fun active_attrib_name(index: Int): String
do
var max_size = active_attribute_max_length
- var cname = new NativeString(max_size)
+ var cname = new CString(max_size)
active_attrib_name_native(index, max_size, cname)
return cname.to_s
end
- private fun active_attrib_name_native(index, max_size: Int, name: NativeString) `{
+ private fun active_attrib_name_native(index, max_size: Int, name: CString) `{
// We get more values than we need, for compatibility. At least the
// NVidia driver tries to fill them even if NULL.
fun active_uniform_name(index: Int): String
do
var max_size = active_uniform_max_length
- var cname = new NativeString(max_size)
+ var cname = new CString(max_size)
active_uniform_name_native(index, max_size, cname)
return cname.to_s
end
- private fun active_uniform_name_native(index, max_size: Int, name: NativeString) `{
+ private fun active_uniform_name_native(index, max_size: Int, name: CString) `{
int size;
GLenum type;
glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
fun glGetProgramInfoLog(program: GLProgram): String
do
var size = glGetProgramiv(program, gl_INFO_LOG_LENGTH)
- var buf = new NativeString(size)
+ var buf = new CString(size)
native_glGetProgramInfoLog(program, size, buf)
return buf.to_s_with_length(size)
end
# Return the program information log in `buf`
-private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: NativeString): Int `{
+private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: CString): Int `{
int length;
glGetProgramInfoLog(program, buf_size, &length, buf);
return length;
return source_native(size).to_s
end
- private fun source_native(size: Int): NativeString `{
+ private fun source_native(size: Int): CString `{
GLchar *code = malloc(size);
glGetShaderSource(self, size, NULL, code);
return code;
fun glGetShaderInfoLog(shader: GLShader): String
do
var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH)
- var buf = new NativeString(size)
+ var buf = new CString(size)
native_glGetShaderInfoLog(shader, size, buf)
return buf.to_s_with_length(size)
end
-private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: NativeString): Int `{
+private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: CString): Int `{
int length;
glGetShaderInfoLog(shader, buf_size, &length, buffer);
return length;
`}
# Replace the source code in the `shader` object with `code`
-fun glShaderSource(shader: GLShader, code: NativeString) `{
+fun glShaderSource(shader: GLShader, code: CString) `{
glShaderSource(shader, 1, (GLchar const **)&code, NULL);
`}
# Specify the width of rasterized lines
fun glLineWidth(width: Float) `{ glLineWidth(width); `}
+
+# Get the value of the parameter `pname` at `offset`
+fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{
+ GLboolean v[4];
+ glGetBooleanv(pname, v);
+ return v[offset];
+`}
+
+# Get the value of the parameter `pname` at `offset`
+fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{
+ GLfloat v[4];
+ glGetFloatv(pname, v);
+ return v[offset];
+`}
+
+# Get the value of the parameter `pname` at `offset`
+fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{
+ GLint v[4];
+ glGetIntegerv(pname, v);
+ return v[offset];
+`}
+
+fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `}
+
+fun gl_MAX_TEXTURE_SIZE: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `}
+fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `}
+fun gl_MAX_VERTEX_ATTRIBS: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `}
+fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `}
+fun gl_MAX_VARYING_VECTORS: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `}
+fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `}
+fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
+fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
+fun gl_MAX_FRAGMENT_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}