X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 30ccd68..766a18c 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -33,8 +33,10 @@ module glesv2 is pkgconfig new_annotation glsl_vertex_shader new_annotation glsl_fragment_shader + ldflags("-lGLESv2")@android end +import android::aware in "C Header" `{ #include @@ -146,15 +148,21 @@ extern class GLProgram `{GLuint`} 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(recv, 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(recv, index, 0, NULL, &size, &type, NULL); return size; `} @@ -162,8 +170,9 @@ extern class GLProgram `{GLuint`} # # 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(recv, index, 0, NULL, &size, &type, NULL); return type; `} @@ -175,14 +184,17 @@ extern class GLProgram `{GLuint`} 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(recv, 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(recv, index, 0, NULL, &size, &type, NULL); return size; `} @@ -190,8 +202,9 @@ extern class GLProgram `{GLuint`} # # 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(recv, index, 0, NULL, &size, &type, NULL); return type; `} end @@ -407,6 +420,25 @@ extern class GLTextureTarget 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 @@ -547,6 +579,115 @@ class GLES # # 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); +`} + +# 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 + fun blend: GLCap is lazy do return new GLCap(0x0BE2) + + # GL capability: cull polygons based of their winding in window coordinates + # + # Foreign: GL_CULL_FACE + fun cull_face: GLCap is lazy do return new GLCap(0x0B44) + + # GL capability: do depth comparisons and update the depth buffer + # + # Foreign: GL_DEPTH_TEST + fun 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 + fun 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 + fun 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 + fun 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 + fun sample_coverage: GLCap is lazy do return new GLCap(0x80A0) + + # GL capability: discard fragments that are outside the scissor rectangle + # + # Foreign: GL_SCISSOR_TEST + fun scissor_test: GLCap is lazy do return new GLCap(0x0C11) + + # GL capability: do stencil testing and update the stencil buffer + # + # Foreign: GL_STENCIL_TEST + fun stencil_test: GLCap is lazy do return new GLCap(0x0B90) end # Float related data types of OpenGL ES 2.0 shaders