1 # This file is part of NIT ( http://www.nitlanguage.org ).
3 # Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
9 # http://www.apache.org/licenses/LICENSE-2.0
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
17 # OpenGL graphics rendering library for embedded systems, version 2.0
19 # This is a low-level wrapper, it can be useful for developers already familiar
20 # with the C API of OpenGL. Most developers will prefer to use higher level
21 # wrappers such as `mnit` and `gammit`.
23 # Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader`
24 # applicable on string literals to check shader code using `glslangValidator`.
25 # The tool must be in PATH. It can be downloaded from
26 # https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
28 # Most services of this module are a direct wrapper of the underlying
29 # C library. If a method or class is not documented in Nit, refer to
30 # the official documentation by the Khronos Group at:
31 # http://www.khronos.org/opengles/sdk/docs/man/
34 new_annotation glsl_vertex_shader
35 new_annotation glsl_fragment_shader
36 ldflags
("-lGLESv2")@android
43 #include <GLES2/gl2.h>
46 # OpenGL ES program to which we attach shaders
47 extern class GLProgram `{GLuint`}
48 # Create a new program
50 # The newly created instance should be checked using `is_ok
`.
51 new `{ return glCreateProgram(); `}
53 # Is this a valid program?
54 fun is_ok
: Bool `{ return glIsProgram(self); `}
56 # Attach a `shader
` to this program
57 fun attach_shader(shader: GLShader) `{ glAttachShader(self, shader); `}
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);
65 # Get the location of the attribute by `name`
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);
73 # Get the location of the uniform by `name`
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);
81 # Query information on this program
82 fun query
(pname
: Int): Int `{
84 glGetProgramiv(self, pname, &val);
88 # Try to link this program
90 # Check result using `in_linked` and `info_log`.
91 fun link
`{ glLinkProgram(self); `}
93 # Is this program linked?
94 fun is_linked: Bool do return query(0x8B82) != 0
96 # Use this program for the following operations
97 fun use `{ glUseProgram(self); `}
100 fun delete
`{ glDeleteProgram(self); `}
102 # Has this program been deleted?
103 fun is_deleted: Bool do return query(0x8B80) != 0
105 # Validate whether this program can be executed in the current OpenGL state
107 # Check results using `is_validated
` and `info_log
`.
108 fun validate `{ glValidateProgram(self); `}
110 # Boolean result of `validate`, must be called after `validate`
111 fun is_validated
: Bool do return query
(0x8B83) != 0
113 # Retrieve the information log of this program
115 # Useful with `link` and `validate`
116 fun info_log
: String import NativeString.to_s
`{
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);
124 # Number of active uniform in this program
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)
130 # Length of the longest uniform name in this program, including `\n`
131 fun active_uniform_max_length
: Int do return query
(0x8B87)
133 # Number of active attributes in this program
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)
139 # Length of the longest uniform name in this program, including `\n`
140 fun active_attribute_max_length
: Int do return query
(0x8B8A)
142 # Number of shaders attached to this program
143 fun n_attached_shaders
: Int do return query
(0x8B85)
145 # Name of the active attribute at `index`
146 fun active_attrib_name
(index
: Int): String
148 var max_size
= active_attribute_max_length
149 return active_attrib_name_native
(index
, max_size
).to_s
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.
155 char *name = malloc(max_size);
158 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
162 # Size of the active attribute at `index`
163 fun active_attrib_size
(index
: Int): Int `{
166 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
170 # Type of the active attribute at `index`
172 # May only be float related data types (single float, vectors and matrix).
173 fun active_attrib_type
(index
: Int): GLFloatDataType `{
176 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
180 # Name of the active uniform at `index`
181 fun active_uniform_name
(index
: Int): String
183 var max_size
= active_attribute_max_length
184 return active_uniform_name_native
(index
, max_size
).to_s
186 private fun active_uniform_name_native
(index
, max_size
: Int): NativeString `{
187 char *name = malloc(max_size);
190 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
194 # Size of the active uniform at `index`
195 fun active_uniform_size
(index
: Int): Int `{
198 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
202 # Type of the active uniform at `index`
204 # May be any data type supported by OpenGL ES 2.0 shaders.
