71614229f12c8216eeaa3a2fb3bcf9818f738768
[nit.git] / lib / glesv2 / glesv2.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
4 #
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
8 #
9 # http://www.apache.org/licenses/LICENSE-2.0
10 #
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
16
17 # OpenGL graphics rendering library for embedded systems, version 2.0
18 #
19 # This is a low-level wrapper, it can be useful for developers already familiar
20 # with the C API of OpenGL. Most developers will prefer to use higher level
21 # wrappers such as `mnit` and `gammit`.
22 #
23 # Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader`
24 # applicable on string literals to check shader code using `glslangValidator`.
25 # The tool must be in PATH. It can be downloaded from
26 # https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
27 #
28 # Most services of this module are a direct wrapper of the underlying
29 # C library. If a method or class is not documented in Nit, refer to
30 # the official documentation by the Khronos Group at:
31 # http://www.khronos.org/opengles/sdk/docs/man/
32 module glesv2 is
33 pkgconfig
34 new_annotation glsl_vertex_shader
35 new_annotation glsl_fragment_shader
36 ldflags("-lGLESv2")@android
37 end
38
39 import android::aware
40 intrude import c
41
42 in "C Header" `{
43 #include <GLES2/gl2.h>
44 `}
45
46 # OpenGL ES program to which we attach shaders
47 extern class GLProgram `{GLuint`}
48 # Create a new program
49 #
50 # The newly created instance should be checked using `is_ok`.
51 new `{ return glCreateProgram(); `}
52
53 # Set the location for the attribute by `name`
54 fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{
55 GLchar *c_name = String_to_cstring(name);
56 glBindAttribLocation(self, index, c_name);
57 `}
58
59 # Get the location of the attribute by `name`
60 #
61 # Returns `-1` if there is no active attribute named `name`.
62 fun attrib_location(name: String): Int import String.to_cstring `{
63 GLchar *c_name = String_to_cstring(name);
64 return glGetAttribLocation(self, c_name);
65 `}
66
67 # Get the location of the uniform by `name`
68 #
69 # Returns `-1` if there is no active uniform named `name`.
70 fun uniform_location(name: String): Int import String.to_cstring `{
71 GLchar *c_name = String_to_cstring(name);
72 return glGetUniformLocation(self, c_name);
73 `}
74
75 # Is this program linked?
76 fun is_linked: Bool do return glGetProgramiv(self, gl_LINK_STATUS) != 0
77
78 # Has this program been deleted?
79 fun is_deleted: Bool do return glGetProgramiv(self, gl_DELETE_STATUS) != 0
80
81 # Boolean result of `validate`, must be called after `validate`
82 fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0
83
84 # Number of active uniform in this program
85 #
86 # This should be the number of uniforms declared in all shader, except
87 # unused uniforms which may have been optimized out.
88 fun n_active_uniforms: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORMS)
89
90 # Length of the longest uniform name in this program, including the null byte
91 fun active_uniform_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORM_MAX_LENGTH)
92
93 # Number of active attributes in this program
94 #
95 # This should be the number of uniforms declared in all shader, except
96 # unused uniforms which may have been optimized out.
97 fun n_active_attributes: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTES)
98
99 # Length of the longest attribute name in this program, including the null byte
100 fun active_attribute_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTE_MAX_LENGTH)
101
102 # Number of shaders attached to this program
103 fun n_attached_shaders: Int do return glGetProgramiv(self, gl_ATTACHED_SHADERS)
104
105 # Name of the active attribute at `index`
106 fun active_attrib_name(index: Int): String
107 do
108 var max_size = active_attribute_max_length
109 var cname = new CString(max_size)
110 active_attrib_name_native(index, max_size, cname)
111 return cname.to_s
112 end
113
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.
117
118 int size;
119 GLenum type;
120 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
121 `}
122
123 # Size of the active attribute at `index`
124 fun active_attrib_size(index: Int): Int `{
125 int size;
126 GLenum type;
127 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
128 return size;
129 `}
130
131 # Type of the active attribute at `index`
132 #
133 # May only be float related data types (single float, vectors and matrix).
