X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 77ae5a4..a183c47 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); @@ -78,85 +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; - `} - - # 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); `} + fun is_linked: Bool do return glGetProgramiv(self, gl_LINK_STATUS) != 0 # Has this program been deleted? - fun is_deleted: Bool do return query(0x8B80) != 0 - - # Validate whether this program can be executed in the current OpenGL state - # - # Check results using `is_validated` and `info_log`. - fun validate `{ glValidateProgram(self); `} + 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` @@ -170,7 +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); @@ -180,15 +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` @@ -210,12 +172,55 @@ 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); `} + +# Parameter value from a `program` object +fun glGetProgramiv(program: GLProgram, pname: GLGetParameterName): Int `{ + int value; + glGetProgramiv(program, pname, &value); + return value; +`} + +# The information log for the `program` object +fun glGetProgramInfoLog(program: GLProgram): String +do + var size = glGetProgramiv(program, gl_INFO_LOG_LENGTH) + var buf = new CString(size) + native_glGetProgramInfoLog(program, size, buf) + return buf.to_s_with_length(size) +end + +# Return the program information log in `buf` +private fun native_glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: CString): Int `{ + int length; + glGetProgramInfoLog(program, buf_size, &length, buf); + return length; +`} + # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} - # Set the source of the shader - fun source=(code: NativeString) `{ - glShaderSource(self, 1, (GLchar const **)&code, NULL); - `} # Source of the shader, if available # @@ -223,53 +228,93 @@ extern class GLShader `{GLuint`} # was created from a binary file. fun source: nullable String do - var size = query(0x8B88) + var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH) if size == 0 then return null return source_native(size).to_s end - private fun source_native(size: Int): NativeString `{ + private fun source_native(size: Int): CString `{ GLchar *code = malloc(size); glGetShaderSource(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 glGetShaderiv(self, gl_COMPILE_STATUS) != 0 - # Try to compile `source` into a binary GPU program - # - # Check the result using `is_compiled` and `info_log` - fun compile `{ glCompileShader(self); `} + # Has this shader been deleted? + fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0 +end - # Has this shader been compiled? - fun is_compiled: Bool do return query(0x8B81) != 0 +# Get a parameter value from a `shader` object +fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{ + int val; + glGetShaderiv(shader, pname, &val); + return val; +`} - # Delete this shader - fun delete `{ glDeleteShader(self); `} +# Shader parameter +extern class GLGetParameterName + super GLEnum +end - # Has this shader been deleted? - fun is_deleted: Bool do return query(0x8B80) != 0 +fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `} +fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `} - # Is this a valid shader? - fun is_ok: Bool `{ return glIsShader(self); `} +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; `} - # 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); - `} +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 +end + +fun gl_VERTEX_SHADER: GLShaderType `{ return GL_VERTEX_SHADER; `} +fun gl_FRAGMENT_SHADER: GLShaderType `{ return GL_FRAGMENT_SHADER; `} + +# Create a shader object of the `shader_type` +fun glCreateShader(shader_type: GLShaderType): GLShader `{ + return glCreateShader(shader_type); +`} + +# Replace the source code in the `shader` object with `code` +fun glShaderSource(shader: GLShader, code: CString) `{ + glShaderSource(shader, 1, (GLchar const **)&code, NULL); +`} + +# Compile the `shader` object +fun glCompileShader(shader: GLShader) `{ glCompileShader(shader); `} + +# Delete the `shader` object +fun glDeleteShader(shader: GLShader) `{ glDeleteShader(shader); `} + +# Determine if `name` corresponds to a shader object +fun glIsShader(name: GLShader): Bool `{ return glIsShader(name); `} + # An OpenGL ES 2.0 fragment shader extern class GLFragmentShader super GLShader @@ -314,21 +359,77 @@ class VertexArray glVertexAttribPointer(index, count, GL_FLOAT, GL_FALSE, 0, array); `} - fun enable do enable_intern(index) - private fun enable_intern(index: Int) `{ glEnableVertexAttribArray(index); `} + # Enable this vertex attribute array + fun enable do glEnableVertexAttribArray(index) - fun draw_arrays_triangles do draw_arrays_triangles_intern(index, count) - private fun draw_arrays_triangles_intern(index, count: Int) `{ - glDrawArrays(GL_TRIANGLES, index, count); - `} + # Disable this vertex attribute array + fun disable do glDisableVertexAttribArray(index) end +# Enable the generic vertex attribute array at `index` +fun glEnableVertexAttribArray(index: Int) `{ glEnableVertexAttribArray(index); `} + +# Disable the generic vertex attribute array at `index` +fun glDisableVertexAttribArray(index: Int) `{ glDisableVertexAttribArray(index); `} + +# Render primitives from array data +fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `} + +# Render primitives from array data by their index +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); +`} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib2f(index: Int, x, y: Float) `{ glVertexAttrib2f(index, x, y); `} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib3f(index: Int, x, y, z: Float) `{ glVertexAttrib3f(index, x, y, z); `} + +# Specify the value of a generic vertex attribute +fun glVertexAttrib4f(index: Int, x, y, z, w: Float) `{ glVertexAttrib4f(index, x, y, z, w); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform1i(index, x: Int) `{ glUniform1i(index, x); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform2i(index, x, y: Int) `{ glUniform2i(index, x, y); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform3i(index, x, y, z: Int) `{ glUniform3i(index, x, y, z); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform4i(index, x, y, z, w: Int) `{ glUniform4i(index, x, y, z, w); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform1f(index: Int, x: Float) `{ glUniform1f(index, x); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform2f(index: Int, x, y: Float) `{ glUniform2f(index, x, y); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform3f(index: Int, x, y, z: Float) `{ glUniform3f(index, x, y, z); `} + +# Specify the value of a uniform variable for the current program object +fun glUniform4f(index: Int, x, y, z, w: Float) `{ glUniform4f(index, x, y, z, w); `} + # Low level array of `Float` 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]) @@ -369,48 +470,119 @@ 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 end -# Does `name` corresponds to a texture? -fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `} +# Texture unit, the number of texture units is implementation dependent +extern class GLTextureUnit + super GLEnum +end + +fun gl_TEXTURE0: GLTextureUnit `{ return GL_TEXTURE0; `} +fun gl_TEXTURE1: GLTextureUnit `{ return GL_TEXTURE1; `} +fun gl_TEXTURE2: GLTextureUnit `{ return GL_TEXTURE2; `} +fun gl_TEXTURE3: GLTextureUnit `{ return GL_TEXTURE3; `} +fun gl_TEXTURE4: GLTextureUnit `{ return GL_TEXTURE4; `} +fun gl_TEXTURE5: GLTextureUnit `{ return GL_TEXTURE5; `} +fun gl_TEXTURE6: GLTextureUnit `{ return GL_TEXTURE6; `} +fun gl_TEXTURE7: GLTextureUnit `{ return GL_TEXTURE7; `} +fun gl_TEXTURE8: GLTextureUnit `{ return GL_TEXTURE8; `} +fun gl_TEXTURE9: GLTextureUnit `{ return GL_TEXTURE9; `} +fun gl_TEXTURE10: GLTextureUnit `{ return GL_TEXTURE10; `} +fun gl_TEXTURE11: GLTextureUnit `{ return GL_TEXTURE11; `} +fun gl_TEXTURE12: GLTextureUnit `{ return GL_TEXTURE12; `} +fun gl_TEXTURE13: