# See the License for the specific language governing permissions and
# limitations under the License.
-# OpenGL graphics rendering library for embedded systems, version 2.0.
+# OpenGL graphics rendering library for embedded systems, version 2.0
+#
+# This is a low-level wrapper, it can be useful for developers already familiar
+# with the C API of OpenGL. Most developers will prefer to use higher level
+# wrappers such as `mnit` and `gammit`.
#
# Defines the annotations `glsl_vertex_shader` and `glsl_fragment_shader`
# applicable on string literals to check shader code using `glslangValidator`.
new_annotation glsl_fragment_shader
end
+
in "C Header" `{
#include <GLES2/gl2.h>
`}
-# Opengl ES program to which we attach shaders
+# OpenGL ES program to which we attach shaders
extern class GLProgram `{GLuint`}
+ # Create a new program
+ #
+ # The newly created instance should be checked using `is_ok`.
new `{ return glCreateProgram(); `}
+ # Is this a valid program?
fun is_ok: Bool `{ return glIsProgram(recv); `}
+ # Attach a `shader` to this program
fun attach_shader(shader: GLShader) `{ glAttachShader(recv, 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);
glBindAttribLocation(recv, index, c_name);
`}
+ # Get the location of the attribute by `name`
+ #
+ # Returns `-1` if there is no active attribute named `name`.
fun attrib_location(name: String): Int import String.to_cstring `{
GLchar *c_name = String_to_cstring(name);
return glGetAttribLocation(recv, c_name);
`}
+
+ # Query information on this program
fun query(pname: Int): Int `{
int val;
glGetProgramiv(recv, pname, &val);
return val;
`}
+ # Try to link this program
+ #
+ # Check result using `in_linked` and `info_log`.
fun link `{ glLinkProgram(recv); `}
+
+ # Is this program linked?
fun is_linked: Bool do return query(0x8B82) != 0
+ # Use this program for the following operations
fun use `{ glUseProgram(recv); `}
+ # Delete this program
fun delete `{ glDeleteProgram(recv); `}
+
+ # 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(recv); `}
+
+ # Boolean result of `validate`, must be called after `validate`
fun is_validated: Bool do return query(0x8B83) != 0
+ # Retrieve the information log of this program
+ #
+ # Useful with `link` and `validate`
fun info_log: String import NativeString.to_s `{
int size;
glGetProgramiv(recv, GL_INFO_LOG_LENGTH, &size);
# Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
extern class GLShader `{GLuint`}
+ # Set the source of the shader
fun source=(code: String) import String.to_cstring, String.length `{
GLchar *c_code = String_to_cstring(code);
glShaderSource(recv, 1, (const GLchar * const*)&c_code, NULL);
`}
+
+ # Source of the shader, if available
+ #
+ # Returns `null` if the source is not available, usually when the shader
+ # was created from a binary file.
fun source: nullable String
do
var size = query(0x8B88)
return code;
`}
+ # Query information on this shader
protected fun query(pname: Int): Int `{
int val;
glGetShaderiv(recv, pname, &val);
return val;
`}
+ # Try to compile `source` into a binary GPU program
+ #
+ # Check the result using `is_compiled` and `info_log`
fun compile `{ glCompileShader(recv); `}
+
+ # Has this shader been compiled?
fun is_compiled: Bool do return query(0x8B81) != 0
+ # Delete this shader
fun delete `{ glDeleteShader(recv); `}
+
+ # 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(recv); `}
+ # Retrieve the information log of this shader
+ #
+ # Useful with `link` and `validate`
fun info_log: String import NativeString.to_s `{
int size;
glGetShaderiv(recv, GL_INFO_LOG_LENGTH, &size);
glGetShaderInfoLog(recv, size, NULL, msg);
return NativeString_to_s(msg);
`}
-
end
+# An OpenGL ES 2.0 fragment shader
extern class GLFragmentShader
super GLShader
+ # Create a new fragment shader
+ #
+ # The newly created instance should be checked using `is_ok`.
new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
end
+# An OpenGL ES 2.0 vertex shader
extern class GLVertexShader
super GLShader
+ # Create a new fragment shader
+ #
+ # The newly created instance should be checked using `is_ok`.
new `{ return glCreateShader(GL_VERTEX_SHADER); `}
end
# An array of `Float` associated to a program variable
class VertexArray
var index: Int
+
+ # Number of data per vertex
var count: Int
+
protected var glfloat_array: GLfloatArray
init(index, count: Int, array: Array[Float])
`}
end
+# An OpenGL ES 2.0 error code
extern class GLError `{ GLenum `}
fun is_ok: Bool do return is_no_error
fun is_no_error: Bool `{ return recv == GL_NO_ERROR; `}
end
end
+# Clear the color buffer with `r`, `g`, `b`, `a`
protected fun gl_clear_color(r, g, b, a: Float) `{ glClearColor(r, g, b, a); `}
+
+# Set the viewport
protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
# Direct call to `glClear`, call with a combinaison of `gl_clear_color_buffer`,
end
end
+# Query the boolean value at `key`
private fun gl_get_bool(key: Int): Bool `{
GLboolean val;
glGetBooleanv(key, &val);
return val == GL_TRUE;
`}
+
+# Query the floating point value at `key`
private fun gl_get_float(key: Int): Float `{
GLfloat val;
glGetFloatv(key, &val);
return val;
`}
+
+# Query the integer value at `key`
private fun gl_get_int(key: Int): Int `{
GLint val;
glGetIntegerv(key, &val);
return val;
`}
+# Does this driver support shader compilation?
+#
+# Should always return `true` in OpenGL ES 2.0 and 3.0.
fun gl_shader_compiler: Bool do return gl_get_bool(0x8DFA)