134 fun active_attrib_type(index: Int): GLDataType `{
135 int size;
136 GLenum type;
137 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
138 return type;
139 `}
140
141 # Name of the active uniform at `index`
142 fun active_uniform_name(index: Int): String
143 do
144 var max_size = active_uniform_max_length
145 var cname = new CString(max_size)
146 active_uniform_name_native(index, max_size, cname)
147 return cname.to_s
148 end
149
150 private fun active_uniform_name_native(index, max_size: Int, name: CString) `{
151 int size;
152 GLenum type;
153 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
154 `}
155
156 # Size of the active uniform at `index`
157 fun active_uniform_size(index: Int): Int `{
158 int size;
159 GLenum type;
160 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
161 return size;
162 `}
163
164 # Type of the active uniform at `index`
165 #
166 # May be any data type supported by OpenGL ES 2.0 shaders.
167 fun active_uniform_type(index: Int): GLDataType `{
168 int size;
169 GLenum type = 0;
170 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
171 return type;
172 `}
173 end
174
175 # Create a program object
176 fun glCreateProgram: GLProgram `{ return glCreateProgram(); `}
177
178 # Install the `program` as part of current rendering state
179 fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `}
180
181 # Link the `program` object
182 fun glLinkProgram(program: GLProgram) `{ glLinkProgram(program); `}
183
184 # Validate the `program` object
185 fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `}
186
187 # Delete the `program` object
188 fun glDeleteProgram(program: GLProgram) `{ glDeleteProgram(program); `}
189
190 # Does `name` corresponds to a program object?
191 fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `}
192
193 # Attach a `shader` to `program`
194 fun glAttachShader(program: GLProgram, shader: GLShader) `{ glAttachShader(program, shader); `}
195
196 # Detach `shader` from `program`
197 fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `}
198
199 # Parameter value from a `program` object
200 fun glGetProgramiv(program: GLProgram, pname: GLGetParameterName): Int `{
201 int value;
202 glGetProgramiv(program, pname, &value);
203 return value;
204 `}
205
206 # The information log for the `program` object
207 fun glGetProgramInfoLog(program: GLProgram): String
208 do
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)
213 end
214
215 # Return the program information log in `buf`
216 private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: CString): Int `{
217 int length;
218 glGetProgramInfoLog(program, buf_size, &length, buf);
219 return length;
220 `}
221
222 # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
223 extern class GLShader `{GLuint`}
224
225 # Source of the shader, if available
226 #
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
230 do
231 var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
232 if size == 0 then return null
233 return source_native(size).to_s
234 end
235
236 private fun source_native(size: Int): CString `{
237 GLchar *code = malloc(size);
238 glGetShaderSource(self, size, NULL, code);
239 return code;
240 `}
241
242 # Has this shader been compiled?
243 fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
244
245 # Has this shader been deleted?
246 fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
247 end
248
249 # Get a parameter value from a `shader` object
250 fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
251 int val;
252 glGetShaderiv(shader, pname, &val);
253 return val;
254 `}
255
256 # Shader parameter
257 extern class GLGetParameterName
258 super GLEnum
259 end
260
261 fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
262 fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `}
263
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; `}
267
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; `}
275
276 # The information log for the `shader` object
277 fun glGetShaderInfoLog(shader: GLShader): String
278 do
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)
283 end
284
285 private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: CString): Int `{
286 int length;
287 glGetShaderInfoLog(shader, buf_size, &length, buffer);
288 return length;
289 `}
290
291 # Shader type
292 extern class GLShaderType
293 super GLEnum
294 end
295
296 fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
297 fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
298
299 # Create a shader object of the `shader_type`
300 fun glCreateShader(shader_type: GLShaderType): GLShader `{
301 return glCreateShader(shader_type);
302 `}
303
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);
307 `}
308
309 # Compile the `shader` object
310 fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
311
312 # Delete the `shader` object
313 fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `}
314
315 # Does `name` corresponds to a shader object?
316 fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
317
318 # An OpenGL ES 2.0 fragment shader
319 extern class GLFragmentShader
320 super GLShader
321
322 # Create a new fragment shader
323 #
324 # The newly created instance should be checked using `is_ok`.
325 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
326 end
327
328 # An OpenGL ES 2.0 vertex shader
329 extern class GLVertexShader
330 super GLShader
331
332 # Create a new fragment shader
333 #
334 # The newly created instance should be checked using `is_ok`.
