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 # Enable this vertex attribute array
318 fun enable
do glEnableVertexAttribArray
(index
)
320 # Disable this vertex attribute array
321 fun disable
do glDisableVertexAttribArray
(index
)
324 # Enable the generic vertex attribute array at `index`
325 fun glEnableVertexAttribArray
(index
: Int) `{ glEnableVertexAttribArray(index); `}
327 # Disable the generic vertex attribute array at `index
`
328 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
330 # Render primitives from array data
331 fun glDrawArrays
(mode
: GLDrawMode, from
, count
: Int) `{ glDrawArrays(mode, from, count); `}
333 # Define an array of generic vertex attribute data
334 fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
335 glVertexAttribPointer
(index
, size
, typ
, normalized
, stride
, array
);
338 # Specify the value of a generic vertex attribute
339 fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
341 # Specify the value of a generic vertex attribute
342 fun glVertexAttrib2f
(index
: Int, x
, y
: Float) `{ glVertexAttrib2f(index, x, y); `}
344 # Specify the value of a generic vertex attribute
345 fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
347 # Specify the value of a generic vertex attribute
348 fun glVertexAttrib4f
(index
: Int, x
, y
, z
, w
: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
350 # Specify the value of a uniform variable for the current program object
351 fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
353 # Specify the value of a uniform variable for the current program object
354 fun glUniform2i
(index
, x
, y
: Int) `{ glUniform2i(index, x, y); `}
356 # Specify the value of a uniform variable for the current program object
357 fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
359 # Specify the value of a uniform variable for the current program object
360 fun glUniform4i
(index
, x
, y
, z
, w
: Int) `{ glUniform4i(index, x, y, z, w); `}
364 # Low level array of `Float`
367 redef type NATIVE: NativeGLfloatArray
369 init do native_array = new NativeGLfloatArray(length)
371 # Create with the content of `array
`
372 new from(array: Array[Float])
374 var arr = new GLfloatArray(array.length)
379 # Fill with the content of `array
`
380 fun fill_from(array: Array[Float])
382 assert length >= array.length
383 for k in [0..array.length[ do
389 # An array of `GLfloat` in C (`GLfloat*`)
390 extern class NativeGLfloatArray `{ GLfloat* `}
394 new(size
: Int) `{ return calloc(size, sizeof(GLfloat)); `}
396 redef fun [](index) `{ return self[index]; `}
397 redef fun []=(index
, val
) `{ self[index] = val; `}
399 redef fun +(offset) `{ return self + offset; `}
402 # General type for OpenGL enumerations
403 extern class GLEnum `{ GLenum `}
405 redef fun hash `{ return self; `}
407 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
410 # An OpenGL ES 2.0 error code
415 fun is_ok
: Bool do return is_no_error
417 # Is this not an error?
418 fun is_no_error
: Bool `{ return self == GL_NO_ERROR; `}
420 fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `}
421 fun is_invalid_value
: Bool `{ return self == GL_INVALID_VALUE; `}
422 fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `}
423 fun is_invalid_framebuffer_operation
: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `}
424 fun is_out_of_memory: Bool `{ return self == GL_OUT_OF_MEMORY; `}
428 if is_no_error
then return "No error"
429 if is_invalid_enum
then return "Invalid enum"
430 if is_invalid_value
then return "Invalid value"
431 if is_invalid_operation
then return "Invalid operation"
432 if is_invalid_framebuffer_operation
then return "invalid framebuffer operation"
433 if is_out_of_memory
then return "Out of memory"
434 return "Truely unknown error"
438 fun assert_no_gl_error
441 if not error
.is_ok
then
442 print
"GL error: {error}"
447 # Texture unit, the number of texture units is implementation dependent
448 extern class GLTextureUnit
452 fun gl_TEXTURE0
: GLTextureUnit `{ return GL_TEXTURE0; `}
453 fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `}
454 fun gl_TEXTURE2
: GLTextureUnit `{ return GL_TEXTURE2; `}
455 fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `}
456 fun gl_TEXTURE4