GLTextureUnit `{ return GL_TEXTURE13; `} +fun gl_TEXTURE14: GLTextureUnit `{ return GL_TEXTURE14; `} +fun gl_TEXTURE15: GLTextureUnit `{ return GL_TEXTURE15; `} +fun gl_TEXTURE16: GLTextureUnit `{ return GL_TEXTURE16; `} +fun gl_TEXTURE17: GLTextureUnit `{ return GL_TEXTURE17; `} +fun gl_TEXTURE18: GLTextureUnit `{ return GL_TEXTURE18; `} +fun gl_TEXTURE19: GLTextureUnit `{ return GL_TEXTURE19; `} +fun gl_TEXTURE20: GLTextureUnit `{ return GL_TEXTURE20; `} +fun gl_TEXTURE21: GLTextureUnit `{ return GL_TEXTURE21; `} +fun gl_TEXTURE22: GLTextureUnit `{ return GL_TEXTURE22; `} +fun gl_TEXTURE23: GLTextureUnit `{ return GL_TEXTURE23; `} +fun gl_TEXTURE24: GLTextureUnit `{ return GL_TEXTURE24; `} +fun gl_TEXTURE25: GLTextureUnit `{ return GL_TEXTURE25; `} +fun gl_TEXTURE26: GLTextureUnit `{ return GL_TEXTURE26; `} +fun gl_TEXTURE27: GLTextureUnit `{ return GL_TEXTURE27; `} +fun gl_TEXTURE28: GLTextureUnit `{ return GL_TEXTURE28; `} +fun gl_TEXTURE29: GLTextureUnit `{ return GL_TEXTURE29; `} +fun gl_TEXTURE30: GLTextureUnit `{ return GL_TEXTURE30; `} +fun gl_TEXTURE31: GLTextureUnit `{ return GL_TEXTURE31; `} + +# Texture unit at `offset` after `gl_TEXTURE0` +fun gl_TEXTURE(offset: Int): GLTextureUnit `{ return GL_TEXTURE0 + offset; `} + +# Generate `n` texture names +fun glGenTextures(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenTextures(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenTextures(n: Int, textures: NativeCIntArray) `{ + glGenTextures(n, (GLuint*)textures); +`} + +# Select server-side active texture unit +fun glActiveTexture(texture: GLTextureUnit) `{ glActiveTexture(texture); `} # Bind the named `texture` to a `target` -fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `} +fun glBindTexture(target: GLTextureTarget, texture: Int) `{ + glBindTexture(target, texture); +`} + +# Delete named textures +fun glDeleteTextures(textures: SequenceRead[Int]) +do + var n = textures.length + var array = new CIntArray.from(textures) + native_glDeleteTextures(n, array.native_array) + array.destroy +end + +private fun native_glDeleteTextures(n: Int, textures: NativeCIntArray) `{ + glDeleteTextures(n, (const GLuint *)textures); +`} + +# Does `name` corresponds to a texture? +fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `} # Set pixel storage modes fun glPixelStorei(parameter: GLPack, val: Int) `{ glPixelStorei(parameter, val); `} @@ -429,39 +601,65 @@ fun gl_UNPACK_ALIGNEMENT: GLPack `{ return GL_UNPACK_ALIGNMENT; `} # TODO GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES # GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES -# Texture minifying and magnifying function -extern class GLTextureFilter - super GLEnum -end +# Specify a two-dimensional texture image +fun glTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, + width, height, border: Int, + format: GLPixelFormat, typ: GLDataType, data: Pointer) `{ + glTexImage2D(target, level, internalformat, width, height, border, format, typ, data); +`} -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; `} +# Specify a two-dimensional texture subimage +fun glTexSubImage2D(target: GLTextureTarget, + level, xoffset, yoffset, width, height, border: Int, + format: GLPixelFormat, typ: GLDataType, data: Pointer) `{ + glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, typ, data); +`} -# Wrap parameter of a texture -# -# Used by: `tex_parameter_wrap_*` -extern class GLTextureWrap - super GLEnum +# Copy pixels into a 2D texture image +fun glCopyTexImage2D(target: GLTextureTarget, level: Int, internalformat: GLPixelFormat, + x, y, width, height, border: Int) `{ + glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); +`} + +# Copy a two-dimensional texture subimage +fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, width, height: Int) `{ + glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +`} - new clamp_to_edge `{ return GL_CLAMP_TO_EDGE; `} - new mirrored_repeat `{ return GL_MIRRORED_REPEAT; `} - new