# 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 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(); `} # Is this a valid program? fun is_ok: Bool `{ return glIsProgram(recv); `} # Attach a `shader` to this program fun attach_shader(shader: GLShader) `{ glAttachShader(recv, shader); `} # 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(recv, 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(recv, 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(recv, c_name); `} # Query information on this program fun query(pname: Int): Int `{ int val; glGetProgramiv(recv, pname, &val); return val; `} # Try to link this program # # Check result using `in_linked` and `info_log`. fun link `{ glLinkProgram(recv); `} # Is this program linked? fun is_linked: Bool do return query(0x8B82) != 0 # Use this program for the following operations fun use `{ glUseProgram(recv); `} # Delete this program fun delete `{ glDeleteProgram(recv); `} # Has this program been deleted? fun is_deleted: Bool do return query(0x8B80) != 0 # Validate whether this program can be executed in the current OpenGL state # # Check results using `is_validated` and `info_log`. fun validate `{ glValidateProgram(recv); `} # 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(recv, GL_INFO_LOG_LENGTH, &size); GLchar *msg = malloc(size); glGetProgramInfoLog(recv, 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(recv, 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(recv, 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(recv, 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(recv, 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(recv, 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(recv, index, 0, NULL, &size, &type, NULL); return type; `} end # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} # Set the source of the shader fun source=(code: NativeString) `{ glShaderSource(recv, 1, (GLchar const **)&code, NULL); `} # 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(recv, size, NULL, code); return code; `} # Query information on this shader protected fun query(pname: Int): Int `{ int val; glGetShaderiv(recv, pname, &val); return val; `} # Try to compile `source` into a binary GPU program # # Check the result using `is_compiled` and `info_log` fun compile `{ glCompileShader(recv); `} # Has this shader been compiled? fun is_compiled: Bool do return query(0x8B81) != 0 # Delete this shader fun delete `{ glDeleteShader(recv); `} # Has this shader been deleted? fun is_deleted: Bool do return query(0x8B80) != 0 # Is this a valid shader? fun is_ok: Bool `{ return glIsShader(recv); `} # Retrieve the information log of this shader # # Useful with `link` and `validate` fun info_log: String import NativeString.to_s `{ int size; glGetShaderiv(recv, GL_INFO_LOG_LENGTH, &size); GLchar *msg = malloc(size); glGetShaderInfoLog(recv, size, NULL, msg); return NativeString_to_s(msg); `} end # 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: GLfloatArray init(index, count: Int, array: Array[Float]) do self.index = index self.count = count self.glfloat_array = new GLfloatArray(array) end fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array) private fun attrib_pointer_intern(index, count: Int, array: GLfloatArray) `{ glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array); `} fun enable do enable_intern(index) private fun enable_intern(index: Int) `{ glEnableVertexAttribArray(index); `} fun draw_arrays_triangles do draw_arrays_triangles_intern(index, count) private fun draw_arrays_triangles_intern(index, count: Int) `{ glDrawArrays(GL_TRIANGLES, index, count); `} end # Low level array of `Float` extern class GLfloatArray `{GLfloat *`} new (array: Array[Float]) import Array[Float].length, Array[Float].[] `{ int i; int len = Array_of_Float_length(array); GLfloat *vertex_array = malloc(sizeof(GLfloat)*len); for (i = 0; i < len; i ++) vertex_array[i] = Array_of_Float__index(array, i); return vertex_array; `} end # General type for OpenGL enumerations extern class GLEnum `{ GLenum `} redef fun hash `{ return recv; `} redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash end # An OpenGL ES 2.0 error code extern class GLError super GLEnum # Is there no error? fun is_ok: Bool do return is_no_error # Is this not an error? fun is_no_error: Bool `{ return recv == GL_NO_ERROR; `} fun is_invalid_enum: Bool `{ return recv == GL_INVALID_ENUM; `} fun is_invalid_value: Bool `{ return recv == GL_INVALID_VALUE; `} fun is_invalid_operation: Bool `{ return recv == GL_INVALID_OPERATION; `} fun is_invalid_framebuffer_operation: Bool `{ return recv == GL_INVALID_FRAMEBUFFER_OPERATION; `} fun is_out_of_memory: Bool `{ return recv == GL_OUT_OF_MEMORY; `} redef fun to_s do if is_no_error then return "No error" if