return glGetUniformLocation(self, c_name);
`}
- # Query information on this program
- fun query(pname: Int): Int `{
- int val;
- glGetProgramiv(self, pname, &val);
- return val;
- `}
-
# Is this program linked?
- fun is_linked: Bool do return query(0x8B82) != 0
+ 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
+ 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
+ fun is_validated: Bool do return glGetProgramiv(self, gl_VALIDATE_STATUS) != 0
# Retrieve the information log of 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
# 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;
+`}
+
+# Return the program information log in `buf`
+fun glGetProgramInfoLog(program: GLProgram, buf_size: Int, buf: NativeString): 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`}
# 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
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 query(0x8B81) != 0
+ fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0
# Has this shader been deleted?
- fun is_deleted: Bool do return query(0x8B80) != 0
# Retrieve the information log of this shader
#
glGetShaderInfoLog(self, size, NULL, msg);
return NativeString_to_s(msg);
`}
+ fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
end
+# Get a parameter value from a `shader` object
+fun glGetShaderiv(shader: GLShader, pname: GLGetParameterName): Int `{
+ int val;
+ glGetShaderiv(shader, pname, &val);
+ return val;
+`}
+
+# Shader parameter
+extern class GLGetParameterName
+ super GLEnum
+end
+
+fun gl_INFO_LOG_LENGTH: GLGetParameterName `{ return GL_INFO_LOG_LENGTH; `}
+fun gl_DELETE_STATUS: GLGetParameterName `{ return GL_DELETE_STATUS; `}
+
+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; `}
+
+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; `}
+
# Shader type
extern class GLShaderType
super GLEnum