X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/glesv2.nit b/lib/glesv2/glesv2.nit index 8eee2f4..4e683f5 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 @@ -210,12 +188,32 @@ 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`} - # Set the source of the shader - fun source=(code: NativeString) `{ - glShaderSource(self, 1, (GLchar const **)&code, NULL); - `} # Source of the shader, if available # @@ -241,23 +239,12 @@ extern class GLShader `{GLuint`} return val; `} - # 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 compiled? fun is_compiled: Bool do return query(0x8B81) != 0 - # Delete this shader - 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(self); `} - # Retrieve the information log of this shader # # Useful with `link` and `validate` @@ -270,6 +257,33 @@ extern class GLShader `{GLuint`} `} end +# 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: NativeString) `{ + 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 @@ -541,8 +555,9 @@ 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); `} @@ -565,27 +580,19 @@ fun glCopyTexSubImage2D(target: GLTextureTarget, level, xoffset, yoffset, x, y, `} # 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 @@ -708,14 +715,6 @@ 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)` @@ -742,9 +741,6 @@ class GLES 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(); `} @@ -806,34 +802,6 @@ class GLES glReadPixels(x, y, width, height, format, typ, data); `} - # 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); - `} - - # 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 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 @@ -843,6 +811,47 @@ class GLES var capabilities = new GLCapabilities is lazy end +# 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); +`} + +# Specify the clear `value` for the depth buffer, default at 1.0 +fun glClearDepthf(value: Float) `{ glClearDepthf(value); `} + +# Specify the clear `value` for the stencil buffer, default at 0 +fun glClearStencil(value: Int) `{ glClearStencil(value); `} + +# Clear the `buffer` +fun glClear(buffer: GLBuffer) `{ glClear(buffer); `} + +# Enable and disable writing of frame buffer color components +fun glColorMask(red, green, blue, alpha: Bool) `{ glColorMask(red, green, blue, alpha); `} + +# Set the viewport +fun glViewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `} + +# Block until all GL execution is complete +fun glFinish `{ glFinish(); `} + +# Force execution of GL commands in finite time +fun glFlush `{ glFlush(); `} + +# Set texture parameters +fun glTexParameteri(target: GLTextureTarget, pname: GLTexParameteriName, param: GLTexParameteri) `{ + glTexParameteri(target, pname, param); +`} + +# 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`. @@ -1090,99 +1099,75 @@ 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 -# ~~~ -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 self | GL_COLOR_BUFFER_BIT; `} - - # Add the depth buffer to the returned buffer set - fun depth: GLBuffer `{ return self | GL_DEPTH_BUFFER_BIT; `} +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; `} - # Add the stencil buffer to the returned buffer set - fun stencil: GLBuffer `{ return self | GL_STENCIL_BUFFER_BIT; `} +# Set of buffers as a bitwise OR mask +extern class GLBuffer `{ GLbitfield `} + # 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; `}