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