335 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
336 end
337
338 # An array of `Float` associated to a program variable
339 class VertexArray
340 var index: Int
341
342 # Number of data per vertex
343 var count: Int
344
345 protected var glfloat_array: NativeGLfloatArray
346
347 init(index, count: Int, array: Array[Float])
348 do
349 self.index = index
350 self.count = count
351 self.glfloat_array = new NativeGLfloatArray(array.length)
352 for k in [0..array.length[ do
353 glfloat_array[k] = array[k]
354 end
355 end
356
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);
360 `}
361
362 # Enable this vertex attribute array
363 fun enable do glEnableVertexAttribArray(index)
364
365 # Disable this vertex attribute array
366 fun disable do glDisableVertexAttribArray(index)
367 end
368
369 # Enable the generic vertex attribute array at `index`
370 fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `}
371
372 # Disable the generic vertex attribute array at `index`
373 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
374
375 # Render primitives from array data
376 fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
377
378 # Render primitives from array data by their index listed in `indices`
379 fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
380 glDrawElements(mode, count, typ, indices);
381 `}
382
383 # Render primitives from array data, at `offset` in the element buffer
384 fun glDrawElementsi(mode: GLDrawMode, count: Int, typ: GLDataType, offset: Int) `{
385 glDrawElements(mode, count, typ, (const GLvoid*)offset);
386 `}
387
388 # Define an array of generic vertex attribute data
389 fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
390 glVertexAttribPointer(index, size, typ, normalized, stride, array);
391 `}
392
393 # Define an array of generic vertex attribute data, at `offset` in the array buffer
394 fun glVertexAttribPointeri(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, offset: Int) `{
395 glVertexAttribPointer(index, size, typ, normalized, stride, (const GLvoid*)offset);
396 `}
397
398 # Specify the value of a generic vertex attribute
399 fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
400
401 # Specify the value of a generic vertex attribute
402 fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `}
403
404 # Specify the value of a generic vertex attribute
405 fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
406
407 # Specify the value of a generic vertex attribute
408 fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
409
410 # Specify the value of a uniform variable for the current program object
411 fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
412
413 # Specify the value of a uniform variable for the current program object
414 fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `}
415
416 # Specify the value of a uniform variable for the current program object
417 fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
418
419 # Specify the value of a uniform variable for the current program object
420 fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `}
421
422 # Specify the value of a uniform variable for the current program object
423 fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `}
424
425 # Specify the value of a uniform variable for the current program object
426 fun glUniform2f(index: Int, x, y: Float) `{ glUniform2f(index, x, y); `}
427
428 # Specify the value of a uniform variable for the current program object
429 fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `}
430
431 # Specify the value of a uniform variable for the current program object
432 fun glUniform4f(index: Int, x, y, z, w: Float) `{ glUniform4f(index, x, y, z, w); `}
433
434 # Low level array of `Float`
435 class GLfloatArray
436 super CArray[Float]
437 redef type NATIVE: NativeGLfloatArray
438
439 redef init(length)
440 do
441 native_array = new NativeGLfloatArray(length)
442 end
443
444 # Create with the content of `array`
445 new from(array: Array[Float])
446 do
447 var arr = new GLfloatArray(array.length)
448 arr.fill_from array
449 return arr
450 end
451
452 # Fill with the content of `array`
453 fun fill_from(array: Array[Float])
454 do
455 assert length >= array.length
456 for k in [0..array.length[ do
457 self[k] = array[k]
458 end
459 end
460 end
461
462 # An array of `GLfloat` in C (`GLfloat*`)
463 extern class NativeGLfloatArray `{ GLfloat* `}
464 super NativeCArray
465 redef type E: Float
466
467 new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `}
468
469 redef fun [](index) `{ return self[index]; `}
470 redef fun []=(index, val) `{ self[index] = val; `}
471
472 redef fun +(offset) `{ return self + offset; `}
473 end
474
475 # General type for OpenGL enumerations
476 extern class GLEnum `{ GLenum `}
477
478 redef fun hash `{ return self; `}
479
480 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
481 end
482
483 # Error information
484 fun glGetError: GLError `{ return glGetError(); `}
485
486 # An OpenGL ES 2.0 error code
487 extern class GLError
488 super GLEnum
489
490 redef fun to_s
491 do
492 if self == gl_NO_ERROR then return "No error"
493 if self == gl_INVALID_ENUM then return "Invalid enum"
494 if self == gl_INVALID_VALUE then return "Invalid value"
495 if self == gl_INVALID_OPERATION then return "Invalid operation"
496 if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation"
497 if self == gl_OUT_OF_MEMORY then return "Out of memory"
498 return "Unknown error"
499 end
500 end
501
502 fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `}
503 fun gl_INVALID_ENUM: GLError `{ return GL_INVALID_ENUM; `}
504 fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `}
505 fun gl_INVALID_OPERATION: GLError `{ return GL_INVALID_OPERATION; `}
506 fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `}
507 fun gl_OUT_OF_MEMORY: GLError `{ return GL_OUT_OF_MEMORY; `}
508
509 fun assert_no_gl_error
510 do
511 var error = glGetError
512 if not error == gl_NO_ERROR then
513 print "GL error: {error}"
514 abort
515 end
516 end
517
518 # Texture unit, the number of texture units is implementation dependent
519 extern class GLTextureUnit
520 super GLEnum
521 end
522
523 fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `}
524 fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `}
525 fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `}
526 fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `}
527 fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `}
528 fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `}
529 fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `}
