# This file is part of NIT ( http://www.nitlanguage.org ). # # Copyright 2014 Alexis Laferrière # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # OpenGL graphics rendering library for embedded systems, version 2.0 # # This is a low-level wrapper, it can be useful for developers already familiar # with the C API of OpenGL. Most developers will prefer to use higher level # wrappers such as `mnit` and `gammit`. # # Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader` # applicable on string literals to check shader code using `glslangValidator`. # The tool must be in PATH. It can be downloaded from # https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/ # # Most services of this module are a direct wrapper of the underlying # C library. If a method or class is not documented in Nit, refer to # the official documentation by the Khronos Group at: # http://www.khronos.org/opengles/sdk/docs/man/ module glesv2 is pkgconfig new_annotation glsl_vertex_shader new_annotation glsl_fragment_shader ldflags("-lGLESv2")@android end import android::aware intrude import c in "C Header" `{ #include `} # OpenGL ES program to which we attach shaders extern class GLProgram `{GLuint`} # Create a new program # # The newly created instance should be checked using `is_ok`. new `{ return glCreateProgram(); `} # Set the location for the attribute by `name` fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); glBindAttribLocation(self, index, c_name); `} # Get the location of the attribute by `name` # # Returns `-1` if there is no active attribute named `name`. fun attrib_location(name: String): Int import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); return glGetAttribLocation(self, c_name); `} # Get the location of the uniform by `name` # # Returns `-1` if there is no active uniform named `name`. fun uniform_location(name: String): Int import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); return glGetUniformLocation(self, c_name); `} # Query information on this program fun query(pname: Int): Int `{ int val; glGetProgramiv(self, pname, &val); return val; `} # Is this program linked? fun is_linked: Bool do return query(0x8B82) != 0 # Has this program been deleted? fun is_deleted: Bool do return query(0x8B80) != 0 # Boolean result of `validate`, must be called after `validate` fun is_validated: Bool do return query(0x8B83) != 0 # Retrieve the information log of this program # # Useful with `link` and `validate` fun info_log: String import NativeString.to_s `{ int size; glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size); GLchar *msg = malloc(size); glGetProgramInfoLog(self, size, NULL, msg); return NativeString_to_s(msg); `} # Number of active uniform in this program # # This should be the number of uniforms declared in all shader, except # unused uniforms which may have been optimized out. fun n_active_uniforms: Int do return query(0x8B86) # Length of the longest uniform name in this program, including `\n` fun active_uniform_max_length: Int do return query(0x8B87) # Number of active attributes in this program # # This should be the number of uniforms declared in all shader, except # unused uniforms which may have been optimized out. fun n_active_attributes: Int do return query(0x8B89) # Length of the longest uniform name in this program, including `\n` fun active_attribute_max_length: Int do return query(0x8B8A) # Number of shaders attached to this program fun n_attached_shaders: Int do return query(0x8B85) # Name of the active attribute at `index` fun active_attrib_name(index: Int): String do var max_size = active_attribute_max_length return active_attrib_name_native(index, max_size).to_s end private fun active_attrib_name_native(index, max_size: Int): NativeString `{ // We get more values than we need, for compatibility. At least the // NVidia driver tries to fill them even if NULL. char *name = malloc(max_size); int size; GLenum type; glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name); return name; `} # Size of the active attribute at `index` fun active_attrib_size(index: Int): Int `{ int size; GLenum type; glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL); return size; `} # Type of the active attribute at `index` # # May only be float related data types (single float, vectors and matrix). fun active_attrib_type(index: Int): GLFloatDataType `{ int size; GLenum type; glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL); return type; `} # Name of the active uniform at `index` fun active_uniform_name(index: Int): String do var max_size = active_attribute_max_length return active_uniform_name_native(index, max_size).to_s end private fun active_uniform_name_native(index, max_size: Int): NativeString `{ char *name = malloc(max_size); int size; GLenum type; glGetActiveUniform(self, index, max_size, NULL, &size, &type, name); return name; `} # Size of the active uniform at `index` fun active_uniform_size(index: Int): Int `{ int size; GLenum type; glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL); return size; `} # Type of the active uniform at `index` # # May be any data type supported by OpenGL ES 2.0 shaders. fun active_uniform_type(index: Int): GLDataType `{ int size; GLenum type = 0; glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL); return type; `} end # Create a program object fun glCreateProgram: GLProgram `{ return glCreateProgram(); `} # Install the `program` as part of current rendering state fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `} # Link the `program` object fun glLinkProgram(program: GLProgram) `{ glLinkProgram(program); `} # Validate the `program` object fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `} # Delete