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 # Set the location for the attribute by `name`
54 fun bind_attrib_location
(index
: Int, name
: String) import String.to_cstring
`{
55 GLchar *c_name = String_to_cstring(name);
56 glBindAttribLocation(self, index, c_name);
59 # Get the location of the attribute by `name`
61 # Returns `-1` if there is no active attribute named `name`.
62 fun attrib_location
(name
: String): Int import String.to_cstring
`{
63 GLchar *c_name = String_to_cstring(name);
64 return glGetAttribLocation(self, c_name);
67 # Get the location of the uniform by `name`
69 # Returns `-1` if there is no active uniform named `name`.
70 fun uniform_location
(name
: String): Int import String.to_cstring
`{
71 GLchar *c_name = String_to_cstring(name);
72 return glGetUniformLocation(self, c_name);
75 # Query information on this program
76 fun query
(pname
: Int): Int `{
78 glGetProgramiv(self, pname, &val);
82 # Is this program linked?
83 fun is_linked
: Bool do return query
(0x8B82) != 0
85 # Has this program been deleted?
86 fun is_deleted
: Bool do return query
(0x8B80) != 0
88 # Boolean result of `validate`, must be called after `validate`
89 fun is_validated
: Bool do return query
(0x8B83) != 0
91 # Retrieve the information log of this program
93 # Useful with `link` and `validate`
94 fun info_log
: String import NativeString.to_s
`{
96 glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size);
97 GLchar *msg = malloc(size);
98 glGetProgramInfoLog(self, size, NULL, msg);
99 return NativeString_to_s(msg);
102 # Number of active uniform in this program
104 # This should be the number of uniforms declared in all shader, except
105 # unused uniforms which may have been optimized out.
106 fun n_active_uniforms
: Int do return query
(0x8B86)
108 # Length of the longest uniform name in this program, including `\n`
109 fun active_uniform_max_length
: Int do return query
(0x8B87)
111 # Number of active attributes in this program
113 # This should be the number of uniforms declared in all shader, except
114 # unused uniforms which may have been optimized out.
115 fun n_active_attributes
: Int do return query
(0x8B89)
117 # Length of the longest uniform name in this program, including `\n`
118 fun active_attribute_max_length
: Int do return query
(0x8B8A)
120 # Number of shaders attached to this program
121 fun n_attached_shaders
: Int do return query
(0x8B85)
123 # Name of the active attribute at `index`
124 fun active_attrib_name
(index
: Int): String
126 var max_size
= active_attribute_max_length
127 return active_attrib_name_native
(index
, max_size
).to_s
129 private fun active_attrib_name_native
(index
, max_size
: Int): NativeString `{
130 // We get more values than we need, for compatibility. At least the
131 // NVidia driver tries to fill them even if NULL.
133 char *name = malloc(max_size);
136 glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
140 # Size of the active attribute at `index`
141 fun active_attrib_size
(index
: Int): Int `{
144 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
148 # Type of the active attribute at `index`
150 # May only be float related data types (single float, vectors and matrix).
151 fun active_attrib_type
(index
: Int): GLFloatDataType `{
154 glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
158 # Name of the active uniform at `index`
159 fun active_uniform_name
(index
: Int): String
161 var max_size
= active_attribute_max_length
162 return active_uniform_name_native
(index
, max_size
).to_s
164 private fun active_uniform_name_native
(index
, max_size
: Int): NativeString `{
165 char *name = malloc(max_size);
168 glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
172 # Size of the active uniform at `index`
173 fun active_uniform_size
(index
: Int): Int `{
176 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
180 # Type of the active uniform at `index`
182 # May be any data type supported by OpenGL ES 2.0 shaders.