530 fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `}
531 fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `}
532 fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `}
533 fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `}
534 fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `}
535 fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `}
536 fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `}
537 fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `}
538 fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `}
539 fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `}
540 fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `}
541 fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `}
542 fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `}
543 fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `}
544 fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `}
545 fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `}
546 fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `}
547 fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `}
548 fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `}
549 fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `}
550 fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `}
551 fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `}
552 fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `}
553 fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `}
554 fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `}
555
556 # Texture unit at `offset` after `gl_TEXTURE0`
557 fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
558
559 # Generate `n` texture names
560 fun glGenTextures(n: Int): Array[Int]
561 do
562 var array = new CIntArray(n)
563 native_glGenTextures(n, array.native_array)
564 var a = array.to_a
565 array.destroy
566 return a
567 end
568
569 private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{
570 glGenTextures(n, (GLuint*)textures);
571 `}
572
573 # Select server-side active texture unit
574 fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `}
575
576 # Bind the named `texture` to a `target`
577 fun glBindTexture(target: GLTextureTarget, texture: Int) `{
578 glBindTexture(target, texture);
579 `}
580
581 # Delete named textures
582 fun glDeleteTextures(textures: SequenceRead[Int])
583 do
584 var n = textures.length
585 var array = new CIntArray.from(textures)
586 native_glDeleteTextures(n, array.native_array)
587 array.destroy
588 end
589
590 private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{
591 glDeleteTextures(n, (const GLuint *)textures);
592 `}
593
594 # Does `name` corresponds to a texture?
595 fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
596
597 # Set pixel storage modes
598 fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
599
600 # Symbolic name of the parameter to be set with `glPixelStorei`
601 extern class GLPack
602 super GLEnum
603 end
604
605 # Parameter to specify the alignment requirements for the start of each pixel row in memory
606 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
607
608 # Parameter to specify the alignment requirements for the start of each pixel row in memory
609 fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
610
611 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
612 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
613
614 # Specify a two-dimensional texture image
615 fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
616 width, height, border: Int,
617 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
618 glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
619 `}
620
621 # Specify a two-dimensional texture subimage
622 fun glTexSubImage2D(target: GLTextureTarget,
623 level, xoffset, yoffset, width, height, border: Int,
624 format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
625 glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data);
626 `}
627
628 # Copy pixels into a 2D texture image
629 fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
630 x, y, width, height, border: Int) `{
631 glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
632 `}
633
634 # Copy a two-dimensional texture subimage
635 fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{
636 glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
637 `}
638
639 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
640 fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
641 glReadPixels(x, y, width, height, format, typ, data);
642 `}
643
644 # Texture minifying and magnifying function
645 extern class GLTexParameteri
646 super GLEnum
647 end
648
649 fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `}
650 fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `}
651 fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `}
652 fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `}
653 fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `}
654 fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `}
655 fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `}
656 fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `}
657 fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `}
658
659 # Target texture
660 extern class GLTextureTarget
661 super GLEnum
662 end
663
664 # Two-dimensional texture
665 fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
666
667 # Cube map texture
668 fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
669
670 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
671 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
672
673 # A server-side capability
674 class GLCap
675
676 # TODO private init
677
678 # Internal OpenGL integer for this capability
679 private var val: Int
680
681 # Enable this server-side capability
682 fun enable do enable_native(val)
683 private fun enable_native(cap: Int) `{ glEnable(cap); `}
684
685 # Disable this server-side capability
686 fun disable do disable_native(val)
687 private fun disable_native(cap: Int) `{ glDisable(cap); `}
688
689 redef fun hash do return val
690 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
691 end
692
693 # Generate `n` renderbuffer object names
694 fun glGenRenderbuffers(n: Int): Array[Int]
695 do
696 var array = new CIntArray(n)
697 native_glGenRenderbuffers(n, array.native_array)
698 var a = array.to_a
699 array.destroy
700 return a
701 end
702
703 private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
704 glGenRenderbuffers(n, (GLuint *)renderbuffers);
705 `}
706
707 # Does `name` corresponds to a renderbuffer object?
