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 `{
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 `{
+ char *name = malloc(max_size);
+ glGetActiveAttrib(recv, index, max_size, NULL, NULL, NULL, name);
+ return name;
+ `}
+
+ # Size of the active attribute at `index`
+ fun active_attrib_size(index: Int): Int `{
+ int size;
+ glGetActiveAttrib(recv, index, 0, NULL, NULL, &size, 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 `{
+ GLenum type;
+ glGetActiveAttrib(recv, index, 0, NULL, &type, NULL, 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);
+ glGetActiveUniform(recv, index, max_size, NULL, NULL, NULL, name);
+ return name;
+ `}
+
+ # Size of the active uniform at `index`
+ fun active_uniform_size(index: Int): Int `{
+ int size;
+ glGetActiveUniform(recv, index, 0, NULL, NULL, &size, 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 `{
+ GLenum type;
+ glGetActiveUniform(recv, index, 0, NULL, &type, NULL, NULL);
+ return type;
+ `}
end
# Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
#
# Should always return `true` in OpenGL ES 2.0 and 3.0.
fun gl_shader_compiler: Bool do return gl_get_bool(0x8DFA)
+
+# 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 `{ 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; `}
+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