205 fun active_uniform_type
(index
: Int): GLDataType `{
208 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
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);
220 # Source of the shader, if available
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
226 var size = query(0x8B88)
227 if size == 0 then return null
228 return source_native(size).to_s
231 private fun source_native(size: Int): NativeString `{
232 GLchar *code
= malloc
(size
);
233 glGetShaderSource
(self, size
, NULL, code
);
237 # Query information on this shader
238 protected fun query(pname: Int): Int `{
240 glGetShaderiv
(self, pname
, &val
);
244 # Try to compile `source
` into a binary GPU program
246 # Check the result using `is_compiled
` and `info_log
`
247 fun compile `{ glCompileShader(self); `}
249 # Has this shader been compiled?
250 fun is_compiled
: Bool do return query
(0x8B81) != 0
253 fun delete
`{ glDeleteShader(self); `}
255 # Has this shader been deleted?
256 fun is_deleted: Bool do return query(0x8B80) != 0
258 # Is this a valid shader?
259 fun is_ok: Bool `{ return glIsShader(self); `}
261 # Retrieve the information log of this shader
263 # Useful with `link` and `validate`
264 fun info_log
: String import NativeString.to_s
`{
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);
273 # An OpenGL ES 2.0 fragment shader
274 extern class GLFragmentShader
277 # Create a new fragment shader
279 # The newly created instance should be checked using `is_ok`.
280 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
283 # An OpenGL ES 2.0 vertex shader
284 extern class GLVertexShader
287 # Create a new fragment shader
289 # The newly created instance should be checked using `is_ok
`.
290 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
293 # An array of `Float` associated to a program variable
297 # Number of data per vertex
300 protected var glfloat_array
: NativeGLfloatArray
302 init(index
, count
: Int, array
: Array[Float])
306 self.glfloat_array
= new NativeGLfloatArray(array
.length
)
307 for k
in [0..array
.length
[ do
308 glfloat_array
[k
] = array
[k
]
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);
317 fun enable
do enable_intern
(index
)
318 private fun enable_intern
(index
: Int) `{ glEnableVertexAttribArray(index); `}
320 fun draw_arrays_triangles do draw_arrays_triangles_intern(index, count)
321 private fun draw_arrays_triangles_intern(index, count: Int) `{
322 glDrawArrays
(GL_TRIANGLES, index
, count
);
326 # Low level array of `Float`
329 redef type NATIVE: NativeGLfloatArray
331 init do native_array = new NativeGLfloatArray(length)
333 # Create with the content of `array
`
334 new from(array: Array[Float])
336 var arr = new GLfloatArray(array.length)
341 # Fill with the content of `array
`
342 fun fill_from(array: Array[Float])
344 assert length >= array.length
345 for k in [0..array.length[ do
351 # An array of `GLfloat` in C (`GLfloat*`)
352 extern class NativeGLfloatArray `{ GLfloat* `}
356 new(size
: Int) `{ return calloc(size, sizeof(GLfloat)); `}
358 redef fun [](index) `{ return self[index]; `}
359 redef fun []=(index
, val
) `{ self[index] = val; `}
361 redef fun +(offset) `{ return self + offset; `}
364 # General type for OpenGL enumerations
365 extern class GLEnum `{ GLenum `}
367 redef fun hash `{ return self; `}
369 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
372 # An OpenGL ES 2.0 error code
377 fun is_ok
: Bool do return is_no_error
379 # Is this not an error?
