X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 30ccd68..c70f631 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -17,8 +17,8 @@ # 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`. +# with the C API of OpenGL. Most developers will prefer to use the higher level +# graphic API `gammit`. # # Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader` # applicable on string literals to check shader code using `glslangValidator`. @@ -31,13 +31,21 @@ # http://www.khronos.org/opengles/sdk/docs/man/ module glesv2 is pkgconfig + no_warning "missing-doc" new_annotation glsl_vertex_shader new_annotation glsl_fragment_shader + ldflags("-lGLESv2")@android end +import android::aware +intrude import c in "C Header" `{ +#ifdef __APPLE__ + #include +#else #include +#endif `} # OpenGL ES program to which we attach shaders @@ -47,16 +55,10 @@ extern class GLProgram `{GLuint`} # The newly created instance should be checked using `is_ok`. new `{ return glCreateProgram(); `} - # Is this a valid program? - fun is_ok: Bool `{ return glIsProgram(recv); `} - - # Attach a `shader` to this program - 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` @@ -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` @@ -72,117 +74,95 @@ 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); - `} - - # Query information on this program - fun query(pname: Int): Int `{ - int val; - glGetProgramiv(recv, pname, &val); - return val; + return glGetUniformLocation(self, c_name); `} - # Try to link this program - # - # Check result using `in_linked` and `info_log`. - fun link `{ glLinkProgram(recv); `} - # Is this program linked? - fun is_linked: Bool do return query(0x8B82) != 0 - - # Use this program for the following operations - fun use `{ glUseProgram(recv); `} - - # Delete this program - fun delete `{ glDeleteProgram(recv); `} + fun is_linked: Bool do return glGetProgramiv(self, gl_LINK_STATUS) != 0 # Has this program been deleted? - fun is_deleted: Bool do return query(0x8B80) != 0 - - # 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 is_deleted: Bool do return glGetProgramiv(self, gl_DELETE_STATUS) != 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); - GLchar *msg = malloc(size); - glGetProgramInfoLog(recv, size, NULL, msg); - return NativeString_to_s(msg); - `} + fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0 # 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) + fun n_active_uniforms: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORMS) - # Length of the longest uniform name in this program, including `\n` - fun active_uniform_max_length: Int do return query(0x8B87) + # Length of the longest uniform name in this program, including the null byte + fun active_uniform_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_UNIFORM_MAX_LENGTH) # 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) + fun n_active_attributes: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTES) - # Length of the longest uniform name in this program, including `\n` - fun active_attribute_max_length: Int do return query(0x8B8A) + # Length of the longest attribute name in this program, including the null byte + fun active_attribute_max_length: Int do return glGetProgramiv(self, gl_ACTIVE_ATTRIBUTE_MAX_LENGTH) # Number of shaders attached to this program - fun n_attached_shaders: Int do return query(0x8B85) + fun n_attached_shaders: Int do return glGetProgramiv(self, gl_ATTACHED_SHADERS) # 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 + var cname = new CString(max_size) + active_attrib_name_native(index, max_size, cname) + return cname.to_s end - private fun active_attrib_name_native(index, max_size: Int): NativeString `{ - char *name = malloc(max_size); - glGetActiveAttrib(recv, index, max_size, NULL, NULL, NULL, name); - return name; + + private fun active_attrib_name_native(index, max_size: Int, name: CString) `{ + // We get more values than we need, for compatibility. At least the + // NVidia driver tries to fill them even if NULL. + + int size; + GLenum type; + glGetActiveAttrib(self, index, max_size, NULL, &size, &type, 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; `} # 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 `{ + fun active_attrib_type(index: Int): GLDataType `{ + int size; GLenum type; - glGetActiveAttrib(recv, index, 0, NULL, &type, NULL, NULL); + 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 + var max_size = active_uniform_max_length + var cname = new CString(max_size) + active_uniform_name_native(index, max_size, cname) + return cname.to_s 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); - return name; + + private fun active_uniform_name_native(index, max_size: Int, name: CString) `{ + int size; + GLenum type; + glGetActiveUniform(self, index, max_size, NULL, &size, &type, 