708 fun glIsRenderbuffer(name: Int): Bool `{
709 return glIsRenderbuffer(name);
710 `}
711
712 # Delete named renderbuffer objects
713 fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int])
714 do
715 var n = renderbuffers.length
716 var array = new CIntArray.from(renderbuffers)
717 native_glDeleteRenderbuffers(n, array.native_array)
718 array.destroy
719 end
720
721 private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
722 return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers);
723 `}
724
725 # Attach a renderbuffer object to a framebuffer object
726 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
727 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
728 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
729 `}
730
731 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
732 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
733 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
734 `}
735
736 # Format for a renderbuffer
737 extern class GLRenderbufferFormat
738 super GLEnum
739 end
740
741 # 4 red, 4 green, 4 blue, 4 alpha bits format
742 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
743
744 # 5 red, 6 green, 5 blue bits format
745 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
746
747 # 5 red, 5 green, 5 blue, 1 alpha bits format
748 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
749
750 # 16 depth bits format
751 fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
752
753 # 8 stencil bits format
754 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
755
756 # Renderbuffer attachment point to a framebuffer
757 extern class GLAttachment
758 super GLEnum
759 end
760
761 # First color attachment point
762 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
763
764 # Depth attachment point
765 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
766
767 # Stencil attachment
768 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
769
770 redef class Sys
771 private var gles = new GLES is lazy
772 end
773
774 # Entry points to OpenGL ES 2.0 services
775 fun gl: GLES do return sys.gles
776
777 # OpenGL ES 2.0 services
778 class GLES
779
780 # Query the boolean value at `key`
781 private fun get_bool(key: Int): Bool `{
782 GLboolean val;
783 glGetBooleanv(key, &val);
784 return val == GL_TRUE;
785 `}
786
787 # Query the floating point value at `key`
788 private fun get_float(key: Int): Float `{
789 GLfloat val;
790 glGetFloatv(key, &val);
791 return val;
792 `}
793
794 # Query the integer value at `key`
795 private fun get_int(key: Int): Int `{
796 GLint val;
797 glGetIntegerv(key, &val);
798 return val;
799 `}
800
801 # Does this driver support shader compilation?
802 #
803 # Should always return `true` in OpenGL ES 2.0 and 3.0.