183 fun active_uniform_type
(index
: Int): GLDataType `{
186 glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
191 # Create a program object
192 fun glCreateProgram
: GLProgram `{ return glCreateProgram(); `}
194 # Install the `program
` as part of current rendering state
195 fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `}
197 # Link the `program` object
198 fun glLinkProgram
(program
: GLProgram) `{ glLinkProgram(program); `}
200 # Validate the `program
` object
201 fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `}
203 # Delete the `program` object
204 fun glDeleteProgram
(program
: GLProgram) `{ glDeleteProgram(program); `}
206 # Determine if `name
` corresponds to a program object
207 fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `}
209 # Attach a `shader` to `program`
210 fun glAttachShader
(program
: GLProgram, shader
: GLShader) `{ glAttachShader(program, shader); `}
212 # Detach `shader
` from `program
`
213 fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `}
215 # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
216 extern class GLShader `{GLuint`}
218 # Source of the shader, if available
220 # Returns `null` if the source is not available, usually when the shader
221 # was created from a binary file.
222 fun source: nullable String
224 var size = query(0x8B88)
225 if size == 0 then return null
226 return source_native(size).to_s
229 private fun source_native(size: Int): NativeString `{
230 GLchar *code
= malloc
(size
);
231 glGetShaderSource
(self, size
, NULL, code
);
235 # Query information on this shader
236 protected fun query(pname: Int): Int `{
238 glGetShaderiv
(self, pname
, &val
);
242 # Has this shader been compiled?
243 fun is_compiled: Bool do return query(0x8B81) != 0
245 # Has this shader been deleted?
246 fun is_deleted: Bool do return query(0x8B80) != 0
248 # Retrieve the information log of this shader
250 # Useful with `link
` and `validate
`
251 fun info_log: String import NativeString.to_s `{
253 glGetShaderiv
(self, GL_INFO_LOG_LENGTH, &size
);
254 GLchar *msg
= malloc
(size
);
255 glGetShaderInfoLog
(self, size
, NULL, msg
);
256 return NativeString_to_s(msg
);
261 extern class GLShaderType
265 fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
266 fun gl_FRAGMENT_SHADER
: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
268 # Create a shader object of the `shader_type
`
269 fun glCreateShader(shader_type: GLShaderType): GLShader `{
270 return glCreateShader
(shader_type
);
273 # Replace the source code in the `shader
` object with `code
`
274 fun glShaderSource(shader: GLShader, code: NativeString) `{
275 glShaderSource
(shader
, 1, (GLchar const
**)&code
, NULL);
278 # Compile the `shader
` object
279 fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
281 # Delete the `shader` object
282 fun glDeleteShader
(shader
: GLShader) `{ glDeleteShader(shader); `}
284 # Determine if `name
` corresponds to a shader object
285 fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
287 # An OpenGL ES 2.0 fragment shader
288 extern class GLFragmentShader
291 # Create a new fragment shader
293 # The newly created instance should be checked using `is_ok`.
294 new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
297 # An OpenGL ES 2.0 vertex shader
298 extern class GLVertexShader
301 # Create a new fragment shader
303 # The newly created instance should be checked using `is_ok
`.
304 new `{ return glCreateShader(GL_VERTEX_SHADER); `}
307 # An array of `Float` associated to a program variable
311 # Number of data per vertex
314 protected var glfloat_array
: NativeGLfloatArray
316 init(index
, count
: Int, array
: Array[Float])
320 self.glfloat_array
= new NativeGLfloatArray(array
.length
)
321 for k
in [0..array
.length
[ do
322 glfloat_array
[k
] = array
[k
]
326 fun attrib_pointer
do attrib_pointer_intern
(index
, count
, glfloat_array
)
327 private fun attrib_pointer_intern
(index
, count
: Int, array
: NativeGLfloatArray) `{
328 glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
331 # Enable this vertex attribute array
332 fun enable
do glEnableVertexAttribArray
(index
)
334 # Disable this vertex attribute array
335 fun disable
do glDisableVertexAttribArray
(index
)
338 # Enable the generic vertex attribute array at `index`
339 fun glEnableVertexAttribArray
(index