the `program` object fun glDeleteProgram(program: GLProgram) `{ glDeleteProgram(program); `} # Determine if `name` corresponds to a program object fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `} # Attach a `shader` to `program` fun glAttachShader(program: GLProgram, shader: GLShader) `{ glAttachShader(program, shader); `} # Detach `shader` from `program` fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `} # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} # Source of the shader, if available # # Returns `null` if the source is not available, usually when the shader # was created from a binary file. fun source: nullable String do var size = query(0x8B88) if size == 0 then return null return source_native(size).to_s end private fun source_native(size: Int): NativeString `{ GLchar *code = malloc(size); glGetShaderSource(self, size, NULL, code); return code; `} # Query information on this shader protected fun query(pname: Int): Int `{ int val; glGetShaderiv(self, pname, &val); return val; `} # Has this shader been compiled? fun is_compiled: Bool do return query(0x8B81) != 0 # Has this shader been deleted? fun is_deleted: Bool do return query(0x8B80) != 0 # Retrieve the information log of this shader # # Useful with `link` and `validate` fun info_log: String import NativeString.to_s `{ int size; glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size); GLchar *msg = malloc(size); glGetShaderInfoLog(self, size, NULL, msg); return NativeString_to_s(msg); `} end # Shader type extern class GLShaderType super GLEnum end fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `} fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `} # Create a shader object of the `shader_type` fun glCreateShader(shader_type: GLShaderType): GLShader `{ return glCreateShader(shader_type); `} # Replace the source code in the `shader` object with `code` fun glShaderSource(shader: GLShader, code: NativeString) `{ glShaderSource(shader, 1, (GLchar const **)&code, NULL); `} # Compile the `shader` object fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `} # Delete the `shader` object fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `} # Determine if `name` corresponds to a shader object fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `} # An OpenGL ES 2.0 fragment shader extern class GLFragmentShader super GLShader # Create a new fragment shader # # The newly created instance should be checked using `is_ok`. new `{ return glCreateShader(GL_FRAGMENT_SHADER); `} end # An OpenGL ES 2.0 vertex shader extern class GLVertexShader super GLShader # Create a new fragment shader # # The newly created instance should be checked using `is_ok`. new `{ return glCreateShader(GL_VERTEX_SHADER); `} end # An array of `Float` associated to a program variable class VertexArray var index: Int # Number of data per vertex var count: Int protected var glfloat_array: NativeGLfloatArray init(index, count: Int, array: Array[Float]) do self.index = index self.count = count self.glfloat_array = new NativeGLfloatArray(array.length) for k in [0..array.length[ do glfloat_array[k] = array[k] end end fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array) private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{ glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array); `} # Enable this vertex attribute array fun enable do glEnableVertexAttribArray(index) # Disable this vertex attribute array fun disable do glDisableVertexAttribArray(index) end # Enable the generic vertex attribute array at `index` fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `} # Disable the generic vertex attribute array at `index` fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `} # Render primitives from array data fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `} # Define an array of generic vertex attribute data fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{ glVertexAttribPointer(index, size, typ, normalized, stride, array); `} # Specify the value of a generic vertex attribute fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `} # Specify the value of a generic vertex attribute fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `} # Specify the value of a generic vertex attribute fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `} # Specify the value of a generic vertex attribute fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `} # Specify the value of a uniform variable for the current program object fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `} # Specify the value of a uniform variable for the current program object fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `} # Specify the value of a uniform variable for the current program object fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `} # Specify the value of a uniform variable for the current program object fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `} # TODO glUniform*f # Low level array of `Float` class GLfloatArray super CArray[Float] redef type NATIVE: NativeGLfloatArray redef init(length) do native_array = new NativeGLfloatArray(length) end # Create with the content of `array` new from(array: Array[Float]) do var arr = new GLfloatArray(array.length) arr.fill_from array return arr end # Fill with the content of `array` fun fill_from(array: Array[Float]) do assert length >= array.length for k in [0..array.length[ do self[k] = array[k] end end end # An array of `GLfloat` in C (`GLfloat*`) extern class NativeGLfloatArray `{ GLfloat* `} super NativeCArray redef type E: Float new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `} redef fun [](index) `{ return self[index]; `} redef fun []=(index, val) `{ self[index] = val; `} redef fun +(offset) `{ return self + offset; `} end # General type for OpenGL enumerations extern class GLEnum `{ GLenum `} redef fun hash `{ return self; `} redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash end # Error information fun glGetError: GLError `{ return glGetError(); `} # An OpenGL ES 2.0 error code extern class GLError super GLEnum redef fun to_s do if self == gl_NO_ERROR then return "No error" if self == gl_INVALID_ENUM then return "Invalid enum" if self == gl_INVALID_VALUE then return "Invalid value" if self == gl_INVALID_OPERATION then return "Invalid operation" if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation" if self == gl_OUT_OF_MEMORY then return "Out of memory" return "Unknown error" end end fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `} fun gl_INVALID_ENUM: GLError `{ return GL_INVALID_ENUM; `} fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `} fun gl_INVALID_OPERATION: GLError `{ return GL_INVALID_OPERATION; `} fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `} fun gl_OUT_OF_MEMORY: GLError `{ return GL_OUT_OF_MEMORY; `} fun assert_no_gl_error do var error = glGetError if not error == gl_NO_ERROR then print "GL error: {error}" abort end end # Texture unit, the number of texture units is implementation dependent extern class GLTextureUnit super GLEnum end fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `} fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `} fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `} fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `} fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `} fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `} fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `} fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `} fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `} fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `} fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `} fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `} fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `} fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `} fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `} fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `} fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `} fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `} fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `} fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `} fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `} fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `} fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `} fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `} fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `} fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `} fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `} fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `} fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `} fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `} fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `} fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `} # Texture unit at `offset` after `gl_TEXTURE0` fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `} # Generate `n` texture names fun glGenTextures(n: Int): Array[Int] do var array = new CIntArray(n) native_glGenTextures(n, array.native_array) var a = array.to_a array.destroy return a end private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{ glGenTextures(n, (GLuint*)textures); `} # Select server-side active texture unit fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `} # Bind the named `texture` to a `target` fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `} # Delete named textures fun glDeleteTextures(textures: SequenceRead[Int]) do var n = textures.length var array = new CIntArray.from(textures) native_glDeleteTextures(n, array.native_array) array.destroy end private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{ glDeleteTextures(n, (const GLuint *)textures); `} # Does `name` corresponds to a texture? fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `} # Set pixel storage modes fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `} # Symbolic name of the parameter to be set with `glPixelStorei` extern class GLPack super GLEnum end # Parameter to specify the alignment requirements for the start of each pixel row in memory fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `} # Parameter to specify the alignment requirements for the start of each pixel row in memory fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `} # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES # Specify a two-dimensional texture image fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, width, height, border: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ glTexImage2D(target, level, internalformat, width, height, border, format, typ, data); `} # Specify a two-dimensional texture subimage fun glTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, width, height, border: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data); `} # Copy pixels into a 2D texture image fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, x, y, width, height, border: Int) `{ glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); `} # Copy a two-dimensional texture subimage fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{ glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); `} # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ glReadPixels(x, y, width, height, format, typ, data); `} # Texture minifying and magnifying