adam-gui/vendor/github.com/fyne-io/gl-js/gl_opengles.go

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2024-04-29 19:13:50 +02:00
// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build ios android
package gl
/*
#include <stdlib.h>
#ifdef os_ios
#include <OpenGLES/ES2/glext.h>
#endif
#ifdef os_android
#include <GLES2/gl2.h>
#endif
*/
import "C"
import "unsafe"
var ContextWatcher contextWatcher
type contextWatcher struct{}
func (contextWatcher) OnMakeCurrent(context interface{}) {}
func (contextWatcher) OnDetach() {}
func ActiveTexture(texture Enum) {
C.glActiveTexture(texture.c())
}
func AttachShader(p Program, s Shader) {
C.glAttachShader(p.c(), s.c())
}
func BindAttribLocation(p Program, a Attrib, name string) {
str := unsafe.Pointer(C.CString(name))
defer C.free(str)
C.glBindAttribLocation(p.c(), a.c(), (*C.GLchar)(str))
}
func BindBuffer(target Enum, b Buffer) {
C.glBindBuffer(target.c(), b.c())
}
func BindFramebuffer(target Enum, fb Framebuffer) {
C.glBindFramebuffer(target.c(), fb.c())
}
func BindRenderbuffer(target Enum, rb Renderbuffer) {
C.glBindRenderbuffer(target.c(), rb.c())
}
func BindTexture(target Enum, t Texture) {
C.glBindTexture(target.c(), t.c())
}
func BlendColor(red, green, blue, alpha float32) {
blendColor(red, green, blue, alpha)
}
func BlendEquation(mode Enum) {
C.glBlendEquation(mode.c())
}
func BlendEquationSeparate(modeRGB, modeAlpha Enum) {
C.glBlendEquationSeparate(modeRGB.c(), modeAlpha.c())
}
func BlendFunc(sfactor, dfactor Enum) {
C.glBlendFunc(sfactor.c(), dfactor.c())
}
func BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha Enum) {
C.glBlendFuncSeparate(sfactorRGB.c(), dfactorRGB.c(), sfactorAlpha.c(), dfactorAlpha.c())
}
func BufferData(target Enum, src []byte, usage Enum) {
C.glBufferData(target.c(), C.GLsizeiptr(len(src)), unsafe.Pointer(&src[0]), usage.c())
}
func BufferInit(target Enum, size int, usage Enum) {
C.glBufferData(target.c(), C.GLsizeiptr(size), nil, usage.c())
}
func BufferSubData(target Enum, offset int, data []byte) {
C.glBufferSubData(target.c(), C.GLintptr(offset), C.GLsizeiptr(len(data)), unsafe.Pointer(&data[0]))
}
func CheckFramebufferStatus(target Enum) Enum {
return Enum(C.glCheckFramebufferStatus(target.c()))
}
func Clear(mask Enum) {
C.glClear(C.GLbitfield(mask))
}
func ClearColor(red, green, blue, alpha float32) {
clearColor(red, green, blue, alpha)
}
func ClearDepthf(d float32) {
clearDepthf(d)
}
func ClearStencil(s int) {
C.glClearStencil(C.GLint(s))
}
func ColorMask(red, green, blue, alpha bool) {
C.glColorMask(glBoolean(red), glBoolean(green), glBoolean(blue), glBoolean(alpha))
}
func CompileShader(s Shader) {
C.glCompileShader(s.c())
}
func CompressedTexImage2D(target Enum, level int, internalformat Enum, width, height, border int, data []byte) {
C.glCompressedTexImage2D(target.c(), C.GLint(level), internalformat.c(), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLsizei(len(data)), unsafe.Pointer(&data[0]))
}
func CompressedTexSubImage2D(target Enum, level, xoffset, yoffset, width, height int, format Enum, data []byte) {
C.glCompressedTexSubImage2D(target.c(), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), format.c(), C.GLsizei(len(data)), unsafe.Pointer(&data[0]))
}
func CopyTexImage2D(target Enum, level int, internalformat Enum, x, y, width, height, border int) {