: GLTextureUnit `{ return GL_TEXTURE4; `}
457 fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `}
458 fun gl_TEXTURE6
: GLTextureUnit `{ return GL_TEXTURE6; `}
459 fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `}
460 fun gl_TEXTURE8
: GLTextureUnit `{ return GL_TEXTURE8; `}
461 fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `}
462 fun gl_TEXTURE10
: GLTextureUnit `{ return GL_TEXTURE10; `}
463 fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `}
464 fun gl_TEXTURE12
: GLTextureUnit `{ return GL_TEXTURE12; `}
465 fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `}
466 fun gl_TEXTURE14
: GLTextureUnit `{ return GL_TEXTURE14; `}
467 fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `}
468 fun gl_TEXTURE16
: GLTextureUnit `{ return GL_TEXTURE16; `}
469 fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `}
470 fun gl_TEXTURE18
: GLTextureUnit `{ return GL_TEXTURE18; `}
471 fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `}
472 fun gl_TEXTURE20
: GLTextureUnit `{ return GL_TEXTURE20; `}
473 fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `}
474 fun gl_TEXTURE22
: GLTextureUnit `{ return GL_TEXTURE22; `}
475 fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `}
476 fun gl_TEXTURE24
: GLTextureUnit `{ return GL_TEXTURE24; `}
477 fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `}
478 fun gl_TEXTURE26
: GLTextureUnit `{ return GL_TEXTURE26; `}
479 fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `}
480 fun gl_TEXTURE28
: GLTextureUnit `{ return GL_TEXTURE28; `}
481 fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `}
482 fun gl_TEXTURE30
: GLTextureUnit `{ return GL_TEXTURE30; `}
483 fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `}
485 # Texture unit at `offset` after `gl_TEXTURE0`
486 fun gl_TEXTURE
(offset
: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
488 # Generate `n
` texture names
489 fun glGenTextures(n: Int): Array[Int]
491 var array = new CIntArray(n)
492 native_glGenTextures(n, array.native_array)
498 private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{
499 glGenTextures
(n
, (GLuint*)textures
);
502 # Select server-side active texture unit
503 fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `}
505 # Bind the named `texture` to a `target`
506 fun glBindTexture
(target
: GLTextureTarget, texture
: Int) `{
507 glBindTexture(target, texture);
510 # Delete named textures
511 fun glDeleteTextures
(textures
: SequenceRead[Int])
513 var n
= textures
.length
514 var array
= new CIntArray.from
(textures
)
515 native_glDeleteTextures
(n
, array
.native_array
)
519 private fun native_glDeleteTextures
(n
: Int, textures
: NativeCIntArray) `{
520 glDeleteTextures(n, (const GLuint *)textures);
523 # Does `name` corresponds to a texture?
524 fun glIsTexture
(name
: Int): Bool `{ return glIsTexture(name); `}
526 # Set pixel storage modes
527 fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
529 # Symbolic name of the parameter to be set with `glPixelStorei`
534 # Parameter to specify the alignment requirements for the start of each pixel row in memory
535 fun gl_PACK_ALIGNEMENT
: GLPack `{ return GL_PACK_ALIGNMENT; `}
537 # Parameter to specify the alignment requirements for the start of each pixel row in memory
538 fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
540 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
541 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
543 # Specify a two-dimensional texture image
544 fun glTexImage2D
(target
: GLTextureTarget, level
, internalformat
, width
, height
, border
: Int,
545 format
: GLPixelFormat, typ
: GLPixelType, data
: NativeCByteArray) `{
546 glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
549 # Specify a two-dimensional texture subimage
550 fun glTexSubImage2D
(target
: GLTextureTarget,
551 level
, xoffset
, yoffset
, width
, height
, border
: Int,
552 format
: GLPixelFormat, typ
: GLPixelType, data
: Pointer) `{
553 glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data);
556 # Copy pixels into a 2D texture image
557 fun glCopyTexImage2D
(target
: GLTextureTarget, level
: Int, internalformat
: GLPixelFormat,
558 x
, y
, width
, height
, border
: Int) `{
559 glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