is_invalid_enum then return "Invalid enum" if is_invalid_value then return "Invalid value" if is_invalid_operation then return "Invalid operation" if is_invalid_framebuffer_operation then return "invalid framebuffer operation" if is_out_of_memory then return "Out of memory" return "Truely unknown error" end end protected fun assert_no_gl_error do var error = gl.error if not error.is_ok then print "GL error: {error}" abort end end # Texture minifying function # # Used by: `GLES::tex_parameter_min_filter` extern class GLTextureMinFilter super GLEnum new nearest `{ return GL_NEAREST; `} new linear `{ return GL_LINEAR; `} end # Texture magnification function # # Used by: `GLES::tex_parameter_mag_filter` extern class GLTextureMagFilter super GLEnum new nearest `{ return GL_NEAREST; `} new linear `{ return GL_LINEAR; `} new nearest_mipmap_nearest `{ return GL_NEAREST_MIPMAP_NEAREST; `} new linear_mipmap_nearest `{ return GL_LINEAR_MIPMAP_NEAREST; `} new nearest_mipmap_linear `{ return GL_NEAREST_MIPMAP_LINEAR; `} new linear_mipmap_linear `{ return GL_LINEAR_MIPMAP_LINEAR; `} end # Wrap parameter of a texture # # Used by: `tex_parameter_wrap_*` extern class GLTextureWrap super GLEnum new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `} new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `} new repeat `{ return GL_REPEAT; `} end # Target texture # # Used by: `tex_parameter_*` extern class GLTextureTarget super GLEnum new flat `{ return GL_TEXTURE_2D; `} new cube_map `{ return GL_TEXTURE_CUBE_MAP; `} end # 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 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 # Clear the color buffer to `red`, `green`, `blue` and `alpha` fun clear_color(red, green, blue, alpha: Float) `{ glClearColor(red, green, blue, alpha); `} # Set the viewport fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} # Specify mapping of depth values from normalized device coordinates to window coordinates # # Default at `gl_depth_range(0.0, 1.0)` fun depth_range(near, far: Float) `{ glDepthRangef(near, far); `} # Define front- and back-facing polygons # # Front-facing polygons are clockwise if `value`, counter-clockwise otherwise. fun front_face=(value: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `} # Specify whether front- or back-facing polygons can be culled, default is `back` only # # One or both of `front` or `back` must be `true`. If you want to deactivate culling # use `(new GLCap.cull_face).disable`. # # Require: `front or back` fun cull_face(front, back: Bool) do assert not (front or back) cull_face_native(front, back) end private fun cull_face_native(front, back: Bool) `{ glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT); `} # Clear the `buffer` fun clear(buffer: GLBuffer) `{ glClear(buffer); `} # Last error from OpenGL ES 2.0 fun error: GLError `{ return glGetError(); `} # 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) # Enable or disable writing into the depth buffer fun depth_mask(value: Bool) `{ glDepthMask(value); `} # Set the scale and units used to calculate depth values fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `} # Specify the width of rasterized lines fun line_width(width: Float) `{ glLineWidth(width); `} # Set the pixel arithmetic for the blending operations # # Defaultvalues before assignation: # * `src_factor`: `GLBlendFactor::one` # * `dst_factor`: `GLBlendFactor::zero` fun blend_func(src_factor, dst_factor: GLBlendFactor) `{ glBlendFunc(src_factor, dst_factor); `} # Specify the value used for depth buffer comparisons # # Default value is `GLDepthFunc::less` # # Foreign: glDepthFunc fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `} # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` # # Foreign: glReadPixel fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); `} # Set the texture minifying function # # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value); `} # Set the texture magnification function # # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value); `} # Set the texture wrap parameter for coordinates _s_ # # Foreign: glTexParameter with GL_TEXTURE_WRAP_S fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{ glTexParameteri(target, GL_TEXTURE_WRAP_S, value); `} # Set the texture wrap parameter for coordinates _t_ # # Foreign: glTexParameter with GL_TEXTURE_WRAP_T fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{ glTexParameteri(target, GL_TEXTURE_WRAP_T, value); `} # Render primitives from array data # # Foreign: glDrawArrays fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `} # OpenGL server-side capabilities var capabilities = new GLCapabilities is lazy end # 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; `} # Entry point to OpenGL server-side