: Int) `{ glEnableVertexAttribArray(index); `}
341 # Disable the generic vertex attribute array at `index
`
342 fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `}
344 # Render primitives from array data
345 fun glDrawArrays
(mode
: GLDrawMode, from
, count
: Int) `{ glDrawArrays(mode, from, count); `}
347 # Define an array of generic vertex attribute data
348 fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
349 glVertexAttribPointer
(index
, size
, typ
, normalized
, stride
, array
);
352 # Specify the value of a generic vertex attribute
353 fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
355 # Specify the value of a generic vertex attribute
356 fun glVertexAttrib2f
(index
: Int, x
, y
: Float) `{ glVertexAttrib2f(index, x, y); `}
358 # Specify the value of a generic vertex attribute
359 fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `}
361 # Specify the value of a generic vertex attribute
362 fun glVertexAttrib4f
(index
: Int, x
, y
, z
, w
: Float) `{ glVertexAttrib4f(index, x, y, z, w); `}
364 # Specify the value of a uniform variable for the current program object
365 fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `}
367 # Specify the value of a uniform variable for the current program object
368 fun glUniform2i
(index
, x
, y
: Int) `{ glUniform2i(index, x, y); `}
370 # Specify the value of a uniform variable for the current program object
371 fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `}
373 # Specify the value of a uniform variable for the current program object
374 fun glUniform4i
(index
, x
, y
, z
, w
: Int) `{ glUniform4i(index, x, y, z, w); `}
378 # Low level array of `Float`
381 redef type NATIVE: NativeGLfloatArray
383 init do native_array = new NativeGLfloatArray(length)
385 # Create with the content of `array
`
386 new from(array: Array[Float])
388 var arr = new GLfloatArray(array.length)
393 # Fill with the content of `array
`
394 fun fill_from(array: Array[Float])
396 assert length >= array.length
397 for k in [0..array.length[ do
403 # An array of `GLfloat` in C (`GLfloat*`)
404 extern class NativeGLfloatArray `{ GLfloat* `}
408 new(size
: Int) `{ return calloc(size, sizeof(GLfloat)); `}
410 redef fun [](index) `{ return self[index]; `}
411 redef fun []=(index
, val
) `{ self[index] = val; `}
413 redef fun +(offset) `{ return self + offset; `}
416 # General type for OpenGL enumerations
417 extern class GLEnum `{ GLenum `}
419 redef fun hash `{ return self; `}
421 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
424 # An OpenGL ES 2.0 error code
429 fun is_ok
: Bool do return is_no_error
431 # Is this not an error?
432 fun is_no_error
: Bool `{ return self == GL_NO_ERROR; `}
434 fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `}
435 fun is_invalid_value
: Bool `{ return self == GL_INVALID_VALUE; `}
436 fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `}
437 fun is_invalid_framebuffer_operation
: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `}
438 fun is_out_of_memory: Bool `{ return self == GL_OUT_OF_MEMORY; `}
442 if is_no_error
then return "No error"
443 if is_invalid_enum
then return "Invalid enum"
444 if is_invalid_value
then return "Invalid value"
445 if is_invalid_operation
then return "Invalid operation"
446 if is_invalid_framebuffer_operation
then return "invalid framebuffer operation"
447 if is_out_of_memory
then return "Out of memory"
448 return "Truely unknown error"
452 fun assert_no_gl_error
455 if not error
.is_ok
then
456 print
"GL error: {error}"
461 # Texture unit, the number of texture units is implementation dependent
462 extern class GLTextureUnit
466 fun gl_TEXTURE0
: GLTextureUnit `{ return GL_TEXTURE0; `}
467 fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `}
468 fun gl_TEXTURE2
: GLTextureUnit `{ return GL_TEXTURE2; `}
469 fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `}
470 fun gl_TEXTURE4
: GLTextureUnit `{ return GL_TEXTURE4; `}
471 fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `}
472 fun gl_TEXTURE6
: GLTextureUnit `{ return GL_TEXTURE6; `}
473 fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `}
474 fun gl_TEXTURE8
: GLTextureUnit `{ return GL_TEXTURE8; `}
475 fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `}
476 fun gl_TEXTURE10
: GLTextureUnit `{ return GL_TEXTURE10; `}
