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);
`}
char *name = malloc(max_size);
int size;
GLenum type;
- glGetActiveAttrib(recv, index, max_size, NULL, &size, &type, name);
+ glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
return name;
`}
fun active_attrib_size(index: Int): Int `{
int size;
GLenum type;
- glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL);
+ glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
return size;
`}
fun active_attrib_type(index: Int): GLFloatDataType `{
int size;
GLenum type;
- glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL);
+ glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL);
return type;
`}
char *name = malloc(max_size);
int size;
GLenum type;
- glGetActiveUniform(recv, index, max_size, NULL, &size, &type, name);
+ glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
return name;
`}
fun active_uniform_size(index: Int): Int `{
int size;
GLenum type;
- glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL);
+ glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL);
return size;
`}
fun active_uniform_type(index: Int): GLDataType `{
int size;
GLenum type = 0;
- glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL);
+ 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
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`
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