380 fun is_no_error
: Bool `{ return self == GL_NO_ERROR; `}
382 fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `}
383 fun is_invalid_value
: Bool `{ return self == GL_INVALID_VALUE; `}
384 fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `}
385 fun is_invalid_framebuffer_operation
: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `}
386 fun is_out_of_memory: Bool `{ return self == GL_OUT_OF_MEMORY; `}
390 if is_no_error
then return "No error"
391 if is_invalid_enum
then return "Invalid enum"
392 if is_invalid_value
then return "Invalid value"
393 if is_invalid_operation
then return "Invalid operation"
394 if is_invalid_framebuffer_operation
then return "invalid framebuffer operation"
395 if is_out_of_memory
then return "Out of memory"
396 return "Truely unknown error"
400 fun assert_no_gl_error
403 if not error
.is_ok
then
404 print
"GL error: {error}"
409 # Does `name` corresponds to a texture?
410 fun glIsTexture
(name
: Int): Bool `{ return glIsTexture(name); `}
412 # Bind the named `texture
` to a `target
`
413 fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
415 # Texture minifying and magnifying function
416 extern class GLTextureFilter
420 fun gl_NEAREST
: GLTextureFilter `{ return GL_NEAREST; `}
421 fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `}
422 fun gl_NEAREST_MIPMAP_NEAREST
: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
423 fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
424 fun gl_NEAREST_MIPMAP_NINEAR
: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
425 fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
427 # Wrap parameter of a texture
429 # Used by: `tex_parameter_wrap_*`
430 extern class GLTextureWrap
433 new clamp_to_edge
`{ return GL_CLAMP_TO_EDGE; `}
434 new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `}
435 new repeat
`{ return GL_REPEAT; `}
440 # Used by: `tex_parameter_
*`
441 extern class GLTextureTarget
444 new flat `{ return GL_TEXTURE_2D; `}
445 new cube_map
`{ return GL_TEXTURE_CUBE_MAP; `}
448 # A server-side capability
453 # Internal OpenGL integer for this capability
456 # Enable this server-side capability
457 fun enable do enable_native(val)
458 private fun enable_native(cap: Int) `{ glEnable(cap); `}
460 # Disable this server-side capability
461 fun disable
do disable_native
(val
)
462 private fun disable_native
(cap
: Int) `{ glDisable(cap); `}
464 redef fun hash do return val
465 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
468 # Attach a renderbuffer object to a framebuffer object
469 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
470 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
471 glFramebufferRenderbuffer
(target
, attachment
, renderbuffertarget
, renderbuffer
);
474 # Establish data storage, `format
` and dimensions of the `target
` renderbuffer object's image
475 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
476 glRenderbufferStorage
(GL_RENDERBUFFER, format
, width
, height
);
479 # Format for a renderbuffer
480 extern class GLRenderbufferFormat
484 # 4 red, 4 green, 4 blue, 4 alpha bits format
485 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
487 # 5 red, 6 green, 5 blue bits format
488 fun gl_RGB565
: GLRenderbufferFormat `{ return GL_RGB565; `}
490 # 5 red, 5 green, 5 blue, 1 alpha bits format
491 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
493 # 16 depth bits format
494 fun gl_DEPTH_COMPNENT16
: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
496 # 8 stencil bits format
497 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
499 # Renderbuffer attachment point to a framebuffer
500 extern class GLAttachment
504 # First color attachment point
505 fun gl_COLOR_ATTACHMENT0
: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
507 # Depth attachment point
508 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
511 fun gl_STENCIL_ATTACHMENT
: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
514 private var gles = new GLES is lazy
517 # Entry points to OpenGL ES 2.0 services
518 fun gl: GLES do return sys.gles
520 # OpenGL ES 2.0 services
523 # Clear the color buffer to `red
`, `green
`, `blue
` and `alpha
`
524 fun clear_color(red, green, blue, alpha: Float) `{
525 glClearColor
(red
, green
, blue
, alpha
);
529 fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
531 # Specify mapping of depth values from normalized device coordinates to window coordinates
533 # Default at `gl_depth_range(0.0, 1.0)`
534 fun depth_range
(near
, far
: Float) `{ glDepthRangef(near, far); `}
536 # Define front- and back-facing polygons
538 # Front-facing polygons are clockwise if `value
`, counter-clockwise otherwise.
539 fun front_face=(value: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
541 # Specify whether front- or back-facing polygons can be culled, default is `back` only
543 # One or both of `front` or `back` must be `true`. If you want to deactivate culling
544 # use `(new GLCap.cull_face).disable`.
