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>
# The newly created instance should be checked using `is_ok`.
new `{ return glCreateProgram(); `}
- # Is this a valid program?
- fun is_ok: Bool `{ return glIsProgram(recv); `}
-
- # Attach a `shader` to this program
- fun attach_shader(shader: GLShader) `{ glAttachShader(recv, 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(recv, c_name);
- `}
-
- # Query information on this program
- fun query(pname: Int): Int `{
- int val;
- glGetProgramiv(recv, pname, &val);
- return val;
+ return glGetUniformLocation(self, c_name);
`}
- # Try to link this program
- #
- # Check result using `in_linked` and `info_log`.
- fun link `{ glLinkProgram(recv); `}
-
# Is this program linked?
- fun is_linked: Bool do return query(0x8B82) != 0
-
- # Use this program for the following operations
- fun use `{ glUseProgram(recv); `}
-
- # Delete this program
- fun delete `{ glDeleteProgram(recv); `}
+ fun is_linked: Bool do return glGetProgramiv(self, gl_LINK_STATUS) != 0
# 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(recv); `}
+ fun is_deleted: Bool do return glGetProgramiv(self, gl_DELETE_STATUS) != 0
# 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);
- GLchar *msg = malloc(size);
- glGetProgramInfoLog(recv, size, NULL, msg);
- return NativeString_to_s(msg);
- `}
+ fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0
# 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)
+ fun n_active_uniforms: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORMS)
- # Length of the longest uniform name in this program, including `\n`
- fun active_uniform_max_length: Int do return query(0x8B87)
+ # Length of the longest uniform name in this program, including the null byte
+ fun active_uniform_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORM_MAX_LENGTH)
# 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)
+ fun n_active_attributes: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTES)
- # Length of the longest uniform name in this program, including `\n`
- fun active_attribute_max_length: Int do return query(0x8B8A)
+ # Length of the longest attribute name in this program, including the null byte
+ fun active_attribute_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTE_MAX_LENGTH)
# Number of shaders attached to this program
- fun n_attached_shaders: Int do return query(0x8B85)
+ fun n_attached_shaders: Int do return glGetProgramiv(self, gl_ATTACHED_SHADERS)
# 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
+ 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): NativeString `{
- char *name = malloc(max_size);
- glGetActiveAttrib(recv, index, max_size, NULL, NULL, NULL, name);
- return name;
+
+ 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.
+
+ int size;
+ GLenum type;
+ glGetActiveAttrib(self, index, max_size, NULL, &size, &type, 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(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 `{
+ fun active_attrib_type(index: Int): GLDataType `{
+ int size;
GLenum type;
- glGetActiveAttrib(recv, index, 0, NULL, &type, NULL, NULL);
+ 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
+ var max_size = active_uniform_max_length
+ 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): NativeString `{
- char *name = malloc(max_size);
- glGetActiveUniform(recv, index, max_size, NULL, NULL, NULL, name);
- return name;
+
+ 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);
`}
# 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(self, 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(self, index, 0, NULL, &size, &type, NULL);
return type;
`}
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); `}
+
+# Parameter value from a `program` object
+fun glGetProgramiv(program: GLProgram, pname: GLGetParameterName): Int `{
+ int value;
+ glGetProgramiv(program, pname, &value);
+ return value;
+`}
+
+# The information log for the `program` object
+fun glGetProgramInfoLog(program: GLProgram): String
+do
+ var size = glGetProgramiv(program, gl_INFO_LOG_LENGTH)
+ 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: CString): Int `{
+ int length;
+ glGetProgramInfoLog(program, buf_size, &length, buf);
+ return length;
+`}
+
# Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
extern class GLShader `{GLuint`}
- # Set the source of the shader
- fun source=(code: NativeString) `{
- glShaderSource(recv, 1, (GLchar const **)&code, NULL);
- `}
# Source of the shader, if available
#
# was created from a binary file.
fun source: nullable String
do
- var size = query(0x8B88)
+ var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
if size == 0 then return null
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(recv, size, NULL, 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);
- return val;
- `}
+ # Has this shader been compiled?
+ fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
- # Try to compile `source` into a binary GPU program
- #
- # Check the result using `is_compiled` and `info_log`
- fun compile `{ glCompileShader(recv); `}
+ # Has this shader been deleted?
+ fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
+end
- # Has this shader been compiled?
- fun is_compiled: Bool do return query(0x8B81) != 0
+# Get a parameter value from a `shader` object
+fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
+ int val;
+ glGetShaderiv(shader, pname, &val);
+ return val;
+`}
- # Delete this shader
- fun delete `{ glDeleteShader(recv); `}
+# Shader parameter
+extern class GLGetParameterName
+ super GLEnum
+end
- # Has this shader been deleted?
