X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 9123bc8..526fc0b 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -14,219 +14,1148 @@ # See the License for the specific language governing permissions and # limitations under the License. -# OpenGL graphics rendering library for embedded systems, version 2.0. +# 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`. +# +# Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader` +# applicable on string literals to check shader code using `glslangValidator`. +# The tool must be in PATH. It can be downloaded from +# https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/ # # Most services of this module are a direct wrapper of the underlying # C library. If a method or class is not documented in Nit, refer to # the official documentation by the Khronos Group at: # http://www.khronos.org/opengles/sdk/docs/man/ -module glesv2 is pkgconfig +module glesv2 is + pkgconfig + new_annotation glsl_vertex_shader + new_annotation glsl_fragment_shader + ldflags("-lGLESv2")@android +end + +import android::aware +intrude import c in "C Header" `{ #include `} -# Opengl ES program to which we attach shaders +# OpenGL ES program to which we attach shaders extern class GLProgram `{GLuint`} + # Create a new program + # + # The newly created instance should be checked using `is_ok`. new `{ return glCreateProgram(); `} - fun is_ok: Bool `{ return glIsProgram(recv); `} - - fun attach_shader(shader: GLShader) `{ glAttachShader(recv, 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(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; `} - fun link `{ glLinkProgram(recv); `} - fun is_linked: Bool do return query("8B82".to_hex) != 0 - - fun use `{ glUseProgram(recv); `} + # Is this program linked? + fun is_linked: Bool do return query(0x8B82) != 0 - fun delete `{ glDeleteProgram(recv); `} - fun is_deleted: Bool do return query("8B80".to_hex) != 0 + # Has this program been deleted? + fun is_deleted: Bool do return query(0x8B80) != 0 - fun validate `{ glValidateProgram(recv); `} - fun is_validated: Bool do return query("8B83".to_hex) != 0 + # Boolean result of `validate`, must be called after `validate` + fun is_validated: Bool do return query(0x8B83) != 0 + # Retrieve the information log of this program + # + # 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); `} + + # Number of active uniform in this program + # + # This should be the number of uniforms declared in all shader, except + # unused uniforms which may have been optimized out. + fun n_active_uniforms: Int do return query(0x8B86) + + # Length of the longest uniform name in this program, including `\n` + fun active_uniform_max_length: Int do return query(0x8B87) + + # Number of active attributes in this program + # + # This should be the number of uniforms declared in all shader, except + # unused uniforms which may have been optimized out. + fun n_active_attributes: Int do return query(0x8B89) + + # Length of the longest uniform name in this program, including `\n` + fun active_attribute_max_length: Int do return query(0x8B8A) + + # Number of shaders attached to this program + fun n_attached_shaders: Int do return query(0x8B85) + + # Name of the active attribute at `index` + 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 + 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); + 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; + GLenum type; + glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL); + return size; + `} + + # Type of the active attribute at `index` + # + # May only be float related data types (single float, vectors and matrix). + fun active_attrib_type(index: Int): GLFloatDataType `{ + int size; + GLenum type; + glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL); + return type; + `} + + # 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 + end + private fun active_uniform_name_native(index, max_size: Int): NativeString `{ + char *name = malloc(max_size); + 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; + GLenum type; + glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL); + return size; + `} + + # Type of the active uniform at `index` + # + # May be any data type supported by OpenGL ES 2.0 shaders. + fun active_uniform_type(index: Int): GLDataType `{ + int size; + GLenum type = 0; + glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL); + return type; + `} end +# Create a program object +fun glCreateProgram: GLProgram `{ return glCreateProgram(); `} + +# Install the `program` as part of current rendering state +fun glUseProgram(program: GLProgram) `{ glUseProgram(program); `} + +# Link the `program` object +fun glLinkProgram(program: GLProgram) `{ glLinkProgram(program); `} + +# Validate the `program` object +fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `} + +# Delete the `program` object +fun glDeleteProgram(program: GLProgram) `{ glDeleteProgram(program); `} + +# Determine if `name` corresponds to a program object +fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `} + +# Attach a `shader` to `program` +fun glAttachShader(program: GLProgram, shader: GLShader) `{ glAttachShader(program, shader); `} + +# Detach `shader` from `program` +fun glDetachShader(program: GLProgram, shader: GLShader) `{ glDetachShader(program, shader); `} + # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} - fun source=(code: String) import String.to_cstring, String.length `{ - GLchar *c_code = String_to_cstring(code); - glShaderSource(recv, 1, (const GLchar * const*)&c_code, NULL); - `} - fun source: nullable String import NativeString.to_s `{ - int size; - glGetShaderiv(recv, GL_SHADER_SOURCE_LENGTH, &size); - if (size == 0) return NULL; + + # Source of the shader, if available + # + # Returns `null` if the source is not available, usually when the shader + # was created from a binary file. + fun source: nullable String + do + var size = query(0x8B88) + if size == 0 then return null + return source_native(size).to_s + end + + private fun source_native(size: Int): NativeString `{ GLchar *code = malloc(size); - glGetShaderSource(recv, size, NULL, code); - return NativeString_to_s(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; `} - fun compile `{ glCompileShader(recv); `} - fun is_compiled: Bool do return query("8B81".to_hex) != 0 - - fun delete `{ glDeleteShader(recv); `} - fun is_deleted: Bool do return query("8B80".to_hex) != 0 + # Has this shader been compiled? + fun is_compiled: Bool do return query(0x8B81) != 0 - fun is_ok: Bool `{ return glIsShader(recv); `} + # Has this shader been deleted? + fun is_deleted: Bool do return query(0x8B80) != 0 + # 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 +# Shader type +extern class GLShaderType + super GLEnum end +fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `} +fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `} + +# Create a shader object of the `shader_type` +fun glCreateShader(shader_type: GLShaderType): GLShader `{ + return glCreateShader(shader_type); +`} + +# Replace the source code in the `shader` object with `code` +fun glShaderSource(shader: GLShader, code: NativeString) `{ + glShaderSource(shader, 1, (GLchar const **)&code, NULL); +`} + +# Compile the `shader` object +fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `} + +# Delete the `shader` object +fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `} + +# Determine if `name` corresponds to a shader object +fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `} + +# An OpenGL ES 2.0 fragment shader extern class GLFragmentShader super GLShader + # Create a new fragment shader + # + # The newly created instance should be checked using `is_ok`. new `{ return glCreateShader(GL_FRAGMENT_SHADER); `} end +# An OpenGL ES 2.0 vertex shader extern class GLVertexShader super GLShader + # Create a new fragment shader + # + # The newly created instance should be checked using `is_ok`. new `{ return glCreateShader(GL_VERTEX_SHADER); `} end # An array of `Float` associated to a program variable class VertexArray var index: Int + + # Number of data per vertex var count: Int - protected var glfloat_array: GLfloatArray + + protected var glfloat_array: NativeGLfloatArray init(index, count: Int, array: Array[Float]) do self.index = index self.count = count - self.glfloat_array = new GLfloatArray(array) + self.glfloat_array = new NativeGLfloatArray(array.length) + for k in [0..array.length[ do + glfloat_array[k] = array[k] + end end fun attrib_pointer do attrib_pointer_intern(index, count, glfloat_array) - private fun attrib_pointer_intern(index, count: Int, array: GLfloatArray) `{ + private fun attrib_pointer_intern(index, count: Int, array: NativeGLfloatArray) `{ glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array); `} - fun enable do enable_intern(index) - private fun enable_intern(index: Int) `{ glEnableVertexAttribArray(index); `} + # Enable this vertex attribute array + fun enable do glEnableVertexAttribArray(index) - fun draw_arrays_triangles do draw_arrays_triangles_intern(index, count) - private fun draw_arrays_triangles_intern(index, count: Int) `{ - glDrawArrays(GL_TRIANGLES, index, count); - `} + # Disable this vertex attribute array + fun disable do glDisableVertexAttribArray(index) end +# Enable the generic vertex attribute array at `index` +fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `} + +# Disable the generic vertex attribute array at `index` +fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `} + +# Render primitives from array data +fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `} + +# 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 generic vertex attribute +fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `} + +# 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 + # Low level array of `Float` -extern class GLfloatArray `{GLfloat *`} - new (array: Array[Float]) import Array[Float].length, Array[Float].