# 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`.
+# with the C API of OpenGL. Most developers will prefer to use the higher level
+# graphic API `gammit`.
#
# Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader`
# applicable on string literals to check shader code using `glslangValidator`.
# http://www.khronos.org/opengles/sdk/docs/man/
module glesv2 is
pkgconfig
+ no_warning "missing-doc"
new_annotation glsl_vertex_shader
new_annotation glsl_fragment_shader
ldflags("-lGLESv2")@android
intrude import c
in "C Header" `{
+#ifdef __APPLE__
+ #include <OpenGLES/ES2/gl.h>
+#else
#include <GLES2/gl2.h>
+#endif
`}
# OpenGL ES program to which we attach shaders
# Low level array of `Float`
class GLfloatArray
- super CArray[Float]
- redef type NATIVE: NativeGLfloatArray
+ super FinalizableOnce
- redef init(length)
+ var length: Int
+
+ var native_array = new NativeGLfloatArray(length) is lateinit
+
+ fun [](index: Int): Float do return native_array[index]
+
+ fun []=(index: Int, val: Float) do native_array[index] = val
+
+ var add_index = 0
+
+ fun reset_add do add_index = 0
+
+ # Require: `add_index < length`
+ fun add(value: Float)
do
- native_array = new NativeGLfloatArray(length)
+ var index = add_index
+ assert index < length
+ native_array[index] = value
+ self.add_index = index + 1
end
# Create with the content of `array`
# Require: `length >= array.length + dst_offset or else 0`
fun fill_from(array: Array[Float], dst_offset: nullable Int)
do
- dst_offset = dst_offset or else 0
+ dst_offset = dst_offset or else add_index
assert length >= array.length + dst_offset
for k in [0..array.length[ do
self[dst_offset+k] = array[k]
end
end
+
+ redef fun finalize_once do native_array.free
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; `}
+ fun [](index: Int): Float `{ return self[index]; `}
- redef fun +(offset) `{ return self + offset; `}
+ fun []=(index: Int, val: Float) `{ self[index] = val; `}
+
+ fun +(offset: Int): NativeGLfloatArray `{ return self + offset; `}
end
# General type for OpenGL enumerations
fun gl_RGB5_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
# 16 depth bits format
-fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
+fun gl_DEPTH_COMPONENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
# 8 stencil bits format
fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `}
fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `}
fun gl_RGB: GLPixelFormat `{ return GL_RGB; `}
fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `}
+fun gl_DEPTH_COMPONENT: GLPixelFormat `{ return GL_DEPTH_COMPONENT; `}
# Set of buffers as a bitwise OR mask
extern class GLBuffer `{ GLbitfield `}
fun gl_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; `}
fun gl_FRAMEBUFFER_BINDING: GLGetParameterName `{ return GL_FRAMEBUFFER_BINDING; `}
fun gl_RENDERBUFFER_BINDING: GLGetParameterName `{ return GL_RENDERBUFFER_BINDING; `}
+
+# Return a string describing the current GL configuration
+fun glGetString(name: GLEnum): String
+do
+ var cstr = glGetString_native(name)
+ assert not cstr.address_is_null
+ return cstr.to_s
+end
+
+private fun glGetString_native(name: GLEnum): CString `{ return (char*)glGetString(name); `}
+
+# Company responsible for this GL implementation
+fun gl_VENDOR: GLEnum `{ return GL_VENDOR; `}
+
+# Name of the renderer, typically specific to a particular configuration of the hardware platform
+fun gl_RENDERER: GLEnum `{ return GL_RENDERER; `}
+
+# Version or release number
+fun gl_VERSION: GLEnum `{ return GL_VERSION; `}
+
+# Version or release number for the shading language of the form
+fun gl_SHADING_LANGUAGE_VERSION: GLEnum `{ return GL_SHADING_LANGUAGE_VERSION; `}
+
+# Space-separated list of supported extensions to GL
+fun gl_EXTENSIONS: GLEnum `{ return GL_EXTENSIONS; `}