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 # Does `name` corresponds to a texture?
448 fun glIsTexture
(name
: Int): Bool `{ return glIsTexture(name); `}
450 # Bind the named `texture
` to a `target
`
451 fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
453 # Set pixel storage modes
454 fun glPixelStorei
(parameter
: GLPack, val
: Int) `{ glPixelStorei(parameter, val); `}
456 # Symbolic name of the parameter to be set with `glPixelStorei
`
461 # Parameter to specify the alignment requirements for the start of each pixel row in memory
462 fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `}
464 # Parameter to specify the alignment requirements for the start of each pixel row in memory
465 fun gl_UNPACK_ALIGNEMENT
: GLPack `{ return GL_UNPACK_ALIGNMENT; `}
467 # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES
468 # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES
470 # Specify a two-dimensional texture image
471 fun glTexImage2D(target: GLTextureTarget, level, internalformat, width, height, border: Int,
472 format: GLPixelFormat, typ: GLPixelType, data: NativeCByteArray) `{
473 glTexImage2D
(target
, level
, internalformat
, width
, height
, border
, format
, typ
, data
);
476 # Texture minifying and magnifying function
477 extern class GLTextureFilter
481 fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `}
482 fun gl_LINEAR
: GLTextureFilter `{ return GL_LINEAR; `}
483 fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
484 fun gl_LINEAR_MIPMAP_NEAREST
: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
485 fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
486 fun gl_LINEAR_MIPMAP_LINEAR
: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
488 # Wrap parameter of a texture
490 # Used by: `tex_parameter_wrap_
*`
491 extern class GLTextureWrap
494 new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `}
495 new mirrored_repeat
`{ return GL_MIRRORED_REPEAT; `}
496 new repeat `{ return GL_REPEAT; `}
500 extern class GLTextureTarget
504 # Two-dimensional texture
505 fun gl_TEXTURE_2D
: GLTextureTarget `{ return GL_TEXTURE_2D; `}
508 fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `}
510 # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
511 # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
513 # A server-side capability
518 # Internal OpenGL integer for this capability
521 # Enable this server-side capability
522 fun enable
do enable_native
(val
)
523 private fun enable_native
(cap
: Int) `{ glEnable(cap); `}
525 # Disable this server-side capability
526 fun disable do disable_native(val)
527 private fun disable_native(cap: Int) `{ glDisable(cap); `}
529 redef fun hash
do return val
530 redef fun ==(o
) do return o
!= null and is_same_type
(o
) and o
.hash
== self.hash
533 # Attach a renderbuffer object to a framebuffer object
534 fun glFramebufferRenderbuffer
(target
: GLFramebufferTarget, attachment
: GLAttachment,
535 renderbuffertarget
: GLRenderbufferTarget, renderbuffer
: Int) `{
536 glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
539 # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image
540 fun glRenderbufferStorage
(target
: GLRenderbufferTarget, format
: GLRenderbufferFormat, width
, height
: Int) `{
541 glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
544 # Format for a renderbuffer
545 extern class GLRenderbufferFormat
549 # 4 red, 4 green, 4 blue, 4 alpha bits format
550 fun gl_RGBA4
: GLRenderbufferFormat `{ return GL_RGBA4; `}
552 # 5 red, 6 green, 5 blue bits format
553 fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
555 # 5 red, 5 green, 5 blue, 1 alpha bits format
556 fun gl_RGB_A1
: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
558 # 16 depth bits format
559 fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
561 # 8 stencil bits format
562 fun gl_STENCIL_INDEX8
: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
564 # Renderbuffer attachment point to a framebuffer
565 extern class GLAttachment
569 # First color attachment point
570 fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
572 # Depth attachment point
573 fun gl_DEPTH_ATTACHMENT
: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
576 fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
579 private var gles
= new GLES is lazy
582 # Entry points to OpenGL ES 2.0 services
583 fun gl
: GLES do return sys
.gles
585 # OpenGL ES 2.0 services
588 # Clear the color buffer to `red`, `green`, `blue` and `alpha`
589 fun clear_color
(red
, green
, blue
, alpha
: Float) `{
590 glClearColor(red, green, blue, alpha);
594 fun viewport
(x
, y
, width
, height
: Int) `{ glViewport(x, y, width, height); `}
596 # Specify mapping of depth values from normalized device coordinates to window coordinates
598 # Default at `gl_depth_range
(0.0, 1.0)`
599 fun depth_range(near, far: Float) `{ glDepthRangef(near, far); `}
601 # Define front- and back-facing polygons
603 # Front-facing polygons are clockwise if `value`, counter-clockwise otherwise.