[] `{ - int i; - int len = Array_of_Float_length(array); - GLfloat *vertex_array = malloc(sizeof(GLfloat)*len); - for (i = 0; i < len; i ++) vertex_array[i] = Array_of_Float__index(array, i); - return vertex_array; - `} +class GLfloatArray + super CArray[Float] + redef type NATIVE: NativeGLfloatArray + + init do native_array = new NativeGLfloatArray(length) + + # Create with the content of `array` + new from(array: Array[Float]) + do + var arr = new GLfloatArray(array.length) + arr.fill_from array + return arr + end + + # Fill with the content of `array` + fun fill_from(array: Array[Float]) + do + assert length >= array.length + for k in [0..array.length[ do + self[k] = array[k] + end + end +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; `} + + redef fun +(offset) `{ return self + offset; `} +end + +# General type for OpenGL enumerations +extern class GLEnum `{ GLenum `} + + redef fun hash `{ return self; `} + + redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash end -extern class GLError `{ GLenum `} - fun is_ok: Bool do return is_no_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; `} - fun is_invalid_framebuffer_operation: Bool `{ return recv == GL_INVALID_FRAMEBUFFER_OPERATION; `} - fun is_out_of_memory: Bool `{ return recv == GL_OUT_OF_MEMORY; `} +# Error information +fun glGetError: GLError `{ return glGetError(); `} + +# An OpenGL ES 2.0 error code +extern class GLError + super GLEnum redef fun to_s do - if is_no_error then return "No error" - if is_invalid_enum then return "Invalid enum" - if is_invalid_value then return "Invalid value" - if is_invalid_operation then return "Invalid operation" - if is_invalid_framebuffer_operation then return "invalid framebuffer operation" - if is_out_of_memory then return "Out of memory" - return "Truely unknown error" + if self == gl_NO_ERROR then return "No error" + if self == gl_INVALID_ENUM then return "Invalid enum" + if self == gl_INVALID_VALUE then return "Invalid value" + if self == gl_INVALID_OPERATION then return "Invalid operation" + if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation" + if self == gl_OUT_OF_MEMORY then return "Out of memory" + return "Unknown error" + end +end + +fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `} +fun gl_INVALID_ENUM: GLError `{ return GL_INVALID_ENUM; `} +fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `} +fun gl_INVALID_OPERATION: GLError `{ return GL_INVALID_OPERATION; `} +fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `} +fun gl_OUT_OF_MEMORY: GLError `{ return GL_OUT_OF_MEMORY; `} + +fun assert_no_gl_error +do + var error = glGetError + if not error == gl_NO_ERROR then + print "GL error: {error}" + abort end end -protected fun gl_clear_color(r, g, b, a: Float) `{ glClearColor(r, g, b, a); `} -protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} -protected fun gl_vertex_attrib_pointer_int(index, length: Int, normalize: Bool, stride: Int, vertex: Array[Int]) import Array[Int].length, Array[Int].intern_items `{ - int* c_vertex = Array_of_Int_intern_items(vertex); - glVertexAttribPointer(index, length, GL_INT, normalize, stride, c_vertex); +# Texture unit, the number of texture units is implementation dependent +extern class GLTextureUnit + super GLEnum +end + +fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `} +fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `} +fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `} +fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `} +fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `} +fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `} +fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `} +fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `} +fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `} +fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `} +fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `} +fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `} +fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `} +fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `} +fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `} +fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `} +fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `} +fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `} +fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `} +fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `} +fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `} +fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `} +fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `} +fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `} +fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `} +fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `} +fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `} +fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `} +fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `} +fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `} +fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `} +fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `} + +# Texture unit at `offset` after `gl_TEXTURE0` +fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `} + +# Generate `n` texture names +fun glGenTextures(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenTextures(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{ + glGenTextures(n, (GLuint*)textures); +`} + +# Select server-side active texture unit +fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `} + +# Bind