562 # Copy a two-dimensional texture subimage
563 fun glCopyTexSubImage2D
(target
: GLTextureTarget, level
, xoffset
, yoffset
, x
, y
, width
, height
: Int) `{
564 glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
567 # Texture minifying and magnifying function
568 extern class GLTextureFilter
572 fun gl_NEAREST
: GLTextureFilter `{ return GL_NEAREST; `}
573 fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `}
574 fun gl_NEAREST_MIPMAP_NEAREST
: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
575 fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
576 fun gl_NEAREST_MIPMAP_NINEAR
: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
577 fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
579 # Wrap parameter of a texture
581 # Used by: `tex_parameter_wrap_*`
582 extern class GLTextureWrap
585 new clamp_to_edge
`{ return GL_CLAMP_TO_EDGE; `}
586 new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `}
587 new repeat
`{ return GL_REPEAT; `}
591 extern class GLTextureTarget
595 # Two-dimensional texture
596 fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
599 fun gl_TEXTURE_CUBE_MAP
: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
601 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
602 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
604 # A server-side capability
609 # Internal OpenGL integer for this capability
612 # Enable this server-side capability
613 fun enable do enable_native(val)
614 private fun enable_native(cap: Int) `{ glEnable(cap); `}
616 # Disable this server-side capability
617 fun disable
do disable_native
(val
)
618 private fun disable_native
(cap
: Int) `{ glDisable(cap); `}
620 redef fun hash do return val
621 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
624 # Attach a renderbuffer object to a framebuffer object
625 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
626 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
627 glFramebufferRenderbuffer
(target
, attachment
, renderbuffertarget
, renderbuffer
);
630 # Establish data storage, `format
` and dimensions of the `target
` renderbuffer object's image
631 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
632 glRenderbufferStorage
(GL_RENDERBUFFER, format
, width
, height
);
635 # Format for a renderbuffer
636 extern class GLRenderbufferFormat
640 # 4 red, 4 green, 4 blue, 4 alpha bits format
641 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
643 # 5 red, 6 green, 5 blue bits format
644 fun gl_RGB565
: GLRenderbufferFormat `{ return GL_RGB565; `}
646 # 5 red, 5 green, 5 blue, 1 alpha bits format
647 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
649 # 16 depth bits format
650 fun gl_DEPTH_COMPNENT16
: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
652 # 8 stencil bits format
653 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
655 # Renderbuffer attachment point to a framebuffer
656 extern class GLAttachment
660 # First color attachment point
661 fun gl_COLOR_ATTACHMENT0
: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
663 # Depth attachment point
664 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
667 fun gl_STENCIL_ATTACHMENT
: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
670 private var gles = new GLES is lazy
673 # Entry points to OpenGL ES 2.0 services
674 fun gl: GLES do return sys.gles
676 # OpenGL ES 2.0 services
679 # Clear the color buffer to `red
`, `green
`, `blue
` and `alpha
`
680 fun clear_color(red, green, blue, alpha: Float) `{
681 glClearColor
(red
, green
, blue
, alpha
);
685 fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
687 # Specify mapping of depth values from normalized device coordinates to window coordinates
689 # Default at `gl_depth_range(0.0, 1.0)`
690 fun depth_range
(near
, far
: Float) `{ glDepthRangef(near, far); `}
692 # Define front- and back-facing polygons
694 # Front-facing polygons are clockwise if `value
`, counter-clockwise otherwise.
695 fun front_face=(value: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
697 # Specify whether front- or back-facing polygons can be culled, default is `back` only
699 # One or both of `front` or `back` must be `true`. If you want to deactivate culling
700 # use `(new GLCap.cull_face).disable`.
