adam-gui/vendor/github.com/fyne-io/gl-js/gl_webgl.go
2024-04-29 19:13:50 +02:00

698 lines
18 KiB
Go

// 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 js,!wasm
package gl
import (
"encoding/binary"
"math"
"github.com/gopherjs/gopherjs/js"
)
var ContextWatcher contextWatcher
type contextWatcher struct{}
func (contextWatcher) OnMakeCurrent(context interface{}) {
// context must be a WebGLRenderingContext *js.Object.
c = context.(*js.Object)
}
func (contextWatcher) OnDetach() {
c = nil
}
// c is the current WebGL context, or nil if there is no current context.
var c *js.Object
func ActiveTexture(texture Enum) {
c.Call("activeTexture", texture)
}
func AttachShader(p Program, s Shader) {
c.Call("attachShader", p.Object, s.Object)
}
func BindAttribLocation(p Program, a Attrib, name string) {
c.Call("bindAttribLocation", p.Object, a.Value, name)
}
func BindBuffer(target Enum, b Buffer) {
c.Call("bindBuffer", target, b.Object)
}
func BindFramebuffer(target Enum, fb Framebuffer) {
c.Call("bindFramebuffer", target, fb.Object)
}
func BindRenderbuffer(target Enum, rb Renderbuffer) {
c.Call("bindRenderbuffer", target, rb.Object)
}
func BindTexture(target Enum, t Texture) {
c.Call("bindTexture", target, t.Object)
}
func BlendColor(red, green, blue, alpha float32) {
c.Call("blendColor", red, green, blue, alpha)
}
func BlendEquation(mode Enum) {
c.Call("blendEquation", mode)
}
func BlendEquationSeparate(modeRGB, modeAlpha Enum) {
c.Call("blendEquationSeparate", modeRGB, modeAlpha)
}
func BlendFunc(sfactor, dfactor Enum) {
c.Call("blendFunc", sfactor, dfactor)
}
func BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha Enum) {
c.Call("blendFuncSeparate", sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha)
}
func BufferData(target Enum, data interface{}, usage Enum) {
c.Call("bufferData", target, data, usage)
}
func BufferInit(target Enum, size int, usage Enum) {
c.Call("bufferData", target, size, usage)
}
func BufferSubData(target Enum, offset int, data []byte) {
c.Call("bufferSubData", target, offset, data)
}
func CheckFramebufferStatus(target Enum) Enum {
return Enum(c.Call("checkFramebufferStatus", target).Int())
}
func Clear(mask Enum) {
c.Call("clear", mask)
}
func ClearColor(red, green, blue, alpha float32) {
c.Call("clearColor", red, green, blue, alpha)
}
func ClearDepthf(d float32) {
c.Call("clearDepth", d)
}
func ClearStencil(s int) {
c.Call("clearStencil", s)
}
func ColorMask(red, green, blue, alpha bool) {
c.Call("colorMask", red, green, blue, alpha)
}
func CompileShader(s Shader) {
c.Call("compileShader", s.Object)
}
func CompressedTexImage2D(target Enum, level int, internalformat Enum, width, height, border int, data []byte) {
c.Call("compressedTexImage2D", target, level, internalformat, width, height, border, data)
}
func CompressedTexSubImage2D(target Enum, level, xoffset, yoffset, width, height int, format Enum, data []byte) {
c.Call("compressedTexSubImage2D", target, level, xoffset, yoffset, width, height, format, data)
}
func CopyTexImage2D(target Enum, level int, internalformat Enum, x, y, width, height, border int) {
c.Call("copyTexImage2D", target, level, internalformat, x, y, width, height, border)
}
func CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
c.Call("copyTexSubImage2D", target, level, xoffset, yoffset, x, y, width, height)
}
func CreateBuffer() Buffer {
return Buffer{Object: c.Call("createBuffer")}
}
func CreateFramebuffer() Framebuffer {
return Framebuffer{Object: c.Call("createFramebuffer")}
}
func CreateProgram() Program {
