+
+# 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; `}
+
+# Generate `n` framebuffer object names
+fun glGenFramebuffers(n: Int): Array[Int]
+do
+ var array = new CIntArray(n)
+ native_glGenFramebuffers(n, array.native_array)
+ var a = array.to_a
+ array.destroy
+ return a
+end
+
+private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{
+ glGenFramebuffers(n, (GLuint *)textures);
+`}
+
+# Determine if `name` corresponds to a framebuffer object
+fun glIsFramebuffer(name: Int): Bool `{
+ return glIsFramebuffer(name);
+`}
+
+# Delete named framebuffer objects
+fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
+do
+ var n = framebuffers.length
+ var array = new CIntArray.from(framebuffers)
+ native_glDeleteFramebuffers(n, array.native_array)
+ array.destroy
+end
+
+private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
+ return glDeleteFramebuffers(n, (const GLuint *)framebuffers);
+`}
+
+# 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
+
+# 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 GLEnum
+end
+
+fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `}
+fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `}
+fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `}
+fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `}
+fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `}
+fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `}
+fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `}
+
+fun gl_BYTE: GLDataType `{ return GL_BYTE; `}
+fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `}
+fun gl_SHORT: GLDataType `{ return GL_SHORT; `}
+fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `}
+fun gl_INT: GLDataType `{ return GL_INT; `}
+fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `}
+fun gl_FIXED: GLDataType `{ return GL_FIXED; `}
+fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `}
+fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `}
+fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `}
+fun gl_BOOL: GLDataType `{ return GL_BOOL; `}
+fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `}
+fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `}
+fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `}
+fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `}
+fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `}
+
+fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `}
+fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `}
+fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `}
+
+# Kind of primitives to render
+extern class GLDrawMode
+ super GLEnum
+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
+extern class GLBlendFactor
+ super GLEnum
+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
+extern class GLDepthFunc
+ super GLEnum
+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
+extern class GLPixelFormat
+ super GLEnum
+end
+
+fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `}
+fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
+fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `}
+
+# Set of buffers as a bitwise OR mask
+extern class GLBuffer `{ GLbitfield `}
+ # 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
+
+fun gl_CW: GLFrontFaceMode `{ return GL_CW; `}
+fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
+
+# Specify whether front- or back-facing polygons can be culled, default is `back` only
+fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `}
+
+# 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); `}
+
+# 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];