- fun is_deleted: Bool do return query(0x8B80) != 0
+fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
+fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `}
- # Is this a valid shader?
- fun is_ok: Bool `{ return glIsShader(recv); `}
+fun gl_SHADER_TYPE: GLGetParameterName `{ return GL_SHADER_TYPE; `}
+fun gl_COMPILE_STATUS: GLGetParameterName `{ return GL_COMPILE_STATUS; `}
+fun gl_SHADER_SOURCE_LENGTH: GLGetParameterName `{ return GL_SHADER_SOURCE_LENGTH; `}
- # 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);
- GLchar *msg = malloc(size);
- glGetShaderInfoLog(recv, size, NULL, msg);
- return NativeString_to_s(msg);
- `}
+fun gl_ACTIVE_ATTRIBUTES: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTES; `}
+fun gl_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; `}
+fun gl_ACTIVE_UNIFORMS: GLGetParameterName `{ return GL_ACTIVE_UNIFORMS; `}
+fun gl_ACTIVE_UNIFORM_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_UNIFORM_MAX_LENGTH; `}
+fun gl_ATTACHED_SHADERS: GLGetParameterName `{ return GL_ATTACHED_SHADERS; `}
+fun gl_LINK_STATUS: GLGetParameterName `{ return GL_LINK_STATUS; `}
+fun gl_VALIDATE_STATUS: GLGetParameterName `{ return GL_VALIDATE_STATUS; `}
+
+# The information log for the `shader` object
+fun glGetShaderInfoLog(shader: GLShader): String
+do
+ var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH)
+ 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: CString): Int `{
+ int length;
+ glGetShaderInfoLog(shader, buf_size, &length, buffer);
+ return length;
+`}
+
+# Shader type
+extern class GLShaderType
+ super GLEnum
+end
+
+fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `}
+fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `}
+
+# Create a shader object of the `shader_type`
+fun glCreateShader(shader_type: GLShaderType): GLShader `{
+ return glCreateShader(shader_type);
+`}
+
+# Replace the source code in the `shader` object with `code`
+fun glShaderSource(shader: GLShader, code: CString) `{
+ glShaderSource(shader, 1, (GLchar const **)&code, NULL);
+`}
+
+# Compile the `shader` object
+fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `}
+
+# Delete the `shader` object
+fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `}
+
+# Determine if `name` corresponds to a shader object
+fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `}
+
# An OpenGL ES 2.0 fragment shader
extern class GLFragmentShader
super GLShader
# 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); `}
+
+# Render primitives from array data by their index
+fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
+ glDrawElements(mode, count, typ, indices);
+`}
+
+# 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); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform2f(index: Int, x, y: Float) `{ glUniform2f(index, x, y); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `}
+
+# Specify the value of a uniform variable for the current program object
+fun glUniform4f(index: Int, x, y, z, w: Float) `{ glUniform4f(index, x, y, z, w); `}
+
# 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
+
+ redef init(length)
+ do
+ native_array = new NativeGLfloatArray(length)
+ end
+
+ # 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
+
+# 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 recv; `}
+ redef fun hash `{ return self; `}
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 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; `}
-
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
-protected fun assert_no_gl_error
+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
end
-# Texture minifying function
-#
-# Used by: `GLES::tex_parameter_min_filter`
-extern class GLTextureMinFilter
+# Texture unit, the number of texture units is implementation dependent
+extern class GLTextureUnit
super GLEnum
+end
- new nearest `{ return GL_NEAREST; `}
- new linear `{ return GL_LINEAR; `}
+fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `}
+fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `}
+fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `}
+fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `}
+fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `}
+fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `}
+fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `}
+fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `}
+fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `}
+fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `}
+fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `}
+fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `}
+fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `}
+fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `}
+fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `}
+fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `}
+fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `}
+fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `}
+fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `}
+fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `}
+fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `}
+fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `}
+fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `}
+fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `}
+fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `}
+fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `}
+fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `}
+fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `}
+fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `}
+fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `}
+fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `}
+fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `}
+
+# Texture unit at `offset` after `gl_TEXTURE0`
+fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `}
+
+# Generate `n` texture names
+fun glGenTextures(n: Int): Array[Int]
+do
+ var array = new CIntArray(n)
+ native_glGenTextures(n, array.native_array)
+ var a = array.to_a
+ array.destroy
+ return a
end
-# Texture magnification function
-#
-# Used by: `GLES::tex_parameter_mag_filter`
-extern class GLTextureMagFilter
- super GLEnum
+private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{
+ glGenTextures(n, (GLuint*)textures);
+`}
- new nearest `{ return GL_NEAREST; `}
- new linear `{ return GL_LINEAR; `}
- new nearest_mipmap_nearest `{ return GL_NEAREST_MIPMAP_NEAREST; `}
- new linear_mipmap_nearest `{ return GL_LINEAR_MIPMAP_NEAREST; `}
- new nearest_mipmap_linear `{ return GL_NEAREST_MIPMAP_LINEAR; `}
- new linear_mipmap_linear `{ return GL_LINEAR_MIPMAP_LINEAR; `}
+# Select server-side active texture unit
+fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `}
+
+# Bind the named `texture` to a `target`
+fun glBindTexture(target: GLTextureTarget, texture: Int) `{
+ glBindTexture(target, texture);
+`}
+
+# Delete named textures
+fun glDeleteTextures(textures: SequenceRead[Int])
+do
+ var n = textures.length
+ var array = new CIntArray.from(textures)
+ native_glDeleteTextures(n, array.native_array)
+ array.destroy
end
-# Wrap parameter of a texture
-#
-# Used by: `tex_parameter_wrap_*`
-extern class GLTextureWrap
+private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{
+ glDeleteTextures(n, (const GLuint *)textures);
+`}
+
+# Does `name` corresponds to a texture?
+fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
+
+# 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; `}
- new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `}
- new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `}
- new repeat `{ return GL_REPEAT; `}
+# 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: Int, internalformat: GLPixelFormat,
+ width, height, border: Int,
+ format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
+ glTexImage2D(target, level, internalformat, width, height, border, format, typ, data);
+`}
+
+# Specify a two-dimensional texture subimage
+fun glTexSubImage2D(target: GLTextureTarget,
+ level, xoffset, yoffset, width, height, border: Int,
+ format: GLPixelFormat, typ: GLDataType, data: Pointer) `{
+ glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data);
+`}
+
+# Copy pixels into a 2D texture image
+fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat,
+ x, y, width, height, border: Int) `{
+ glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+`}
+
+# Copy a two-dimensional texture subimage
+fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{
+ 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: GLDataType, data: Pointer) `{
+ glReadPixels(x, y, width, height, format, typ, data);
+`}
+
+# Texture minifying and magnifying function
+extern class GLTexParameteri
+ super GLEnum
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
-#
-# Used by: `tex_parameter_*`
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
- new flat `{ return GL_TEXTURE_2D; `}
- new cube_map `{ return GL_TEXTURE_CUBE_MAP; `}
+ # 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
+# Generate `n` renderbuffer object names
+fun glGenRenderbuffers(n: Int): Array[Int]
+do
+ var array = new CIntArray(n)
+ native_glGenRenderbuffers(n, array.native_array)
+ var a = array.to_a
+ array.destroy
+ return a
end
-# Entry points to OpenGL ES 2.0 services
-fun gl: GLES do return sys.gles
+private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
+ glGenRenderbuffers(n, (GLuint *)renderbuffers);
+`}
-# OpenGL ES 2.0 services
-class GLES
+# Determine if `name` corresponds to a renderbuffer object
+fun glIsRenderbuffer(name: Int): Bool `{
+ return glIsRenderbuffer(name);
+`}
- # Clear the color buffer to `red`, `green`, `blue` and `alpha`
- fun clear_color(red, green, blue, alpha: Float) `{
- glClearColor(red, green, blue, alpha);
- `}
+# Delete named renderbuffer objects
+fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int])
+do
+ var n = renderbuffers.length
+ var array = new CIntArray.from(renderbuffers)
+ native_glDeleteRenderbuffers(n, array.native_array)
+ array.destroy
+end
- # Set the viewport
- fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
+private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{
+ return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers);
+`}
- # 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); `}
+# Attach a renderbuffer object to a framebuffer object
+fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
+ renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
+ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+`}
- # 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); `}
+# 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);
+`}
- # 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
+# Format for a renderbuffer
+extern class GLRenderbufferFormat
+ super GLEnum
+end
- private fun cull_face_native(front, back: Bool) `{
- glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
- `}
+# 4 red, 4 green, 4 blue, 4 alpha bits format
+fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `}
+
+# 5 red, 6 green, 5 blue bits format
+fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
+
+# 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
- # Clear the `buffer`
- fun clear(buffer: GLBuffer) `{ glClear(buffer); `}
+# First color attachment point
+fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
- # Last error from OpenGL ES 2.0
- fun error: GLError `{ return glGetError(); `}
+# 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
# Query the boolean value at `key`
private fun get_bool(key: Int): Bool `{
# 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); `}
+ # OpenGL server-side capabilities
+ var capabilities = new GLCapabilities is lazy
+end
- # Set the scale and units used to calculate depth values
- fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
+# 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);
+`}
- # Specify the width of rasterized lines
- fun line_width(width: Float) `{ glLineWidth(width); `}
+# Specify the clear `value` for the depth buffer, default at 1.0
+fun glClearDepthf(value: Float) `{ glClearDepthf(value); `}
- # 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 stencil buffer, default at 0
+fun glClearStencil(value: Int) `{ glClearStencil(value); `}
+
+# Clear the `buffer`
+fun glClear(buffer: GLBuffer) `{ glClear(buffer); `}
+
+# Enable and disable writing of frame buffer color components
+fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `}
