`}
end
+# General type for OpenGL enumerations
+extern class GLEnum `{ GLenum `}
+
+ redef fun hash `{ return recv; `}
+
+ redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
+end
+
# An OpenGL ES 2.0 error code
-extern class GLError `{ GLenum `}
+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; `}
end
end
-# Clear the color buffer with `r`, `g`, `b`, `a`
-protected fun gl_clear_color(r, g, b, a: Float) `{ glClearColor(r, g, b, a); `}
-
-# Set the viewport
-protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
-
-# Direct call to `glClear`, call with a combinaison of `gl_clear_color_buffer`,
-# `gl_stencil_buffer_bit` and `gl_color_buffer_bit`.
-private fun gl_clear(flag: Int) `{ glClear(flag); `}
-
-protected fun gl_depth_buffer_bit: Int do return 0x0100
-protected fun gl_stencil_buffer_bit: Int do return 0x0400
-protected fun gl_color_buffer_bit: Int do return 0x4000
-
-protected fun gl_clear_color_buffer do gl_clear(gl_color_buffer_bit)
-protected fun gl_clear_depth_buffer do gl_clear(gl_depth_buffer_bit)
-protected fun gl_clear_stencil_buffer do gl_clear(gl_stencil_buffer_bit)
-
-protected fun gl_error: GLError `{ return glGetError(); `}
protected fun assert_no_gl_error
do
- var error = gl_error
+ var error = gl.error
if not error.is_ok then
print "GL error: {error}"
abort
end
end
-# Query the boolean value at `key`
-private fun gl_get_bool(key: Int): Bool `{
- GLboolean val;
- glGetBooleanv(key, &val);
- return val == GL_TRUE;
-`}
+# Texture minifying function
+#
+# Used by: `GLES::tex_parameter_min_filter`
+extern class GLTextureMinFilter
+ super GLEnum
-# Query the floating point value at `key`
-private fun gl_get_float(key: Int): Float `{
- GLfloat val;
- glGetFloatv(key, &val);
- return val;
-`}
+ new nearest `{ return GL_NEAREST; `}
+ new linear `{ return GL_LINEAR; `}
+end
-# Query the integer value at `key`
-private fun gl_get_int(key: Int): Int `{
- GLint val;
- glGetIntegerv(key, &val);
- return val;
-`}
+# Texture magnification function
+#
+# Used by: `GLES::tex_parameter_mag_filter`
+extern class GLTextureMagFilter
+ super GLEnum
+
+ 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; `}
+end
+
+# Wrap parameter of a texture
+#
+# Used by: `tex_parameter_wrap_*`
+extern class GLTextureWrap
+ super GLEnum
+
+ new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `}
+ new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `}
+ new repeat `{ return GL_REPEAT; `}
+end
-# Does this driver support shader compilation?
+# Target texture
#
-# Should always return `true` in OpenGL ES 2.0 and 3.0.
-fun gl_shader_compiler: Bool do return gl_get_bool(0x8DFA)
+# Used by: `tex_parameter_*`
+extern class GLTextureTarget
+ super GLEnum
+
+ new flat `{ return GL_TEXTURE_2D; `}
+ new cube_map `{ return GL_TEXTURE_CUBE_MAP; `}
+end
+
+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
+
+ # Clear the color buffer to `red`, `green`, `blue` and `alpha`
+ fun clear_color(red, green, blue, alpha: Float) `{
+ glClearColor(red, green, blue, alpha);
+ `}
+
+ # 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.
+ fun front_face=(value: Bool) `{ glFrontFace(value? GL_CW: GL_CCW); `}
+
+ # 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
+
+ private fun cull_face_native(front, back: Bool) `{
+ glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
+ `}
+
+ # Clear the `buffer`
+ fun clear(buffer: GLBuffer) `{ glClear(buffer); `}
+
+ # Last error from OpenGL ES 2.0
+ fun error: GLError `{ return glGetError(); `}
+
+ # Query the boolean value at `key`
+ private fun get_bool(key: Int): Bool `{
+ GLboolean val;
+ glGetBooleanv(key, &val);
+ return val == GL_TRUE;
+ `}
+
+ # Query the floating point value at `key`
+ private fun get_float(key: Int): Float `{
+ GLfloat val;
+ glGetFloatv(key, &val);
+ return val;
+ `}
+
+ # Query the integer value at `key`
+ private fun get_int(key: Int): Int `{
+ GLint val;
+ glGetIntegerv(key, &val);
+ return val;
+ `}
+
+ # Does this driver support shader compilation?
+ #
+ # 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); `}
+
+ # Set the texture minifying function
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
+ fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
+ `}
+
+ # Set the texture magnification function
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
+ fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
+ `}
+
+ # Set the texture wrap parameter for coordinates _s_
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
+ fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
+ `}
+
+ # Set the texture wrap parameter for coordinates _t_
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
+ fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
+ `}
+end
# 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 `{ GLenum `}
+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_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; `}
+
+ # 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
end
# All data types of OpenGL ES 2.0 shaders
fun is_sampler_2d: Bool `{ return recv == GL_SAMPLER_2D; `}
fun is_sampler_cube: Bool `{ return recv == GL_SAMPLER_CUBE; `}
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
+
+# Set of buffers as a bitwise OR mask, used by `GLES::clear`
+#
+# ~~~
+# var buffers = (new GLBuffer).color.depth
+# gl.clear buffers
+# ~~~
+extern class GLBuffer `{ GLbitfield `}
+ # Get an empty set of buffers
+ new `{ return 0; `}
+
+ # Add the color buffer to the returned buffer set
+ fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `}
+
+ # Add the depth buffer to the returned buffer set
+ fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `}
+
+ # Add the stencil buffer to the returned buffer set
+ fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `}
+end