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>
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);
- glGetActiveAttrib(recv, index, max_size, NULL, NULL, NULL, name);
+ 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;
- glGetActiveAttrib(recv, index, 0, NULL, NULL, &size, NULL);
+ GLenum type;
+ glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL);
return size;
`}
#
# 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, &type, NULL, NULL);
+ glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL);
return type;
`}
end
private fun active_uniform_name_native(index, max_size: Int): NativeString `{
char *name = malloc(max_size);
- glGetActiveUniform(recv, index, max_size, NULL, NULL, NULL, name);
+ 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;
- glGetActiveUniform(recv, index, 0, NULL, NULL, &size, NULL);
+ GLenum type;
+ glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL);
return size;
`}
#
# May be any data type supported by OpenGL ES 2.0 shaders.
fun active_uniform_type(index: Int): GLDataType `{
- GLenum type;
- glGetActiveUniform(recv, index, 0, NULL, &type, NULL, NULL);
+ int size;
+ GLenum type = 0;
+ glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL);
return type;
`}
end
end
end
-protected fun assert_no_gl_error
+fun assert_no_gl_error
do
var error = gl.error
if not error.is_ok then
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
# 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_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
+
+# 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);
+`}
+
+# 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);
+`}
+
+# 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);
+`}
+
+# 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;
+`}
+
+# 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; `}
+
+# 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
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`
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`
#
# ~~~