X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index b533b36..766a18c 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 @@ -67,6 +69,13 @@ extern class GLProgram `{GLuint`} return glGetAttribLocation(recv, c_name); `} + # Get the location of the uniform by `name` + # + # 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); + `} # Query information on this program fun query(pname: Int): Int `{ @@ -110,14 +119,101 @@ extern class GLProgram `{GLuint`} glGetProgramInfoLog(recv, size, NULL, msg); return NativeString_to_s(msg); `} + + # 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) + + # Length of the longest uniform name in this program, including `\n` + fun active_uniform_max_length: Int do return query(0x8B87) + + # 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) + + # Length of the longest uniform name in this program, including `\n` + fun active_attribute_max_length: Int do return query(0x8B8A) + + # Number of shaders attached to this program + fun n_attached_shaders: Int do return query(0x8B85) + + # 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 + 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); + int size; + GLenum type; + glGetActiveAttrib(recv, 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; + GLenum type; + glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL); + return size; + `} + + # 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 `{ + int size; + GLenum type; + glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL); + return type; + `} + + # 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 + end + private fun active_uniform_name_native(index, max_size: Int): NativeString `{ + char *name = malloc(max_size); + int size; + GLenum type; + glGetActiveUniform(recv, 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; + GLenum type; + glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL); + return size; + `} + + # Type of the active uniform at `index` + # + # May be any data type supported by OpenGL ES 2.0 shaders. + fun active_uniform_type(index: Int): GLDataType `{ + int size; + GLenum type = 0; + glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL); + return type; + `} end # Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader` extern class GLShader `{GLuint`} # Set the source of the shader - fun source=(code: String) import String.to_cstring, String.length `{ - GLchar *c_code = String_to_cstring(code); - glShaderSource(recv, 1, (const GLchar * const*)&c_code, NULL); + fun source=(code: NativeString) `{ + glShaderSource(recv, 1, (GLchar const **)&code, NULL); `} # Source of the shader, if available @@ -234,10 +330,24 @@ extern class GLfloatArray `{GLfloat *`} `} end +# General type for OpenGL enumerations +extern class GLEnum `{ GLenum `} + + redef fun hash `{ return recv; `} + + redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash +end + # An OpenGL ES 2.0 error code -extern class GLError `{ GLenum `} +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 recv == 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; `} @@ -256,56 +366,464 @@ extern class GLError `{ GLenum `} end end -# Clear the color buffer with `r`, `g`, `b`, `a` -protected fun gl_clear_color(r, g, b, a: Float) `{ glClearColor(r, g, b, a); `} - -# Set the viewport -protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} - -# Direct call to `glClear`, call with a combinaison of `gl_clear_color_buffer`, -# `gl_stencil_buffer_bit` and `gl_color_buffer_bit`. -private fun gl_clear(flag: Int) `{ glClear(flag); `} - -protected fun gl_depth_buffer_bit: Int do return 0x0100 -protected fun gl_stencil_buffer_bit: Int do return 0x0400 -protected fun gl_color_buffer_bit: Int do return 0x4000 - -protected fun gl_clear_color_buffer do gl_clear(gl_color_buffer_bit) -protected fun gl_clear_depth_buffer do gl_clear(gl_depth_buffer_bit) -protected fun gl_clear_stencil_buffer do gl_clear(gl_stencil_buffer_bit) - -protected fun gl_error: GLError `{ return glGetError(); `} protected fun assert_no_gl_error do - var error = gl_error + var error = gl.error if not error.is_ok then print "GL error: {error}" abort end end -# Query the boolean value at `key` -private fun gl_get_bool(key: Int): Bool `{ - GLboolean val; - glGetBooleanv(key, &val); - return val == GL_TRUE; +# Texture minifying function +# +# Used by: `GLES::tex_parameter_min_filter` +extern class GLTextureMinFilter + 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 + +# 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 + +# 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 + +# 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 + +# Entry points to OpenGL ES 2.0 services +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; + glGetBooleanv(key, &val); + return val == GL_TRUE; + `} + + # Query the floating point value at `key` + private fun get_float(key: Int): Float `{ + GLfloat val; + glGetFloatv(key, &val); + return val; + `} + + # Query the integer value at `key` + private fun get_int(key: Int): Int `{ + GLint val; + glGetIntegerv(key, &val); + return val; + `} + + # Does this driver support shader compilation? + # + # 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) `{ + 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) `{ + glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value); + `} + + # 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); + `} + + # 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); + `} + + # 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); `} -# Query the floating point value at `key` -private fun gl_get_float(key: Int): Float `{ - GLfloat val; - glGetFloatv(key, &val); - return val; +# 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); `} -# Query the integer value at `key` -private fun gl_get_int(key: Int): Int `{ - GLint val; - glGetIntegerv(key, &val); - return val; +# 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); `} -# Does this driver support shader compilation? +# 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 + fun blend: GLCap is lazy do return new GLCap(0x0BE2) + + # GL capability: cull polygons based of their winding in window coordinates + # + # Foreign: GL_CULL_FACE + fun cull_face: GLCap is lazy do return new GLCap(0x0B44) + + # GL capability: do depth comparisons and update the depth buffer + # + # Foreign: GL_DEPTH_TEST + fun 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 + fun 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 + fun 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 + fun 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 + fun sample_coverage: GLCap is lazy do return new GLCap(0x80A0) + + # GL capability: discard fragments that are outside the scissor rectangle + # + # Foreign: GL_SCISSOR_TEST + fun scissor_test: GLCap is lazy do return new GLCap(0x0C11) + + # GL capability: do stencil testing and update the stencil buffer + # + # Foreign: GL_STENCIL_TEST + fun 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 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; `} + + # 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 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; `} +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 # -# Should always return `true` in OpenGL ES 2.0 and 3.0. -fun gl_shader_compiler: Bool do return gl_get_bool(0x8DFA) +# 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` +# +# ~~~ +# var buffers = (new GLBuffer).color.depth +# gl.clear buffers +# ~~~ +extern class GLBuffer `{ GLbitfield `} + # Get an empty set of buffers + new `{ return 0; `} + + # Add the color buffer to the returned buffer set + fun color: GLBuffer `{ return recv | GL_COLOR_BUFFER_BIT; `} + + # Add the depth buffer to the returned buffer set + fun depth: GLBuffer `{ return recv | GL_DEPTH_BUFFER_BIT; `} + + # Add the stencil buffer to the returned buffer set + fun stencil: GLBuffer `{ return recv | GL_STENCIL_BUFFER_BIT; `} +end