546 # Require: `front or back`
547 fun cull_face
(front
, back
: Bool)
549 assert not (front
or back
)
550 cull_face_native
(front
, back
)
553 private fun cull_face_native
(front
, back
: Bool) `{
554 glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
558 fun clear
(buffer
: GLBuffer) `{ glClear(buffer); `}
560 # Last error from OpenGL ES 2.0
561 fun error: GLError `{ return glGetError(); `}
563 # Query the boolean value at `key`
564 private fun get_bool
(key
: Int): Bool `{
566 glGetBooleanv(key, &val);
567 return val == GL_TRUE;
570 # Query the floating point value at `key`
571 private fun get_float
(key
: Int): Float `{
573 glGetFloatv(key, &val);
577 # Query the integer value at `key`
578 private fun get_int
(key
: Int): Int `{
580 glGetIntegerv(key, &val);
584 # Does this driver support shader compilation?
586 # Should always return `true` in OpenGL ES 2.0 and 3.0.
587 fun shader_compiler
: Bool do return get_bool
(0x8DFA)
589 # Enable or disable writing into the depth buffer
590 fun depth_mask
(value
: Bool) `{ glDepthMask(value); `}
592 # Set the scale and units used to calculate depth values
593 fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
595 # Specify the width of rasterized lines
596 fun line_width
(width
: Float) `{ glLineWidth(width); `}
598 # Set the pixel arithmetic for the blending operations
600 # Defaultvalues before assignation:
601 # * `src_factor
`: `GLBlendFactor::one
`
602 # * `dst_factor
`: `GLBlendFactor::zero
`
603 fun blend_func(src_factor, dst_factor: GLBlendFactor) `{
604 glBlendFunc
(src_factor
, dst_factor
);
607 # Specify the value used for depth buffer comparisons
609 # Default value is `GLDepthFunc::less
`
611 # Foreign: glDepthFunc
612 fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
614 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
616 # Foreign: glReadPixel
617 fun read_pixels
(x
, y
, width
, height
: Int, format
: GLPixelFormat, typ
: GLPixelType, data
: Pointer) `{
618 glReadPixels(x, y, width, height, format, typ, data);
621 # Set the texture minifying function
623 # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
624 fun tex_parameter_min_filter
(target
: GLTextureTarget, value
: GLTextureFilter) `{
625 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
628 # Set the texture magnification function
630 # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
631 fun tex_parameter_mag_filter
(target
: GLTextureTarget, value
: GLTextureFilter) `{
632 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
635 # Set the texture wrap parameter for coordinates _s_
637 # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
638 fun tex_parameter_wrap_s
(target
: GLTextureTarget, value
: GLTextureWrap) `{
639 glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
642 # Set the texture wrap parameter for coordinates _t_
644 # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
645 fun tex_parameter_wrap_t
(target
: GLTextureTarget, value
: GLTextureWrap) `{
646 glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
649 # Render primitives from array data
651 # Foreign: glDrawArrays
652 fun draw_arrays
(mode
: GLDrawMode, from
, count
: Int) `{ glDrawArrays(mode, from, count); `}
654 # OpenGL server-side capabilities
655 var capabilities = new GLCapabilities is lazy
658 # Bind `framebuffer
` to a framebuffer target
660 # In OpenGL ES 2.0, `target
` must be `gl_FRAMEBUFFER
`.