repeat `{ return GL_REPEAT; `} +# Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data` +fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLDataType, data: Pointer) `{ + glReadPixels(x, y, width, height, format, typ, data); +`} + +# Texture minifying and magnifying function +extern class GLTexParameteri + super GLEnum end +fun gl_NEAREST: GLTexParameteri `{ return GL_NEAREST; `} +fun gl_LINEAR: GLTexParameteri `{ return GL_LINEAR; `} +fun gl_NEAREST_MIPMAP_NEAREST: GLTexParameteri `{ return GL_NEAREST_MIPMAP_NEAREST; `} +fun gl_LINEAR_MIPMAP_NEAREST: GLTexParameteri `{ return GL_LINEAR_MIPMAP_NEAREST; `} +fun gl_NEAREST_MIPMAP_NINEAR: GLTexParameteri `{ return GL_NEAREST_MIPMAP_LINEAR; `} +fun gl_LINEAR_MIPMAP_LINEAR: GLTexParameteri `{ return GL_LINEAR_MIPMAP_LINEAR; `} +fun gl_CLAMP_TO_EDGE: GLTexParameteri `{ return GL_CLAMP_TO_EDGE; `} +fun gl_MIRRORED_REPEAT: GLTexParameteri `{ return GL_MIRRORED_REPEAT; `} +fun gl_REPEAT: GLTexParameteri `{ return GL_REPEAT; `} + # Target texture -# -# Used by: `tex_parameter_*` extern class GLTextureTarget super GLEnum - - new flat `{ return GL_TEXTURE_2D; `} - new cube_map `{ return GL_TEXTURE_CUBE_MAP; `} end +# Two-dimensional texture +fun gl_TEXTURE_2D: GLTextureTarget `{ return GL_TEXTURE_2D; `} + +# Cube map texture +fun gl_TEXTURE_CUBE_MAP: GLTextureTarget `{ return GL_TEXTURE_CUBE_MAP; `} + +# TODO GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, +# GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z + # A server-side capability class GLCap @@ -482,6 +680,38 @@ class GLCap redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash end +# Generate `n` renderbuffer object names +fun glGenRenderbuffers(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenRenderbuffers(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ + glGenRenderbuffers(n, (GLuint *)renderbuffers); +`} + +# Determine if `name` corresponds to a renderbuffer object +fun glIsRenderbuffer(name: Int): Bool `{ + return glIsRenderbuffer(name); +`} + +# Delete named renderbuffer objects +fun glDeleteRenderbuffers(renderbuffers: SequenceRead[Int]) +do + var n = renderbuffers.length + var array = new CIntArray.from(renderbuffers) + native_glDeleteRenderbuffers(n, array.native_array) + array.destroy +end + +private fun native_glDeleteRenderbuffers(n: Int, renderbuffers: NativeCIntArray) `{ + return glDeleteRenderbuffers(n, (const GLuint *)renderbuffers); +`} + # Attach a renderbuffer object to a framebuffer object fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment, renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{ @@ -537,46 +767,6 @@ 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; @@ -603,75 +793,51 @@ 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`. @@ -791,6 +957,38 @@ fun gl_NICEST: GLHintMode `{ return GL_NICEST; `} # No preference fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `} +# Generate `n` framebuffer object names +fun glGenFramebuffers(n: Int): Array[Int] +do + var array = new CIntArray(n) + native_glGenFramebuffers(n, array.native_array) + var a = array.to_a + array.destroy + return a +end + +private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{ + glGenFramebuffers(n, (GLuint *)textures); +`} + +# Determine if `name` corresponds to a framebuffer object +fun glIsFramebuffer(name: Int): Bool `{ + return glIsFramebuffer(name); +`} + +# Delete named framebuffer objects +fun glDeleteFramebuffers(framebuffers: SequenceRead[Int]) +do + var n = framebuffers.length + var array = new CIntArray.from(framebuffers) + native_glDeleteFramebuffers(n, array.native_array) + array.destroy +end + +private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{ + return glDeleteFramebuffers(n, (const GLuint *)framebuffers); +`} + # Attach a level of a texture object as a logical buffer to the currently bound framebuffer object fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment, texture_target: GLTextureTarget, texture, level: