glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
`}
+# Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
+fun glReadPixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{
+ glReadPixels(x, y, width, height, format, typ, data);
+`}
+
# Texture minifying and magnifying function
extern class GLTexParameteri
super GLEnum
# OpenGL ES 2.0 services
class GLES
- # 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);
- `}
-
# Query the boolean value at `key`
private fun get_bool(key: Int): Bool `{
GLboolean val;
# 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, format, typ, data);
- `}
-
- # 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
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; `}
+
+# 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
+
+fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
+fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `}
+fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
+
+# Specify mapping of depth values from normalized device coordinates to window coordinates
+#
+# Default at 0.0, 1.0.
+fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `}
+
+# Enable or disable writing into the depth buffer
+fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
+
+# Specify the value used for depth buffer comparisons
+#
+# Default value is `gl_LESS`
+fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `}
+
+# Set the pixel arithmetic for the blending operations
+#
+# Default values:
+# * `src_factor`: `gl_ONE`
+# * `dst_factor`: `gl_ZERO`
+fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
+ glBlendFunc(src_factor, dst_factor);
+`}
+
+# Set the scale and units used to calculate depth values
+fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
+
+# Specify the width of rasterized lines
+fun glLineWidth(width: Float) `{ glLineWidth(width); `}