X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 5b05f8b..33bb7e9 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -50,15 +50,15 @@ extern class GLProgram `{GLuint`} 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` @@ -66,7 +66,7 @@ extern class GLProgram `{GLuint`} # 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` @@ -74,29 +74,29 @@ extern class GLProgram `{GLuint`} # 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 @@ -104,7 +104,7 @@ extern class GLProgram `{GLuint`} # 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 @@ -114,9 +114,9 @@ extern class GLProgram `{GLuint`} # 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); `} @@ -154,7 +154,7 @@ extern class GLProgram `{GLuint`} 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; `} @@ -162,7 +162,7 @@ extern class GLProgram `{GLuint`} 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; `} @@ -172,7 +172,7 @@ extern class GLProgram `{GLuint`} 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; `} @@ -186,7 +186,7 @@ extern class GLProgram `{GLuint`} 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; `} @@ -194,7 +194,7 @@ extern class GLProgram `{GLuint`} 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; `} @@ -204,7 +204,7 @@ extern class GLProgram `{GLuint`} 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 @@ -213,7 +213,7 @@ 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 @@ -229,42 +229,42 @@ extern class GLShader `{GLuint`} 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 @@ -333,7 +333,7 @@ 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 @@ -346,13 +346,13 @@ extern class GLError 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 @@ -375,29 +375,17 @@ do end end -# Texture minifying function -# -# Used by: `GLES::tex_parameter_min_filter` -extern class GLTextureMinFilter +# Texture minifying and magnifying function +extern class GLTextureFilter super GLEnum - - new nearest `{ return GL_NEAREST; `} - new linear `{ return GL_LINEAR; `} end -# 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 +fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `} +fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `} +fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `} +fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `} +fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `} +fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `} # Wrap parameter of a texture # @@ -550,14 +538,14 @@ class GLES # Set the texture minifying function # # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER - fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{ + fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{ 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) `{ + fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value); `} @@ -742,13 +730,13 @@ end 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) @@ -764,16 +752,16 @@ end 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` @@ -864,11 +852,11 @@ extern class GLBuffer `{ GLbitfield `} 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