477 fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `}
478 fun gl_TEXTURE12
: GLTextureUnit `{ return GL_TEXTURE12; `}
479 fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `}
480 fun gl_TEXTURE14
: GLTextureUnit `{ return GL_TEXTURE14; `}
481 fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `}
482 fun gl_TEXTURE16
: GLTextureUnit `{ return GL_TEXTURE16; `}
483 fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `}
484 fun gl_TEXTURE18
: GLTextureUnit `{ return GL_TEXTURE18; `}
485 fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `}
486 fun gl_TEXTURE20
: GLTextureUnit `{ return GL_TEXTURE20; `}
487 fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `}
488 fun gl_TEXTURE22
: GLTextureUnit `{ return GL_TEXTURE22; `}
489 fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `}
490 fun gl_TEXTURE24
: GLTextureUnit `{ return GL_TEXTURE24; `}
491 fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `}
492 fun gl_TEXTURE26
: GLTextureUnit `{ return GL_TEXTURE26; `}
493 fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `}
494 fun gl_TEXTURE28
: GLTextureUnit `{ return GL_TEXTURE28; `}
495 fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `}
496 fun gl_TEXTURE30
: GLTextureUnit `{ return GL_TEXTURE30; `}
497 fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `}
499 # Texture unit at `offset` after `gl_TEXTURE0`
500 fun gl_TEXTURE
(offset
: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
502 # Generate `n
` texture names
503 fun glGenTextures(n: Int): Array[Int]
505 var array = new CIntArray(n)
506 native_glGenTextures(n, array.native_array)
512 private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{
513 glGenTextures
(n
, (GLuint*)textures
);
516 # Select server-side active texture unit
517 fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `}
519 # Bind the named `texture` to a `target`
520 fun glBindTexture
(target
: GLTextureTarget, texture
: Int) `{
521 glBindTexture(target, texture);
524 # Delete named textures
525 fun glDeleteTextures
(textures
: SequenceRead[Int])
527 var n
= textures
.length
528 var array
= new CIntArray.from
(textures
)
529 native_glDeleteTextures
(n
, array
.native_array
)
533 private fun native_glDeleteTextures
(n
: Int, textures
: NativeCIntArray) `{
534 glDeleteTextures(n, (const GLuint *)textures);
537 # Does `name` corresponds to a texture?
538 fun glIsTexture
(name
: Int): Bool `{ return glIsTexture(name); `}
540 # Set pixel storage modes
541 fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `}
543 # Symbolic name of the parameter to be set with `glPixelStorei`
548 # Parameter to specify the alignment requirements for the start of each pixel row in memory
549 fun gl_PACK_ALIGNEMENT
: GLPack `{ return GL_PACK_ALIGNMENT; `}
551 # Parameter to specify the alignment requirements for the start of each pixel row in memory
552 fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
554 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
555 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
557 # Specify a two-dimensional texture image
558 fun glTexImage2D
(target
: GLTextureTarget, level
: Int, internalformat
: GLPixelFormat,
559 width
, height
, border
: Int,
560 format
: GLPixelFormat, typ
: GLPixelType, data
: Pointer) `{
561 glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
564 # Specify a two-dimensional texture subimage
565 fun glTexSubImage2D
(target
: GLTextureTarget,
566 level
, xoffset
, yoffset
, width
, height
, border
: Int,
567 format
: GLPixelFormat, typ
: GLPixelType, data
: Pointer) `{
568 glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data);
571 # Copy pixels into a 2D texture image
572 fun glCopyTexImage2D
(target
: GLTextureTarget, level
: Int, internalformat
: GLPixelFormat,
573 x
, y
, width
, height
, border
: Int) `{
574 glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
577 # Copy a two-dimensional texture subimage
578 fun glCopyTexSubImage2D
(target
: GLTextureTarget, level
, xoffset
, yoffset
, x
, y
, width
, height
: Int) `{
579 glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
582 # Texture minifying and magnifying function
583 extern class GLTexParameteri
587 fun gl_NEAREST
: GLTexParameteri `{ return GL_NEAREST; `}
588 fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `}
589 fun gl_NEAREST_MIPMAP_NEAREST