702 # Require: `front or back`
703 fun cull_face
(front
, back
: Bool)
705 assert not (front
or back
)
706 cull_face_native
(front
, back
)
709 private fun cull_face_native
(front
, back
: Bool) `{
710 glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
714 fun clear
(buffer
: GLBuffer) `{ glClear(buffer); `}
716 # Last error from OpenGL ES 2.0
717 fun error: GLError `{ return glGetError(); `}
719 # Query the boolean value at `key`
720 private fun get_bool
(key
: Int): Bool `{
722 glGetBooleanv(key, &val);
723 return val == GL_TRUE;
726 # Query the floating point value at `key`
727 private fun get_float
(key
: Int): Float `{
729 glGetFloatv(key, &val);
733 # Query the integer value at `key`
734 private fun get_int
(key
: Int): Int `{
736 glGetIntegerv(key, &val);
740 # Does this driver support shader compilation?
742 # Should always return `true` in OpenGL ES 2.0 and 3.0.
743 fun shader_compiler
: Bool do return get_bool
(0x8DFA)
745 # Enable or disable writing into the depth buffer
746 fun depth_mask
(value
: Bool) `{ glDepthMask(value); `}
748 # Set the scale and units used to calculate depth values
749 fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
751 # Specify the width of rasterized lines
752 fun line_width
(width
: Float) `{ glLineWidth(width); `}
754 # Set the pixel arithmetic for the blending operations
756 # Defaultvalues before assignation:
757 # * `src_factor
`: `GLBlendFactor::one
`
758 # * `dst_factor
`: `GLBlendFactor::zero
`
759 fun blend_func(src_factor, dst_factor: GLBlendFactor) `{
760 glBlendFunc
(src_factor
, dst_factor
);
763 # Specify the value used for depth buffer comparisons
765 # Default value is `GLDepthFunc::less
`
767 # Foreign: glDepthFunc
768 fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
770 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
772 # Foreign: glReadPixel
773 fun read_pixels
(x
, y
, width
, height
: Int, format
: GLPixelFormat, typ
: GLPixelType, data
: Pointer) `{
774 glReadPixels(x, y, width, height, format, typ, data);
777 # Set the texture minifying function
779 # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
780 fun tex_parameter_min_filter
(target
: GLTextureTarget, value
: GLTextureFilter) `{
781 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
784 # Set the texture magnification function
786 # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
787 fun tex_parameter_mag_filter
(target
: GLTextureTarget, value
: GLTextureFilter) `{
788 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
791 # Set the texture wrap parameter for coordinates _s_
793 # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
794 fun tex_parameter_wrap_s
(target
: GLTextureTarget, value
: GLTextureWrap) `{
795 glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
798 # Set the texture wrap parameter for coordinates _t_
800 # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
801 fun tex_parameter_wrap_t
(target
: GLTextureTarget, value
: GLTextureWrap) `{
802 glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
805 # Render primitives from array data
807 # Foreign: glDrawArrays
808 fun draw_arrays
(mode
: GLDrawMode, from
, count
: Int) `{ glDrawArrays(mode, from, count); `}
810 # OpenGL server-side capabilities
811 var capabilities = new GLCapabilities is lazy
814 # Bind `framebuffer
` to a framebuffer target
816 # In OpenGL ES 2.0, `target
` must be `gl_FRAMEBUFFER
`.