604 fun front_face
=(value
: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
606 # Specify whether front- or back-facing polygons can be culled, default is `back
` only
608 # One or both of `front
` or `back
` must be `true`. If you want to deactivate culling
609 # use `(new GLCap.cull_face
).disable
`.
611 # Require: `front
or back
`
612 fun cull_face(front, back: Bool)
614 assert not (front or back)
615 cull_face_native(front, back)
618 private fun cull_face_native(front, back: Bool) `{
619 glCullFace
(front
? back
? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
623 fun clear(buffer: GLBuffer) `{ glClear(buffer); `}
625 # Last error from OpenGL ES 2.0
626 fun error
: GLError `{ return glGetError(); `}
628 # Query the boolean value at `key
`
629 private fun get_bool(key: Int): Bool `{
631 glGetBooleanv
(key
, &val
);
632 return val
== GL_TRUE;
635 # Query the floating point value at `key
`
636 private fun get_float(key: Int): Float `{
638 glGetFloatv
(key
, &val
);
642 # Query the integer value at `key
`
643 private fun get_int(key: Int): Int `{
645 glGetIntegerv
(key
, &val
);
649 # Does this driver support shader compilation?
651 # Should always return `true` in OpenGL ES 2.0 and 3.0.
652 fun shader_compiler: Bool do return get_bool(0x8DFA)
654 # Enable or disable writing into the depth buffer
655 fun depth_mask(value: Bool) `{ glDepthMask(value); `}
657 # Set the scale and units used to calculate depth values
658 fun polygon_offset
(factor
, units
: Float) `{ glPolygonOffset(factor, units); `}
660 # Specify the width of rasterized lines
661 fun line_width(width: Float) `{ glLineWidth(width); `}
663 # Set the pixel arithmetic for the blending operations
665 # Defaultvalues before assignation:
666 # * `src_factor`: `GLBlendFactor::one`
667 # * `dst_factor`: `GLBlendFactor::zero`
668 fun blend_func
(src_factor
, dst_factor
: GLBlendFactor) `{
669 glBlendFunc(src_factor, dst_factor);
672 # Specify the value used for depth buffer comparisons
674 # Default value is `GLDepthFunc::less`
676 # Foreign: glDepthFunc
677 fun depth_func
(func
: GLDepthFunc) `{ glDepthFunc(func); `}
679 # Copy a block of pixels from the framebuffer of `fomat
` and `typ
` at `data
`
681 # Foreign: glReadPixel
682 fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{
683 glReadPixels
(x
, y
, width
, height
, format
, typ
, data
);
686 # Set the texture minifying function
688 # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
689 fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{
690 glTexParameteri
(target
, GL_TEXTURE_MIN_FILTER, value
);
693 # Set the texture magnification function
695 # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
696 fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{
697 glTexParameteri
(target
, GL_TEXTURE_MAG_FILTER, value
);
700 # Set the texture wrap parameter for coordinates _s_
702 # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
703 fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{
704 glTexParameteri
(target
, GL_TEXTURE_WRAP_S, value
);
707 # Set the texture wrap parameter for coordinates _t_
709 # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
710 fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{
711 glTexParameteri
(target
, GL_TEXTURE_WRAP_T, value
);
714 # Render primitives from array data
716 # Foreign: glDrawArrays
717 fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
719 # OpenGL server-side capabilities
720 var capabilities
= new GLCapabilities is lazy
723 # Bind `framebuffer` to a framebuffer target
725 # In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
726 fun glBindFramebuffer
(target
: GLFramebufferTarget, framebuffer
: Int) `{
727 glBindFramebuffer(target, framebuffer);
730 # Target of `glBindFramebuffer`
731 extern class GLFramebufferTarget
735 # Target both reading and writing on the framebuffer with `glBindFramebuffer`
736 fun gl_FRAMEBUFFER
: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `}
738 # Bind `renderbuffer
` to a renderbuffer target
740 # In OpenGL ES 2.0, `target
` must be `gl_RENDERBUFFER
`.