: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `}
590 fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `}
591 fun gl_NEAREST_MIPMAP_NINEAR
: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `}
592 fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `}
593 fun gl_CLAMP_TO_EDGE
: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `}
594 fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `}
595 fun gl_REPEAT
: GLTexParameteri `{ return GL_REPEAT; `}
598 extern class GLTextureTarget
602 # Two-dimensional texture
603 fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `}
606 fun gl_TEXTURE_CUBE_MAP
: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
608 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
609 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
611 # A server-side capability
616 # Internal OpenGL integer for this capability
619 # Enable this server-side capability
620 fun enable do enable_native(val)
621 private fun enable_native(cap: Int) `{ glEnable(cap); `}
623 # Disable this server-side capability
624 fun disable
do disable_native
(val
)
625 private fun disable_native
(cap
: Int) `{ glDisable(cap); `}
627 redef fun hash do return val
628 redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
631 # Generate `n
` renderbuffer object names
632 fun glGenRenderbuffers(n: Int): Array[Int]
634 var array = new CIntArray(n)
635 native_glGenRenderbuffers(n, array.native_array)
641 private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
642 glGenRenderbuffers
(n
, (GLuint *)renderbuffers
);
645 # Determine if `name
` corresponds to a renderbuffer object
646 fun glIsRenderbuffer(name: Int): Bool `{
647 return glIsRenderbuffer
(name
);
650 # Delete named renderbuffer objects
651 fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int])
653 var n = renderbuffers.length
654 var array = new CIntArray.from(renderbuffers)
655 native_glDeleteRenderbuffers(n, array.native_array)
659 private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
660 return glDeleteRenderbuffers
(n
, (const
GLuint *)renderbuffers
);
663 # Attach a renderbuffer object to a framebuffer object
664 fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
665 renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
666 glFramebufferRenderbuffer
(target
, attachment
, renderbuffertarget
, renderbuffer
);
669 # Establish data storage, `format
` and dimensions of the `target
` renderbuffer object's image
670 fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{
671 glRenderbufferStorage
(GL_RENDERBUFFER, format
, width
, height
);
674 # Format for a renderbuffer
675 extern class GLRenderbufferFormat
679 # 4 red, 4 green, 4 blue, 4 alpha bits format
680 fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
682 # 5 red, 6 green, 5 blue bits format
683 fun gl_RGB565
: GLRenderbufferFormat `{ return GL_RGB565; `}
685 # 5 red, 5 green, 5 blue, 1 alpha bits format
686 fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
688 # 16 depth bits format
689 fun gl_DEPTH_COMPNENT16
: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
691 # 8 stencil bits format
692 fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
694 # Renderbuffer attachment point to a framebuffer
695 extern class GLAttachment
699 # First color attachment point
700 fun gl_COLOR_ATTACHMENT0
: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
702 # Depth attachment point
703 fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
706 fun gl_STENCIL_ATTACHMENT
: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
709 private var gles = new GLES is lazy
712 # Entry points to OpenGL ES 2.0 services
713 fun gl: GLES do return sys.gles
715 # OpenGL ES 2.0 services
718 # Specify mapping of depth values from normalized device coordinates to window coordinates
720 # Default at `gl_depth_range
(0.0, 1.0)`
721 fun depth_range(near, far: Float) `{ glDepthRangef(near, far); `}
723 # Define front- and back-facing polygons
725 # Front-facing polygons are clockwise if `value`, counter-clockwise otherwise.
726 fun front_face
=(value
: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
728 # Specify whether front- or back-facing polygons can be culled, default is `back
` only
730 # One or both of `front
` or `back
` must be `true`. If you want to deactivate culling
731 # use `(new GLCap.cull_face
).disable
`.