C.glCopyTexImage2D(target.c(), C.GLint(level), internalformat.c(), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLint(border))
}
func CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
C.glCopyTexSubImage2D(target.c(), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
func CreateBuffer() Buffer {
var b Buffer
C.glGenBuffers(1, (*C.GLuint)(&b.Value))
return b
}
func CreateFramebuffer() Framebuffer {
var b Framebuffer
C.glGenFramebuffers(1, (*C.GLuint)(&b.Value))
return b
}
func CreateProgram() Program {
return Program{Value: uint32(C.glCreateProgram())}
}
func CreateRenderbuffer() Renderbuffer {
var b Renderbuffer
C.glGenRenderbuffers(1, (*C.GLuint)(&b.Value))
return b
}
func CreateShader(ty Enum) Shader {
return Shader{Value: uint32(C.glCreateShader(ty.c()))}
}
func CreateTexture() Texture {
var t Texture
C.glGenTextures(1, (*C.GLuint)(&t.Value))
return t
}
func CullFace(mode Enum) {
C.glCullFace(mode.c())
}
func DeleteBuffer(v Buffer) {
C.glDeleteBuffers(1, (*C.GLuint)(&v.Value))
}
func DeleteFramebuffer(v Framebuffer) {
C.glDeleteFramebuffers(1, (*C.GLuint)(&v.Value))
}
func DeleteProgram(p Program) {
C.glDeleteProgram(p.c())
}
func DeleteRenderbuffer(v Renderbuffer) {
C.glDeleteRenderbuffers(1, (*C.GLuint)(&v.Value))
}
func DeleteShader(s Shader) {
C.glDeleteShader(s.c())
}
func DeleteTexture(v Texture) {
C.glDeleteTextures(1, (*C.GLuint)(&v.Value))
}
func DepthFunc(fn Enum) {
C.glDepthFunc(fn.c())
}
func DepthMask(flag bool) {
C.glDepthMask(glBoolean(flag))
}
func DepthRangef(n, f float32) {
depthRangef(n, f)
}
func DetachShader(p Program, s Shader) {
C.glDetachShader(p.c(), s.c())
}
func Disable(cap Enum) {
C.glDisable(cap.c())
}
func DisableVertexAttribArray(a Attrib) {
C.glDisableVertexAttribArray(a.c())
}
func DrawArrays(mode Enum, first, count int) {
C.glDrawArrays(mode.c(), C.GLint(first), C.GLsizei(count))
}
func DrawElements(mode Enum, count int, ty Enum, offset int) {
C.glDrawElements(mode.c(), C.GLsizei(count), ty.c(), unsafe.Pointer(uintptr(offset)))
}
func Enable(cap Enum) {
C.glEnable(cap.c())
}
func EnableVertexAttribArray(a Attrib) {
C.glEnableVertexAttribArray(a.c())
}
func Finish() {
C.glFinish()
}
func Flush() {
C.glFlush()
}
func FramebufferRenderbuffer(target, attachment, rbTarget Enum, rb Renderbuffer) {
C.glFramebufferRenderbuffer(target.c(), attachment.c(), rbTarget.c(), rb.c())
}
func FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
C.glFramebufferTexture2D(target.c(), attachment.c(), texTarget.c(), t.c(), C.GLint(level))
}
func FrontFace(mode Enum) {
C.glFrontFace(mode.c())
}
func GenerateMipmap(target Enum) {
C.glGenerateMipmap(target.c())
}
func GetActiveAttrib(p Program, index uint32) (name string, size int, ty Enum) {
bufSize := GetProgrami(p, ACTIVE_ATTRIBUTE_MAX_LENGTH)
buf := C.malloc(C.size_t(bufSize))
defer C.free(buf)
var cSize C.GLint
var cType C.GLenum
C.glGetActiveAttrib(p.c(), C.GLuint(index), C.GLsizei(bufSize), nil, &cSize, &cType, (*C.GLchar)(buf))
return C.GoString((*C.char)(buf)), int(cSize), Enum(cType)
}
func GetActiveUniform(p Program, index uint32) (name string, size int, ty Enum) {
bufSize := GetProgrami(p, ACTIVE_UNIFORM_MAX_LENGTH)
buf := C.malloc(C.size_t(bufSize))
defer C.free(buf)
var cSize C.GLint
var cType C.GLenum
C.glGetActiveUniform(p.c(), C.GLuint(index), C.GLsizei(bufSize), nil, &cSize, &cType, (*C.GLchar)(buf))