804 fun shader_compiler: Bool do return get_bool(0x8DFA)
805
806 # OpenGL server-side capabilities
807 var capabilities = new GLCapabilities is lazy
808 end
809
810 # Specify the clear values for the color buffer, default values are at 0.0
811 fun glClearColor(red, green, blue, alpha: Float) `{
812 glClearColor(red, green, blue, alpha);
813 `}
814
815 # Specify the clear `value` for the depth buffer, default at 1.0
816 fun glClearDepthf(value: Float) `{ glClearDepthf(value); `}
817
818 # Specify the clear `value` for the stencil buffer, default at 0
819 fun glClearStencil(value: Int) `{ glClearStencil(value); `}
820
821 # Clear the `buffer`
822 fun glClear(buffer: GLBuffer) `{ glClear(buffer); `}
823
824 # Enable and disable writing of frame buffer color components
825 fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
826
827 # Set the viewport
828 fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
829
830 # Block until all GL execution is complete
831 fun glFinish `{ glFinish(); `}
832
833 # Force execution of GL commands in finite time
834 fun glFlush `{ glFlush(); `}
835
836 # Set texture parameters
837 fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
838 glTexParameteri(target, pname, param);
839 `}
840
841 # Name of parameters of textures
842 extern class GLTexParameteriName
843 super GLEnum
844 end
845
846 fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `}
847 fun gl_TEXTURE_MAG_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `}
848 fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `}
849 fun gl_TEXTURE_WRAP_T: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `}
850
851 # Bind `framebuffer` to a framebuffer target
852 #
853 # In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
854 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
855 glBindFramebuffer(target, framebuffer);
856 `}
857
858 # Target of `glBindFramebuffer`
859 extern class GLFramebufferTarget
860 super GLEnum
861 end
862
863 # Target both reading and writing on the framebuffer with `glBindFramebuffer`
864 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
865
866 # Bind `renderbuffer` to a renderbuffer target
867 #
868 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
869 fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{
870 glBindRenderbuffer(target, renderbuffer);
871 `}
872
873 # Target of `glBindRenderbuffer`
874 extern class GLRenderbufferTarget
875 super GLEnum
876 end
877
878 # Target a renderbuffer with `glBindRenderbuffer`
879 fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
880
881 # Specify implementation specific hints
882 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
883 glHint(target, mode);
884 `}
885
886 # Generate and fill set of mipmaps for the texture object `target`
887 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
888
889 # Generate `n` buffer names
890 fun glGenBuffers(n: Int): Array[Int]
891 do
892 var array = new CIntArray(n)
893 native_glGenBuffers(n, array.native_array)
894 var a = array.to_a
895 array.destroy
896 return a
897 end
898
899 private fun native_glGenBuffers(n: Int, buffers: NativeCIntArray) `{
900 glGenBuffers(n, (GLuint *)buffers);
901 `}
902
903 # Does `name` corresponds to a buffer object?
904 fun glIsBuffer(name: Int): Bool `{
905 return glIsBuffer(name);
906 `}
907
908 # Delete named buffer objects
909 fun glDeleteBuffers(buffers: SequenceRead[Int])
910 do
911 var n = buffers.length
912 var array = new CIntArray.from(buffers)
913 native_glDeleteFramebuffers(n, array.native_array)
914 array.destroy
915 end
916
917 private fun native_glDeleteBuffers(n: Int, buffers: NativeCIntArray) `{
918 return glDeleteBuffers(n, (const GLuint *)buffers);
919 `}
920
921 # Create and initialize a buffer object's data store
922 fun glBufferData(target: GLArrayBuffer, size: Int, data: Pointer, usage: GLBufferUsage) `{
923 glBufferData(target, size, data, usage);
924 `}
925
926 # Update a subset of a buffer object's data store
927 fun glBufferSubData(target: GLArrayBuffer, offset, size: Int, data: Pointer) `{
928 glBufferSubData(target, offset, size, data);
929 `}
930
931 # Expected usage of a buffer
932 extern class GLBufferUsage
933 super GLEnum
934 end
935
936 # Data will be modified once and used a few times
937 fun gl_STREAM_DRAW: GLBufferUsage `{ return GL_STREAM_DRAW; `}
938
939 # Data will be modified once and used many times
940 fun gl_STATIC_DRAW: GLBufferUsage `{ return GL_STATIC_DRAW; `}
941
942 # Data will be modified repeatedly and used many times
943 fun gl_DYNAMIC_DRAW: GLBufferUsage `{ return GL_DYNAMIC_DRAW; `}
944
945 # Bind the named `buffer` object
946 fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
947
948 # Target to which bind the buffer with `glBindBuffer`
949 extern class GLArrayBuffer
950 super GLEnum
951 end
952
953 # Array buffer target
954 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
955
956 # Element array buffer
957 fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
958
959 # Completeness status of a framebuffer object
960 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
961 return glCheckFramebufferStatus(target);
962 `}
963
964 # Return value of `glCheckFramebufferStatus`
965 extern class GLFramebufferStatus
966 super GLEnum
967
968 redef fun to_s
969 do
970 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
971 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
972 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
973 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
974 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
975 return "unknown"
976 end
977 end
978
979 # The framebuffer is complete
980 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
981 return GL_FRAMEBUFFER_COMPLETE;
982 `}
983
984 # Not all framebuffer attachment points are framebuffer attachment complete
985 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
986 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
987 `}
988
989 # Not all attached images have the same width and height
990 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
991 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
992 `}
993
994 # No images are attached to the framebuffer
995 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
996 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
997 `}
998
999 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
1000 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
1001 return GL_FRAMEBUFFER_UNSUPPORTED;
1002 `}
1003
1004 # Hint target for `glHint`
1005 extern class GLHintTarget
1006 super GLEnum
1007 end
1008
1009 # Indicates the quality of filtering when generating mipmap images
1010 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
1011
1012 # Hint mode for `glHint`
1013 extern class GLHintMode
1014 super GLEnum
1015 end
1016
1017 # The most efficient option should be chosen
1018 fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
1019
1020 # The most correct, or highest quality, option should be chosen
1021 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
1022
1023 # No preference
1024 fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
1025
1026 # Generate `n` framebuffer object names
1027 fun glGenFramebuffers(n: Int): Array[Int]
1028 do
1029 var array = new CIntArray(n)
1030 native_glGenFramebuffers(n, array.native_array)
1031 var a = array.to_a
1032 array.destroy
1033 return a
1034 end
1035
1036 private fun native_glGenFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
1037 glGenFramebuffers(n, (GLuint *)framebuffers);
1038 `}
1039
1040 # Does `name` corresponds to a framebuffer object?
