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>
new `{ return glCreateProgram(); `}
# Is this a valid program?
- fun is_ok: Bool `{ return glIsProgram(recv); `}
+ fun is_ok: Bool `{ return glIsProgram(self); `}
# Attach a `shader` to this program
- fun attach_shader(shader: GLShader) `{ glAttachShader(recv, shader); `}
+ fun attach_shader(shader: GLShader) `{ glAttachShader(self, 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);
+ return glGetUniformLocation(self, c_name);
`}
# Query information on this program
fun query(pname: Int): Int `{
int val;
- glGetProgramiv(recv, pname, &val);
+ glGetProgramiv(self, pname, &val);
return val;
`}
# Try to link this program
#
# Check result using `in_linked` and `info_log`.
- fun link `{ glLinkProgram(recv); `}
+ fun link `{ glLinkProgram(self); `}
# Is this program linked?
fun is_linked: Bool do return query(0x8B82) != 0
# Use this program for the following operations
- fun use `{ glUseProgram(recv); `}
+ fun use `{ glUseProgram(self); `}
# Delete this program
- fun delete `{ glDeleteProgram(recv); `}
+ fun delete `{ glDeleteProgram(self); `}
# 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 validate `{ glValidateProgram(self); `}
# Boolean result of `validate`, must be called after `validate`
fun is_validated: Bool do return query(0x8B83) != 0
# Useful with `link` and `validate`
fun info_log: String import NativeString.to_s `{
int size;
- glGetProgramiv(recv, GL_INFO_LOG_LENGTH, &size);
+ glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size);
GLchar *msg = malloc(size);
- glGetProgramInfoLog(recv, size, NULL, msg);
+ glGetProgramInfoLog(self, size, NULL, msg);
return NativeString_to_s(msg);
`}
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(self, 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(self, 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(self, 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(self, 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(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
extern class GLShader `{GLuint`}
# Set the source of the shader
fun source=(code: NativeString) `{
- glShaderSource(recv, 1, (GLchar const **)&code, NULL);
+ glShaderSource(self, 1, (GLchar const **)&code, NULL);
`}
# Source of the shader, if available
private fun source_native(size: Int): NativeString `{
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);
+ glGetShaderiv(self, pname, &val);
return val;
`}
# Try to compile `source` into a binary GPU program
#
# Check the result using `is_compiled` and `info_log`
- fun compile `{ glCompileShader(recv); `}
+ fun compile `{ glCompileShader(self); `}
# Has this shader been compiled?
fun is_compiled: Bool do return query(0x8B81) != 0
# Delete this shader
- fun delete `{ glDeleteShader(recv); `}
+ fun delete `{ glDeleteShader(self); `}
# Has this shader been deleted?
fun is_deleted: Bool do return query(0x8B80) != 0
# Is this a valid shader?
- fun is_ok: Bool `{ return glIsShader(recv); `}
+ fun is_ok: Bool `{ return glIsShader(self); `}
# 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);
+ glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size);
GLchar *msg = malloc(size);
- glGetShaderInfoLog(recv, size, NULL, msg);
+ glGetShaderInfoLog(self, size, NULL, msg);
return NativeString_to_s(msg);
`}
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
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_no_error: Bool `{ return self == 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; `}
+ fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `}
+ fun is_invalid_value: Bool `{ return self == GL_INVALID_VALUE; `}
+ fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `}
+ fun is_invalid_framebuffer_operation: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `}
+ fun is_out_of_memory: Bool `{ return self == GL_OUT_OF_MEMORY; `}
redef fun to_s
do
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
# Set the viewport
fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
+ # 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); `}
+
# Define front- and back-facing polygons
#
# Front-facing polygons are clockwise if `value`, counter-clockwise otherwise.
# 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); `}
+
+ # Set the scale and units used to calculate depth values
+ fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
+
+ # Specify the width of rasterized lines
+ fun line_width(width: Float) `{ glLineWidth(width); `}
+
+ # 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 value used for depth buffer comparisons
+ #
+ # Default value is `GLDepthFunc::less`
+ #
+ # 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
extern class GLFloatDataType
super GLEnum
- 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; `}
+ fun is_float: Bool `{ return self == GL_FLOAT; `}
+ fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `}
+ fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `}
+ fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `}
+ fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `}
+ fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `}
+ fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `}
# Instances of `GLFloatDataType` can be equal to instances of `GLDataType`
redef fun ==(o)
extern class GLDataType
super GLFloatDataType
- 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 is_int: Bool `{ return self == GL_INT; `}
+ fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `}
+ fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `}
+ fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `}
+ fun is_bool: Bool `{ return self == GL_BOOL; `}
+ fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `}
+ fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `}
+ fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `}
+ fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `}
+ fun is_sampler_cube: Bool `{ return self == 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`
+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
+
+# Condition under which a pixel will be drawn
+#
+# Used by `GLES::depth_func`
+extern class GLDepthFunc
+ super GLEnum
+
+ 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; `}
+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`
new `{ return 0; `}
# Add the color buffer to the returned buffer set
- fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `}
+ fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `}
# Add the depth buffer to the returned buffer set
- fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `}
+ fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `}
# Add the stencil buffer to the returned buffer set
- fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `}
+ fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `}
end