733 # Require: `front
or back
`
734 fun cull_face(front, back: Bool)
736 assert not (front or back)
737 cull_face_native(front, back)
740 private fun cull_face_native(front, back: Bool) `{
741 glCullFace
(front
? back
? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
744 # Last error from OpenGL ES 2.0
745 fun error: GLError `{ return glGetError(); `}
747 # Query the boolean value at `key`
748 private fun get_bool
(key
: Int): Bool `{
750 glGetBooleanv(key, &val);
751 return val == GL_TRUE;
754 # Query the floating point value at `key`
755 private fun get_float
(key
: Int): Float `{
757 glGetFloatv(key, &val);
761 # Query the integer value at `key`
762 private fun get_int
(key
: Int): Int `{
764 glGetIntegerv(key, &val);
768 # Does this driver support shader compilation?
770 # Should always return `true` in OpenGL ES 2.0 and 3.0.
771 fun shader_compiler
: Bool do return get_bool
(0x8DFA)
773 # Enable or disable writing into the depth buffer
774 fun depth_mask
(value
: Bool) `{ glDepthMask(value); `}
776 # Set the scale and units used to calculate depth values
777 fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
779 # Specify the width of rasterized lines
780 fun line_width
(width
: Float) `{ glLineWidth(width); `}
782 # Set the pixel arithmetic for the blending operations
784 # Defaultvalues before assignation:
785 # * `src_factor
`: `GLBlendFactor::one
`
786 # * `dst_factor
`: `GLBlendFactor::zero
`
787 fun blend_func(src_factor, dst_factor: GLBlendFactor) `{
788 glBlendFunc
(src_factor
, dst_factor
);
791 # Specify the value used for depth buffer comparisons
793 # Default value is `GLDepthFunc::less
`
795 # Foreign: glDepthFunc
796 fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
798 # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
800 # Foreign: glReadPixel
801 fun read_pixels
(x
, y
, width
, height
: Int, format
: GLPixelFormat, typ
: GLPixelType, data
: Pointer) `{
802 glReadPixels(x, y, width, height, format, typ, data);
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 # Specify the clear values for the color buffer, default values are at 0.0
815 fun glClearColor(red, green, blue, alpha: Float) `{
816 glClearColor
(red
, green
, blue
, alpha
);
820 fun glClear(buffer: GLBuffer) `{ glClear(buffer); `}
823 fun glViewport
(x
, y
, width
, height
: Int) `{ glViewport(x, y, width, height); `}
825 # Set texture parameters
826 fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
827 glTexParameteri
(target
, pname
, param
);
830 # Name of parameters of textures
831 extern class GLTexParameteriName
835 fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `}
836 fun gl_TEXTURE_MAG_FILTER
: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `}
837 fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `}
838 fun gl_TEXTURE_WRAP_T
: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `}
840 # Bind `framebuffer
` to a framebuffer target
842 # In OpenGL ES 2.0, `target
` must be `gl_FRAMEBUFFER
`.
843 fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
844 glBindFramebuffer
(target
, framebuffer
);
847 # Target of `glBindFramebuffer
`
848 extern class GLFramebufferTarget
852 # Target both reading and writing on the framebuffer with `glBindFramebuffer
`
853 fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
855 # Bind `renderbuffer` to a renderbuffer target
857 # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`.