+
+# Set the viewport
+fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
+
+# Block until all GL execution is complete
+fun glFinish `{ glFinish(); `}
+
+# Force execution of GL commands in finite time
+fun glFlush `{ glFlush(); `}
+
+# Set texture parameters
+fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{
+ glTexParameteri(target, pname, param);
+`}
+
+# 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 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);
+`}
+
+# 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;
+`}
+
+# 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; `}
- # Specify the value used for depth buffer comparisons
+# 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
#
- # Default value is `GLDepthFunc::less`
+ # 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: glDepthFunc
- fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
+ # Foreign: GL_CULL_FACE
+ var cull_face: GLCap is lazy do return new GLCap(0x0B44)
- # Set the texture minifying function
+ # GL capability: do depth comparisons and update the depth buffer
#
- # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
- fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
- `}
+ # Foreign: GL_DEPTH_TEST
+ var depth_test: GLCap is lazy do return new GLCap(0x0B71)
- # Set the texture magnification function
+ # GL capability: dither color components or indices before they are written to the color buffer
#
- # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
- fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{
- glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
- `}
+ # Foreign: GL_DITHER
+ var dither: GLCap is lazy do return new GLCap(0x0BE2)
- # Set the texture wrap parameter for coordinates _s_
+ # GL capability: add an offset to depth values of a polygon fragment before depth test
#
- # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
- fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{
- glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
- `}
+ # Foreign: GL_POLYGON_OFFSET_FILL
+ var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
- # Set the texture wrap parameter for coordinates _t_
+ # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
#
- # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
- fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{
- glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
- `}
-end
+ # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
+ var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
-# 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
+ # 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)
- fun is_float: Bool `{ return recv == GL_FLOAT; `}
- fun is_float_vec2: Bool `{ return recv == GL_FLOAT_VEC2; `}
- fun is_float_vec3: Bool `{ return recv == GL_FLOAT_VEC3; `}
- fun is_float_vec4: Bool `{ return recv == GL_FLOAT_VEC4; `}
- fun is_float_mat2: Bool `{ return recv == GL_FLOAT_MAT2; `}
- fun is_float_mat3: Bool `{ return recv == GL_FLOAT_MAT3; `}
- fun is_float_mat4: Bool `{ return recv == GL_FLOAT_MAT4; `}
+ # 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)
- # 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
+ # 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 GLFloatDataType
+ super GLEnum
+end
- fun is_int: Bool `{ return recv == GL_INT; `}
- fun is_int_vec2: Bool `{ return recv == GL_INT_VEC2; `}
- fun is_int_vec3: Bool `{ return recv == GL_INT_VEC3; `}
- fun is_int_vec4: Bool `{ return recv == GL_INT_VEC4; `}
- fun is_bool: Bool `{ return recv == GL_BOOL; `}
- fun is_bool_vec2: Bool `{ return recv == GL_BOOL_VEC2; `}
- fun is_bool_vec3: Bool `{ return recv == GL_BOOL_VEC3; `}
- fun is_bool_vec4: Bool `{ return recv == GL_BOOL_VEC4; `}
- fun is_sampler_2d: Bool `{ return recv == GL_SAMPLER_2D; `}
- fun is_sampler_cube: Bool `{ return recv == GL_SAMPLER_CUBE; `}
+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
-#
-# 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
+end
- 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; `}
+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
-# Set of buffers as a bitwise OR mask, used by `GLES::clear`
-#
-# ~~~
-# var buffers = (new GLBuffer).color.depth
-# gl.clear buffers
-# ~~~
+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 `}
- # Get an empty set of buffers
- new `{ return 0; `}
+ # Bitwise OR with `other`
+ fun |(other: GLBuffer): GLBuffer `{ return self | other; `}
+end
- # Add the color buffer to the returned buffer set
- fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `}
+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; `}
- # Add the depth buffer to the returned buffer set
- fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `}
+# Define front- and back-facing polygons, `gc_CCW` by default
+fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
- # Add the stencil buffer to the returned buffer set
- fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `}
+# 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];
+`}
+
+# 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; `}