817 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
818 glBindFramebuffer
(target
, framebuffer
);
821 # Target of `glBindFramebuffer
`
822 extern class GLFramebufferTarget
826 # Target both reading and writing on the framebuffer with `glBindFramebuffer
`
827 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
829 # Bind `renderbuffer` to a renderbuffer target
831 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
832 fun glBindRenderbuffer
(target
: GLRenderbufferTarget, renderbuffer
: Int) `{
833 glBindRenderbuffer(target, renderbuffer);
836 # Target of `glBindRenderbuffer`
837 extern class GLRenderbufferTarget
841 # Target a renderbuffer with `glBindRenderbuffer`
842 fun gl_RENDERBUFFER
: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
844 # Specify implementation specific hints
845 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
846 glHint
(target
, mode
);
849 # Generate and fill set of mipmaps for the texture object `target
`
850 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
852 # Bind the named `buffer` object
853 fun glBindBuffer
(target
: GLArrayBuffer, buffer
: Int) `{ glBindBuffer(target, buffer); `}
855 # Target to which bind the buffer with `glBindBuffer
`
856 extern class GLArrayBuffer
860 # Array buffer target
861 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
863 # Element array buffer
864 fun gl_ELEMENT_ARRAY_BUFFER
: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
866 # Completeness status of a framebuffer object
867 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
868 return glCheckFramebufferStatus
(target
);
871 # Return value of `glCheckFramebufferStatus
`
872 extern class GLFramebufferStatus
877 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
878 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
879 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
880 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
881 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
886 # The framebuffer is complete
887 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
888 return GL_FRAMEBUFFER_COMPLETE;
891 # Not all framebuffer attachment points are framebuffer attachment complete
892 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
893 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
896 # Not all attached images have the same width and height
897 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
898 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
901 # No images are attached to the framebuffer
902 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
903 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
906 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
907 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
908 return GL_FRAMEBUFFER_UNSUPPORTED;
911 # Hint target for `glHint
`
912 extern class GLHintTarget
916 # Indicates the quality of filtering when generating mipmap images
917 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
919 # Hint mode for `glHint`
920 extern class GLHintMode
924 # The most efficient option should be chosen
925 fun gl_FASTEST
: GLHintMode `{ return GL_FASTEST; `}
927 # The most correct, or highest quality, option should be chosen
928 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
931 fun gl_DONT_CARE
: GLHintMode `{ return GL_DONT_CARE; `}
933 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
934 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
935 texture_target: GLTextureTarget, texture, level: Int) `{
936 glFramebufferTexture2D
(target
, attachment
, texture_target
, texture
, level
);
939 # Entry point to OpenGL server-side capabilities
942 # GL capability: blend the computed fragment color values
945 var blend: GLCap is lazy do return new GLCap(0x0BE2)
947 # GL capability: cull polygons based of their winding in window coordinates
949 # Foreign: GL_CULL_FACE
950 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
952 # GL capability: do depth comparisons and update the depth buffer
954 # Foreign: GL_DEPTH_TEST
955 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
957 # GL capability: dither color components or indices before they are written to the color buffer
960 var dither: GLCap is lazy do return new GLCap(0x0BE2)
962 # GL capability: add an offset to depth values of a polygon fragment before depth test
964 # Foreign: GL_POLYGON_OFFSET_FILL
965 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
967 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
969 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
970 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
972 # GL capability: AND the fragment coverage with the temporary coverage value
974 # Foreign: GL_SAMPLE_COVERAGE
975 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
977 # GL capability: discard fragments that are outside the scissor rectangle
979 # Foreign: GL_SCISSOR_TEST
980 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
982 # GL capability: do stencil testing and update the stencil buffer
984 # Foreign: GL_STENCIL_TEST
985 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
988 # Float related data types of OpenGL ES 2.0 shaders
990 # Only data types supported by shader attributes, as seen with
991 # `GLProgram::active_attrib_type
`.
992 extern class GLFloatDataType
995 fun is_float: Bool `{ return self == GL_FLOAT; `}
996 fun is_float_vec2
: Bool `{ return self == GL_FLOAT_VEC2; `}
997 fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `}
998 fun is_float_vec4
: Bool `{ return self == GL_FLOAT_VEC4; `}
999 fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `}
1000 fun is_float_mat3
: Bool `{ return self == GL_FLOAT_MAT3; `}
1001 fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `}
1003 # Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
1006 return o
!= null and o
isa GLFloatDataType and o
.hash
== self.hash
1010 # All data types of OpenGL ES 2.0 shaders
1012 # These types can be used by shader uniforms, as seen with
1013 # `GLProgram::active_uniform_type`.