return Program{Object: c.Call("createProgram")}
}
func CreateRenderbuffer() Renderbuffer {
return Renderbuffer{Object: c.Call("createRenderbuffer")}
}
func CreateShader(ty Enum) Shader {
return Shader{Object: c.Call("createShader", ty)}
}
func CreateTexture() Texture {
return Texture{Object: c.Call("createTexture")}
}
func CullFace(mode Enum) {
c.Call("cullFace", mode)
}
func DeleteBuffer(v Buffer) {
c.Call("deleteBuffer", v.Object)
}
func DeleteFramebuffer(v Framebuffer) {
c.Call("deleteFramebuffer", v.Object)
}
func DeleteProgram(p Program) {
c.Call("deleteProgram", p.Object)
}
func DeleteRenderbuffer(v Renderbuffer) {
c.Call("deleteRenderbuffer", v.Object)
}
func DeleteShader(s Shader) {
c.Call("deleteShader", s.Object)
}
func DeleteTexture(v Texture) {
c.Call("deleteTexture", v.Object)
}
func DepthFunc(fn Enum) {
c.Call("depthFunc", fn)
}
func DepthMask(flag bool) {
c.Call("depthMask", flag)
}
func DepthRangef(n, f float32) {
c.Call("depthRange", n, f)
}
func DetachShader(p Program, s Shader) {
c.Call("detachShader", p.Object, s.Object)
}
func Disable(cap Enum) {
c.Call("disable", cap)
}
func DisableVertexAttribArray(a Attrib) {
c.Call("disableVertexAttribArray", a.Value)
}
func DrawArrays(mode Enum, first, count int) {
c.Call("drawArrays", mode, first, count)
}
func DrawElements(mode Enum, count int, ty Enum, offset int) {
c.Call("drawElements", mode, count, ty, offset)
}
func Enable(cap Enum) {
c.Call("enable", cap)
}
func EnableVertexAttribArray(a Attrib) {
c.Call("enableVertexAttribArray", a.Value)
}
func Finish() {
c.Call("finish")
}
func Flush() {
c.Call("flush")
}
func FramebufferRenderbuffer(target, attachment, rbTarget Enum, rb Renderbuffer) {
c.Call("framebufferRenderbuffer", target, attachment, rbTarget, rb.Object)
}
func FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
c.Call("framebufferTexture2D", target, attachment, texTarget, t.Object, level)
}
func FrontFace(mode Enum) {
c.Call("frontFace", mode)
}
func GenerateMipmap(target Enum) {
c.Call("generateMipmap", target)
}
type activeInfo struct {
*js.Object
Size int `js:"size"`
Type int `js:"type"`
Name string `js:"name"`
}
func GetActiveAttrib(p Program, index uint32) (name string, size int, ty Enum) {
ai := activeInfo{Object: c.Call("getActiveAttrib", p.Object, index)}
return ai.Name, ai.Size, Enum(ai.Type)
}
func GetActiveUniform(p Program, index uint32) (name string, size int, ty Enum) {
ai := activeInfo{Object: c.Call("getActiveUniform", p.Object, index)}
return ai.Name, ai.Size, Enum(ai.Type)
}
func GetAttachedShaders(p Program) []Shader {
objs := c.Call("getAttachedShaders", p.Object)
shaders := make([]Shader, objs.Length())
for i := 0; i < objs.Length(); i++ {
shaders[i] = Shader{Object: objs.Index(i)}
}
return shaders
}
func GetAttribLocation(p Program, name string) Attrib {
return Attrib{Value: c.Call("getAttribLocation", p.Object, name).Int()}
}
func GetBooleanv(dst []bool, pname Enum) {
println("GetBooleanv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
result := c.Call("getParameter", pname)
length := result.Length()
for i := 0; i < length; i++ {
dst[i] = result.Index(i).Bool()
}
}
func GetFloatv(dst []float32, pname Enum) {
println("GetFloatv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
result := c.Call("getParameter", pname)
length := result.Length()
for i := 0; i < length; i++ {
dst[i] = float32(result.Index(i).Float())
}
}
func GetIntegerv(pname Enum, data []int32) {
result := c.Call("getParameter", pname)
length := result.Length()
for i := 0; i < length; i++ {
data[i] = int32(result.Index(i).Int())
