X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 30ccd68..9d6fbb3 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 @@ -48,15 +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` @@ -64,7 +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` @@ -72,29 +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 @@ -102,7 +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 @@ -112,9 +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); `} @@ -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(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; - glGetActiveAttrib(recv, index, 0, NULL, NULL, &size, NULL); + GLenum type; + glGetActiveAttrib(self, 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(self, 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(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; - glGetActiveUniform(recv, index, 0, NULL, NULL, &size, NULL); + GLenum type; + glGetActiveUniform(self, 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(self, index, 0, NULL, &size, &type, NULL); return type; `} end @@ -200,7 +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 @@ -216,42 +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 @@ -297,15 +310,22 @@ class VertexArray 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); `} + # Low level array of `Float` extern class GLfloatArray `{GLfloat *`} new (array: Array[Float]) import Array[Float].length, Array[Float].[] `{ @@ -320,7 +340,7 @@ 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 @@ -333,13 +353,13 @@ 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 @@ -353,7 +373,7 @@ extern class GLError end end -protected fun assert_no_gl_error +fun assert_no_gl_error do var error = gl.error if not error.is_ok then @@ -407,6 +427,25 @@ 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 +586,160 @@ 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); +`} + +# 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 + +# The framebuffer is complete +fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_COMPLETE; +`} + +# Not all framebuffer attachment points are framebuffer attachment complete +fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; +`} + +# Not all attached images have the same width and height +fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; +`} + +# 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; `} + +# 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 @@ -556,13 +749,13 @@ 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) @@ -578,16 +771,16 @@ 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` @@ -678,11 +871,11 @@ 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