return C.GoString((*C.char)(buf)), int(cSize), Enum(cType)
}
func GetAttachedShaders(p Program) []Shader {
shadersLen := GetProgrami(p, ATTACHED_SHADERS)
var n C.GLsizei
buf := make([]C.GLuint, shadersLen)
C.glGetAttachedShaders(p.c(), C.GLsizei(shadersLen), &n, &buf[0])
buf = buf[:int(n)]
shaders := make([]Shader, len(buf))
for i, s := range buf {
shaders[i] = Shader{Value: uint32(s)}
}
return shaders
}
func GetAttribLocation(p Program, name string) Attrib {
str := unsafe.Pointer(C.CString(name))
defer C.free(str)
return Attrib{Value: uint(C.glGetAttribLocation(p.c(), (*C.GLchar)(str)))}
}
func GetBooleanv(dst []bool, pname Enum) {
buf := make([]C.GLboolean, len(dst))
C.glGetBooleanv(pname.c(), &buf[0])
for i, v := range buf {
dst[i] = v != 0
}
}
func GetFloatv(dst []float32, pname Enum) {
C.glGetFloatv(pname.c(), (*C.GLfloat)(&dst[0]))
}
func GetIntegerv(pname Enum, data []int32) {
buf := make([]C.GLint, len(data))
C.glGetIntegerv(pname.c(), &buf[0])
for i, v := range buf {
data[i] = int32(v)
}
}
func GetInteger(pname Enum) int {
var v C.GLint
C.glGetIntegerv(pname.c(), &v)
return int(v)
}
func GetBufferParameteri(target, pname Enum) int {
var params C.GLint
C.glGetBufferParameteriv(target.c(), pname.c(), &params)
return int(params)
}
func GetError() Enum {
return Enum(C.glGetError())
}
func GetBoundFramebuffer() Framebuffer {
println("GetBoundFramebuffer: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
var b C.GLint
C.glGetIntegerv(FRAMEBUFFER_BINDING, &b)
return Framebuffer{Value: uint32(b)}
}
func GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
var params C.GLint
C.glGetFramebufferAttachmentParameteriv(target.c(), attachment.c(), pname.c(), &params)
return int(params)
}
func GetProgrami(p Program, pname Enum) int {
var params C.GLint
C.glGetProgramiv(p.c(), pname.c(), &params)
return int(params)
}
func GetProgramInfoLog(p Program) string {
infoLen := GetProgrami(p, INFO_LOG_LENGTH)
buf := C.malloc(C.size_t(infoLen))
C.free(buf)
C.glGetProgramInfoLog(p.c(), C.GLsizei(infoLen), nil, (*C.GLchar)(buf))
return C.GoString((*C.char)(buf))
}
func GetRenderbufferParameteri(target, pname Enum) int {
var params C.GLint
C.glGetRenderbufferParameteriv(target.c(), pname.c(), &params)
return int(params)
}
func GetShaderi(s Shader, pname Enum) int {
var params C.GLint
C.glGetShaderiv(s.c(), pname.c(), &params)
return int(params)
}
func GetShaderInfoLog(s Shader) string {
infoLen := GetShaderi(s, INFO_LOG_LENGTH)
buf := C.malloc(C.size_t(infoLen))
defer C.free(buf)
C.glGetShaderInfoLog(s.c(), C.GLsizei(infoLen), nil, (*C.GLchar)(buf))
return C.GoString((*C.char)(buf))
}
func GetShaderPrecisionFormat(shadertype, precisiontype Enum) (rangeLow, rangeHigh, precision int) {
const glintSize = 4
var cRange [2]C.GLint
var cPrecision C.GLint
C.glGetShaderPrecisionFormat(shadertype.c(), precisiontype.c(), &cRange[0], &cPrecision)
return int(cRange[0]), int(cRange[1]), int(cPrecision)
}
func GetShaderSource(s Shader) string {
sourceLen := GetShaderi(s, SHADER_SOURCE_LENGTH)
if sourceLen == 0 {
return ""
}
buf := C.malloc(C.size_t(sourceLen))
defer C.free(buf)
C.glGetShaderSource(s.c(), C.GLsizei(sourceLen), nil, (*C.GLchar)(buf))
return C.GoString((*C.char)(buf))
}
func GetString(pname Enum) string {
// Bounce through unsafe.Pointer, because on some platforms
// GetString returns an *unsigned char which doesn't convert.