1014 extern class GLDataType
1015 super GLFloatDataType
1017 fun is_int
: Bool `{ return self == GL_INT; `}
1018 fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `}
1019 fun is_int_vec3
: Bool `{ return self == GL_INT_VEC3; `}
1020 fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `}
1021 fun is_bool
: Bool `{ return self == GL_BOOL; `}
1022 fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `}
1023 fun is_bool_vec3
: Bool `{ return self == GL_BOOL_VEC3; `}
1024 fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `}
1025 fun is_sampler_2d
: Bool `{ return self == GL_SAMPLER_2D; `}
1026 fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `}
1029 # Kind of primitives to render with `GLES::draw_arrays`
1030 extern class GLDrawMode
1033 new points
`{ return GL_POINTS; `}
1034 new line_strip `{ return GL_LINE_STRIP; `}
1035 new line_loop
`{ return GL_LINE_LOOP; `}
1036 new lines `{ return GL_LINES; `}
1037 new triangle_strip
`{ return GL_TRIANGLE_STRIP; `}
1038 new triangle_fan `{ return GL_TRIANGLE_FAN; `}
1039 new triangles
`{ return GL_TRIANGLES; `}
1042 # Pixel arithmetic for blending operations
1044 # Used by `GLES::blend_func
`
1045 extern class GLBlendFactor
1048 new zero `{ return GL_ZERO; `}
1049 new one
`{ return GL_ONE; `}
1050 new src_color `{ return GL_SRC_COLOR; `}
1051 new one_minus_src_color
`{ return GL_ONE_MINUS_SRC_COLOR; `}
1052 new dst_color `{ return GL_DST_COLOR; `}
1053 new one_minus_dst_color
`{ return GL_ONE_MINUS_DST_COLOR; `}
1054 new src_alpha `{ return GL_SRC_ALPHA; `}
1055 new one_minus_src_alpha
`{ return GL_ONE_MINUS_SRC_ALPHA; `}
1056 new dst_alpha `{ return GL_DST_ALPHA; `}
1057 new one_minus_dst_alpha
`{ return GL_ONE_MINUS_DST_ALPHA; `}
1058 new constant_color `{ return GL_CONSTANT_COLOR; `}
1059 new one_minus_constant_color
`{ return GL_ONE_MINUS_CONSTANT_COLOR; `}
1060 new constant_alpha `{ return GL_CONSTANT_ALPHA; `}
1061 new one_minus_constant_alpha
`{ return GL_ONE_MINUS_CONSTANT_ALPHA; `}
1063 # Used for destination only
1064 new src_alpha_saturate `{ return GL_SRC_ALPHA_SATURATE; `}
1067 # Condition under which a pixel will be drawn
1069 # Used by `GLES::depth_func`
1070 extern class GLDepthFunc
1073 new never
`{ return GL_NEVER; `}
1074 new less `{ return GL_LESS; `}
1075 new equal
`{ return GL_EQUAL; `}
1076 new lequal `{ return GL_LEQUAL; `}
1077 new greater
`{ return GL_GREATER; `}
1078 new not_equal `{ return GL_NOTEQUAL; `}
1079 new gequal
`{ return GL_GEQUAL; `}
1080 new always `{ return GL_ALWAYS; `}
1083 # Format of pixel data
1085 # Used by `GLES::read_pixels`
1086 extern class GLPixelFormat
1089 new alpha
`{ return GL_ALPHA; `}
1090 new rgb `{ return GL_RGB; `}
1091 new rgba
`{ return GL_RGBA; `}
1094 # Data type of pixel data
1096 # Used by `GLES::read_pixels
`
1097 extern class GLPixelType
1100 new unsigned_byte `{ return GL_UNSIGNED_BYTE; `}
1101 new unsigned_short_5_6_5
`{ return GL_UNSIGNED_SHORT_5_6_5; `}
1102 new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1103 new unsigned_short_5_5_5_1
`{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1106 # Set of buffers as a bitwise OR mask, used by `GLES::clear
`
1109 # var buffers = (new GLBuffer).color.depth
1112 extern class GLBuffer `{ GLbitfield `}
1113 # Get an empty set of buffers
1116 # Add the color buffer to the returned buffer set
1117 fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
1119 # Add the depth buffer to the returned buffer set
1120 fun depth
: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
1122 # Add the stencil buffer to the returned buffer set
1123 fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}