lib/glesv2: intro glTexImage2D
[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 fun enable do enable_intern(index)
318 private fun enable_intern(index: Int) `{ glEnableVertexAttribArray(index); `}
319
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);
323 `}
324 end
325
326 # Low level array of `Float`
327 class GLfloatArray
328 super CArray[Float]
329 redef type NATIVE: NativeGLfloatArray
330
331 init do native_array = new NativeGLfloatArray(length)
332
333 # Create with the content of `array`
334 new from(array: Array[Float])
335 do
336 var arr = new GLfloatArray(array.length)
337 arr.fill_from array
338 return arr
339 end
340
341 # Fill with the content of `array`
342 fun fill_from(array: Array[Float])
343 do
344 assert length >= array.length
345 for k in [0..array.length[ do
346 self[k] = array[k]
347 end
348 end
349 end
350
351 # An array of `GLfloat` in C (`GLfloat*`)
352 extern class NativeGLfloatArray `{ GLfloat* `}
353 super NativeCArray
354 redef type E: Float
355
356 new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `}
357
358 redef fun [](index) `{ return self[index]; `}
359 redef fun []=(index, val) `{ self[index] = val; `}
360
361 redef fun +(offset) `{ return self + offset; `}
362 end
363
364 # General type for OpenGL enumerations
365 extern class GLEnum `{ GLenum `}
366
367 redef fun hash `{ return self; `}
368
369 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
370 end
371
372 # An OpenGL ES 2.0 error code
373 extern class GLError
374 super GLEnum
375
376 # Is there no error?
377 fun is_ok: Bool do return is_no_error
378
379 # Is this not an error?
380 fun is_no_error: Bool `{ return self == GL_NO_ERROR; `}
381
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; `}
387
388 redef fun to_s
389 do
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"
397 end
398 end
399
400 fun assert_no_gl_error
401 do
402 var error = gl.error
403 if not error.is_ok then
404 print "GL error: {error}"
405 abort
406 end
407 end
408
409 # Does `name` corresponds to a texture?
410 fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
411
412 # Bind the named `texture` to a `target`
413 fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
414
415 # Set pixel storage modes
416 fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
417
418 # Symbolic name of the parameter to be set with `glPixelStorei`
419 extern class GLPack
420 super GLEnum
421 end
422
423 # Parameter to specify the alignment requirements for the start of each pixel row in memory
424 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
425
426 # Parameter to specify the alignment requirements for the start of each pixel row in memory
427 fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
428
429 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
430 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
431
432 # Specify a two-dimensional texture image
433 fun glTexImage2D(target: GLTextureTarget, level, internalformat, width, height, border: Int,
434 format: GLPixelFormat, typ: GLPixelType, data: NativeCByteArray) `{
435 glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
436 `}
437
438 # Texture minifying and magnifying function
439 extern class GLTextureFilter
440 super GLEnum
441 end
442
443 fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `}
444 fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `}
445 fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
446 fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
447 fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
448 fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
449
450 # Wrap parameter of a texture
451 #
452 # Used by: `tex_parameter_wrap_*`
453 extern class GLTextureWrap
454 super GLEnum
455
456 new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `}
457 new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `}
458 new repeat `{ return GL_REPEAT; `}
459 end
460
461 # Target texture
462 #
463 # Used by: `tex_parameter_*`
464 extern class GLTextureTarget
465 super GLEnum
466
467 new flat `{ return GL_TEXTURE_2D; `}
468 new cube_map `{ return GL_TEXTURE_CUBE_MAP; `}
469 end
470
471 # A server-side capability
472 class GLCap
473
474 # TODO private init
475
476 # Internal OpenGL integer for this capability
477 private var val: Int
478
479 # Enable this server-side capability
480 fun enable do enable_native(val)
481 private fun enable_native(cap: Int) `{ glEnable(cap); `}
482
483 # Disable this server-side capability
484 fun disable do disable_native(val)
485 private fun disable_native(cap: Int) `{ glDisable(cap); `}
486
487 redef fun hash do return val
488 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
489 end
490
491 # Attach a renderbuffer object to a framebuffer object
492 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
493 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
494 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
495 `}
496
497 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
498 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
499 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
500 `}
501
502 # Format for a renderbuffer
503 extern class GLRenderbufferFormat
504 super GLEnum
505 end
506
507 # 4 red, 4 green, 4 blue, 4 alpha bits format
508 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
509
510 # 5 red, 6 green, 5 blue bits format
511 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
512
513 # 5 red, 5 green, 5 blue, 1 alpha bits format
514 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
515
516 # 16 depth bits format
517 fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
518
519 # 8 stencil bits format
520 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
521
522 # Renderbuffer attachment point to a framebuffer
523 extern class GLAttachment
524 super GLEnum
525 end
526
527 # First color attachment point
528 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
529
530 # Depth attachment point
531 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
532
533 # Stencil attachment
534 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
535
536 redef class Sys
537 private var gles = new GLES is lazy
538 end
539
540 # Entry points to OpenGL ES 2.0 services
541 fun gl: GLES do return sys.gles
542
543 # OpenGL ES 2.0 services
544 class GLES
545
546 # Clear the color buffer to `red`, `green`, `blue` and `alpha`
547 fun clear_color(red, green, blue, alpha: Float) `{
548 glClearColor(red, green, blue, alpha);
549 `}
550
551 # Set the viewport
552 fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
553
554 # Specify mapping of depth values from normalized device coordinates to window coordinates
555 #
556 # Default at `gl_depth_range(0.0, 1.0)`
557 fun depth_range(near, far: Float) `{ glDepthRangef(near, far); `}
558
559 # Define front- and back-facing polygons
560 #
561 # Front-facing polygons are clockwise if `value`, counter-clockwise otherwise.