return C.GoString((*C.char)((unsafe.Pointer)(C.glGetString(pname.c()))))
}
func GetTexParameterfv(dst []float32, target, pname Enum) {
C.glGetTexParameterfv(target.c(), pname.c(), (*C.GLfloat)(&dst[0]))
}
func GetTexParameteriv(dst []int32, target, pname Enum) {
C.glGetTexParameteriv(target.c(), pname.c(), (*C.GLint)(&dst[0]))
}
func GetUniformfv(dst []float32, src Uniform, p Program) {
C.glGetUniformfv(p.c(), src.c(), (*C.GLfloat)(&dst[0]))
}
func GetUniformiv(dst []int32, src Uniform, p Program) {
C.glGetUniformiv(p.c(), src.c(), (*C.GLint)(&dst[0]))
}
func GetUniformLocation(p Program, name string) Uniform {
str := unsafe.Pointer(C.CString(name))
defer C.free(str)
return Uniform{Value: int32(C.glGetUniformLocation(p.c(), (*C.GLchar)(str)))}
}
func GetVertexAttribf(src Attrib, pname Enum) float32 {
var params C.GLfloat
C.glGetVertexAttribfv(src.c(), pname.c(), &params)
return float32(params)
}
func GetVertexAttribfv(dst []float32, src Attrib, pname Enum) {
C.glGetVertexAttribfv(src.c(), pname.c(), (*C.GLfloat)(&dst[0]))
}
func GetVertexAttribi(src Attrib, pname Enum) int32 {
var params C.GLint
C.glGetVertexAttribiv(src.c(), pname.c(), &params)
return int32(params)
}
func GetVertexAttribiv(dst []int32, src Attrib, pname Enum) {
C.glGetVertexAttribiv(src.c(), pname.c(), (*C.GLint)(&dst[0]))
}
func Hint(target, mode Enum) {
C.glHint(target.c(), mode.c())
}
func IsBuffer(b Buffer) bool {
return C.glIsBuffer(b.c()) != 0
}
func IsEnabled(cap Enum) bool {
return C.glIsEnabled(cap.c()) != 0
}
func IsFramebuffer(fb Framebuffer) bool {
return C.glIsFramebuffer(fb.c()) != 0
}
func IsProgram(p Program) bool {
return C.glIsProgram(p.c()) != 0
}
func IsRenderbuffer(rb Renderbuffer) bool {
return C.glIsRenderbuffer(rb.c()) != 0
}
func IsShader(s Shader) bool {
return C.glIsShader(s.c()) != 0
}
func IsTexture(t Texture) bool {
return C.glIsTexture(t.c()) != 0
}
func LineWidth(width float32) {
C.glLineWidth(C.GLfloat(width))
}
func LinkProgram(p Program) {
C.glLinkProgram(p.c())
}
func PixelStorei(pname Enum, param int32) {
C.glPixelStorei(pname.c(), C.GLint(param))
}
func PolygonOffset(factor, units float32) {
C.glPolygonOffset(C.GLfloat(factor), C.GLfloat(units))
}
func ReadPixels(dst []byte, x, y, width, height int, format, ty Enum) {
C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), format.c(), ty.c(), unsafe.Pointer(&dst[0]))
}
func ReleaseShaderCompiler() {
C.glReleaseShaderCompiler()
}
func RenderbufferStorage(target, internalFormat Enum, width, height int) {
C.glRenderbufferStorage(target.c(), internalFormat.c(), C.GLsizei(width), C.GLsizei(height))
}
func SampleCoverage(value float32, invert bool) {
sampleCoverage(value, invert)
}