Int) `{ @@ -846,140 +1044,186 @@ 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 -# Kind of primitives to render with `GLES::draw_arrays` +fun gl_FLOAT: GLDataType `{ return GL_FLOAT; `} +fun gl_FLOAT_VEC2: GLDataType `{ return GL_FLOAT_VEC2; `} +fun gl_FLOAT_VEC3: GLDataType `{ return GL_FLOAT_VEC3; `} +fun gl_FLOAT_VEC4: GLDataType `{ return GL_FLOAT_VEC4; `} +fun gl_FLOAT_MAT2: GLDataType `{ return GL_FLOAT_MAT2; `} +fun gl_FLOAT_MAT3: GLDataType `{ return GL_FLOAT_MAT3; `} +fun gl_FLOAT_MAT4: GLDataType `{ return GL_FLOAT_MAT4; `} + +fun gl_BYTE: GLDataType `{ return GL_BYTE; `} +fun gl_UNSIGNED_BYTE: GLDataType `{ return GL_UNSIGNED_BYTE; `} +fun gl_SHORT: GLDataType `{ return GL_SHORT; `} +fun gl_UNSIGNED_SHORT: GLDataType `{ return GL_UNSIGNED_SHORT; `} +fun gl_INT: GLDataType `{ return GL_INT; `} +fun gl_UNSIGNED_INT: GLDataType `{ return GL_UNSIGNED_INT; `} +fun gl_FIXED: GLDataType `{ return GL_FIXED; `} +fun gl_INT_VEC2: GLDataType `{ return GL_INT_VEC2; `} +fun gl_INT_VEC3: GLDataType `{ return GL_INT_VEC3; `} +fun gl_INT_VEC4: GLDataType `{ return GL_INT_VEC4; `} +fun gl_BOOL: GLDataType `{ return GL_BOOL; `} +fun gl_BOOL_VEC2: GLDataType `{ return GL_BOOL_VEC2; `} +fun gl_BOOL_VEC3: GLDataType `{ return GL_BOOL_VEC3; `} +fun gl_BOOL_VEC4: GLDataType `{ return GL_BOOL_VEC4; `} +fun gl_SAMPLER_2D: GLDataType `{ return GL_SAMPLER_2D; `} +fun gl_SAMPLER_CUBE: GLDataType `{ return GL_SAMPLER_CUBE; `} + +fun gl_UNSIGNED_SHORT_5_6_5: GLDataType `{ return GL_UNSIGNED_SHORT_5_6_5; `} +fun gl_UNSIGNED_SHORT_4_4_4_4: GLDataType `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} +fun gl_UNSIGNED_SHORT_5_5_5_1: GLDataType `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} + +# Kind of primitives to render extern class GLDrawMode super GLEnum - - new points `{ return GL_POINTS; `} - new line_strip `{ return GL_LINE_STRIP; `} - new line_loop `{ return GL_LINE_LOOP; `} - new lines `{ return GL_LINES; `} - new triangle_strip `{ return GL_TRIANGLE_STRIP; `} - new triangle_fan `{ return GL_TRIANGLE_FAN; `} - new triangles `{ return GL_TRIANGLES; `} end +fun gl_POINTS: GLDrawMode `{ return GL_POINTS; `} +fun gl_LINES: GLDrawMode `{ return GL_LINES; `} +fun gl_LINE_LOOP: GLDrawMode `{ return GL_LINE_LOOP; `} +fun gl_LINE_STRIP: GLDrawMode `{ return GL_LINE_STRIP; `} +fun gl_TRIANGLES: GLDrawMode `{ return GL_TRIANGLES; `} +fun gl_TRIANGLE_STRIP: GLDrawMode `{ return GL_TRIANGLE_STRIP; `} +fun gl_TRIANGLE_FAN: GLDrawMode `{ return GL_TRIANGLE_FAN; `} + # Pixel arithmetic for blending operations -# -# Used by `GLES::blend_func` extern class GLBlendFactor super GLEnum - - new zero `{ return GL_ZERO; `} - new one `{ return GL_ONE; `} - new src_color `{ return GL_SRC_COLOR; `} - new one_minus_src_color `{ return GL_ONE_MINUS_SRC_COLOR; `} - new dst_color `{ return GL_DST_COLOR; `} - new one_minus_dst_color `{ return GL_ONE_MINUS_DST_COLOR; `} - new src_alpha `{ return GL_SRC_ALPHA; `} - new one_minus_src_alpha `{ return GL_ONE_MINUS_SRC_ALPHA; `} - new dst_alpha `{ return GL_DST_ALPHA; `} - new one_minus_dst_alpha `{ return GL_ONE_MINUS_DST_ALPHA; `} - new constant_color `{ return GL_CONSTANT_COLOR; `} - new one_minus_constant_color `{ return GL_ONE_MINUS_CONSTANT_COLOR; `} - new constant_alpha `{ return GL_CONSTANT_ALPHA; `} - new one_minus_constant_alpha `{ return GL_ONE_MINUS_CONSTANT_ALPHA; `} - - # Used for destination only - new src_alpha_saturate `{ return GL_SRC_ALPHA_SATURATE; `} end +fun gl_ZERO: GLBlendFactor `{ return GL_ZERO; `} +fun gl_ONE: GLBlendFactor `{ return GL_ONE; `} +fun gl_SRC_COLOR: GLBlendFactor `{ return GL_SRC_COLOR; `} +fun gl_ONE_MINUS_SRC_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_SRC_COLOR; `} +fun gl_SRC_ALPHA: GLBlendFactor `{ return GL_SRC_ALPHA; `} +fun gl_ONE_MINUS_SRC_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_SRC_ALPHA; `} +fun gl_DST_ALPHA: GLBlendFactor `{ return GL_DST_ALPHA; `} +fun gl_ONE_MINUS_DST_ALPHA: GLBlendFactor `{ return GL_ONE_MINUS_DST_ALPHA; `} +fun gl_DST_COLOR: GLBlendFactor `{ return GL_DST_COLOR; `} +fun gl_ONE_MINUS_DST_COLOR: GLBlendFactor `{ return GL_ONE_MINUS_DST_COLOR; `} +fun gl_SRC_ALPHA_SATURATE: GLBlendFactor `{ return GL_SRC_ALPHA_SATURATE; `} + # Condition under which a pixel will be drawn -# -# Used by `GLES::depth_func` extern class GLDepthFunc super GLEnum - - new never `{ return GL_NEVER; `} - new less `{ return GL_LESS; `} - new equal `{ return GL_EQUAL; `} - new lequal `{ return GL_LEQUAL; `} - new greater `{ return GL_GREATER; `} - new not_equal `{ return GL_NOTEQUAL; `} - new gequal `{ return GL_GEQUAL; `} - new always `{ return GL_ALWAYS; `} end +fun gl_NEVER: GLDepthFunc `{ return GL_NEVER; `} +fun gl_LESS: GLDepthFunc `{ return GL_LESS; `} +fun gl_EQUAL: GLDepthFunc `{ return GL_EQUAL; `} +fun gl_LEQUAL: GLDepthFunc `{ return GL_LEQUAL; `} +fun gl_GREATER: GLDepthFunc `{ return GL_GREATER; `} +fun gl_NOTEQUAL: GLDepthFunc `{ return GL_NOTEQUAL; `} +fun gl_GEQUAL: GLDepthFunc `{ return GL_GEQUAL; `} +fun gl_ALWAYS: GLDepthFunc `{ return GL_ALWAYS; `} + # Format of pixel data -# -# Used by `GLES::read_pixels` extern class GLPixelFormat super GLEnum +end + +fun gl_ALPHA: GLPixelFormat `{ return GL_ALPHA; `} +fun gl_RGB: GLPixelFormat `{ return GL_RGB; `} +fun gl_RGBA: GLPixelFormat `{ return GL_RGBA; `} - new alpha `{ return GL_ALPHA; `} - new rgb `{ return GL_RGB; `} - new rgba `{ return GL_RGBA; `} +# Set of buffers as a bitwise OR mask +extern class GLBuffer `{ GLbitfield `} + # Bitwise OR with `other` + fun |(other: GLBuffer): GLBuffer `{ return self | other; `} end -# Data type of pixel data -# -# Used by `GLES::read_pixels` -extern class GLPixelType +fun gl_DEPTH_BUFFER_BIT: GLBuffer `{ return GL_DEPTH_BUFFER_BIT; `} +fun gl_STENCIL_BUFFER_BIT: GLBuffer `{ return GL_STENCIL_BUFFER_BIT; `} +fun gl_COLOR_BUFFER_BIT: GLBuffer `{ return GL_COLOR_BUFFER_BIT; `} + +# Define front- and back-facing polygons, `gc_CCW` by default +fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `} + +# Orientation of front-facing polygons +extern class GLFrontFaceMode super GLEnum +end + +fun gl_CW: GLFrontFaceMode `{ return GL_CW; `} +fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `} - new unsigned_byte `{ return GL_UNSIGNED_BYTE; `} - new unsigned_short_5_6_5 `{ return GL_UNSIGNED_SHORT_5_6_5; `} - new unsigned_short_4_4_4_4 `{ return GL_UNSIGNED_SHORT_4_4_4_4; `} - new unsigned_short_5_5_5_1 `{ return GL_UNSIGNED_SHORT_5_5_5_1; `} +# Specify whether front- or back-facing polygons can be culled, default is `back` only +fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `} + +# Candidates for culling +extern class GLCullFaceMode + super GLEnum end -# Set of buffers as a bitwise OR mask, used by `GLES::clear` +fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `} +fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `} +fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `} + +# Specify mapping of depth values from normalized device coordinates to window coordinates # -# ~~~ -# var buffers = (new GLBuffer).color.depth -# gl.clear buffers -# ~~~ -extern class GLBuffer `{ GLbitfield `} - # Get an empty set of buffers - new `{ return 0; `} +# Default at 0.0, 1.0. +fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `} - # Add the color buffer to the returned buffer set - fun color: GLBuffer `{ return self | GL_COLOR_BUFFER_BIT; `} +# Enable or disable writing into the depth buffer +fun glDepthMask(value: Bool) `{ glDepthMask(value); `} - # Add the depth buffer to the returned buffer set - fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `} +# Specify the value used for depth buffer comparisons +# +# Default value is `gl_LESS` +fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `} - # Add the stencil buffer to the returned buffer set - fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `} -end +# 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; `}