X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 54a9fcd..33bb7e9 100644 --- a/lib/glesv2/glesv2.nit +++ b/lib/glesv2/glesv2.nit @@ -33,8 +33,10 @@ module glesv2 is pkgconfig new_annotation glsl_vertex_shader new_annotation glsl_fragment_shader + ldflags("-lGLESv2")@android end +import android::aware in "C Header" `{ #include @@ -48,15 +50,15 @@ extern class GLProgram `{GLuint`} new `{ return glCreateProgram(); `} # Is this a valid program? - fun is_ok: Bool `{ return glIsProgram(recv); `} + fun is_ok: Bool `{ return glIsProgram(self); `} # Attach a `shader` to this program - fun attach_shader(shader: GLShader) `{ glAttachShader(recv, shader); `} + fun attach_shader(shader: GLShader) `{ glAttachShader(self, shader); `} # Set the location for the attribute by `name` fun bind_attrib_location(index: Int, name: String) import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); - glBindAttribLocation(recv, index, c_name); + glBindAttribLocation(self, index, c_name); `} # Get the location of the attribute by `name` @@ -64,7 +66,7 @@ extern class GLProgram `{GLuint`} # Returns `-1` if there is no active attribute named `name`. fun attrib_location(name: String): Int import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); - return glGetAttribLocation(recv, c_name); + return glGetAttribLocation(self, c_name); `} # Get the location of the uniform by `name` @@ -72,29 +74,29 @@ extern class GLProgram `{GLuint`} # Returns `-1` if there is no active uniform named `name`. fun uniform_location(name: String): Int import String.to_cstring `{ GLchar *c_name = String_to_cstring(name); - return glGetUniformLocation(recv, c_name); + return glGetUniformLocation(self, c_name); `} # Query information on this program fun query(pname: Int): Int `{ int val; - glGetProgramiv(recv, pname, &val); + glGetProgramiv(self, pname, &val); return val; `} # Try to link this program # # Check result using `in_linked` and `info_log`. - fun link `{ glLinkProgram(recv); `} + fun link `{ glLinkProgram(self); `} # Is this program linked? fun is_linked: Bool do return query(0x8B82) != 0 # Use this program for the following operations - fun use `{ glUseProgram(recv); `} + fun use `{ glUseProgram(self); `} # Delete this program - fun delete `{ glDeleteProgram(recv); `} + fun delete `{ glDeleteProgram(self); `} # Has this program been deleted? fun is_deleted: Bool do return query(0x8B80) != 0 @@ -102,7 +104,7 @@ extern class GLProgram `{GLuint`} # Validate whether this program can be executed in the current OpenGL state # # Check results using `is_validated` and `info_log`. - fun validate `{ glValidateProgram(recv); `} + fun validate `{ glValidateProgram(self); `} # Boolean result of `validate`, must be called after `validate` fun is_validated: Bool do return query(0x8B83) != 0 @@ -112,9 +114,9 @@ extern class GLProgram `{GLuint`} # Useful with `link` and `validate` fun info_log: String import NativeString.to_s `{ int size; - glGetProgramiv(recv, GL_INFO_LOG_LENGTH, &size); + glGetProgramiv(self, GL_INFO_LOG_LENGTH, &size); GLchar *msg = malloc(size); - glGetProgramInfoLog(recv, size, NULL, msg); + glGetProgramInfoLog(self, size, NULL, msg); return NativeString_to_s(msg); `} @@ -146,15 +148,21 @@ extern class GLProgram `{GLuint`} return active_attrib_name_native(index, max_size).to_s end private fun active_attrib_name_native(index, max_size: Int): NativeString `{ + // We get more values than we need, for compatibility. At least the + // NVidia driver tries to fill them even if NULL. + char *name = malloc(max_size); - glGetActiveAttrib(recv, index, max_size, NULL, NULL, NULL, name); + int size; + GLenum type; + glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name); return name; `} # Size of the active attribute at `index` fun active_attrib_size(index: Int): Int `{ int size; - glGetActiveAttrib(recv, index, 0, NULL, NULL, &size, NULL); + GLenum type; + glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL); return size; `} @@ -162,8 +170,9 @@ extern class GLProgram `{GLuint`} # # May only be float related data types (single float, vectors and matrix). fun active_attrib_type(index: Int): GLFloatDataType `{ + int size; GLenum type; - glGetActiveAttrib(recv, index, 0, NULL, &type, NULL, NULL); + glGetActiveAttrib(self, index, 0, NULL, &size, &type, NULL); return type; `} @@ -175,14 +184,17 @@ extern class GLProgram `{GLuint`} end private fun active_uniform_name_native(index, max_size: Int): NativeString `{ char *name = malloc(max_size); - glGetActiveUniform(recv, index, max_size, NULL, NULL, NULL, name); + int size; + GLenum