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; `} @@ -190,18 +170,62 @@ 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 +# 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); `} + +# Does `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); `} + +# Parameter value from a `program` object +fun glGetProgramiv(program: GLProgram, pname: GLGetParameterName): Int `{ + int value; + glGetProgramiv(program, pname, &value); + return value; +`} + +# The information log for the `program` object +fun glGetProgramInfoLog(program: GLProgram): String +do + var size = glGetProgramiv(program, gl_INFO_LOG_LENGTH) + var buf = new CString(size) + native_glGetProgramInfoLog(program, size, buf) + return buf.to_s_with_length(size) +end + +# Return the program information log in `buf` +private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: CString): Int `{ + int length; + glGetProgramInfoLog(program, buf_size, &length, buf); + return length; +`} + # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} - # Set the source of the shader - fun source=(code: NativeString) `{ - glShaderSource(recv, 1, (GLchar const **)&code, NULL); - `} # Source of the shader, if available # @@ -209,53 +233,93 @@ extern class GLShader `{GLuint`} # was created from a binary file. fun source: nullable String do - var size = query(0x8B88) + var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH) if size == 0 then return null return source_native(size).to_s end - private fun source_native(size: Int): NativeString `{ + private fun source_native(size: Int): CString `{ 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); - return val; - `} + # Has this shader been compiled? + fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0 - # Try to compile `source` into a binary GPU program - # - # Check the result using `is_compiled` and `info_log` - fun compile `{ glCompileShader(recv); `} + # Has this shader been deleted? + fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0 +end - # Has this shader been compiled? - fun is_compiled: Bool do return query(0x8B81) != 0 +# Get a parameter value from a `shader` object +fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{ + int val; + glGetShaderiv(shader, pname, &val); + return val; +`} + +# Shader parameter +extern class GLGetParameterName + super GLEnum +end - # Delete this shader - fun delete `{ glDeleteShader(recv); `} +fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `} +fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `} - # Has this shader been deleted? - fun is_deleted: Bool do return query(0x8B80) != 0 +fun gl_SHADER_TYPE: GLGetParameterName `{ return GL_SHADER_TYPE; `} +fun gl_COMPILE_STATUS: GLGetParameterName `{ return GL_COMPILE_STATUS; `} +fun gl_SHADER_SOURCE_LENGTH: GLGetParameterName `{ return GL_SHADER_SOURCE_LENGTH; `} - # Is this a valid shader? - fun is_ok: Bool `{ return glIsShader(recv); `} +fun gl_ACTIVE_ATTRIBUTES: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTES; `} +fun gl_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; `} +fun gl_ACTIVE_UNIFORMS: GLGetParameterName `{ return GL_ACTIVE_UNIFORMS; `} +fun gl_ACTIVE_UNIFORM_MAX_LENGTH: GLGetParameterName `{ return GL_ACTIVE_UNIFORM_MAX_LENGTH; `} +fun gl_ATTACHED_SHADERS: GLGetParameterName `{ return GL_ATTACHED_SHADERS; `} +fun gl_LINK_STATUS: GLGetParameterName `{ return GL_LINK_STATUS; `} +fun gl_VALIDATE_STATUS: GLGetParameterName `{ return GL_VALIDATE_STATUS; `} - # 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); - GLchar *msg = malloc(size); - glGetShaderInfoLog(recv, size, NULL, msg); - return NativeString_to_s(msg); - `} +# The information log for the `shader` object +fun glGetShaderInfoLog(shader: GLShader): String +do + var size = glGetShaderiv(shader, gl_INFO_LOG_LENGTH) + var buf = new CString(size) + native_glGetShaderInfoLog(shader, size, buf) + return buf.to_s_with_length(size) +end + +private fun native_glGetShaderInfoLog(shader: GLShader, buf_size: Int, buffer: CString): Int `{ + int length; + glGetShaderInfoLog(shader, buf_size, &length, buffer); + return length; +`} + +# 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: CString) `{ + 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); `} + +# Does `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 @@ -283,179 +347,463 @@ class VertexArray # 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); `} + +# Render primitives from array data by their index listed in `indices` +fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{ + glDrawElements(mode, count, typ, indices); +`} + +# Render primitives from array data, at `offset` in the element buffer +fun glDrawElementsi(mode: GLDrawMode, count: Int, typ: GLDataType, offset: Int) `{ + glDrawElements(mode, count, typ, (const GLvoid*)offset); +`} + +# 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); +`} + +# Define