func Scissor(x, y, width, height int32) {
C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
func ShaderSource(s Shader, src string) {
str := (*C.GLchar)(C.CString(src))
defer C.free(unsafe.Pointer(str))
C.glShaderSource(s.c(), 1, &str, nil)
}
func StencilFunc(fn Enum, ref int, mask uint32) {
C.glStencilFunc(fn.c(), C.GLint(ref), C.GLuint(mask))
}
func StencilFuncSeparate(face, fn Enum, ref int, mask uint32) {
C.glStencilFuncSeparate(face.c(), fn.c(), C.GLint(ref), C.GLuint(mask))
}
func StencilMask(mask uint32) {
C.glStencilMask(C.GLuint(mask))
}
func StencilMaskSeparate(face Enum, mask uint32) {
C.glStencilMaskSeparate(face.c(), C.GLuint(mask))
}
func StencilOp(fail, zfail, zpass Enum) {
C.glStencilOp(fail.c(), zfail.c(), zpass.c())
}
func StencilOpSeparate(face, sfail, dpfail, dppass Enum) {
C.glStencilOpSeparate(face.c(), sfail.c(), dpfail.c(), dppass.c())
}
func TexImage2D(target Enum, level int, width, height int, format Enum, ty Enum, data []byte) {
p := unsafe.Pointer(nil)
if len(data) > 0 {
p = unsafe.Pointer(&data[0])
}
C.glTexImage2D(target.c(), C.GLint(level), C.GLint(format), C.GLsizei(width), C.GLsizei(height), 0, format.c(), ty.c(), p)
}
func TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
C.glTexSubImage2D(target.c(), C.GLint(level), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), format.c(), ty.c(), unsafe.Pointer(&data[0]))
}
func TexParameterf(target, pname Enum, param float32) {
C.glTexParameterf(target.c(), pname.c(), C.GLfloat(param))
}
func TexParameterfv(target, pname Enum, params []float32) {
C.glTexParameterfv(target.c(), pname.c(), (*C.GLfloat)(&params[0]))
}
func TexParameteri(target, pname Enum, param int) {
C.glTexParameteri(target.c(), pname.c(), C.GLint(param))
}
func TexParameteriv(target, pname Enum, params []int32) {
C.glTexParameteriv(target.c(), pname.c(), (*C.GLint)(&params[0]))
}
func Uniform1f(dst Uniform, v float32) {
C.glUniform1f(dst.c(), C.GLfloat(v))
}
func Uniform1fv(dst Uniform, src []float32) {
C.glUniform1fv(dst.c(), C.GLsizei(len(src)), (*C.GLfloat)(&src[0]))
}
func Uniform1i(dst Uniform, v int) {
C.glUniform1i(dst.c(), C.GLint(v))
}
func Uniform1iv(dst Uniform, src []int32) {
C.glUniform1iv(dst.c(), C.GLsizei(len(src)), (*C.GLint)(&src[0]))
}
func Uniform2f(dst Uniform, v0, v1 float32) {
C.glUniform2f(dst.c(), C.GLfloat(v0), C.GLfloat(v1))
}
func Uniform2fv(dst Uniform, src []float32) {
C.glUniform2fv(dst.c(), C.GLsizei(len(src)/2), (*C.GLfloat)(&src[0]))
}
func Uniform2i(dst Uniform, v0, v1 int) {
C.glUniform2i(dst.c(), C.GLint(v0), C.GLint(v1))
}
func Uniform2iv(dst Uniform, src []int32) {
C.glUniform2iv(dst.c(), C.GLsizei(len(src)/2), (*C.GLint)(&src[0]))
}
func Uniform3f(dst Uniform, v0, v1, v2 float32) {
