X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index caea237..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`. @@ -31,6 +31,7 @@ # 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 @@ -40,7 +41,11 @@ import android::aware intrude import c in "C Header" `{ +#ifdef __APPLE__ + #include +#else #include +#endif `} # OpenGL ES program to which we attach shaders @@ -72,69 +77,52 @@ 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 +136,7 @@ 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 +146,16 @@ 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` @@ -203,7 +192,7 @@ fun glValidateProgram(program: GLProgram) `{ glValidateProgram(program); `} # Delete the `program` object fun glDeleteProgram(program: GLProgram) `{ glDeleteProgram(program); `} -# Determine if `name` corresponds to a program object +# Does `name` corresponds to a program object? fun glIsProgram(name: GLProgram): Bool `{ return glIsProgram(name); `} # Attach a `shader` to `program` @@ -212,6 +201,29 @@ 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 +233,66 @@ 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 +307,7 @@ 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); `} @@ -281,7 +317,7 @@ fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `} # Delete the `shader` object fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `} -# Determine if `name` corresponds to a shader object +# Does `name` corresponds to a shader object? fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `} # An OpenGL ES 2.0 fragment shader @@ -344,11 +380,26 @@ 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); `} @@ -373,16 +424,41 @@ 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 + super FinalizableOnce + + var length: Int + + var native_array = new NativeGLfloatArray(length) is lateinit + + fun [](index: Int): Float do return native_array[index] - redef init(length) + 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 - native_array = new NativeGLfloatArray(length) + var index = add_index + assert index < length + native_array[index] = value + self.add_index = index + 1 end # Create with the content of `array` @@ -394,26 +470,34 @@ class GLfloatArray end # Fill with the content of `array` - fun fill_from(array: Array[Float]) + # + # 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 - assert length >= array.length + dst_offset = dst_offset or else add_index + + assert length >= array.length + dst_offset for k in [0..array.length[ do - self[k] = array[k] + 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* `} - super NativeCArray - redef type E: Float new(size: Int) `{ return calloc(size, sizeof(GLfloat)); `} - redef fun [](index) `{ return self[index]; `} - redef fun []=(index, val) `{ self[index] = val; `} + fun [](index: Int): Float `{ return self[index]; `} - redef fun +(offset) `{ return self + offset; `} + fun []=(index: Int, val: Float) `{ self[index] = val; `} + + fun +(offset: Int): NativeGLfloatArray `{ return self + offset; `} end # General type for OpenGL enumerations @@ -558,14 +642,14 @@ 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); `} @@ -581,7 +665,7 @@ fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, `} # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` -fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ +fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{ glReadPixels(x, y, width, height, format, typ, data); `} @@ -648,7 +732,7 @@ private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ glGenRenderbuffers(n, (GLuint *)renderbuffers); `} -# Determine if `name` corresponds to a renderbuffer object +# Does `name` corresponds to a renderbuffer object? fun glIsRenderbuffer(name: Int): Bool `{ return glIsRenderbuffer(name); `} @@ -689,10 +773,10 @@ fun gl_RGBA4: GLRenderbufferFormat `{ return GL_RGBA4; `} fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `} # 5 red, 5 green, 5 blue, 1 alpha bits format -fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `} +fun gl_RGB5_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `} # 16 depth bits format -fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `} +fun gl_DEPTH_COMPONENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `} # 8 stencil bits format fun gl_STENCIL_INDEX8: GLRenderbufferFormat `{ return GL_STENCIL_INDEX8; `} @@ -830,6 +914,62 @@ fun glHint(target: GLHintTarget, mode: GLHintMode) `{ # 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); `} @@ -921,11 +1061,11 @@ do return a end -private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{ - glGenFramebuffers(n, (GLuint *)textures); +private fun native_glGenFramebuffers(n: Int, framebuffers: NativeCIntArray) `{ + glGenFramebuffers(n, (GLuint *)framebuffers); `} -# Determine if `name` corresponds to a framebuffer object +# Does `name` corresponds to a framebuffer object? fun glIsFramebuffer(name: Int): Bool `{ return glIsFramebuffer(name); `} @@ -998,47 +1138,43 @@ 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 @@ -1091,16 +1227,7 @@ end 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; `} +fun gl_DEPTH_COMPONENT: GLPixelFormat `{ return GL_DEPTH_COMPONENT; `} # Set of buffers as a bitwise OR mask extern class GLBuffer `{ GLbitfield `} @@ -1162,3 +1289,69 @@ 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; `} + +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; `}