an array of generic vertex attribute data, at `offset` in the array buffer +fun glVertexAttribPointeri(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, offset: Int) `{ + glVertexAttribPointer(index, size, typ, normalized, stride, (const GLvoid*)offset); +`} + +# 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); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform2f(index: Int, x, y: Float) `{ glUniform2f(index, x, y); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform4f(index: Int, x, y, z, w: Float) `{ glUniform4f(index, x, y, z, w); `} + # 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 FinalizableOnce + + var length: Int + + var native_array = new NativeGLfloatArray(length) is lateinit + + fun [](index: Int): Float do return native_array[index] + + fun []=(index: Int, val: Float) do native_array[index] = val + + var add_index = 0 + + fun reset_add do add_index = 0 + + # Require: `add_index < length` + fun add(value: Float) + do + var index = add_index + assert index < length + native_array[index] = value + self.add_index = index + 1 + end + + # 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` + # + # If `dst_offset` is set, the data is copied to the index `dst_offset`, + # otherwise, it is copied the beginning of `self`. + # + # Require: `length >= array.length + dst_offset or else 0` + fun fill_from(array: Array[Float], dst_offset: nullable Int) + do + dst_offset = dst_offset or else add_index + + assert length >= array.length + dst_offset + for k in [0..array.length[ do + self[dst_offset+k] = array[k] + end + end + + redef fun finalize_once do native_array.free +end + +# An array of `GLfloat` in C (`GLfloat*`) +extern class NativeGLfloatArray `{ GLfloat* `} + + new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `} + + fun [](index: Int): Float `{ return self[index]; `} + + fun []=(index: Int, val: Float) `{ self[index] = val; `} + + fun +(offset: Int): NativeGLfloatArray `{ return self + offset; `} 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 +# Error information +fun glGetError: GLError `{ return glGetError(); `} + # An OpenGL ES 2.0 error code 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; `} - fun is_invalid_framebuffer_operation: Bool `{ return recv == GL_INVALID_FRAMEBUFFER_OPERATION; `} - fun is_out_of_memory: Bool `{ return recv == GL_OUT_OF_MEMORY; `} - 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 -protected fun assert_no_gl_error +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 = gl.error - if not error.is_ok then + var error = glGetError + if not error == gl_NO_ERROR then print "GL error: {error}" abort end end -# Texture minifying function -# -# Used by: `GLES::tex_parameter_min_filter` -extern class GLTextureMinFilter +# Texture unit, the number of texture units is implementation dependent +extern class GLTextureUnit super GLEnum +end - new nearest `{ return GL_NEAREST; `} - new linear `{ return GL_LINEAR; `} +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 -# Texture magnification function -# -# Used by: `GLES::tex_parameter_mag_filter` -extern class GLTextureMagFilter - super GLEnum +private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{ + glGenTextures(n, (GLuint*)textures); +`} + +# Select server-side active texture unit +fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `} - 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; `} +# Bind the named `texture` to a `target` +fun glBindTexture(target: GLTextureTarget, texture: Int) `{ + glBindTexture(target, texture); +`} + +# 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 -# Wrap parameter of a texture -# -# Used by: `tex_parameter_wrap_*` -extern class GLTextureWrap +private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{ + glDeleteTextures(n, (const GLuint *)textures); +`} + +# Does `name` corresponds to a texture? +fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `} + +# Set pixel storage modes +fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `} + +# Symbolic name of the parameter to be set with `glPixelStorei` +extern class GLPack super GLEnum +end + +# 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; `} - new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `} - new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `} - new repeat `{ return GL_REPEAT; `} +# 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: GLDataType, 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: GLDataType, 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: GLDataType, 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 -# -# Used by: `tex_parameter_*` 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; `} - new flat `{ return GL_TEXTURE_2D; `} - new cube_map `{ 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 -redef class Sys - private var gles = new GLES is lazy +# Generate `n` renderbuffer object names +fun glGenRenderbuffers(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenRenderbuffers(n, array.native_array) + var a = array.to_a + array.destroy + return a end -# Entry points to OpenGL ES 2.0 services -fun gl: GLES do return sys.gles +private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ + glGenRenderbuffers(n, (GLuint *)renderbuffers); +`} -# OpenGL ES 2.0 services -class GLES +# Does `name` corresponds to a renderbuffer object? +fun glIsRenderbuffer(name: Int): Bool `{ + return glIsRenderbuffer(name); +`} - # Clear the color buffer to `red`, `green`, `blue` and `alpha` - fun clear_color(red, green, blue, alpha: Float) `{ - glClearColor(red, green, blue, alpha); - `} +# 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 - # Set the viewport - fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} +private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ + return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers); +`} - # 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); `} +# Attach a renderbuffer object to a framebuffer object +fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment, + renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{ + glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +`} - # 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); `} +# 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); +`} - # 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 +# Format for a renderbuffer +extern class GLRenderbufferFormat + super GLEnum +end - private fun cull_face_native(front, back: Bool) `{ - glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT); - `} +# 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_RGB5_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `} + +# 16 depth bits format +fun gl_DEPTH_COMPONENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `} + +# 8 stencil bits format +fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `} - # Clear the `buffer` - fun clear(buffer: GLBuffer) `{ glClear(buffer); `} +# 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 - # Last error from OpenGL ES 2.0 - fun error: GLError `{ return glGetError(); `} +# 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 `{ @@ -483,92 +831,311 @@ class GLES # 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); `} + # OpenGL server-side capabilities + var capabilities = new GLCapabilities is lazy +end - # Set the scale and units used to calculate depth values - fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `} +# 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 width of rasterized lines - fun line_width(width: Float) `{ glLineWidth(width); `} +# Specify the clear `value` for the depth buffer, default at 1.0 +fun glClearDepthf(value: Float) `{ glClearDepthf(value); `} - # 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 clear `value` for the stencil buffer, default at 0 +fun glClearStencil(value: Int) `{ glClearStencil(value); `} - # Specify the value used for depth buffer comparisons - # - # Default value is `GLDepthFunc::less` - # - # Foreign: glDepthFunc - fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `} +# 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); `} + +# Generate `n` buffer names +fun glGenBuffers(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenBuffers(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenBuffers(n: Int, buffers: NativeCIntArray) `{ + glGenBuffers(n, (GLuint *)buffers); +`} + +# Does `name` corresponds to a buffer object? +fun glIsBuffer(name: Int): Bool `{ + return glIsBuffer(name); +`} + +# Delete named buffer objects +fun glDeleteBuffers(buffers: SequenceRead[Int]) +do + var n = buffers.length + var array = new CIntArray.from(buffers) + native_glDeleteBuffers(n, array.native_array) + array.destroy +end + +private fun native_glDeleteBuffers(n: Int, buffers: NativeCIntArray) `{ + return glDeleteBuffers(n, (const GLuint *)buffers); +`} + +# Create and initialize a buffer object's data store +fun glBufferData(target: GLArrayBuffer, size: Int, data: Pointer, usage: GLBufferUsage) `{ + glBufferData(target, size, data, usage); +`} + +# Update a subset of a buffer object's data store +fun glBufferSubData(target: GLArrayBuffer, offset, size: Int, data: Pointer) `{ + glBufferSubData(target, offset, size, data); +`} + +# Expected usage of a buffer +extern class GLBufferUsage + super GLEnum +end + +# Data will be modified once and used a few times +fun gl_STREAM_DRAW: GLBufferUsage `{ return GL_STREAM_DRAW; `} + +# Data will be modified once and used many times +fun gl_STATIC_DRAW: GLBufferUsage `{ return GL_STATIC_DRAW; `} + +# Data will be modified repeatedly and used many times +fun gl_DYNAMIC_DRAW: GLBufferUsage `{ return GL_DYNAMIC_DRAW; `} + +# 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 + +# 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; `} - # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` +# 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, framebuffers: NativeCIntArray) `{ + glGenFramebuffers(n, (GLuint *)framebuffers); +`} + +# Does `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: glReadPixel - fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ - glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); - `} + # Foreign: GL_BLEND + var blend: GLCap is lazy do return new GLCap(0x0BE2) - # Set the texture minifying function + # GL capability: cull polygons based of their winding in window coordinates # - # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER - fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{ - glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value); - `} + # Foreign: GL_CULL_FACE + var cull_face: GLCap is lazy do return new GLCap(0x0B44) - # Set the texture magnification function + # GL capability: do depth comparisons and update the depth buffer # - # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER - fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{ - glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value); - `} + # Foreign: GL_DEPTH_TEST + var depth_test: GLCap is lazy do return new GLCap(0x0B71) - # Set the texture wrap parameter for coordinates _s_ + # GL capability: dither color components or indices before they are written to the color buffer # - # Foreign: glTexParameter with GL_TEXTURE_WRAP_S - fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{ - glTexParameteri(target, GL_TEXTURE_WRAP_S, value); - `} + # Foreign: GL_DITHER + var dither: GLCap is lazy do return new GLCap(0x0BE2) - # Set the texture wrap parameter for coordinates _t_ + # GL capability: add an offset to depth values of a polygon fragment before depth test # - # Foreign: glTexParameter with GL_TEXTURE_WRAP_T - fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{ - glTexParameteri(target, GL_TEXTURE_WRAP_T, value); - `} + # Foreign: GL_POLYGON_OFFSET_FILL + var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037) - # Render primitives from array data + # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location # - # Foreign: glDrawArrays - fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `} -end + # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE + var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E) -# 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 + # 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) - 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; `} + # 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) - # 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 + # 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 # All data types of OpenGL ES 2.0 shaders @@ -576,113 +1143,215 @@ end # 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 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; `} + super GLEnum end -# Kind of primitives to render with `GLES::draw_arrays` +fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `} +fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `} +fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `} +fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `} +fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `} +fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `} +fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `} + +fun gl_BYTE: GLDataType `{ return GL_BYTE; `} +fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `} +fun gl_SHORT: GLDataType `{ return GL_SHORT; `} +fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `} +fun gl_INT: GLDataType `{ return GL_INT; `} +fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `} +fun gl_FIXED: GLDataType `{ return GL_FIXED; `} +fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `} +fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `} +fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `} +fun gl_BOOL: GLDataType `{ return GL_BOOL; `} +fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `} +fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `} +fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `} +fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `} +fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `} + +fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `} +fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} +fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} + +# Kind of primitives to render extern class GLDrawMode super GLEnum - - new points `{ return GL_POINTS; `} - new line_strip `{ return GL_LINE_STRIP; `} - new line_loop `{ return GL_LINE_LOOP; `} - new lines `{ return GL_LINES; `} - new triangle_strip `{ return GL_TRIANGLE_STRIP; `} - new triangle_fan `{ return GL_TRIANGLE_FAN; `} - new triangles `{ return GL_TRIANGLES; `} 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 -# -# 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 +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 -# -# 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 +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 -# -# Used by `GLES::read_pixels` 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; `} +fun gl_DEPTH_COMPONENT: GLPixelFormat `{ return GL_DEPTH_COMPONENT; `} - new alpha `{ return GL_ALPHA; `} - new rgb `{ return GL_RGB; `} - new rgba `{ return GL_RGBA; `} +# Set of buffers as a bitwise OR mask +extern class GLBuffer `{ GLbitfield `} + # Bitwise OR with `other` + fun |(other: GLBuffer): GLBuffer `{ return self | other; `} end -# Data type of pixel data -# -# Used by `GLES::read_pixels` -extern class GLPixelType +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; `} - new unsigned_byte `{ return GL_UNSIGNED_BYTE; `} - new unsigned_short_5_6_5 `{ return GL_UNSIGNED_SHORT_5_6_5; `} - new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} - new unsigned_short_5_5_5_1 `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} +# 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 -# Set of buffers as a bitwise OR mask, used by `GLES::clear` +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 # -# ~~~ -# var buffers = (new GLBuffer).color.depth -# gl.clear buffers -# ~~~ -extern class GLBuffer `{ GLbitfield `} - # Get an empty set of buffers - new `{ return 0; `} +# 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); `} - # Add the color buffer to the returned buffer set - fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `} +# Specify the width of rasterized lines +fun glLineWidth(width: Float) `{ glLineWidth(width); `} - # Add the depth buffer to the returned buffer set - fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `} +# Get the value of the parameter `pname` at `offset` +fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{ + GLboolean v[4]; + glGetBooleanv(pname, v); + return v[offset]; +`} - # Add the stencil buffer to the returned buffer set - fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `} +# Get the value of the parameter `pname` at `offset` +fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{ + GLfloat v[4]; + glGetFloatv(pname, v); + return v[offset]; +`} + +# Get the value of the parameter `pname` at `offset` +fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{ + GLint v[4]; + glGetIntegerv(pname, v); + return v[offset]; +`} + +fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `} + +fun gl_MAX_TEXTURE_SIZE: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `} +fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `} +fun gl_MAX_VERTEX_ATTRIBS: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `} +fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `} +fun gl_MAX_VARYING_VECTORS: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `} +fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `} +fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `} +fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `} +fun gl_MAX_FRAGMENT_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `} + +fun gl_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ARRAY_BUFFER_BINDING; `} +fun gl_ELEMENT_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ELEMENT_ARRAY_BUFFER_BINDING; `} +fun gl_TEXTURE_BINDING_2D: GLGetParameterName `{ return GL_TEXTURE_BINDING_2D; `} +fun gl_TEXTURE_BINDING_CUBE_MAP: GLGetParameterName `{ return GL_TEXTURE_BINDING_CUBE_MAP; `} +fun gl_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; `} +fun gl_FRAMEBUFFER_BINDING: GLGetParameterName `{ return GL_FRAMEBUFFER_BINDING; `} +fun gl_RENDERBUFFER_BINDING: GLGetParameterName `{ return GL_RENDERBUFFER_BINDING; `} + +# Return a string describing the current GL configuration +fun glGetString(name: GLEnum): String +do + var cstr = glGetString_native(name) + assert not cstr.address_is_null + return cstr.to_s end + +private fun glGetString_native(name: GLEnum): CString `{ return (char*)glGetString(name); `} + +# Company responsible for this GL implementation +fun gl_VENDOR: GLEnum `{ return GL_VENDOR; `} + +# Name of the renderer, typically specific to a particular configuration of the hardware platform +fun gl_RENDERER: GLEnum `{ return GL_RENDERER; `} + +# Version or release number +fun gl_VERSION: GLEnum `{ return GL_VERSION; `} + +# Version or release number for the shading language of the form +fun gl_SHADING_LANGUAGE_VERSION: GLEnum `{ return GL_SHADING_LANGUAGE_VERSION; `} + +# Space-separated list of supported extensions to GL +fun gl_EXTENSIONS: GLEnum `{ return GL_EXTENSIONS; `}