the named `texture` to a `target` +fun glBindTexture(target: GLTextureTarget, texture: Int) `{ + glBindTexture(target, texture); `} -protected fun gl_vertex_attrib_pointer_float(index, length: Int, normalize: Bool, stride: Int, vertex: Array[Float]) import Array[Float].length, Array[Float].intern_items `{ - int* c_vertex = Array_of_Float_intern_items(vertex); - glVertexAttribPointer(index, length, GL_FLOAT, normalize, stride, c_vertex); + +# Delete named textures +fun glDeleteTextures(textures: SequenceRead[Int]) +do + var n = textures.length + var array = new CIntArray.from(textures) + native_glDeleteTextures(n, array.native_array) + array.destroy +end + +private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{ + glDeleteTextures(n, (const GLuint *)textures); `} -# 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); `} +# Does `name` corresponds to a texture? +fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `} -protected fun gl_depth_buffer_bit: Int do return once "0100".to_hex -protected fun gl_stencil_buffer_bit: Int do return once "0400".to_hex -protected fun gl_color_buffer_bit: Int do return once "4000".to_hex +# Set pixel storage modes +fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `} -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) +# Symbolic name of the parameter to be set with `glPixelStorei` +extern class GLPack + super GLEnum +end -protected fun gl_error: GLError `{ return glGetError(); `} -protected fun assert_no_gl_error +# Parameter to specify the alignment requirements for the start of each pixel row in memory +fun gl_PACK_ALIGNEMENT: GLPack `{ return GL_PACK_ALIGNMENT; `} + +# Parameter to specify the alignment requirements for the start of each pixel row in memory +fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `} + +# TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES +# GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES + +# Specify a two-dimensional texture image +fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, + width, height, border: Int, + format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ + glTexImage2D(target, level, internalformat, width, height, border, format, typ, data); +`} + +# Specify a two-dimensional texture subimage +fun glTexSubImage2D(target: GLTextureTarget, + level, xoffset, yoffset, width, height, border: Int, + format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ + glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data); +`} + +# Copy pixels into a 2D texture image +fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, + x, y, width, height, border: Int) `{ + glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); +`} + +# Copy a two-dimensional texture subimage +fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{ + glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +`} + +# Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` +fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ + glReadPixels(x, y, width, height, format, typ, data); +`} + +# Texture minifying and magnifying function +extern class GLTexParameteri + super GLEnum +end + +fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `} +fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `} +fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `} +fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `} +fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `} +fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `} +fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `} +fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `} +fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `} + +# Target texture +extern class GLTextureTarget + super GLEnum +end + +# Two-dimensional texture +fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `} + +# Cube map texture +fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `} + +# TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, +# GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z + +# 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 + +# Generate `n` renderbuffer object names +fun glGenRenderbuffers(n: Int): Array[Int] do - var error = gl_error - if not error.is_ok then - print "GL error: {error}" - abort + var array = new CIntArray(n) + native_glGenRenderbuffers(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ + glGenRenderbuffers(n, (GLuint *)renderbuffers); +`} + +# Determine if `name` corresponds to a renderbuffer object +fun glIsRenderbuffer(name: Int): Bool `{ + return glIsRenderbuffer(name); +`} + +# Delete named renderbuffer objects +fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int]) +do + var n = renderbuffers.length + var array = new CIntArray.from(renderbuffers) + native_glDeleteRenderbuffers(n, array.native_array) + array.destroy +end + +private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ + return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers); +`} + +# Attach a renderbuffer object to a framebuffer object +fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment, + renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{ + glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +`} + +# Establish data storage, `format` and dimensions of the `target` renderbuffer object's image +fun glRenderbufferStorage(target: GLRenderbufferTarget, format: GLRenderbufferFormat, width, height: Int) `{ + glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); +`} + +# Format for a renderbuffer +extern class GLRenderbufferFormat + super GLEnum +end + +# 4 red, 4 green, 4 blue, 4 alpha bits format +fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `} + +# 5 red, 6 green, 5 blue bits format +fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `} + +# 5 red, 5 green, 5 blue, 1 alpha bits format +fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `} + +# 16 depth bits format +fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `} + +# 8 stencil bits format +fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `} + +# Renderbuffer attachment point to a framebuffer +extern class GLAttachment + super GLEnum +end + +# First color attachment point +fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `} + +# Depth attachment point +fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `} + +# Stencil attachment +fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `} + +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 + + # 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) + + # OpenGL server-side capabilities + var capabilities = new GLCapabilities is lazy +end + +# Specify the clear values for the color buffer, default values are at 0.0 +fun glClearColor(red, green, blue, alpha: Float) `{ + glClearColor(red, green, blue, alpha); +`} + +# Specify the clear `value` for the depth buffer, default at 1.0 +fun glClearDepthf(value: Float) `{ glClearDepthf(value); `} + +# Specify the clear `value` for the stencil buffer, default at 0 +fun glClearStencil(value: Int) `{ glClearStencil(value); `} + +# Clear the `buffer` +fun glClear(buffer: GLBuffer) `{ glClear(buffer); `} + +# Enable and disable writing of frame buffer color components +fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `} + +# Set the viewport +fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} + +# Block until all GL execution is complete +fun glFinish `{ glFinish(); `} + +# Force execution of GL commands in finite time +fun glFlush `{ glFlush(); `} + +# Set texture parameters +fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{ + glTexParameteri(target, pname, param); +`} + +# Name of parameters of textures +extern class GLTexParameteriName + super GLEnum +end + +fun gl_TEXTURE_MIN_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MIN_FILTER; `} +fun gl_TEXTURE_MAG_FILTER: GLTexParameteriName `{ return GL_TEXTURE_MAG_FILTER; `} +fun gl_TEXTURE_WRAP_S: GLTexParameteriName `{ return GL_TEXTURE_WRAP_S; `} +fun gl_TEXTURE_WRAP_T: GLTexParameteriName `{ return GL_TEXTURE_WRAP_T; `} + +# 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); +`} + +# Generate and fill set of mipmaps for the texture object `target` +fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `} + +# Bind the named `buffer` object +fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `} + +# Target to which bind the buffer with `glBindBuffer` +extern class GLArrayBuffer + super GLEnum +end + +# Array buffer target +fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `} + +# Element array buffer +fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `} + +# 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 -private fun gl_get_bool(key: Int): Bool `{ - GLboolean val; - glGetBooleanv(GL_SHADER_COMPILER, &val); - return val == GL_TRUE; +# The framebuffer is complete +fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_COMPLETE; `} -private fun gl_get_float(key: Int): Float `{ - GLfloat val; - glGetFloatv(key, &val); - return val; + +# Not all framebuffer attachment points are framebuffer attachment complete +fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; `} -private fun gl_get_int(key: Int): Int `{ - GLint val; - glGetIntegerv(key, &val); - return val; + +# Not all attached images have the same width and height +fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; `} -fun gl_shader_compiler: Bool do return gl_get_bool("8DFA".to_hex) +# 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; `} + +# Generate `n` framebuffer object names +fun glGenFramebuffers(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenFramebuffers(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{ + glGenFramebuffers(n, (GLuint *)textures); +`} + +# Determine if `name` corresponds to a framebuffer object +fun glIsFramebuffer(name: Int): Bool `{ + return glIsFramebuffer(name); +`} + +# Delete named framebuffer objects +fun glDeleteFramebuffers(framebuffers: SequenceRead[Int]) +do + var n = framebuffers.length + var array = new CIntArray.from(framebuffers) + native_glDeleteFramebuffers(n, array.native_array) + array.destroy +end + +private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{ + return glDeleteFramebuffers(n, (const GLuint *)framebuffers); +`} + +# Attach a level of a texture object as a logical buffer to the currently bound framebuffer