1041 fun glIsFramebuffer(name: Int): Bool `{
1042 return glIsFramebuffer(name);
1043 `}
1044
1045 # Delete named framebuffer objects
1046 fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
1047 do
1048 var n = framebuffers.length
1049 var array = new CIntArray.from(framebuffers)
1050 native_glDeleteFramebuffers(n, array.native_array)
1051 array.destroy
1052 end
1053
1054 private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
1055 return glDeleteFramebuffers(n, (const GLuint *)framebuffers);
1056 `}
1057
1058 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
1059 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
1060 texture_target: GLTextureTarget, texture, level: Int) `{
1061 glFramebufferTexture2D(target, attachment, texture_target, texture, level);
1062 `}
1063
1064 # Entry point to OpenGL server-side capabilities
1065 class GLCapabilities
1066
1067 # GL capability: blend the computed fragment color values
1068 #
1069 # Foreign: GL_BLEND
1070 var blend: GLCap is lazy do return new GLCap(0x0BE2)
1071
1072 # GL capability: cull polygons based of their winding in window coordinates
1073 #
1074 # Foreign: GL_CULL_FACE
1075 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
1076
1077 # GL capability: do depth comparisons and update the depth buffer
1078 #
1079 # Foreign: GL_DEPTH_TEST
1080 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
1081
1082 # GL capability: dither color components or indices before they are written to the color buffer
1083 #
1084 # Foreign: GL_DITHER
1085 var dither: GLCap is lazy do return new GLCap(0x0BE2)
1086
1087 # GL capability: add an offset to depth values of a polygon fragment before depth test
1088 #
1089 # Foreign: GL_POLYGON_OFFSET_FILL
1090 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
1091
1092 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
1093 #
1094 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
1095 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
1096
1097 # GL capability: AND the fragment coverage with the temporary coverage value
1098 #
1099 # Foreign: GL_SAMPLE_COVERAGE
1100 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
1101
1102 # GL capability: discard fragments that are outside the scissor rectangle
1103 #
1104 # Foreign: GL_SCISSOR_TEST
1105 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
1106
1107 # GL capability: do stencil testing and update the stencil buffer
1108 #
1109 # Foreign: GL_STENCIL_TEST
1110 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
1111 end
1112
1113 # All data types of OpenGL ES 2.0 shaders
1114 #
1115 # These types can be used by shader uniforms, as seen with
1116 # `GLProgram::active_uniform_type`.