function extern class GLTexParameteri super GLEnum end fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `} fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `} fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `} fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `} fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `} fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `} fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `} fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `} fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `} # Target texture extern class GLTextureTarget super GLEnum end # Two-dimensional texture fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `} # Cube map texture fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `} # TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, # GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z # A server-side capability class GLCap # TODO private init # Internal OpenGL integer for this capability private var val: Int # Enable this server-side capability fun enable do enable_native(val) private fun enable_native(cap: Int) `{ glEnable(cap); `} # Disable this server-side capability fun disable do disable_native(val) private fun disable_native(cap: Int) `{ glDisable(cap); `} redef fun hash do return val redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash end # Generate `n` renderbuffer object names fun glGenRenderbuffers(n: Int): Array[Int] do var array = new CIntArray(n) native_glGenRenderbuffers(n, array.native_array) var a = array.to_a array.destroy return a end private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ glGenRenderbuffers(n, (GLuint *)renderbuffers); `} # Determine if `name` corresponds to a renderbuffer object fun glIsRenderbuffer(name: Int): Bool `{ return glIsRenderbuffer(name); `} # Delete named renderbuffer objects fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int]) do var n = renderbuffers.length var array = new CIntArray.from(renderbuffers) native_glDeleteRenderbuffers(n, array.native_array) array.destroy end private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers); `} # Attach a renderbuffer object to a framebuffer object fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment, renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); `} # Establish data storage, `format` and dimensions of the `target` renderbuffer object's image fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{ glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); `} # Format for a renderbuffer extern class GLRenderbufferFormat super GLEnum end # 4 red, 4 green, 4 blue, 4 alpha bits format fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `} # 5 red, 6 green, 5 blue bits format fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `} # 5 red, 5 green, 5 blue, 1 alpha bits format fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `} # 16 depth bits format fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `} # 8 stencil bits format fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `} # Renderbuffer attachment point to a framebuffer extern class GLAttachment super GLEnum end # First color attachment point fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `} # Depth attachment point fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `} # Stencil attachment fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `} redef class Sys private var gles = new GLES is lazy end # Entry points to OpenGL ES 2.0 services fun gl: GLES do return sys.gles # OpenGL ES 2.0 services class GLES # Query the boolean value at `key` private fun get_bool(key: Int): Bool `{ GLboolean val; glGetBooleanv(key, &val); return val == GL_TRUE; `} # Query the floating point value at `key` private fun get_float(key: Int): Float `{ GLfloat val; glGetFloatv(key, &val); return val; `} # Query the integer value at `key` private fun get_int(key: Int): Int `{ GLint val; glGetIntegerv(key, &val); return val; `} # Does this driver support shader compilation? # # Should always return `true` in OpenGL ES 2.0 and 3.0. fun shader_compiler: Bool do return get_bool(0x8DFA) # OpenGL server-side capabilities var capabilities = new GLCapabilities is lazy end # Specify the clear values for the color buffer, default values are at 0.0 fun glClearColor(red, green, blue, alpha: Float) `{ glClearColor(red, green, blue, alpha); `} # Specify the clear `value` for the depth buffer, default at 1.0 fun glClearDepthf(value: Float) `{ glClearDepthf(value); `} # Specify the clear `value` for the stencil buffer, default at 0 fun glClearStencil(value: Int) `{ glClearStencil(value); `} # Clear the `buffer` fun glClear(buffer: GLBuffer) `{ glClear(buffer); `} # Enable and disable writing of frame buffer color components fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `} # Set the viewport fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} # Block until all GL execution is complete fun glFinish `{ glFinish(); `} # Force execution of GL commands in finite time fun glFlush `{ glFlush(); `} # Set texture parameters fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{ glTexParameteri(target, pname, param); `} # Name of parameters of textures extern class GLTexParameteriName super GLEnum end fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `} fun gl_TEXTURE_MAG_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `} fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `} fun gl_TEXTURE_WRAP_T: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `} # Bind `framebuffer` to a framebuffer target # # In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`. fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{ glBindFramebuffer(target, framebuffer); `} # Target of `glBindFramebuffer` extern class GLFramebufferTarget super GLEnum end # Target both reading and writing on the framebuffer with `glBindFramebuffer` fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `} # Bind `renderbuffer` to a renderbuffer target # # In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`. fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{ glBindRenderbuffer(target, renderbuffer); `} # Target of `glBindRenderbuffer` extern class GLRenderbufferTarget super GLEnum end # Target a renderbuffer with `glBindRenderbuffer` fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `} # Specify implementation specific hints fun glHint(target: GLHintTarget, mode: GLHintMode) `{ glHint(target, mode); `} # Generate and fill set of mipmaps for the texture object `target` fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `} # Bind the named `buffer` object fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `} # Target to which bind the buffer with `glBindBuffer` extern class GLArrayBuffer super GLEnum end # Array buffer target fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `} # Element array buffer fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `} # Completeness status of a framebuffer object fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{ return glCheckFramebufferStatus(target); `} # Return value of `glCheckFramebufferStatus` extern class GLFramebufferStatus super GLEnum redef fun to_s do if self == gl_FRAMEBUFFER_COMPLETE then return "complete" if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment" if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension" if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment" if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported" return "unknown" end end # The framebuffer is complete fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{ return GL_FRAMEBUFFER_COMPLETE; `} # Not all framebuffer attachment points are framebuffer attachment complete fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; `} # Not all attached images have the same width and height fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{ return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; `} # No images are attached to the framebuffer fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{ return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; `} # The combination of internal formats of the attached images violates an implementation-dependent set of restrictions fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{ return GL_FRAMEBUFFER_UNSUPPORTED; `} # Hint target for `glHint` extern class GLHintTarget super GLEnum end # Indicates the quality of filtering when generating mipmap images fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `} # Hint mode for `glHint` extern class GLHintMode super GLEnum end # The most efficient option should be chosen fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `} # The most correct, or highest quality, option should be chosen fun gl_NICEST: GLHintMode `{ return GL_NICEST; `} # No preference fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `} # Generate `n` framebuffer object names fun glGenFramebuffers(n: Int): Array[Int] do var array = new CIntArray(n) native_glGenFramebuffers(n, array.native_array) var a = array.to_a array.destroy return a end private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{ glGenFramebuffers(n, (GLuint *)textures); `} # Determine if `name` corresponds to a framebuffer object fun glIsFramebuffer(name: Int): Bool `{ return glIsFramebuffer(name); `} # Delete named framebuffer objects fun glDeleteFramebuffers(framebuffers: SequenceRead[Int]) do var n = framebuffers.length var array = new CIntArray.from(framebuffers) native_glDeleteFramebuffers(n, array.native_array) array.destroy end private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{ return glDeleteFramebuffers(n, (const GLuint *)framebuffers); `} # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment, texture_target: GLTextureTarget, texture, level: Int) `{ glFramebufferTexture2D(target, attachment, texture_target, texture, level); `} # Entry point to OpenGL server-side capabilities class GLCapabilities # GL capability: blend the computed fragment color values # # Foreign: GL_BLEND var blend: GLCap is lazy do return new GLCap(0x0BE2) # GL capability: cull polygons based of their winding in window coordinates # # Foreign: GL_CULL_FACE var cull_face: GLCap is lazy do return new GLCap(0x0B44) # GL capability: do depth comparisons and update the depth buffer # # Foreign: GL_DEPTH_TEST var depth_test: GLCap is lazy do return new GLCap(0x0B71) # GL capability: dither color components or indices before they are written to the color buffer # # Foreign: GL_DITHER var dither: GLCap is lazy do return new GLCap(0x0BE2) # GL capability: add an offset to depth values of a polygon fragment before depth test # # Foreign: GL_POLYGON_OFFSET_FILL var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037) # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location # # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E) # GL capability: AND the fragment coverage with the temporary coverage value # # Foreign: GL_SAMPLE_COVERAGE var sample_coverage: GLCap is lazy do return new GLCap(0x80A0) # GL capability: discard fragments that are outside the scissor rectangle # # Foreign: GL_SCISSOR_TEST var scissor_test: GLCap is lazy do return new GLCap(0x0C11) # GL capability: do stencil testing and update the stencil buffer # # Foreign: GL_STENCIL_TEST var stencil_test: GLCap is lazy do return new GLCap(0x0B90) end # Float related