661 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
662 glBindFramebuffer
(target
, framebuffer
);
665 # Target of `glBindFramebuffer
`
666 extern class GLFramebufferTarget
670 # Target both reading and writing on the framebuffer with `glBindFramebuffer
`
671 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
673 # Bind `renderbuffer` to a renderbuffer target
675 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
676 fun glBindRenderbuffer
(target
: GLRenderbufferTarget, renderbuffer
: Int) `{
677 glBindRenderbuffer(target, renderbuffer);
680 # Target of `glBindRenderbuffer`
681 extern class GLRenderbufferTarget
685 # Target a renderbuffer with `glBindRenderbuffer`
686 fun gl_RENDERBUFFER
: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
688 # Specify implementation specific hints
689 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
690 glHint
(target
, mode
);
693 # Generate and fill set of mipmaps for the texture object `target
`
694 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
696 # Bind the named `buffer` object
697 fun glBindBuffer
(target
: GLArrayBuffer, buffer
: Int) `{ glBindBuffer(target, buffer); `}
699 # Target to which bind the buffer with `glBindBuffer
`
700 extern class GLArrayBuffer
704 # Array buffer target
705 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
707 # Element array buffer
708 fun gl_ELEMENT_ARRAY_BUFFER
: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
710 # Completeness status of a framebuffer object
711 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
712 return glCheckFramebufferStatus
(target
);
715 # Return value of `glCheckFramebufferStatus
`
716 extern class GLFramebufferStatus
721 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
722 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
723 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
724 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
725 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
730 # The framebuffer is complete
731 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
732 return GL_FRAMEBUFFER_COMPLETE;
735 # Not all framebuffer attachment points are framebuffer attachment complete
736 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
737 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
740 # Not all attached images have the same width and height
741 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
742 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
745 # No images are attached to the framebuffer
746 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
747 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
750 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
751 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
752 return GL_FRAMEBUFFER_UNSUPPORTED;
755 # Hint target for `glHint
`
756 extern class GLHintTarget
760 # Indicates the quality of filtering when generating mipmap images
761 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
763 # Hint mode for `glHint`
764 extern class GLHintMode
768 # The most efficient option should be chosen
769 fun gl_FASTEST
: GLHintMode `{ return GL_FASTEST; `}
771 # The most correct, or highest quality, option should be chosen
772 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
775 fun gl_DONT_CARE
: GLHintMode `{ return GL_DONT_CARE; `}
777 # Entry point to OpenGL server-side capabilities
780 # GL capability: blend the computed fragment color values
783 var blend: GLCap is lazy do return new GLCap(0x0BE2)
785 # GL capability: cull polygons based of their winding in window coordinates
787 # Foreign: GL_CULL_FACE
788 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
790 # GL capability: do depth comparisons and update the depth buffer
792 # Foreign: GL_DEPTH_TEST
793 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
795 # GL capability: dither color components or indices before they are written to the color buffer
798 var dither: GLCap is lazy do return new GLCap(0x0BE2)
800 # GL capability: add an offset to depth values of a polygon fragment before depth test
802 # Foreign: GL_POLYGON_OFFSET_FILL
803 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
805 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
807 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
808 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
810 # GL capability: AND the fragment coverage with the temporary coverage value
812 # Foreign: GL_SAMPLE_COVERAGE
813 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
815 # GL capability: discard fragments that are outside the scissor rectangle
817 # Foreign: GL_SCISSOR_TEST
818 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
820 # GL capability: do stencil testing and update the stencil buffer
822 # Foreign: GL_STENCIL_TEST
823 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
826 # Float related data types of OpenGL ES 2.0 shaders
828 # Only data types supported by shader attributes, as seen with
829 # `GLProgram::active_attrib_type
`.
830 extern class GLFloatDataType
833 fun is_float: Bool `{ return self == GL_FLOAT; `}
834 fun is_float_vec2
: Bool `{ return self == GL_FLOAT_VEC2; `}
835 fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `}
836 fun is_float_vec4
: Bool `{ return self == GL_FLOAT_VEC4; `}
837 fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `}
838 fun is_float_mat3
: Bool `{ return self == GL_FLOAT_MAT3; `}
839 fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `}
841 # Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
844 return o
!= null and o
isa GLFloatDataType and o
.hash
== self.hash
848 # All data types of OpenGL ES 2.0 shaders
850 # These types can be used by shader uniforms, as seen with
851 # `GLProgram::active_uniform_type`.