562 fun front_face=(value: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
563
564 # Specify whether front- or back-facing polygons can be culled, default is `back` only
565 #
566 # One or both of `front` or `back` must be `true`. If you want to deactivate culling
567 # use `(new GLCap.cull_face).disable`.
568 #
569 # Require: `front or back`
570 fun cull_face(front, back: Bool)
571 do
572 assert not (front or back)
573 cull_face_native(front, back)
574 end
575
576 private fun cull_face_native(front, back: Bool) `{
577 glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
578 `}
579
580 # Clear the `buffer`
581 fun clear(buffer: GLBuffer) `{ glClear(buffer); `}
582
583 # Last error from OpenGL ES 2.0
584 fun error: GLError `{ return glGetError(); `}
585
586 # Query the boolean value at `key`
587 private fun get_bool(key: Int): Bool `{
588 GLboolean val;
589 glGetBooleanv(key, &val);
590 return val == GL_TRUE;
591 `}
592
593 # Query the floating point value at `key`
594 private fun get_float(key: Int): Float `{
595 GLfloat val;
596 glGetFloatv(key, &val);
597 return val;
598 `}
599
600 # Query the integer value at `key`
601 private fun get_int(key: Int): Int `{
602 GLint val;
603 glGetIntegerv(key, &val);
604 return val;
605 `}
606
607 # Does this driver support shader compilation?
608 #
609 # Should always return `true` in OpenGL ES 2.0 and 3.0.
610 fun shader_compiler: Bool do return get_bool(0x8DFA)
611
612 # Enable or disable writing into the depth buffer
613 fun depth_mask(value: Bool) `{ glDepthMask(value); `}
614
615 # Set the scale and units used to calculate depth values
616 fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
617
618 # Specify the width of rasterized lines
619 fun line_width(width: Float) `{ glLineWidth(width); `}
620
621 # Set the pixel arithmetic for the blending operations
622 #
623 # Defaultvalues before assignation:
624 # * `src_factor`: `GLBlendFactor::one`
625 # * `dst_factor`: `GLBlendFactor::zero`
626 fun blend_func(src_factor, dst_factor: GLBlendFactor) `{
627 glBlendFunc(src_factor, dst_factor);
628 `}
629
630 # Specify the value used for depth buffer comparisons
631 #
632 # Default value is `GLDepthFunc::less`
633 #
634 # Foreign: glDepthFunc
635 fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
636
637 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
638 #
639 # Foreign: glReadPixel
640 fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{
641 glReadPixels(x, y, width, height, format, typ, data);
642 `}
643
644 # Set the texture minifying function
645 #
646 # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
647 fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{
648 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
649 `}
650
651 # Set the texture magnification function
652 #
653 # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
654 fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{
655 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
656 `}
657
658 # Set the texture wrap parameter for coordinates _s_
659 #
660 # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
661 fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{
662 glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
663 `}
664
665 # Set the texture wrap parameter for coordinates _t_
666 #
667 # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
668 fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{
669 glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
670 `}
671
672 # Render primitives from array data
673 #
674 # Foreign: glDrawArrays
675 fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
676
677 # OpenGL server-side capabilities
678 var capabilities = new GLCapabilities is lazy
679 end
680
681 # Bind `framebuffer` to a framebuffer target
682 #
683 # In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
684 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
685 glBindFramebuffer(target, framebuffer);
686 `}
687
688 # Target of `glBindFramebuffer`
689 extern class GLFramebufferTarget
690 super GLEnum
691 end
692
693 # Target both reading and writing on the framebuffer with `glBindFramebuffer`
694 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
695
696 # Bind `renderbuffer` to a renderbuffer target
697 #
698 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
699 fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{
700 glBindRenderbuffer(target, renderbuffer);
701 `}
702
703 # Target of `glBindRenderbuffer`
704 extern class GLRenderbufferTarget
705 super GLEnum
706 end
707
708 # Target a renderbuffer with `glBindRenderbuffer`
709 fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
710
711 # Specify implementation specific hints
712 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
713 glHint(target, mode);
714 `}
715
716 # Generate and fill set of mipmaps for the texture object `target`
717 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
718
719 # Bind the named `buffer` object
720 fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
721
722 # Target to which bind the buffer with `glBindBuffer`
723 extern class GLArrayBuffer
724 super GLEnum
725 end
726
727 # Array buffer target
