X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 3968cbe..caea237 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -50,12 +50,6 @@ 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(self); `} - - # Attach a `shader` to this program - fun attach_shader(shader: GLShader) `{ glAttachShader(self, shader); `} - # Set the location for the attribute by `name` fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); @@ -85,28 +79,12 @@ extern class GLProgram `{GLuint`} return val; `} - # Try to link this program - # - # Check result using `in_linked` and `info_log`. - fun link `{ glLinkProgram(self); `} - # Is this program linked? fun is_linked: Bool do return query(0x8B82) != 0 - # Use this program for the following operations - fun use `{ glUseProgram(self); `} - - # Delete this program - fun delete `{ glDeleteProgram(self); `} - # 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(self); `} - # Boolean result of `validate`, must be called after `validate` fun is_validated: Bool do return query(0x8B83) != 0 @@ -210,6 +188,30 @@ extern class GLProgram `{GLuint`} `} 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); `} + +# Determine if `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); `} + # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} @@ -378,7 +380,10 @@ 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]) @@ -419,38 +424,36 @@ 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 @@ -553,8 +556,9 @@ fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `} # 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, internalformat, width, height, border: Int, - format: GLPixelFormat, typ: GLPixelType, data: NativeCByteArray) `{ +fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, + width, height, border: Int, + format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{ glTexImage2D(target, level, internalformat, width, height, border, format, typ, data); `} @@ -576,28 +580,25 @@ 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: GLPixelType, data: Pointer) `{ + glReadPixels(x, y, width, height, format, typ, data); +`} + # Texture minifying and magnifying function -extern class GLTextureFilter +extern class GLTexParameteri super GLEnum end -fun gl_NEAREST: GLTextureFilter `{ return GL_NEAREST; `} -fun gl_LINEAR: GLTextureFilter `{ return GL_LINEAR; `} -fun gl_NEAREST_MIPMAP_NEAREST: GLTextureFilter `{ return GL_NEAREST_MIPMAP_NEAREST; `} -fun gl_LINEAR_MIPMAP_NEAREST: GLTextureFilter `{ return GL_LINEAR_MIPMAP_NEAREST; `} -fun gl_NEAREST_MIPMAP_NINEAR: GLTextureFilter `{ return GL_NEAREST_MIPMAP_LINEAR; `} -fun gl_LINEAR_MIPMAP_LINEAR: GLTextureFilter `{ return GL_LINEAR_MIPMAP_LINEAR; `} - -# Wrap parameter of a texture -# -# Used by: `tex_parameter_wrap_*` -extern class GLTextureWrap - super GLEnum - - new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `} - new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `} - new repeat `{ return GL_REPEAT; `} -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 extern class GLTextureTarget @@ -720,46 +721,6 @@ fun gl: GLES do return sys.gles # OpenGL ES 2.0 services class GLES - # Clear the color buffer to `red`, `green`, `blue` and `alpha` - fun clear_color(red, green, blue, alpha: Float) `{ - glClearColor(red, green, blue, alpha); - `} - - # Set the viewport - fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} - - # 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); - `} - - # Clear the `buffer` - fun clear(buffer: GLBuffer) `{ glClear(buffer); `} - - # 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; @@ -786,75 +747,51 @@ 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); `} + # OpenGL server-side capabilities + var capabilities = new GLCapabilities is lazy +end - # Specify the width of rasterized lines - fun line_width(width: Float) `{ glLineWidth(width); `} +# 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); +`} - # 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 depth buffer, default at 1.0 +fun glClearDepthf(value: Float) `{ glClearDepthf(value); `} - # Specify the value used for depth buffer comparisons - # - # Default value is `GLDepthFunc::less` - # - # Foreign: glDepthFunc - fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `} +# Specify the clear `value` for the stencil buffer, default at 0 +fun glClearStencil(value: Int) `{ glClearStencil(value); `} - # 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); - `} +# Clear the `buffer` +fun glClear(buffer: GLBuffer) `{ glClear(buffer); `} - # Set the texture minifying function - # - # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER - fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{ - glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value); - `} +# Enable and disable writing of frame buffer color components +fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `} - # Set the texture magnification function - # - # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER - fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{ - glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value); - `} +# Set the viewport +fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} - # Set the texture wrap parameter for coordinates _s_ - # - # Foreign: glTexParameter with GL_TEXTURE_WRAP_S - fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{ - glTexParameteri(target, GL_TEXTURE_WRAP_S, value); - `} +# Block until all GL execution is complete +fun glFinish `{ glFinish(); `} - # Set the texture wrap parameter for coordinates _t_ - # - # Foreign: glTexParameter with GL_TEXTURE_WRAP_T - fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{ - glTexParameteri(target, GL_TEXTURE_WRAP_T, value); - `} +# Force execution of GL commands in finite time +fun glFlush `{ glFlush(); `} - # Render primitives from array data - # - # Foreign: glDrawArrays - fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `} +# Set texture parameters +fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{ + glTexParameteri(target, pname, param); +`} - # OpenGL server-side capabilities - var capabilities = new GLCapabilities is lazy +# 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`. @@ -1102,99 +1039,126 @@ extern class GLDataType fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `} end -# Kind of primitives to render with `GLES::draw_arrays` +# 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 - - new alpha `{ return GL_ALPHA; `} - new rgb `{ return GL_RGB; `} - new rgba `{ return GL_RGBA; `} 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 -# -# Used by `GLES::read_pixels` extern class GLPixelType super GLEnum - - 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; `} end -# Set of buffers as a bitwise OR mask, used by `GLES::clear` -# -# ~~~ -# var buffers = (new GLBuffer).color.depth -# gl.clear buffers -# ~~~ +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 `} - # Get an empty set of buffers - new `{ return 0; `} + # Bitwise OR with `other` + fun |(other: GLBuffer): GLBuffer `{ return self | other; `} +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 - # Add the color buffer to the returned buffer set - fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `} +fun gl_CW: GLFrontFaceMode `{ return GL_CW; `} +fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `} - # Add the depth buffer to the returned buffer set - fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `} +# Specify whether front- or back-facing polygons can be culled, default is `back` only +fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `} - # Add the stencil buffer to the returned buffer set - fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `} +# 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); `}