type; + glGetActiveUniform(self, index, max_size, NULL, &size, &type, name); return name; `} # Size of the active uniform at `index` fun active_uniform_size(index: Int): Int `{ int size; - glGetActiveUniform(recv, index, 0, NULL, NULL, &size, NULL); + GLenum type; + glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL); return size; `} @@ -190,8 +202,9 @@ extern class GLProgram `{GLuint`} # # May be any data type supported by OpenGL ES 2.0 shaders. fun active_uniform_type(index: Int): GLDataType `{ - GLenum type; - glGetActiveUniform(recv, index, 0, NULL, &type, NULL, NULL); + int size; + GLenum type = 0; + glGetActiveUniform(self, index, 0, NULL, &size, &type, NULL); return type; `} end @@ -200,7 +213,7 @@ end extern class GLShader `{GLuint`} # Set the source of the shader fun source=(code: NativeString) `{ - glShaderSource(recv, 1, (GLchar const **)&code, NULL); + glShaderSource(self, 1, (GLchar const **)&code, NULL); `} # Source of the shader, if available @@ -216,42 +229,42 @@ extern class GLShader `{GLuint`} private fun source_native(size: Int): NativeString `{ GLchar *code = malloc(size); - glGetShaderSource(recv, size, NULL, code); + glGetShaderSource(self, size, NULL, code); return code; `} # Query information on this shader protected fun query(pname: Int): Int `{ int val; - glGetShaderiv(recv, pname, &val); + glGetShaderiv(self, pname, &val); return val; `} # Try to compile `source` into a binary GPU program # # Check the result using `is_compiled` and `info_log` - fun compile `{ glCompileShader(recv); `} + fun compile `{ glCompileShader(self); `} # Has this shader been compiled? fun is_compiled: Bool do return query(0x8B81) != 0 # Delete this shader - fun delete `{ glDeleteShader(recv); `} + fun delete `{ glDeleteShader(self); `} # Has this shader been deleted? fun is_deleted: Bool do return query(0x8B80) != 0 # Is this a valid shader? - fun is_ok: Bool `{ return glIsShader(recv); `} + fun is_ok: Bool `{ return glIsShader(self); `} # Retrieve the information log of this shader # # Useful with `link` and `validate` fun info_log: String import NativeString.to_s `{ int size; - glGetShaderiv(recv, GL_INFO_LOG_LENGTH, &size); + glGetShaderiv(self, GL_INFO_LOG_LENGTH, &size); GLchar *msg = malloc(size); - glGetShaderInfoLog(recv, size, NULL, msg); + glGetShaderInfoLog(self, size, NULL, msg); return NativeString_to_s(msg); `} end @@ -320,7 +333,7 @@ end # General type for OpenGL enumerations extern class GLEnum `{ GLenum `} - redef fun hash `{ return recv; `} + redef fun hash `{ return self; `} redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash end @@ -333,13 +346,13 @@ extern class GLError fun is_ok: Bool do return is_no_error # Is this not an error? - fun is_no_error: Bool `{ return recv == GL_NO_ERROR; `} + fun is_no_error: Bool `{ return self == GL_NO_ERROR; `} - fun is_invalid_enum: Bool `{ return recv == GL_INVALID_ENUM; `} - fun is_invalid_value: Bool `{ return recv == GL_INVALID_VALUE; `} - fun is_invalid_operation: Bool `{ return recv == GL_INVALID_OPERATION; `} - fun is_invalid_framebuffer_operation: Bool `{ return recv == GL_INVALID_FRAMEBUFFER_OPERATION; `} - fun is_out_of_memory: Bool `{ return recv == GL_OUT_OF_MEMORY; `} + fun is_invalid_enum: Bool `{ return self == GL_INVALID_ENUM; `} + fun is_invalid_value: Bool `{ return self == GL_INVALID_VALUE; `} + fun is_invalid_operation: Bool `{ return self == GL_INVALID_OPERATION; `} + fun is_invalid_framebuffer_operation: Bool `{ return self == GL_INVALID_FRAMEBUFFER_OPERATION; `} + fun is_out_of_memory: Bool `{ return self == GL_OUT_OF_MEMORY; `} redef fun to_s do @@ -353,7 +366,7 @@ extern class GLError end end -protected fun assert_no_gl_error +fun assert_no_gl_error do var error = gl.error if not error.is_ok then @@ -362,29 +375,17 @@ do end end -# Texture minifying function -# -# Used by: `GLES::tex_parameter_min_filter` -extern class GLTextureMinFilter +# Texture minifying and magnifying function +extern class GLTextureFilter super GLEnum - - new nearest `{ return GL_NEAREST; `} - new linear `{ return GL_LINEAR; `} end -# Texture magnification function -# -# Used by: `GLES::tex_parameter_mag_filter` -extern class GLTextureMagFilter - super GLEnum - - 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; `} -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 # @@ -407,6 +408,25 @@ extern class GLTextureTarget new cube_map `{ return GL_TEXTURE_CUBE_MAP; `} end +# A server-side capability +class GLCap + + # TODO private init + + # Internal OpenGL integer for this capability + private var val: Int + + # Enable this server-side capability + fun