741 fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{
742 glBindRenderbuffer
(target
, renderbuffer
);
745 # Target of `glBindRenderbuffer
`
746 extern class GLRenderbufferTarget
750 # Target a renderbuffer with `glBindRenderbuffer
`
751 fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `}
753 # Specify implementation specific hints
754 fun glHint
(target
: GLHintTarget, mode
: GLHintMode) `{
755 glHint(target, mode);
758 # Generate and fill set of mipmaps for the texture object `target`
759 fun glGenerateMipmap
(target
: GLTextureTarget) `{ glGenerateMipmap(target); `}
761 # Bind the named `buffer
` object
762 fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
764 # Target to which bind the buffer with `glBindBuffer`
765 extern class GLArrayBuffer
769 # Array buffer target
770 fun gl_ARRAY_BUFFER
: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
772 # Element array buffer
773 fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
775 # Completeness status of a framebuffer object
776 fun glCheckFramebufferStatus
(target
: GLFramebufferTarget): GLFramebufferStatus `{
777 return glCheckFramebufferStatus(target);
780 # Return value of `glCheckFramebufferStatus`
781 extern class GLFramebufferStatus
786 if self == gl_FRAMEBUFFER_COMPLETE
then return "complete"
787 if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
then return "incomplete attachment"
788 if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
then return "incomplete dimension"
789 if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
then return "incomplete missing attachment"
790 if self == gl_FRAMEBUFFER_UNSUPPORTED
then return "unsupported"
795 # The framebuffer is complete
796 fun gl_FRAMEBUFFER_COMPLETE
: GLFramebufferStatus `{
797 return GL_FRAMEBUFFER_COMPLETE;
800 # Not all framebuffer attachment points are framebuffer attachment complete
801 fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
: GLFramebufferStatus `{
802 return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
805 # Not all attached images have the same width and height
806 fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
: GLFramebufferStatus `{
807 return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
810 # No images are attached to the framebuffer
811 fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
: GLFramebufferStatus `{
812 return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
815 # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
816 fun gl_FRAMEBUFFER_UNSUPPORTED
: GLFramebufferStatus `{
817 return GL_FRAMEBUFFER_UNSUPPORTED;
820 # Hint target for `glHint`
821 extern class GLHintTarget
825 # Indicates the quality of filtering when generating mipmap images
826 fun gl_GENERATE_MIPMAP_HINT
: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `}
828 # Hint mode for `glHint
`
829 extern class GLHintMode
833 # The most efficient option should be chosen
834 fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `}
836 # The most correct, or highest quality, option should be chosen
837 fun gl_NICEST
: GLHintMode `{ return GL_NICEST; `}
840 fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
842 # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
843 fun glFramebufferTexture2D
(target
: GLFramebufferTarget, attachment
: GLAttachment,
844 texture_target
: GLTextureTarget, texture
, level
: Int) `{
845 glFramebufferTexture2D(target, attachment, texture_target, texture, level);
848 # Entry point to OpenGL server-side capabilities
851 # GL capability: blend the computed fragment color values
854 var blend
: GLCap is lazy
do return new GLCap(0x0BE2)
856 # GL capability: cull polygons based of their winding in window coordinates
858 # Foreign: GL_CULL_FACE
859 var cull_face
: GLCap is lazy
do return new GLCap(0x0B44)
861 # GL capability: do depth comparisons and update the depth buffer
863 # Foreign: GL_DEPTH_TEST
864 var depth_test
: GLCap is lazy
do return new GLCap(0x0B71)
866 # GL capability: dither color components or indices before they are written to the color buffer
869 var dither
: GLCap is lazy
do return new GLCap(0x0BE2)
871 # GL capability: add an offset to depth values of a polygon fragment before depth test
873 # Foreign: GL_POLYGON_OFFSET_FILL
874 var polygon_offset_fill
: GLCap is lazy
do return new GLCap(0x8037)
876 # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
878 # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
879 var sample_alpha_to_coverage
: GLCap is lazy
do return new GLCap(0x809E)
881 # GL capability: AND the fragment coverage with the temporary coverage value
883 # Foreign: GL_SAMPLE_COVERAGE
884 var sample_coverage
: GLCap is lazy
do return new GLCap(0x80A0)
886 # GL capability: discard fragments that are outside the scissor rectangle
888 # Foreign: GL_SCISSOR_TEST
889 var scissor_test
: GLCap is lazy
do return new GLCap(0x0C11)
891 # GL capability: do stencil testing and update the stencil buffer
893 # Foreign: GL_STENCIL_TEST
894 var stencil_test
: GLCap is lazy
do return new GLCap(0x0B90)
897 # Float related data types of OpenGL ES 2.0 shaders
899 # Only data types supported by shader attributes, as seen with
900 # `GLProgram::active_attrib_type`.
901 extern class GLFloatDataType
904 fun is_float
: Bool `{ return self == GL_FLOAT; `}
905 fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `}
906 fun is_float_vec3
: Bool `{ return self == GL_FLOAT_VEC3; `}
907 fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `}
908 fun is_float_mat2
: Bool `{ return self == GL_FLOAT_MAT2; `}
909 fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `}
910 fun is_float_mat4
: Bool `{ return self == GL_FLOAT_MAT4; `}
912 # Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
915 return o != null and o isa GLFloatDataType and o.hash == self.hash
919 # All data types of OpenGL ES 2.0 shaders
921 # These types can be used by shader uniforms, as seen with
922 # `GLProgram::active_uniform_type
`.
