazy do return new GLCap(0x0BE2)
824
825 # GL capability: cull polygons based of their winding in window coordinates
826 #
827 # Foreign: GL_CULL_FACE
828 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
829
830 # GL capability: do depth comparisons and update the depth buffer
831 #
832 # Foreign: GL_DEPTH_TEST
833 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
834
835 # GL capability: dither color components or indices before they are written to the color buffer
836 #
837 # Foreign: GL_DITHER
838 var dither: GLCap is lazy do return new GLCap(0x0BE2)
839
840 # GL capability: add an offset to depth values of a polygon fragment before depth test
841 #
842 # Foreign: GL_POLYGON_OFFSET_FILL
843 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
844
845 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
846 #
847 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
848 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
849
850 # GL capability: AND the fragment coverage with the temporary coverage value
851 #
852 # Foreign: GL_SAMPLE_COVERAGE
853 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
854
855 # GL capability: discard fragments that are outside the scissor rectangle
856 #
857 # Foreign: GL_SCISSOR_TEST
858 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
859
860 # GL capability: do stencil testing and update the stencil buffer
861 #
862 # Foreign: GL_STENCIL_TEST
863 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
864 end
865
866 # Float related data types of OpenGL ES 2.0 shaders
867 #
868 # Only data types supported by shader attributes, as seen with
869 # `GLProgram::active_attrib_type`.
870 extern class GLFloatDataType
871 super GLEnum
872
873 fun is_float: Bool `{ return self == GL_FLOAT; `}
874 fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `}
875 fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `}
876 fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `}
877 fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `}
878 fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `}
879 fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `}
880
881 # Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
882 redef fun ==(o)
883 do
884 return o != null and o isa GLFloatDataType and o.hash == self.hash
885 end
886 end
887
888 # All data types of OpenGL ES 2.0 shaders
889 #
890 # These types can be used by shader uniforms, as seen with
891 # `GLProgram::active_uniform_type`.
892 extern class GLDataType
893 super GLFloatDataType
894
895 fun is_int: Bool `{ return self == GL_INT; `}
896 fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `}
897 fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `}
898 fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `}
899 fun is_bool: Bool `{ return self == GL_BOOL; `}
900 fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `}
901 fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `}
902 fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `}
903 fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `}
904 fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `}
905 end
906
907 # Kind of primitives to render with `GLES::draw_arrays`
908 extern class GLDrawMode
909 super GLEnum
910
911 new points `{ return GL_POINTS; `}
912 new line_strip `{ return GL_LINE_STRIP; `}
913 new line_loop `{ return GL_LINE_LOOP; `}
914 new lines `{ return GL_LINES; `}
915 new triangle_strip `{ return GL_TRIANGLE_STRIP; `}
916 new triangle_fan `{ return GL_TRIANGLE_FAN; `}
917 new triangles `{ return GL_TRIANGLES; `}
918 end
919
920 # Pixel arithmetic for blending operations
921 #
922 # Used by `GLES::blend_func`
923 extern class GLBlendFactor
924 super GLEnum
925
926 new zero `{ return GL_ZERO; `}
927 new one `{ return GL_ONE; `}
928 new src_color `{ return GL_SRC_COLOR; `}
929 new one_minus_src_color `{ return GL_ONE_MINUS_SRC_COLOR; `}
930 new dst_color `{ return GL_DST_COLOR; `}
931 new one_minus_dst_color `{ return GL_ONE_MINUS_DST_COLOR; `}
932 new src_alpha `{ return GL_SRC_ALPHA; `}
933 new one_minus_src_alpha `{ return GL_ONE_MINUS_SRC_ALPHA; `}
934 new dst_alpha `{ return GL_DST_ALPHA; `}
935 new one_minus_dst_alpha `{ return GL_ONE_MINUS_DST_ALPHA; `}
936 new constant_color `{ return GL_CONSTANT_COLOR; `}
937 new one_minus_constant_color `{ return GL_ONE_MINUS_CONSTANT_COLOR; `}
938 new constant_alpha `{ return GL_CONSTANT_ALPHA; `}
939 new one_minus_constant_alpha `{ return GL_ONE_MINUS_CONSTANT_ALPHA; `}
940
941 # Used for destination only
942 new src_alpha_saturate `{ return GL_SRC_ALPHA_SATURATE; `}
943 end
944
945 # Condition under which a pixel will be drawn
946 #
947 # Used by `GLES::depth_func`
948 extern class GLDepthFunc
949 super GLEnum
950
951 new never `{ return GL_NEVER; `}
952 new less `{ return GL_LESS; `}
953 new equal `{ return GL_EQUAL; `}
954 new lequal `{ return GL_LEQUAL; `}
955 new greater `{ return GL_GREATER; `}
956 new not_equal `{ return GL_NOTEQUAL; `}
957 new gequal `{ return GL_GEQUAL; `}
958 new always `{ return GL_ALWAYS; `}
959 end
960
961 # Format of pixel data
962 #
963 # Used by `GLES::read_pixels`
964 extern class GLPixelFormat
965 super GLEnum
966
967 new alpha `{ return GL_ALPHA; `}
968 new rgb `{ return GL_RGB; `}
969 new rgba `{ return GL_RGBA; `}
970 end
971
972 # Data type of pixel data
973 #
974 # Used by `GLES::read_pixels`
975 extern class GLPixelType
976 super GLEnum
977
978 new unsigned_byte `{ return GL_UNSIGNED_BYTE; `}
979 new unsigned_short_5_6_5 `{ return GL_UNSIGNED_SHORT_5_6_5; `}
980 new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
981 new unsigned_short_5_5_5_1 `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
982 end
983
984 # Set of buffers as a bitwise OR mask, used by `GLES::clear`
985 #
986 # ~~~
987 # var buffers = (new GLBuffer).color.depth
988 # gl.clear buffers
989 # ~~~
990 extern class GLBuffer `{ GLbitfield `}
991 # Get an empty set of buffers
992 new `{ return 0; `}
993
994 # Add the color buffer to the returned buffer set
995 fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
996
997 # Add the depth buffer to the returned buffer set
998 fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
999
1000 # Add the stencil buffer to the returned buffer set
1001 fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}
1002 end