# The newly created instance should be checked using `is_ok`.
new `{ return glCreateProgram(); `}
- # Is this a valid program?
- fun is_ok: Bool `{ return glIsProgram(self); `}
-
- # Attach a `shader` to this program
- fun attach_shader(shader: GLShader) `{ glAttachShader(self, 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);
return val;
`}
- # Try to link this program
- #
- # Check result using `in_linked` and `info_log`.
- fun link `{ glLinkProgram(self); `}
-
# Is this program linked?
fun is_linked: Bool do return query(0x8B82) != 0
- # Use this program for the following operations
- fun use `{ glUseProgram(self); `}
-
- # Delete this program
- fun delete `{ glDeleteProgram(self); `}
-
# 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(self); `}
-
# Boolean result of `validate`, must be called after `validate`
fun is_validated: Bool do return query(0x8B83) != 0
`}
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`}
super CArray[Float]
redef type NATIVE: NativeGLfloatArray
- init do native_array = new NativeGLfloatArray(length)
+ redef init(length)
+ do
+ native_array = new NativeGLfloatArray(length)
+ end
# Create with the content of `array`
new from(array: Array[Float])
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
- # Is there no error?
- fun is_ok: Bool do return is_no_error
-
- # Is this not an error?
- fun is_no_error: Bool `{ return self == GL_NO_ERROR; `}
-
- fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `}
- fun is_invalid_value: Bool `{ return self == GL_INVALID_VALUE; `}
- fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `}
- fun is_invalid_framebuffer_operation: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `}
- fun is_out_of_memory: Bool `{ return self == 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"
+ 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 = gl.error
- if not error.is_ok then
+ var error = glGetError
+ if not error == gl_NO_ERROR then
print "GL error: {error}"
abort
end
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 GLTextureFilter
+extern class GLTexParameteri
super GLEnum
end
-fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `}
-fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `}
-fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `}
-fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `}
-fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `}
-fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `}
-
-# 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
+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
# 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;
# 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); `}
+ # OpenGL server-side capabilities
+ var capabilities = new GLCapabilities is lazy
+end
- # Specify the width of rasterized lines
- fun line_width(width: Float) `{ glLineWidth(width); `}
+# 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);
+`}
- # 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 clear `value` for the depth buffer, default at 1.0
+fun glClearDepthf(value: Float) `{ glClearDepthf(value); `}
- # Specify the value used for depth buffer comparisons
- #
- # Default value is `GLDepthFunc::less`
- #
- # Foreign: glDepthFunc
- fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
+# Specify the clear `value` for the stencil buffer, default at 0
+fun glClearStencil(value: Int) `{ glClearStencil(value); `}
- # 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, format, typ, data);
- `}
+# Clear the `buffer`
+fun glClear(buffer: GLBuffer) `{ glClear(buffer); `}
- # Set the texture minifying function
- #
- # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
- fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
- `}
+# Enable and disable writing of frame buffer color components
+fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
- # Set the texture magnification function
- #
- # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
- fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{
- glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
- `}
+# Set the viewport
+fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
- # 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);
- `}
+# Block until all GL execution is complete
+fun glFinish `{ glFinish(); `}
- # 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);
- `}
+# Force execution of GL commands in finite time
+fun glFlush `{ glFlush(); `}
- # Render primitives from array data
- #
- # Foreign: glDrawArrays
- fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
+# Set texture parameters
+fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
+ glTexParameteri(target, pname, param);
+`}
- # OpenGL server-side capabilities
- var capabilities = new GLCapabilities is lazy
+# 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 is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `}
end
-# Kind of primitives to render with `GLES::draw_arrays`
+# Kind of primitives to render
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
+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
-#
-# 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
+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
-#
-# 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
+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
-#
-# 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
+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
-#
-# 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
-# ~~~
+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 `}
- # Get an empty set of buffers
- new `{ return 0; `}
+ # 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
- # Add the color buffer to the returned buffer set
- fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
+fun gl_CW: GLFrontFaceMode `{ return GL_CW; `}
+fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
- # Add the depth buffer to the returned buffer set
- fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
+# Specify whether front- or back-facing polygons can be culled, default is `back` only
+fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `}
- # Add the stencil buffer to the returned buffer set
- fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}
+# 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); `}