728 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
729
730 # Element array buffer
731 fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
732
733 # Completeness status of a framebuffer object
734 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
735 return glCheckFramebufferStatus(target);
736 `}
737
738 # Return value of `glCheckFramebufferStatus`
739 extern class GLFramebufferStatus
740 super GLEnum
741
742 redef fun to_s
743 do
744 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
745 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
746 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
747 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
748 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
749 return "unknown"
750 end
751 end
752
753 # The framebuffer is complete
754 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
755 return GL_FRAMEBUFFER_COMPLETE;
756 `}
757
758 # Not all framebuffer attachment points are framebuffer attachment complete
759 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
760 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
761 `}
762
763 # Not all attached images have the same width and height
764 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
765 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
766 `}
767
768 # No images are attached to the framebuffer
769 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
770 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
771 `}
772
773 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
774 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
775 return GL_FRAMEBUFFER_UNSUPPORTED;
776 `}
777
778 # Hint target for `glHint`
779 extern class GLHintTarget
780 super GLEnum
781 end
782
783 # Indicates the quality of filtering when generating mipmap images
784 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
785
786 # Hint mode for `glHint`
787 extern class GLHintMode
788 super GLEnum
789 end
790
791 # The most efficient option should be chosen
792 fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
793
794 # The most correct, or highest quality, option should be chosen
795 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
796
797 # No preference
798 fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
799
800 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
801 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
802 texture_target: GLTextureTarget, texture, level: Int) `{
803 glFramebufferTexture2D(target, attachment, texture_target, texture, level);
804 `}
805
806 # Entry point to OpenGL server-side capabilities
807 class GLCapabilities
808
809 # GL capability: blend the computed fragment color values
810 #
811 # Foreign: GL_BLEND
812 var blend: GLCap is lazy do return new GLCap(0x0BE2)
813
814 # GL capability: cull polygons based of their winding in window coordinates
815 #
816 # Foreign: GL_CULL_FACE
817 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
818
819 # GL capability: do depth comparisons and update the depth buffer
820 #
821 # Foreign: GL_DEPTH_TEST
822 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
823
824 # GL capability: dither color components or indices before they are written to the color buffer
825 #
826 # Foreign: GL_DITHER
827 var dither: GLCap is lazy do return new GLCap(0x0BE2)
828
829 # GL capability: add an offset to depth values of a polygon fragment before depth test
830 #
831 # Foreign: GL_POLYGON_OFFSET_FILL
832 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
833
834 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
835 #
836 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
837 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
838
839 # GL capability: AND the fragment coverage with the temporary coverage value
840 #
841 # Foreign: GL_SAMPLE_COVERAGE
842 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
843
844 # GL capability: discard fragments that are outside the scissor rectangle
845 #
846 # Foreign: GL_SCISSOR_TEST
847 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
848
849 # GL capability: do stencil testing and update the stencil buffer
850 #
851 # Foreign: GL_STENCIL_TEST
852 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
853 end
854
855 # Float related data types of OpenGL ES 2.0 shaders
856 #
857 # Only data types supported by shader attributes, as seen with
858 # `GLProgram::active_attrib_type`.
859 extern class GLFloatDataType
860 super GLEnum
861
862 fun is_float: Bool `{ return self == GL_FLOAT; `}
863 fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `}
864 fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `}
865 fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `}
866 fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `}
867 fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `}
868 fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `}
869
870 # Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
871 redef fun ==(o)
872 do
873 return o != null and o isa GLFloatDataType and o.hash == self.hash
874 end
875 end
876
877 # All data types of OpenGL ES 2.0 shaders
878 #
879 # These types can be used by shader uniforms, as seen with
880 # `GLProgram::active_uniform_type`.