852 extern class GLDataType
853 super GLFloatDataType
855 fun is_int
: Bool `{ return self == GL_INT; `}
856 fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `}
857 fun is_int_vec3
: Bool `{ return self == GL_INT_VEC3; `}
858 fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `}
859 fun is_bool
: Bool `{ return self == GL_BOOL; `}
860 fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `}
861 fun is_bool_vec3
: Bool `{ return self == GL_BOOL_VEC3; `}
862 fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `}
863 fun is_sampler_2d
: Bool `{ return self == GL_SAMPLER_2D; `}
864 fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `}
867 # Kind of primitives to render with `GLES::draw_arrays`
868 extern class GLDrawMode
871 new points
`{ return GL_POINTS; `}
872 new line_strip `{ return GL_LINE_STRIP; `}
873 new line_loop
`{ return GL_LINE_LOOP; `}
874 new lines `{ return GL_LINES; `}
875 new triangle_strip
`{ return GL_TRIANGLE_STRIP; `}
876 new triangle_fan `{ return GL_TRIANGLE_FAN; `}
877 new triangles
`{ return GL_TRIANGLES; `}
880 # Pixel arithmetic for blending operations
882 # Used by `GLES::blend_func
`
883 extern class GLBlendFactor
886 new zero `{ return GL_ZERO; `}
887 new one
`{ return GL_ONE; `}
888 new src_color `{ return GL_SRC_COLOR; `}
889 new one_minus_src_color
`{ return GL_ONE_MINUS_SRC_COLOR; `}
890 new dst_color `{ return GL_DST_COLOR; `}
891 new one_minus_dst_color
`{ return GL_ONE_MINUS_DST_COLOR; `}
892 new src_alpha `{ return GL_SRC_ALPHA; `}
893 new one_minus_src_alpha
`{ return GL_ONE_MINUS_SRC_ALPHA; `}
894 new dst_alpha `{ return GL_DST_ALPHA; `}
895 new one_minus_dst_alpha
`{ return GL_ONE_MINUS_DST_ALPHA; `}
896 new constant_color `{ return GL_CONSTANT_COLOR; `}
897 new one_minus_constant_color
`{ return GL_ONE_MINUS_CONSTANT_COLOR; `}
898 new constant_alpha `{ return GL_CONSTANT_ALPHA; `}
899 new one_minus_constant_alpha
`{ return GL_ONE_MINUS_CONSTANT_ALPHA; `}
901 # Used for destination only
902 new src_alpha_saturate `{ return GL_SRC_ALPHA_SATURATE; `}
905 # Condition under which a pixel will be drawn
907 # Used by `GLES::depth_func`
908 extern class GLDepthFunc
911 new never
`{ return GL_NEVER; `}
912 new less `{ return GL_LESS; `}
913 new equal
`{ return GL_EQUAL; `}
914 new lequal `{ return GL_LEQUAL; `}
915 new greater
`{ return GL_GREATER; `}
916 new not_equal `{ return GL_NOTEQUAL; `}
917 new gequal
`{ return GL_GEQUAL; `}
918 new always `{ return GL_ALWAYS; `}
921 # Format of pixel data
923 # Used by `GLES::read_pixels`
924 extern class GLPixelFormat
927 new alpha
`{ return GL_ALPHA; `}
928 new rgb `{ return GL_RGB; `}
929 new rgba
`{ return GL_RGBA; `}
932 # Data type of pixel data
934 # Used by `GLES::read_pixels
`
935 extern class GLPixelType
938 new unsigned_byte `{ return GL_UNSIGNED_BYTE; `}
939 new unsigned_short_5_6_5
`{ return GL_UNSIGNED_SHORT_5_6_5; `}
940 new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
941 new unsigned_short_5_5_5_1
`{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
944 # Set of buffers as a bitwise OR mask, used by `GLES::clear
`
947 # var buffers = (new GLBuffer).color.depth
950 extern class GLBuffer `{ GLbitfield `}
951 # Get an empty set of buffers
954 # Add the color buffer to the returned buffer set
955 fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
957 # Add the depth buffer to the returned buffer set
958 fun depth
: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
960 # Add the stencil buffer to the returned buffer set
961 fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}