# 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`.
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 <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(); `}
- fun is_ok: Bool `{ return glIsProgram(recv); `}
+ # Is this a valid program?
+ fun is_ok: Bool `{ return glIsProgram(self); `}
- fun attach_shader(shader: GLShader) `{ glAttachShader(recv, shader); `}
+ # 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);
- glBindAttribLocation(recv, index, c_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(recv, c_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(recv, pname, &val);
+ glGetProgramiv(self, pname, &val);
return val;
`}
- fun link `{ glLinkProgram(recv); `}
- fun is_linked: Bool do return query("8B82".to_hex) != 0
+ # Try to link this program
+ #
+ # Check result using `in_linked` and `info_log`.
+ fun link `{ glLinkProgram(self); `}
- fun use `{ glUseProgram(recv); `}
+ # Is this program linked?
+ fun is_linked: Bool do return query(0x8B82) != 0
- fun delete `{ glDeleteProgram(recv); `}
- fun is_deleted: Bool do return query("8B80".to_hex) != 0
+ # Use this program for the following operations
+ fun use `{ glUseProgram(self); `}
- fun validate `{ glValidateProgram(recv); `}
- fun is_validated: Bool do return query("8B83".to_hex) != 0
+ # 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
+
+ # 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);
+ glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size);
GLchar *msg = malloc(size);
- glGetProgramInfoLog(recv, size, NULL, msg);
+ 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
# 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(self, 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);
+ glGetShaderSource(self, size, NULL, code);
+ return code;
`}
+ # Query information on this shader
protected fun query(pname: Int): Int `{
int val;
- glGetShaderiv(recv, pname, &val);
+ glGetShaderiv(self, pname, &val);
return val;
`}
- fun compile `{ glCompileShader(recv); `}
- fun is_compiled: Bool do return query("8B81".to_hex) != 0
+ # Try to compile `source` into a binary GPU program
+ #
+ # Check the result using `is_compiled` and `info_log`
+ fun compile `{ glCompileShader(self); `}
+
+ # Has this shader been compiled?
+ fun is_compiled: Bool do return query(0x8B81) != 0
- fun delete `{ glDeleteShader(recv); `}
- fun is_deleted: Bool do return query("8B80".to_hex) != 0
+ # Delete this shader
+ fun delete `{ glDeleteShader(self); `}
- fun is_ok: Bool `{ return glIsShader(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(self); `}
+
+ # 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);
+ glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size);
GLchar *msg = malloc(size);
- glGetShaderInfoLog(recv, size, NULL, msg);
+ glGetShaderInfoLog(self, 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
+
+ protected var glfloat_array: NativeGLfloatArray
init(index, count: Int, array: Array[Float])
do
self.index = index
self.count = count
- self.glfloat_array = new GLfloatArray(array)
+ 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: GLfloatArray) `{
+ private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{
glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array);
`}
- fun enable do enable_intern(index)
- private fun enable_intern(index: Int) `{ glEnableVertexAttribArray(index); `}
+ # Enable this vertex attribute array
+ fun enable do 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);
- `}
+ # 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`
-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;
- `}
+class GLfloatArray
+ super CArray[Float]
+ redef type NATIVE: NativeGLfloatArray
+
+ init do native_array = new NativeGLfloatArray(length)
+
+ # 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
-extern class GLError `{ GLenum `}
+# 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
+
+# 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
- 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; `}
+
+ # 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
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);
+fun assert_no_gl_error
+do
+ var error = gl.error
+ if not error.is_ok then
+ print "GL error: {error}"
+ abort
+ end
+end
+
+# Does `name` corresponds to a texture?
+fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
+
+# Bind the named `texture` to a `target`
+fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
+
+# 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, internalformat, width, height, border: Int,
+ format: GLPixelFormat, typ: GLPixelType, data: NativeCByteArray) `{
+ glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
+`}
+
+# Texture minifying and magnifying function
+extern class GLTextureFilter
+ 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
+
+# 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
+
+# Attach a renderbuffer object to a framebuffer object
+fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
+ renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
+ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
`}
-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);
+
+# 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);
`}
-# 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); `}
+# Format for a renderbuffer
+extern class GLRenderbufferFormat
+ super GLEnum
+end
-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
+# 4 red, 4 green, 4 blue, 4 alpha bits format
+fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
-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)
+# 5 red, 6 green, 5 blue bits format
+fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
-protected fun gl_error: GLError `{ return glGetError(); `}
-protected fun assert_no_gl_error
-do
- var error = gl_error
- if not error.is_ok then
- print "GL error: {error}"
- abort
+# 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
+
+ # 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, format, typ, data);
+ `}
+
+ # 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);
+ `}
+
+ # 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 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
-private fun gl_get_bool(key: Int): Bool `{
- GLboolean val;
- glGetBooleanv(GL_SHADER_COMPILER, &val);
- return val == GL_TRUE;
+# 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);
`}
-private fun gl_get_float(key: Int): Float `{
- GLfloat val;
- glGetFloatv(key, &val);
- return val;
+
+# 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);
`}
-private fun gl_get_int(key: Int): Int `{
- GLint val;
- glGetIntegerv(key, &val);
- return val;
+
+# 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;
`}
-fun gl_shader_compiler: Bool do return gl_get_bool("8DFA".to_hex)
+# 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; `}
+
+# 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 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 self | GL_COLOR_BUFFER_BIT; `}
+
+ # Add the depth buffer to the returned buffer set
+ fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
+
+ # Add the stencil buffer to the returned buffer set
+ fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}
+end