`}
# 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
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
var capabilities = new GLCapabilities is lazy
end
+# 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`.
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; `}