C.glUniform3f(dst.c(), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
}
func Uniform3fv(dst Uniform, src []float32) {
C.glUniform3fv(dst.c(), C.GLsizei(len(src)/3), (*C.GLfloat)(&src[0]))
}
func Uniform3i(dst Uniform, v0, v1, v2 int32) {
C.glUniform3i(dst.c(), C.GLint(v0), C.GLint(v1), C.GLint(v2))
}
func Uniform3iv(dst Uniform, src []int32) {
C.glUniform3iv(dst.c(), C.GLsizei(len(src)/3), (*C.GLint)(&src[0]))
}
func Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
C.glUniform4f(dst.c(), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
}
func Uniform4fv(dst Uniform, src []float32) {
C.glUniform4fv(dst.c(), C.GLsizei(len(src)/4), (*C.GLfloat)(&src[0]))
}
func Uniform4i(dst Uniform, v0, v1, v2, v3 int32) {
C.glUniform4i(dst.c(), C.GLint(v0), C.GLint(v1), C.GLint(v2), C.GLint(v3))
}
func Uniform4iv(dst Uniform, src []int32) {
C.glUniform4iv(dst.c(), C.GLsizei(len(src)/4), (*C.GLint)(&src[0]))
}
func UniformMatrix2fv(dst Uniform, src []float32) {
// OpenGL ES 2 does not support transpose.
C.glUniformMatrix2fv(dst.c(), C.GLsizei(len(src)/4), 0, (*C.GLfloat)(&src[0]))
}
func UniformMatrix3fv(dst Uniform, src []float32) {
C.glUniformMatrix3fv(dst.c(), C.GLsizei(len(src)/9), 0, (*C.GLfloat)(&src[0]))
}
func UniformMatrix4fv(dst Uniform, src []float32) {
C.glUniformMatrix4fv(dst.c(), C.GLsizei(len(src)/16), 0, (*C.GLfloat)(&src[0]))
}
func UseProgram(p Program) {
C.glUseProgram(p.c())
}
func ValidateProgram(p Program) {
C.glValidateProgram(p.c())
}
func VertexAttrib1f(dst Attrib, x float32) {
C.glVertexAttrib1f(dst.c(), C.GLfloat(x))
}
func VertexAttrib1fv(dst Attrib, src []float32) {
C.glVertexAttrib1fv(dst.c(), (*C.GLfloat)(&src[0]))
}
func VertexAttrib2f(dst Attrib, x, y float32) {
C.glVertexAttrib2f(dst.c(), C.GLfloat(x), C.GLfloat(y))
}
func VertexAttrib2fv(dst Attrib, src []float32) {
C.glVertexAttrib2fv(dst.c(), (*C.GLfloat)(&src[0]))
}
func VertexAttrib3f(dst Attrib, x, y, z float32) {
C.glVertexAttrib3f(dst.c(), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z))
}
func VertexAttrib3fv(dst Attrib, src []float32) {
C.glVertexAttrib3fv(dst.c(), (*C.GLfloat)(&src[0]))
}
func VertexAttrib4f(dst Attrib, x, y, z, w float32) {
C.glVertexAttrib4f(dst.c(), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w))
}
func VertexAttrib4fv(dst Attrib, src []float32) {
C.glVertexAttrib4fv(dst.c(), (*C.GLfloat)(&src[0]))
}
func VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
n := glBoolean(normalized)
s := C.GLsizei(stride)
C.glVertexAttribPointer(dst.c(), C.GLint(size), ty.c(), n, s, unsafe.Pointer(uintptr(offset)))
}
func Viewport(x, y, width, height int) {
C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}