881 extern class GLDataType
882 super GLFloatDataType
883
884 fun is_int: Bool `{ return self == GL_INT; `}
885 fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `}
886 fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `}
887 fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `}
888 fun is_bool: Bool `{ return self == GL_BOOL; `}
889 fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `}
890 fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `}
891 fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `}
892 fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `}
893 fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `}
894 end
895
896 # Kind of primitives to render with `GLES::draw_arrays`
897 extern class GLDrawMode
898 super GLEnum
899
900 new points `{ return GL_POINTS; `}
901 new line_strip `{ return GL_LINE_STRIP; `}
902 new line_loop `{ return GL_LINE_LOOP; `}
903 new lines `{ return GL_LINES; `}
904 new triangle_strip `{ return GL_TRIANGLE_STRIP; `}
905 new triangle_fan `{ return GL_TRIANGLE_FAN; `}
906 new triangles `{ return GL_TRIANGLES; `}
907 end
908
909 # Pixel arithmetic for blending operations
910 #
911 # Used by `GLES::blend_func`
912 extern class GLBlendFactor
913 super GLEnum
914
915 new zero `{ return GL_ZERO; `}
916 new one `{ return GL_ONE; `}
917 new src_color `{ return GL_SRC_COLOR; `}
918 new one_minus_src_color `{ return GL_ONE_MINUS_SRC_COLOR; `}
919 new dst_color `{ return GL_DST_COLOR; `}
920 new one_minus_dst_color `{ return GL_ONE_MINUS_DST_COLOR; `}
921 new src_alpha `{ return GL_SRC_ALPHA; `}
922 new one_minus_src_alpha `{ return GL_ONE_MINUS_SRC_ALPHA; `}
923 new dst_alpha `{ return GL_DST_ALPHA; `}
924 new one_minus_dst_alpha `{ return GL_ONE_MINUS_DST_ALPHA; `}
925 new constant_color `{ return GL_CONSTANT_COLOR; `}
926 new one_minus_constant_color `{ return GL_ONE_MINUS_CONSTANT_COLOR; `}
927 new constant_alpha `{ return GL_CONSTANT_ALPHA; `}
928 new one_minus_constant_alpha `{ return GL_ONE_MINUS_CONSTANT_ALPHA; `}
929
930 # Used for destination only
931 new src_alpha_saturate `{ return GL_SRC_ALPHA_SATURATE; `}
932 end
933
934 # Condition under which a pixel will be drawn
935 #
936 # Used by `GLES::depth_func`
937 extern class GLDepthFunc
938 super GLEnum
939
940 new never `{ return GL_NEVER; `}
941 new less `{ return GL_LESS; `}
942 new equal `{ return GL_EQUAL; `}
943 new lequal `{ return GL_LEQUAL; `}
944 new greater `{ return GL_GREATER; `}
945 new not_equal `{ return GL_NOTEQUAL; `}
946 new gequal `{ return GL_GEQUAL; `}
947 new always `{ return GL_ALWAYS; `}
948 end
949
950 # Format of pixel data
951 #
952 # Used by `GLES::read_pixels`
953 extern class GLPixelFormat
954 super GLEnum
955
956 new alpha `{ return GL_ALPHA; `}
957 new rgb `{ return GL_RGB; `}
958 new rgba `{ return GL_RGBA; `}
959 end
960
961 # Data type of pixel data
962 #
963 # Used by `GLES::read_pixels`
964 extern class GLPixelType
965 super GLEnum
966
967 new unsigned_byte `{ return GL_UNSIGNED_BYTE; `}
968 new unsigned_short_5_6_5 `{ return GL_UNSIGNED_SHORT_5_6_5; `}
969 new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
970 new unsigned_short_5_5_5_1 `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
971 end
972
973 # Set of buffers as a bitwise OR mask, used by `GLES::clear`
974 #
975 # ~~~
976 # var buffers = (new GLBuffer).color.depth
977 # gl.clear buffers
978 # ~~~
979 extern class GLBuffer `{ GLbitfield `}
980 # Get an empty set of buffers
981 new `{ return 0; `}
982
983 # Add the color buffer to the returned buffer set
984 fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
985
986 # Add the depth buffer to the returned buffer set
987 fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
988
989 # Add the stencil buffer to the returned buffer set
990 fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}
991 end