858 fun glBindRenderbuffer
(target
: GLRenderbufferTarget, renderbuffer
: Int) `{
859 glBindRenderbuffer(target, renderbuffer);
862 # Target of `glBindRenderbuffer`
863 extern class GLRenderbufferTarget
867 # Target a renderbuffer with `glBindRenderbuffer`
868 fun gl_RENDERBUFFER
: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
870 # Specify implementation specific hints
871 fun glHint(target: GLHintTarget, mode: GLHintMode) `{
872 glHint
(target
, mode
);
875 # Generate and fill set of mipmaps for the texture object `target
`
876 fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
878 # Bind the named `buffer` object
879 fun glBindBuffer
(target
: GLArrayBuffer, buffer
: Int) `{ glBindBuffer(target, buffer); `}
881 # Target to which bind the buffer with `glBindBuffer
`
882 extern class GLArrayBuffer
886 # Array buffer target
887 fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
889 # Element array buffer
890 fun gl_ELEMENT_ARRAY_BUFFER
: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
892 # Completeness status of a framebuffer object
893 fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
894 return glCheckFramebufferStatus
(target
);
897 # Return value of `glCheckFramebufferStatus
`
898 extern class GLFramebufferStatus
903 if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
904 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
905 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
906 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
907 if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
912 # The framebuffer is complete
913 fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
914 return GL_FRAMEBUFFER_COMPLETE;
917 # Not all framebuffer attachment points are framebuffer attachment complete
918 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
919 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
922 # Not all attached images have the same width and height
923 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
924 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
927 # No images are attached to the framebuffer
928 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
929 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
932 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
933 fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
934 return GL_FRAMEBUFFER_UNSUPPORTED;
937 # Hint target for `glHint
`
938 extern class GLHintTarget
942 # Indicates the quality of filtering when generating mipmap images
943 fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
945 # Hint mode for `glHint`
946 extern class GLHintMode
950 # The most efficient option should be chosen
951 fun gl_FASTEST
: GLHintMode `{ return GL_FASTEST; `}
953 # The most correct, or highest quality, option should be chosen
954 fun gl_NICEST: GLHintMode `{ return GL_NICEST; `}
957 fun gl_DONT_CARE
: GLHintMode `{ return GL_DONT_CARE; `}
959 # Generate `n
` framebuffer object names
960 fun glGenFramebuffers(n: Int): Array[Int]
962 var array = new CIntArray(n)
963 native_glGenFramebuffers(n, array.native_array)
969 private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{
970 glGenFramebuffers
(n
, (GLuint *)textures
);
973 # Determine if `name
` corresponds to a framebuffer object
974 fun glIsFramebuffer(name: Int): Bool `{
975 return glIsFramebuffer
(name
);
978 # Delete named framebuffer objects
979 fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
981 var n = framebuffers.length
982 var array = new CIntArray.from(framebuffers)
983 native_glDeleteFramebuffers(n, array.native_array)
987 private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
988 return glDeleteFramebuffers
(n
, (const
GLuint *)framebuffers
);
991 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
992 fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
993 texture_target: GLTextureTarget, texture, level: Int) `{
994 glFramebufferTexture2D
(target
, attachment
, texture_target
, texture
, level
);
997 # Entry point to OpenGL server-side capabilities
1000 # GL capability: blend the computed fragment color values
1003 var blend: GLCap is lazy do return new GLCap(0x0BE2)
1005 # GL capability: cull polygons based of their winding in window coordinates
1007 # Foreign: GL_CULL_FACE
1008 var cull_face: GLCap is lazy do return new GLCap(0x0B44)
1010 # GL capability: do depth comparisons and update the depth buffer
1012 # Foreign: GL_DEPTH_TEST
1013 var depth_test: GLCap is lazy do return new GLCap(0x0B71)
1015 # GL capability: dither color components or indices before they are written to the color buffer
1017 # Foreign: GL_DITHER
1018 var dither: GLCap is lazy do return new GLCap(0x0BE2)
1020 # GL capability: add an offset to depth values of a polygon fragment before depth test
1022 # Foreign: GL_POLYGON_OFFSET_FILL
1023 var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
1025 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
1027 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
1028 var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
1030 # GL capability: AND the fragment coverage with the temporary coverage value
1032 # Foreign: GL_SAMPLE_COVERAGE
1033 var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
1035 # GL capability: discard fragments that are outside the scissor rectangle
1037 # Foreign: GL_SCISSOR_TEST
1038 var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
1040 # GL capability: do stencil testing and update the stencil buffer
1042 # Foreign: GL_STENCIL_TEST
1043 var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
1046 # Float related data types of OpenGL ES 2.0 shaders
1048 # Only data types supported by shader attributes, as seen with
1049 # `GLProgram::active_attrib_type
`.
