# Boolean result of `validate`, must be called after `validate`
fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0
- # Retrieve the information log of this program
- #
- # Useful with `link` and `validate`
- fun info_log: String import NativeString.to_s `{
- int size;
- glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size);
- GLchar *msg = malloc(size);
- 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
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 `{
+
+ 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.
- 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`
# 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);
+
+ 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);
- return name;
`}
# Size of the active uniform at `index`
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`
-fun glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: NativeString): Int `{
+private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: CString): Int `{
int length;
glGetProgramInfoLog(program, buf_size, &length, buf);
return length;
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(self, size, NULL, code);
return code;
fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
# Has this shader been deleted?
-
- # Retrieve the information log of this shader
- #
- # Useful with `link` and `validate`
- fun info_log: String import NativeString.to_s `{
- int size;
- glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size);
- GLchar *msg = malloc(size);
- glGetShaderInfoLog(self, size, NULL, msg);
- return NativeString_to_s(msg);
- `}
fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
end
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
`}
# Replace the source code in the `shader` object with `code`
-fun glShaderSource(shader: GLShader, code: NativeString) `{
+fun glShaderSource(shader: GLShader, code: CString) `{
glShaderSource(shader, 1, (GLchar const **)&code, NULL);
`}
# 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 uniform variable for the current program object
fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `}
-# TODO glUniform*f
+# 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`
class GLfloatArray
# 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; `}