enable do enable_native(val) + private fun enable_native(cap: Int) `{ glEnable(cap); `} + + # Disable this server-side capability + fun disable do disable_native(val) + private fun disable_native(cap: Int) `{ glDisable(cap); `} + + redef fun hash do return val + redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash +end redef class Sys private var gles = new GLES is lazy end @@ -425,6 +445,11 @@ class GLES # 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. @@ -478,17 +503,49 @@ 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, GL_RGBA, GL_UNSIGNED_BYTE, data); + `} + # Set the texture minifying function # # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER - fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{ + fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureFilter) `{ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value); `} # Set the texture magnification function # # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER - fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{ + fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureFilter) `{ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value); `} @@ -505,6 +562,165 @@ class GLES fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{ glTexParameteri(target, GL_TEXTURE_WRAP_T, value); `} + + # 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 + +# Bind `framebuffer` to a framebuffer target +# +# In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`. +fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{ + glBindFramebuffer(target, framebuffer); +`} + +# Target of `glBindFramebuffer` +extern class GLFramebufferTarget + super GLEnum +end + +# Target both reading and writing on the framebuffer with `glBindFramebuffer` +fun gl_FRAMEBUFFER: GLFramebufferTarget `{ return GL_FRAMEBUFFER; `} + +# Bind `renderbuffer` to a renderbuffer target +# +# In OpenGL ES 2.0, `target` must be `gl_RENDERBUFFER`. +fun glBindRenderbuffer(target: GLRenderbufferTarget, renderbuffer: Int) `{ + glBindRenderbuffer(target, renderbuffer); +`} + +# Target of `glBindRenderbuffer` +extern class GLRenderbufferTarget + super GLEnum +end + +# Target a renderbuffer with `glBindRenderbuffer` +fun gl_RENDERBUFFER: GLRenderbufferTarget `{ return GL_RENDERBUFFER; `} + +# Specify implementation specific hints +fun glHint(target: GLHintTarget, mode: GLHintMode) `{ + glHint(target, mode); +`} + +# Completeness status of a framebuffer object +fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{ + return glCheckFramebufferStatus(target); +`} + +# Return value of `glCheckFramebufferStatus` +extern class GLFramebufferStatus + super GLEnum + + redef fun to_s + do + if self == gl_FRAMEBUFFER_COMPLETE then return "complete" + if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment" + if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension" + if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment" + if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported" + return "unknown" + end +end + +# The framebuffer is complete +fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_COMPLETE; +`} + +# Not all framebuffer attachment points are framebuffer attachment complete +fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; +`} + +# Not all attached images have the same width and height +fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; +`} + +# No images are attached to the framebuffer +fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; +`} + +# The combination of internal formats of the attached images violates an implementation-dependent set of restrictions +fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{ + return GL_FRAMEBUFFER_UNSUPPORTED; +`} + +# Hint target for `glHint` +extern class GLHintTarget + super GLEnum +end + +# Indicates the quality of filtering when generating mipmap images +fun gl_GENERATE_MIPMAP_HINT: GLHintTarget `{ return GL_GENERATE_MIPMAP_HINT; `} + +# Hint mode for `glHint` +extern class GLHintMode + super GLEnum +end + +# The most efficient option should be chosen +fun gl_FASTEST: GLHintMode `{ return GL_FASTEST; `} + +# The most correct, or highest quality, option should be chosen +fun gl_NICEST: GLHintMode `{ return GL_NICEST; `} + +# No preference +fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `} + +# Entry point to OpenGL server-side capabilities +class GLCapabilities + + # GL capability: blend the computed fragment color values + # + # Foreign: GL_BLEND + var blend: GLCap is lazy do return new GLCap(0x0BE2) + + # GL capability: cull polygons based of their winding in window