data types of OpenGL ES 2.0 shaders # # Only data types supported by shader attributes, as seen with # `GLProgram::active_attrib_type`. extern class GLFloatDataType super GLEnum fun is_float: Bool `{ return self == GL_FLOAT; `} fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `} fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `} fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `} fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `} fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `} fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `} # Instances of `GLFloatDataType` can be equal to instances of `GLDataType` redef fun ==(o) do return o != null and o isa GLFloatDataType and o.hash == self.hash end end # All data types of OpenGL ES 2.0 shaders # # These types can be used by shader uniforms, as seen with # `GLProgram::active_uniform_type`. extern class GLDataType super GLFloatDataType fun is_int: Bool `{ return self == GL_INT; `} fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `} fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `} fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `} fun is_bool: Bool `{ return self == GL_BOOL; `} fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `} fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `} fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `} fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `} fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `} end # Kind of primitives to render extern class GLDrawMode super GLEnum end fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `} fun gl_LINES: GLDrawMode `{ return GL_LINES; `} fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `} fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `} fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `} fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `} fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `} # Pixel arithmetic for blending operations extern class GLBlendFactor super GLEnum end fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `} fun gl_ONE: GLBlendFactor `{ return GL_ONE; `} fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `} fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `} fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `} fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `} fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `} fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `} fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `} fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `} fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `} # Condition under which a pixel will be drawn extern class GLDepthFunc super GLEnum end fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `} fun gl_LESS: GLDepthFunc `{ return GL_LESS; `} fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `} fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `} fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `} fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `} fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `} fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `} # Format of pixel data extern class GLPixelFormat super GLEnum end fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `} fun gl_RGB: GLPixelFormat `{ return GL_RGB; `} fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `} # Data type of pixel data extern class GLPixelType super GLEnum end fun gl_UNSIGNED_BYTE: GLPixelType `{ return GL_UNSIGNED_BYTE; `} fun gl_UNSIGNED_SHORT_5_6_5: GLPixelType `{ return GL_UNSIGNED_SHORT_5_6_5; `} fun gl_UNSIGNED_SHORT_4_4_4_4: GLPixelType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} fun gl_UNSIGNED_SHORT_5_5_5_1: GLPixelType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} # Set of buffers as a bitwise OR mask extern class GLBuffer `{ GLbitfield `} # Bitwise OR with `other` fun |(other: GLBuffer): GLBuffer `{ return self | other; `} end fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `} fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `} fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `} # Define front- and back-facing polygons, `gc_CCW` by default fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `} # Orientation of front-facing polygons extern class GLFrontFaceMode super GLEnum end fun gl_CW: GLFrontFaceMode `{ return GL_CW; `} fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `} # Specify whether front- or back-facing polygons can be culled, default is `back` only fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `} # Candidates for culling extern class GLCullFaceMode super GLEnum end fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `} fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `} fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `} # Specify mapping of depth values from normalized device coordinates to window coordinates # # Default at 0.0, 1.0. fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `} # Enable or disable writing into the depth buffer fun glDepthMask(value: Bool) `{ glDepthMask(value); `} # Specify the value used for depth buffer comparisons # # Default value is `gl_LESS` fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `} # Set the pixel arithmetic for the blending operations # # Default values: # * `src_factor`: `gl_ONE` # * `dst_factor`: `gl_ZERO` fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{ glBlendFunc(src_factor, dst_factor); `} # Set the scale and units used to calculate depth values fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `} # Specify the width of rasterized lines fun glLineWidth(width: Float) `{ glLineWidth(width); `}