// 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 #ifdef os_ios #include #endif #ifdef os_android #include #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(), ¶ms) 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(), ¶ms) return int(params) } func GetProgrami(p Program, pname Enum) int { var params C.GLint C.glGetProgramiv(p.c(), pname.c(), ¶ms) 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(), ¶ms) return int(params) } func GetShaderi(s Shader, pname Enum) int { var params C.GLint C.glGetShaderiv(s.c(), pname.c(), ¶ms) 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(), ¶ms) 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(), ¶ms) 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)(¶ms[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)(¶ms[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)) }