capabilities class GLCapabilities # GL capability: blend the computed fragment color values # # Foreign: GL_BLEND fun blend: GLCap is lazy do return new GLCap(0x0BE2) # GL capability: cull polygons based of their winding in window coordinates # # Foreign: GL_CULL_FACE fun cull_face: GLCap is lazy do return new GLCap(0x0B44) # GL capability: do depth comparisons and update the depth buffer # # Foreign: GL_DEPTH_TEST fun 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 fun 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 fun 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 fun 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 fun sample_coverage: GLCap is lazy do return new GLCap(0x80A0) # GL capability: discard fragments that are outside the scissor rectangle # # Foreign: GL_SCISSOR_TEST fun scissor_test: GLCap is lazy do return new GLCap(0x0C11) # GL capability: do stencil testing and update the stencil buffer # # Foreign: GL_STENCIL_TEST fun 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 recv == GL_FLOAT; `} fun is_float_vec2: Bool `{ return recv == GL_FLOAT_VEC2; `} fun is_float_vec3: Bool `{ return recv == GL_FLOAT_VEC3; `} fun is_float_vec4: Bool `{ return recv == GL_FLOAT_VEC4; `} fun is_float_mat2: Bool `{ return recv == GL_FLOAT_MAT2; `} fun is_float_mat3: Bool `{ return recv == GL_FLOAT_MAT3; `} fun is_float_mat4: Bool `{ return recv == 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 recv == GL_INT; `} fun is_int_vec2: Bool `{ return recv == GL_INT_VEC2; `} fun is_int_vec3: Bool `{ return recv == GL_INT_VEC3; `} fun is_int_vec4: Bool `{ return recv == GL_INT_VEC4; `} fun is_bool: Bool `{ return recv == GL_BOOL; `} fun is_bool_vec2: Bool `{ return recv == GL_BOOL_VEC2; `} fun is_bool_vec3: Bool `{ return recv == GL_BOOL_VEC3; `} fun is_bool_vec4: Bool `{ return recv == GL_BOOL_VEC4; `} fun is_sampler_2d: Bool `{ return recv == GL_SAMPLER_2D; `} fun is_sampler_cube: Bool `{ return recv == GL_SAMPLER_CUBE; `} end # Kind of primitives to render with `GLES::draw_arrays` extern class GLDrawMode super GLEnum new points `{ return GL_POINTS; `} new line_strip `{ return GL_LINE_STRIP; `} new line_loop `{ return GL_LINE_LOOP; `} new lines `{ return GL_LINES; `} new triangle_strip `{ return GL_TRIANGLE_STRIP; `} new triangle_fan `{ return GL_TRIANGLE_FAN; `} new triangles `{ return GL_TRIANGLES; `} end # Pixel arithmetic for blending operations # # Used by `GLES::blend_func` extern class GLBlendFactor super GLEnum new zero `{ return GL_ZERO; `} new one `{ return GL_ONE; `} new src_color `{ return GL_SRC_COLOR; `} new one_minus_src_color `{ return GL_ONE_MINUS_SRC_COLOR; `} new dst_color `{ return GL_DST_COLOR; `} new one_minus_dst_color `{ return GL_ONE_MINUS_DST_COLOR; `} new src_alpha `{ return GL_SRC_ALPHA; `} new one_minus_src_alpha `{ return GL_ONE_MINUS_SRC_ALPHA; `} new dst_alpha `{ return GL_DST_ALPHA; `} new one_minus_dst_alpha `{ return GL_ONE_MINUS_DST_ALPHA; `} new constant_color `{ return GL_CONSTANT_COLOR; `} new one_minus_constant_color `{ return GL_ONE_MINUS_CONSTANT_COLOR; `} new constant_alpha `{ return GL_CONSTANT_ALPHA; `} new one_minus_constant_alpha `{ return GL_ONE_MINUS_CONSTANT_ALPHA; `} # Used for destination only new src_alpha_saturate `{ return GL_SRC_ALPHA_SATURATE; `} end # Condition under which a pixel will be drawn # # Used by `GLES::depth_func` extern class GLDepthFunc super GLEnum new never `{ return GL_NEVER; `} new less `{ return GL_LESS; `} new equal `{ return GL_EQUAL; `} new lequal `{ return GL_LEQUAL; `} new greater `{ return GL_GREATER; `} new not_equal `{ return GL_NOTEQUAL; `} new gequal `{ return GL_GEQUAL; `} new always `{ return GL_ALWAYS; `} end # Format of pixel data # # Used by `GLES::read_pixels` extern class GLPixelFormat super GLEnum new alpha `{ return GL_ALPHA; `} new rgb `{ return GL_RGB; `} new rgba `{ return GL_RGBA; `} end # Data type of pixel data # # Used by `GLES::read_pixels` extern class GLPixelType super GLEnum new unsigned_byte `{ return GL_UNSIGNED_BYTE; `} new unsigned_short_5_6_5 `{ return GL_UNSIGNED_SHORT_5_6_5; `} new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} new unsigned_short_5_5_5_1 `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} end # Set of buffers as a bitwise OR mask, used by `GLES::clear` # # ~~~ # var buffers = (new GLBuffer).color.depth # gl.clear buffers # ~~~ extern class GLBuffer `{ GLbitfield `} # Get an empty set of buffers new `{ return 0; `} # Add the color buffer to the returned buffer set fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `} # Add the depth buffer to the returned buffer set fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `} # Add the stencil buffer to the returned buffer set fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `} end