object +fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment, + texture_target: GLTextureTarget, texture, level: Int) `{ + glFramebufferTexture2D(target, attachment, texture_target, texture, level); +`} + +# 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 +# +# Only data types supported by shader attributes, as seen with +# `GLProgram::active_attrib_type`. +extern class GLFloatDataType + super GLEnum + + 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) + do + return o != null and o isa GLFloatDataType and o.hash == self.hash + end +end + +# All data types of OpenGL ES 2.0 shaders +# +# These types can be used by shader uniforms, as seen with +# `GLProgram::active_uniform_type`. +extern class GLDataType + super GLFloatDataType + + 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 +extern class GLDrawMode + super GLEnum +end + +fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `} +fun gl_LINES: GLDrawMode `{ return GL_LINES; `} +fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `} +fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `} +fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `} +fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `} +fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `} + +# Pixel arithmetic for blending operations +extern class GLBlendFactor + super GLEnum +end + +fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `} +fun gl_ONE: GLBlendFactor `{ return GL_ONE; `} +fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `} +fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `} +fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `} +fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `} +fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `} +fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `} +fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `} +fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `} +fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `} + +# Condition under which a pixel will be drawn +extern class GLDepthFunc + super GLEnum +end + +fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `} +fun gl_LESS: GLDepthFunc `{ return GL_LESS; `} +fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `} +fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `} +fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `} +fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `} +fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `} +fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `} + +# Format of pixel data +extern class GLPixelFormat + super GLEnum +end + +fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `} +fun gl_RGB: GLPixelFormat `{ return GL_RGB; `} +fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `} + +# Data type of pixel data +extern class GLPixelType + super GLEnum +end + +fun gl_UNSIGNED_BYTE: GLPixelType `{ return GL_UNSIGNED_BYTE; `} +fun gl_UNSIGNED_SHORT_5_6_5: GLPixelType `{ return GL_UNSIGNED_SHORT_5_6_5; `} +fun gl_UNSIGNED_SHORT_4_4_4_4: GLPixelType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} +fun gl_UNSIGNED_SHORT_5_5_5_1: GLPixelType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} + +# Set of buffers as a bitwise OR mask +extern class GLBuffer `{ GLbitfield `} + # Bitwise OR with `other` + fun |(other: GLBuffer): GLBuffer `{ return self | other; `} +end + +fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `} +fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `} +fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `} + +# Define front- and back-facing polygons, `gc_CCW` by default +fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `} + +# Orientation of front-facing polygons +extern class GLFrontFaceMode + super GLEnum +end + +fun gl_CW: GLFrontFaceMode `{ return GL_CW; `} +fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `} + +# Specify whether front- or back-facing polygons can be culled, default is `back` only +fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `} + +# Candidates for culling +extern class GLCullFaceMode + super GLEnum +end + +fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `} +fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `} +fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `} + +# Specify mapping of depth values from normalized device coordinates to window coordinates +# +# Default at 0.0, 1.0. +fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `} + +# Enable or disable writing into the depth buffer +fun glDepthMask(value: Bool) `{ glDepthMask(value); `} + +# Specify the value used for depth buffer comparisons +# +# Default value is `gl_LESS` +fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `} + +# Set the pixel arithmetic for the blending operations +# +# Default values: +# * `src_factor`: `gl_ONE` +# * `dst_factor`: `gl_ZERO` +fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{ + glBlendFunc(src_factor, dst_factor); +`} + +# Set the scale and units used to calculate depth values +fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `} + +# Specify the width of rasterized lines +fun glLineWidth(width: Float) `{ glLineWidth(width); `}