}
}
func GetInteger(pname Enum) int {
return c.Call("getParameter", pname).Int()
}
func GetBufferParameteri(target, pname Enum) int {
return c.Call("getBufferParameter", target, pname).Int()
}
func GetError() Enum {
return Enum(c.Call("getError").Int())
}
func GetBoundFramebuffer() Framebuffer {
return Framebuffer{Object: c.Call("getParameter", FRAMEBUFFER_BINDING)}
}
func GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
return c.Call("getFramebufferAttachmentParameter", target, attachment, pname).Int()
}
func GetProgrami(p Program, pname Enum) int {
switch pname {
case DELETE_STATUS, LINK_STATUS, VALIDATE_STATUS:
if c.Call("getProgramParameter", p.Object, pname).Bool() {
return TRUE
}
return FALSE
default:
return c.Call("getProgramParameter", p.Object, pname).Int()
}
}
func GetProgramInfoLog(p Program) string {
return c.Call("getProgramInfoLog", p.Object).String()
}
func GetRenderbufferParameteri(target, pname Enum) int {
return c.Call("getRenderbufferParameter", target, pname).Int()
}
func GetShaderi(s Shader, pname Enum) int {
switch pname {
case DELETE_STATUS, COMPILE_STATUS:
if c.Call("getShaderParameter", s.Object, pname).Bool() {
return TRUE
}
return FALSE
default:
return c.Call("getShaderParameter", s.Object, pname).Int()
}
}
func GetShaderInfoLog(s Shader) string {
return c.Call("getShaderInfoLog", s.Object).String()
}
func GetShaderPrecisionFormat(shadertype, precisiontype Enum) (rangeMin, rangeMax, precision int) {
println("GetShaderPrecisionFormat: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
format := c.Call("getShaderPrecisionFormat", shadertype, precisiontype)
rangeMin = format.Get("rangeMin").Int()
rangeMax = format.Get("rangeMax").Int()
precision = format.Get("precision").Int()
return
}
func GetShaderSource(s Shader) string {
return c.Call("getShaderSource", s.Object).String()
}
func GetString(pname Enum) string {
return c.Call("getParameter", pname).String()
}
func GetTexParameterfv(dst []float32, target, pname Enum) {
dst[0] = float32(c.Call("getTexParameter", pname).Float())
}
func GetTexParameteriv(dst []int32, target, pname Enum) {
dst[0] = int32(c.Call("getTexParameter", pname).Int())
}
func GetUniformfv(dst []float32, src Uniform, p Program) {
println("GetUniformfv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
result := c.Call("getUniform")
length := result.Length()
for i := 0; i < length; i++ {
dst[i] = float32(result.Index(i).Float())
}
}
func GetUniformiv(dst []int32, src Uniform, p Program) {
println("GetUniformiv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
result := c.Call("getUniform")
length := result.Length()
for i := 0; i < length; i++ {
dst[i] = int32(result.Index(i).Int())
}
}
func GetUniformLocation(p Program, name string) Uniform {
return Uniform{Object: c.Call("getUniformLocation", p.Object, name)}
}
func GetVertexAttribf(src Attrib, pname Enum) float32 {
return float32(c.Call("getVertexAttrib", src.Value, pname).Float())
}
func GetVertexAttribfv(dst []float32, src Attrib, pname Enum) {
println("GetVertexAttribfv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
result := c.Call("getVertexAttrib")
length := result.Length()
for i := 0; i < length; i++ {
dst[i] = float32(result.Index(i).Float())
}
}
func GetVertexAttribi(src Attrib, pname Enum) int32 {
return int32(c.Call("getVertexAttrib", src.Value, pname).Int())
}
func GetVertexAttribiv(dst []int32, src Attrib, pname Enum) {
println("GetVertexAttribiv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
result := c.Call("getVertexAttrib")
length := result.Length()