1050 extern class GLFloatDataType
1053 fun is_float: Bool `{ return self == GL_FLOAT; `}
1054 fun is_float_vec2
: Bool `{ return self == GL_FLOAT_VEC2; `}
1055 fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `}
1056 fun is_float_vec4
: Bool `{ return self == GL_FLOAT_VEC4; `}
1057 fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `}
1058 fun is_float_mat3
: Bool `{ return self == GL_FLOAT_MAT3; `}
1059 fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `}
1061 # Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
1064 return o
!= null and o
isa GLFloatDataType and o
.hash
== self.hash
1068 # All data types of OpenGL ES 2.0 shaders
1070 # These types can be used by shader uniforms, as seen with
1071 # `GLProgram::active_uniform_type`.
1072 extern class GLDataType
1073 super GLFloatDataType
1075 fun is_int
: Bool `{ return self == GL_INT; `}
1076 fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `}
1077 fun is_int_vec3
: Bool `{ return self == GL_INT_VEC3; `}
1078 fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `}
1079 fun is_bool
: Bool `{ return self == GL_BOOL; `}
1080 fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `}
1081 fun is_bool_vec3
: Bool `{ return self == GL_BOOL_VEC3; `}
1082 fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `}
1083 fun is_sampler_2d
: Bool `{ return self == GL_SAMPLER_2D; `}
1084 fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `}
1087 # Kind of primitives to render
1088 extern class GLDrawMode
1092 fun gl_POINTS
: GLDrawMode `{ return GL_POINTS; `}
1093 fun gl_LINES: GLDrawMode `{ return GL_LINES; `}
1094 fun gl_LINE_LOOP
: GLDrawMode `{ return GL_LINE_LOOP; `}
1095 fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `}
1096 fun gl_TRIANGLES
: GLDrawMode `{ return GL_TRIANGLES; `}
1097 fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `}
1098 fun gl_TRIANGLE_FAN
: GLDrawMode `{ return GL_TRIANGLE_FAN; `}
1100 # Pixel arithmetic for blending operations
1101 extern class GLBlendFactor
1105 fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `}
1106 fun gl_ONE
: GLBlendFactor `{ return GL_ONE; `}
1107 fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `}
1108 fun gl_ONE_MINUS_SRC_COLOR
: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `}
1109 fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `}
1110 fun gl_ONE_MINUS_SRC_ALPHA
: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `}
1111 fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `}
1112 fun gl_ONE_MINUS_DST_ALPHA
: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `}
1113 fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `}
1114 fun gl_ONE_MINUS_DST_COLOR
: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `}
1115 fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `}
1117 # Condition under which a pixel will be drawn
1118 extern class GLDepthFunc
1122 fun gl_NEVER
: GLDepthFunc `{ return GL_NEVER; `}
1123 fun gl_LESS: GLDepthFunc `{ return GL_LESS; `}
1124 fun gl_EQUAL
: GLDepthFunc `{ return GL_EQUAL; `}
1125 fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `}
1126 fun gl_GREATER
: GLDepthFunc `{ return GL_GREATER; `}
1127 fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `}
1128 fun gl_GEQUAL
: GLDepthFunc `{ return GL_GEQUAL; `}
1129 fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `}
1131 # Format of pixel data
1132 extern class GLPixelFormat
1136 fun gl_ALPHA
: GLPixelFormat `{ return GL_ALPHA; `}
1137 fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
1138 fun gl_RGBA
: GLPixelFormat `{ return GL_RGBA; `}
1140 # Data type of pixel data
1141 extern class GLPixelType
1145 fun gl_UNSIGNED_BYTE: GLPixelType `{ return GL_UNSIGNED_BYTE; `}
1146 fun gl_UNSIGNED_SHORT_5_6_5
: GLPixelType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
1147 fun gl_UNSIGNED_SHORT_4_4_4_4: GLPixelType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1148 fun gl_UNSIGNED_SHORT_5_5_5_1
: GLPixelType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1150 # Set of buffers as a bitwise OR mask
1151 extern class GLBuffer `{ GLbitfield `}
1152 # Bitwise OR with `other`
1153 fun |(other
: GLBuffer): GLBuffer `{ return self | other; `}
1156 fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `}
1157 fun gl_STENCIL_BUFFER_BIT
: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `}
1158 fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `}