X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index a3003d0..a183c47 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -72,69 +72,52 @@ extern class GLProgram `{GLuint`} return glGetUniformLocation(self, c_name); `} - # Query information on this program - fun query(pname: Int): Int `{ - int val; - glGetProgramiv(self, pname, &val); - return val; - `} - # Is this program linked? - fun is_linked: Bool do return query(0x8B82) != 0 + 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 + 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(self, GL_INFO_LOG_LENGTH, &size); - GLchar *msg = malloc(size); - glGetProgramInfoLog(self, 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 `{ + + 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. - char *name = malloc(max_size); int size; GLenum type; glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name); - return name; `} # Size of the active attribute at `index` @@ -148,7 +131,7 @@ extern class GLProgram `{GLuint`} # 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(self, index, 0, NULL, &size, &type, NULL); @@ -158,15 +141,16 @@ extern class GLProgram `{GLuint`} # 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); + + 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); - return name; `} # Size of the active uniform at `index` @@ -212,6 +196,29 @@ fun glAttachShader(program: GLProgram, shader: GLShader) `{ glAttachShader(progr # 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`} @@ -221,42 +228,66 @@ 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(self, size, NULL, code); return code; `} - # Query information on this shader - protected fun query(pname: Int): Int `{ - int val; - glGetShaderiv(self, pname, &val); - return val; - `} - # Has this shader been compiled? - fun is_compiled: Bool do return query(0x8B81) != 0 + fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0 # Has this shader been deleted? - fun is_deleted: Bool do return query(0x8B80) != 0 + fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0 +end - # Retrieve the information log of this shader - # - # Useful with `link` and `validate` - fun info_log: String import NativeString.to_s `{ - int size; - glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size); - GLchar *msg = malloc(size); - glGetShaderInfoLog(self, size, NULL, msg); - return NativeString_to_s(msg); - `} +# 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 +fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `} +fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `} + +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; `} + +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; `} + +# 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 @@ -271,7 +302,7 @@ fun glCreateShader(shader_type: GLShaderType): GLShader `{ `} # Replace the source code in the `shader` object with `code` -fun glShaderSource(shader: GLShader, code: NativeString) `{ +fun glShaderSource(shader: GLShader, code: CString) `{ glShaderSource(shader, 1, (GLchar const **)&code, NULL); `} @@ -344,6 +375,11 @@ 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 +fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{ + glDrawElements(mode, count, typ, indices); +`} + # 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); @@ -373,14 +409,27 @@ fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `} # Specify the value of a uniform variable for the current program object fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `} -# TODO glUniform*f +# 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` class GLfloatArray super CArray[Float] redef type NATIVE: NativeGLfloatArray - init do native_array = new NativeGLfloatArray(length) + redef init(length) + do + native_array = new NativeGLfloatArray(length) + end # Create with the content of `array` new from(array: Array[Float]) @@ -421,38 +470,36 @@ extern class GLEnum `{ GLenum `} 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 self == GL_NO_ERROR; `} - - 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 - if is_no_error then return "No error" - if is_invalid_enum then return "Invalid enum" - if is_invalid_value then return "Invalid value" - if is_invalid_operation then return "Invalid operation" - if is_invalid_framebuffer_operation then return "invalid framebuffer operation" - if is_out_of_memory then return "Out of memory" - return "Truely unknown error" + if self == gl_NO_ERROR then return "No error" + if self == gl_INVALID_ENUM then return "Invalid enum" + if self == gl_INVALID_VALUE then return "Invalid value" + if self == gl_INVALID_OPERATION then return "Invalid operation" + if self == gl_INVALID_FRAMEBUFFER_OPERATION then return "invalid framebuffer operation" + if self == gl_OUT_OF_MEMORY then return "Out of memory" + return "Unknown error" end end +fun gl_NO_ERROR: GLError `{ return GL_NO_ERROR; `} +fun gl_INVALID_ENUM: GLError `{ return GL_INVALID_ENUM; `} +fun gl_INVALID_VALUE: GLError `{ return GL_INVALID_VALUE; `} +fun gl_INVALID_OPERATION: GLError `{ return GL_INVALID_OPERATION; `} +fun gl_INVALID_FRAMEBUFFER_OPERATION: GLError `{ return GL_INVALID_FRAMEBUFFER_OPERATION; `} +fun gl_OUT_OF_MEMORY: GLError `{ return GL_OUT_OF_MEMORY; `} + fun assert_no_gl_error do - var error = gl.error - if not error.is_ok then + var error = glGetError + if not error == gl_NO_ERROR then print "GL error: {error}" abort end @@ -557,14 +604,14 @@ fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `} # Specify a two-dimensional texture image fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, width, height, border: Int, - format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ + 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: GLPixelType, data: Pointer) `{ + format: GLPixelFormat, typ: GLDataType, data: Pointer) `{ glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data); `} @@ -579,6 +626,11 @@ fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, 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 @@ -715,35 +767,6 @@ fun gl: GLES do return sys.gles # OpenGL ES 2.0 services class GLES - # 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); `} - - # 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); `} - - # 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 - - private fun cull_face_native(front, back: Bool) `{ - glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT); - `} - - # Last error from OpenGL ES 2.0 - fun error: GLError `{ return glGetError(); `} - # Query the boolean value at `key` private fun get_bool(key: Int): Bool `{ GLboolean val; @@ -770,43 +793,6 @@ 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); `} - - # Set the scale and units used to calculate depth values - fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `} - - # Specify the width of rasterized lines - fun line_width(width: Float) `{ glLineWidth(width); `} - - # 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 value used for depth buffer comparisons - # - # Default value is `GLDepthFunc::less` - # - # Foreign: glDepthFunc - fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `} - - # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` - # - # Foreign: glReadPixel - fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ - glReadPixels(x, y, width, height, format, typ, data); - `} - - # Render primitives from array data - # - # 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 @@ -816,12 +802,27 @@ fun glClearColor(red, green, blue, alpha: Float) `{ glClearColor(red, green, blue, alpha); `} +# Specify the clear `value` for the depth buffer, default at 1.0 +fun glClearDepthf(value: Float) `{ glClearDepthf(value); `} + +# Specify the clear `value` for the stencil buffer, default at 0 +fun glClearStencil(value: Int) `{ glClearStencil(value); `} + # Clear the `buffer` fun glClear(buffer: GLBuffer) `{ glClear(buffer); `} +# Enable and disable writing of frame buffer color components +fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `} + # Set the viewport fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} +# Block until all GL execution is complete +fun glFinish `{ glFinish(); `} + +# Force execution of GL commands in finite time +fun glFlush `{ glFlush(); `} + # Set texture parameters fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{ glTexParameteri(target, pname, param); @@ -1043,47 +1044,43 @@ class GLCapabilities var stencil_test: GLCap is lazy do return new GLCap(0x0B90) end -# Float related data types of OpenGL ES 2.0 shaders -# -# Only data types supported by shader attributes, as seen with -# `GLProgram::active_attrib_type`. -extern class GLFloatDataType - super GLEnum - - fun is_float: Bool `{ return self == GL_FLOAT; `} - fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `} - fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `} - fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `} - fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `} - fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `} - fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `} - - # Instances of `GLFloatDataType` can be equal to instances of `GLDataType` - redef fun ==(o) - do - return o != null and o isa GLFloatDataType and o.hash == self.hash - end -end - # All data types of OpenGL ES 2.0 shaders # # These types can be used by shader uniforms, as seen with # `GLProgram::active_uniform_type`. extern class GLDataType - super GLFloatDataType - - fun is_int: Bool `{ return self == GL_INT; `} - fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `} - fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `} - fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `} - fun is_bool: Bool `{ return self == GL_BOOL; `} - fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `} - fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `} - fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `} - fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `} - fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `} + super GLEnum end +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 @@ -1137,16 +1134,6 @@ fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `} fun gl_RGB: GLPixelFormat `{ return GL_RGB; `} fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `} -# Data type of pixel data -extern class GLPixelType - super GLEnum -end - -fun gl_UNSIGNED_BYTE: GLPixelType `{ return GL_UNSIGNED_BYTE; `} -fun gl_UNSIGNED_SHORT_5_6_5: GLPixelType `{ return GL_UNSIGNED_SHORT_5_6_5; `} -fun gl_UNSIGNED_SHORT_4_4_4_4: GLPixelType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} -fun gl_UNSIGNED_SHORT_5_5_5_1: GLPixelType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} - # Set of buffers as a bitwise OR mask extern class GLBuffer `{ GLbitfield `} # Bitwise OR with `other` @@ -1156,3 +1143,87 @@ end fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `} fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `} fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `} + +# Define front- and back-facing polygons, `gc_CCW` by default +fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `} + +# Orientation of front-facing polygons +extern class GLFrontFaceMode + super GLEnum +end + +fun gl_CW: GLFrontFaceMode `{ return GL_CW; `} +fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `} + +# Specify whether front- or back-facing polygons can be culled, default is `back` only +fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `} + +# Candidates for culling +extern class GLCullFaceMode + super GLEnum +end + +fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `} +fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `} +fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `} + +# Specify mapping of depth values from normalized device coordinates to window coordinates +# +# Default at 0.0, 1.0. +fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `} + +# Enable or disable writing into the depth buffer +fun glDepthMask(value: Bool) `{ glDepthMask(value); `} + +# Specify the value used for depth buffer comparisons +# +# Default value is `gl_LESS` +fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `} + +# Set the pixel arithmetic for the blending operations +# +# Default values: +# * `src_factor`: `gl_ONE` +# * `dst_factor`: `gl_ZERO` +fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{ + glBlendFunc(src_factor, dst_factor); +`} + +# Set the scale and units used to calculate depth values +fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `} + +# Specify the width of rasterized lines +fun glLineWidth(width: Float) `{ glLineWidth(width); `} + +# 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]; +`} + +# 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; `}