923 extern class GLDataType
924 super GLFloatDataType
926 fun is_int: Bool `{ return self == GL_INT; `}
927 fun is_int_vec2
: Bool `{ return self == GL_INT_VEC2; `}
928 fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `}
929 fun is_int_vec4
: Bool `{ return self == GL_INT_VEC4; `}
930 fun is_bool: Bool `{ return self == GL_BOOL; `}
931 fun is_bool_vec2
: Bool `{ return self == GL_BOOL_VEC2; `}
932 fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `}
933 fun is_bool_vec4
: Bool `{ return self == GL_BOOL_VEC4; `}
934 fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `}
935 fun is_sampler_cube
: Bool `{ return self == GL_SAMPLER_CUBE; `}
938 # Kind of primitives to render with `GLES::draw_arrays
`
939 extern class GLDrawMode
942 new points `{ return GL_POINTS; `}
943 new line_strip
`{ return GL_LINE_STRIP; `}
944 new line_loop `{ return GL_LINE_LOOP; `}
945 new lines
`{ return GL_LINES; `}
946 new triangle_strip `{ return GL_TRIANGLE_STRIP; `}
947 new triangle_fan
`{ return GL_TRIANGLE_FAN; `}
948 new triangles `{ return GL_TRIANGLES; `}
951 # Pixel arithmetic for blending operations
953 # Used by `GLES::blend_func`
954 extern class GLBlendFactor
957 new zero
`{ return GL_ZERO; `}
958 new one `{ return GL_ONE; `}
959 new src_color
`{ return GL_SRC_COLOR; `}
960 new one_minus_src_color `{ return GL_ONE_MINUS_SRC_COLOR; `}
961 new dst_color
`{ return GL_DST_COLOR; `}
962 new one_minus_dst_color `{ return GL_ONE_MINUS_DST_COLOR; `}
963 new src_alpha
`{ return GL_SRC_ALPHA; `}
964 new one_minus_src_alpha `{ return GL_ONE_MINUS_SRC_ALPHA; `}
965 new dst_alpha
`{ return GL_DST_ALPHA; `}
966 new one_minus_dst_alpha `{ return GL_ONE_MINUS_DST_ALPHA; `}
967 new constant_color
`{ return GL_CONSTANT_COLOR; `}
968 new one_minus_constant_color `{ return GL_ONE_MINUS_CONSTANT_COLOR; `}
969 new constant_alpha
`{ return GL_CONSTANT_ALPHA; `}
970 new one_minus_constant_alpha `{ return GL_ONE_MINUS_CONSTANT_ALPHA; `}
972 # Used for destination only
973 new src_alpha_saturate
`{ return GL_SRC_ALPHA_SATURATE; `}
976 # Condition under which a pixel will be drawn
978 # Used by `GLES::depth_func
`
979 extern class GLDepthFunc
982 new never `{ return GL_NEVER; `}
983 new less
`{ return GL_LESS; `}
984 new equal `{ return GL_EQUAL; `}
985 new lequal
`{ return GL_LEQUAL; `}
986 new greater `{ return GL_GREATER; `}
987 new not_equal
`{ return GL_NOTEQUAL; `}
988 new gequal `{ return GL_GEQUAL; `}
989 new always
`{ return GL_ALWAYS; `}
992 # Format of pixel data
994 # Used by `GLES::read_pixels
`
995 extern class GLPixelFormat
998 new alpha `{ return GL_ALPHA; `}
999 new rgb
`{ return GL_RGB; `}
1000 new rgba `{ return GL_RGBA; `}
1003 # Data type of pixel data
1005 # Used by `GLES::read_pixels`
1006 extern class GLPixelType
1009 new unsigned_byte
`{ return GL_UNSIGNED_BYTE; `}
1010 new unsigned_short_5_6_5 `{ return GL_UNSIGNED_SHORT_5_6_5; `}
1011 new unsigned_short_4_4_4_4
`{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
1012 new unsigned_short_5_5_5_1 `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
1015 # Set of buffers as a bitwise OR mask, used by `GLES::clear`
1018 # var buffers = (new GLBuffer).color.depth
1021 extern class GLBuffer `{ GLbitfield `}
1022 # Get an empty set of buffers
1025 # Add the color buffer to the returned buffer set
1026 fun color
: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
1028 # Add the depth buffer to the returned buffer set
1029 fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
1031 # Add the stencil buffer to the returned buffer set
1032 fun stencil
: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}