1117 extern class GLDataType
1118 super GLEnum
1119 end
1120
1121 fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `}
1122 fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `}
1123 fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `}
1124 fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `}
1125 fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `}
1126 fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `}
1127 fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `}
1128
1129 fun gl_BYTE: GLDataType `{ return GL_BYTE; `}
1130 fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `}
1131 fun gl_SHORT: GLDataType `{ return GL_SHORT; `}
1132 fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `}
1133 fun gl_INT: GLDataType `{ return GL_INT; `}
1134 fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `}
1135 fun gl_FIXED: GLDataType `{ return GL_FIXED; `}
1136 fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `}
1137 fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `}
1138 fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `}
1139 fun gl_BOOL: GLDataType `{ return GL_BOOL; `}
1140 fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `}
1141 fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `}
1142 fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `}
1143 fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `}
1144 fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `}
1145
1146 fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
1147 fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1148 fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1149
1150 # Kind of primitives to render
1151 extern class GLDrawMode
1152 super GLEnum
1153 end
1154
1155 fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `}
1156 fun gl_LINES: GLDrawMode `{ return GL_LINES; `}
1157 fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `}
1158 fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `}
1159 fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `}
1160 fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `}
1161 fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `}
1162
1163 # Pixel arithmetic for blending operations
1164 extern class GLBlendFactor
1165 super GLEnum
1166 end
1167
1168 fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `}
1169 fun gl_ONE: GLBlendFactor `{ return GL_ONE; `}
1170 fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `}
1171 fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `}
1172 fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `}
1173 fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `}
1174 fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `}
1175 fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `}
1176 fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `}
1177 fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `}
1178 fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `}
1179
1180 # Condition under which a pixel will be drawn
1181 extern class GLDepthFunc
1182 super GLEnum
1183 end
1184
1185 fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `}
1186 fun gl_LESS: GLDepthFunc `{ return GL_LESS; `}
1187 fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `}
1188 fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `}
1189 fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `}
1190 fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `}
1191 fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `}
1192 fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `}
1193
1194 # Format of pixel data
1195 extern class GLPixelFormat
1196 super GLEnum
1197 end
1198
1199 fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `}
1200 fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
1201 fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `}
1202
1203 # Set of buffers as a bitwise OR mask
1204 extern class GLBuffer `{ GLbitfield `}
1205 # Bitwise OR with `other`
1206 fun |(other: GLBuffer): GLBuffer `{ return self | other; `}
1207 end
1208
1209 fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `}
1210 fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `}
1211 fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `}
1212
1213 # Define front- and back-facing polygons, `gc_CCW` by default
1214 fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
1215
1216 # Orientation of front-facing polygons
1217 extern class GLFrontFaceMode
1218 super GLEnum
1219 end
1220
1221 fun gl_CW: GLFrontFaceMode `{ return GL_CW; `}
1222 fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
1223
1224 # Specify whether front- or back-facing polygons can be culled, default is `back` only
1225 fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `}
1226
1227 # Candidates for culling
1228 extern class GLCullFaceMode
1229 super GLEnum
1230 end
1231
1232 fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
1233 fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `}
1234 fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
1235
1236 # Specify mapping of depth values from normalized device coordinates to window coordinates
1237 #
1238 # Default at 0.0, 1.0.
1239 fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `}
1240
1241 # Enable or disable writing into the depth buffer
1242 fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
1243
1244 # Specify the value used for depth buffer comparisons
1245 #
1246 # Default value is `gl_LESS`
1247 fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `}
1248
1249 # Set the pixel arithmetic for the blending operations
1250 #
1251 # Default values:
1252 # * `src_factor`: `gl_ONE`
1253 # * `dst_factor`: `gl_ZERO`
1254 fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
1255 glBlendFunc(src_factor, dst_factor);
1256 `}
1257
1258 # Set the scale and units used to calculate depth values
1259 fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
1260
1261 # Specify the width of rasterized lines
1262 fun glLineWidth(width: Float) `{ glLineWidth(width); `}
1263
1264 # Get the value of the parameter `pname` at `offset`
1265 fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{
1266 GLboolean v[4];
1267 glGetBooleanv(pname, v);
1268 return v[offset];
1269 `}
1270
1271 # Get the value of the parameter `pname` at `offset`
1272 fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{
1273 GLfloat v[4];
1274 glGetFloatv(pname, v);
1275 return v[offset];
1276 `}
1277
1278 # Get the value of the parameter `pname` at `offset`
1279 fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{
1280 GLint v[4];
1281 glGetIntegerv(pname, v);
1282 return v[offset];
1283 `}
1284
1285 fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `}
1286
1287 fun gl_MAX_TEXTURE_SIZE: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `}
1288 fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `}
1289 fun gl_MAX_VERTEX_ATTRIBS: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `}
1290 fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `}
1291 fun gl_MAX_VARYING_VECTORS: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `}
1292 fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `}
1293 fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
1294 fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
1295 fun gl_MAX_FRAGMENT_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}