coordinates + # + # Foreign: GL_CULL_FACE + var cull_face: GLCap is lazy do return new GLCap(0x0B44) + + # GL capability: do depth comparisons and update the depth buffer + # + # Foreign: GL_DEPTH_TEST + var depth_test: GLCap is lazy do return new GLCap(0x0B71) + + # GL capability: dither color components or indices before they are written to the color buffer + # + # Foreign: GL_DITHER + var dither: GLCap is lazy do return new GLCap(0x0BE2) + + # GL capability: add an offset to depth values of a polygon fragment before depth test + # + # Foreign: GL_POLYGON_OFFSET_FILL + var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037) + + # GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location + # + # Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE + var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E) + + # GL capability: AND the fragment coverage with the temporary coverage value + # + # Foreign: GL_SAMPLE_COVERAGE + var sample_coverage: GLCap is lazy do return new GLCap(0x80A0) + + # GL capability: discard fragments that are outside the scissor rectangle + # + # Foreign: GL_SCISSOR_TEST + var scissor_test: GLCap is lazy do return new GLCap(0x0C11) + + # GL capability: do stencil testing and update the stencil buffer + # + # Foreign: GL_STENCIL_TEST + var stencil_test: GLCap is lazy do return new GLCap(0x0B90) end # Float related data types of OpenGL ES 2.0 shaders @@ -514,13 +730,13 @@ end extern class GLFloatDataType super GLEnum - fun is_float: Bool `{ return recv == GL_FLOAT; `} - fun is_float_vec2: Bool `{ return recv == GL_FLOAT_VEC2; `} - fun is_float_vec3: Bool `{ return recv == GL_FLOAT_VEC3; `} - fun is_float_vec4: Bool `{ return recv == GL_FLOAT_VEC4; `} - fun is_float_mat2: Bool `{ return recv == GL_FLOAT_MAT2; `} - fun is_float_mat3: Bool `{ return recv == GL_FLOAT_MAT3; `} - fun is_float_mat4: Bool `{ return recv == GL_FLOAT_MAT4; `} + fun is_float: Bool `{ return self == GL_FLOAT; `} + fun is_float_vec2: Bool `{ return self == GL_FLOAT_VEC2; `} + fun is_float_vec3: Bool `{ return self == GL_FLOAT_VEC3; `} + fun is_float_vec4: Bool `{ return self == GL_FLOAT_VEC4; `} + fun is_float_mat2: Bool `{ return self == GL_FLOAT_MAT2; `} + fun is_float_mat3: Bool `{ return self == GL_FLOAT_MAT3; `} + fun is_float_mat4: Bool `{ return self == GL_FLOAT_MAT4; `} # Instances of `GLFloatDataType` can be equal to instances of `GLDataType` redef fun ==(o) @@ -536,16 +752,93 @@ end extern class GLDataType super GLFloatDataType - fun is_int: Bool `{ return recv == GL_INT; `} - fun is_int_vec2: Bool `{ return recv == GL_INT_VEC2; `} - fun is_int_vec3: Bool `{ return recv == GL_INT_VEC3; `} - fun is_int_vec4: Bool `{ return recv == GL_INT_VEC4; `} - fun is_bool: Bool `{ return recv == GL_BOOL; `} - fun is_bool_vec2: Bool `{ return recv == GL_BOOL_VEC2; `} - fun is_bool_vec3: Bool `{ return recv == GL_BOOL_VEC3; `} - fun is_bool_vec4: Bool `{ return recv == GL_BOOL_VEC4; `} - fun is_sampler_2d: Bool `{ return recv == GL_SAMPLER_2D; `} - fun is_sampler_cube: Bool `{ return recv == GL_SAMPLER_CUBE; `} + fun is_int: Bool `{ return self == GL_INT; `} + fun is_int_vec2: Bool `{ return self == GL_INT_VEC2; `} + fun is_int_vec3: Bool `{ return self == GL_INT_VEC3; `} + fun is_int_vec4: Bool `{ return self == GL_INT_VEC4; `} + fun is_bool: Bool `{ return self == GL_BOOL; `} + fun is_bool_vec2: Bool `{ return self == GL_BOOL_VEC2; `} + fun is_bool_vec3: Bool `{ return self == GL_BOOL_VEC3; `} + fun is_bool_vec4: Bool `{ return self == GL_BOOL_VEC4; `} + fun is_sampler_2d: Bool `{ return self == GL_SAMPLER_2D; `} + fun is_sampler_cube: Bool `{ return self == GL_SAMPLER_CUBE; `} +end + +# Kind of primitives to render with `GLES::draw_arrays` +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 + +# 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 + +# 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 + +# 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 + +# 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` @@ -559,11 +852,11 @@ extern class GLBuffer `{ GLbitfield `} new `{ return 0; `} # Add the color buffer to the returned buffer set - fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `} + fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `} # Add the depth buffer to the returned buffer set - fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `} + fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `} # Add the stencil buffer to the returned buffer set - fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `} + fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `} end