# See the License for the specific language governing permissions and
# limitations under the License.
-# OpenGL graphics rendering library for embedded systems, version 2.0.
+# 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
+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 <GLES2/gl2.h>
`}
-# Opengl ES program to which we attach shaders
+# 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); `}
- fun is_linked: Bool do return query("8B82".to_hex) != 0
+ # 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); `}
- fun is_deleted: Bool do return query("8B80".to_hex) != 0
+ # 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); `}
- fun is_validated: Bool do return query("8B83".to_hex) != 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(recv, GL_INFO_LOG_LENGTH, &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`}
- fun source=(code: String) import String.to_cstring, String.length `{
- GLchar *c_code = String_to_cstring(code);
- glShaderSource(recv, 1, (const GLchar * const*)&c_code, NULL);
+ # Set the source of the shader
+ fun source=(code: NativeString) `{
+ glShaderSource(recv, 1, (GLchar const **)&code, NULL);
`}
- fun source: nullable String import NativeString.to_s `{
- int size;
- glGetShaderiv(recv, GL_SHADER_SOURCE_LENGTH, &size);
- if (size == 0) return 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 NativeString_to_s(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); `}
- fun is_compiled: Bool do return query("8B81".to_hex) != 0
+ # Has this shader been compiled?
+ fun is_compiled: Bool do return query(0x8B81) != 0
+
+ # Delete this shader
fun delete `{ glDeleteShader(recv); `}
- fun is_deleted: Bool do return query("8B80".to_hex) != 0
+ # 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);
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])
`}
end
-extern class GLError `{ GLenum `}
+# 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; `}
end
end
-protected fun gl_clear_color(r, g, b, a: Float) `{ glClearColor(r, g, b, a); `}
-protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
-protected fun gl_vertex_attrib_pointer_int(index, length: Int, normalize: Bool, stride: Int, vertex: Array[Int]) import Array[Int].length, Array[Int].intern_items `{
- int* c_vertex = Array_of_Int_intern_items(vertex);
- glVertexAttribPointer(index, length, GL_INT, normalize, stride, c_vertex);
-`}
-protected fun gl_vertex_attrib_pointer_float(index, length: Int, normalize: Bool, stride: Int, vertex: Array[Float]) import Array[Float].length, Array[Float].intern_items `{
- int* c_vertex = Array_of_Float_intern_items(vertex);
- glVertexAttribPointer(index, length, GL_FLOAT, normalize, stride, c_vertex);
-`}
-
-# Direct call to `glClear`, call with a combinaison of `gl_clear_color_buffer`,
-# `gl_stencil_buffer_bit` and `gl_color_buffer_bit`.
-private fun gl_clear(flag: Int) `{ glClear(flag); `}
-
-protected fun gl_depth_buffer_bit: Int do return once "0100".to_hex
-protected fun gl_stencil_buffer_bit: Int do return once "0400".to_hex
-protected fun gl_color_buffer_bit: Int do return once "4000".to_hex
-
-protected fun gl_clear_color_buffer do gl_clear(gl_color_buffer_bit)
-protected fun gl_clear_depth_buffer do gl_clear(gl_depth_buffer_bit)
-protected fun gl_clear_stencil_buffer do gl_clear(gl_stencil_buffer_bit)
-
-protected fun gl_error: GLError `{ return glGetError(); `}
protected fun assert_no_gl_error
do
- var error = gl_error
+ var error = gl.error
if not error.is_ok then
print "GL error: {error}"
abort
end
end
-private fun gl_get_bool(key: Int): Bool `{
- GLboolean val;
- glGetBooleanv(GL_SHADER_COMPILER, &val);
- return val == GL_TRUE;
-`}
-private fun gl_get_float(key: Int): Float `{
- GLfloat val;
- glGetFloatv(key, &val);
- return val;
-`}
-private fun gl_get_int(key: Int): Int `{
- GLint val;
- glGetIntegerv(key, &val);
- return val;
-`}
+# 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
-fun gl_shader_compiler: Bool do return gl_get_bool("8DFA".to_hex)
+ 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
+
+# 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