for i := 0; i < length; i++ {
dst[i] = int32(result.Index(i).Int())
}
}
func Hint(target, mode Enum) {
c.Call("hint", target, mode)
}
func IsBuffer(b Buffer) bool {
return c.Call("isBuffer", b.Object).Bool()
}
func IsEnabled(cap Enum) bool {
return c.Call("isEnabled", cap).Bool()
}
func IsFramebuffer(fb Framebuffer) bool {
return c.Call("isFramebuffer", fb.Object).Bool()
}
func IsProgram(p Program) bool {
return c.Call("isProgram", p.Object).Bool()
}
func IsRenderbuffer(rb Renderbuffer) bool {
return c.Call("isRenderbuffer", rb.Object).Bool()
}
func IsShader(s Shader) bool {
return c.Call("isShader", s.Object).Bool()
}
func IsTexture(t Texture) bool {
return c.Call("isTexture", t.Object).Bool()
}
func LineWidth(width float32) {
c.Call("lineWidth", width)
}
func LinkProgram(p Program) {
c.Call("linkProgram", p.Object)
}
func PixelStorei(pname Enum, param int32) {
c.Call("pixelStorei", pname, param)
}
func PolygonOffset(factor, units float32) {
c.Call("polygonOffset", factor, units)
}
func ReadPixels(dst []byte, x, y, width, height int, format, ty Enum) {
println("ReadPixels: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
if ty == Enum(UNSIGNED_BYTE) {
c.Call("readPixels", x, y, width, height, format, ty, dst)
} else {
tmpDst := make([]float32, len(dst)/4)
c.Call("readPixels", x, y, width, height, format, ty, tmpDst)
for i, f := range tmpDst {
binary.LittleEndian.PutUint32(dst[i*4:], math.Float32bits(f))
}
}
}
func ReleaseShaderCompiler() {
// do nothing
}
func RenderbufferStorage(target, internalFormat Enum, width, height int) {
c.Call("renderbufferStorage", target, internalFormat, width, height)
}
func SampleCoverage(value float32, invert bool) {
c.Call("sampleCoverage", value, invert)
}
func Scissor(x, y, width, height int32) {
c.Call("scissor", x, y, width, height)
}
func ShaderSource(s Shader, src string) {
c.Call("shaderSource", s.Object, src)
}
func StencilFunc(fn Enum, ref int, mask uint32) {
c.Call("stencilFunc", fn, ref, mask)
}
func StencilFuncSeparate(face, fn Enum, ref int, mask uint32) {
c.Call("stencilFuncSeparate", face, fn, ref, mask)
}
func StencilMask(mask uint32) {
c.Call("stencilMask", mask)
}
func StencilMaskSeparate(face Enum, mask uint32) {
c.Call("stencilMaskSeparate", face, mask)
}
func StencilOp(fail, zfail, zpass Enum) {
c.Call("stencilOp", fail, zfail, zpass)
}
func StencilOpSeparate(face, sfail, dpfail, dppass Enum) {
c.Call("stencilOpSeparate", face, sfail, dpfail, dppass)
}
func TexImage2D(target Enum, level int, width, height int, format Enum, ty Enum, data []byte) {
var p interface{}
if data != nil {
p = data
}
c.Call("texImage2D", target, level, format, width, height, 0, format, ty, p)
}
func TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
c.Call("texSubImage2D", target, level, x, y, width, height, format, ty, data)
}
func TexParameterf(target, pname Enum, param float32) {
c.Call("texParameterf", target, pname, param)
}
func TexParameterfv(target, pname Enum, params []float32) {
println("TexParameterfv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
for _, param := range params {
c.Call("texParameterf", target, pname, param)
}
}
func TexParameteri(target, pname Enum, param int) {
c.Call("texParameteri", target, pname, param)
}
func TexParameteriv(target, pname Enum, params []int32) {
println("TexParameteriv: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
for _, param := range params {
c.Call("texParameteri", target, pname, param)
}
}
func Uniform1f(dst Uniform, v float32) {
c.Call("uniform1f", dst.Object, v)
}
func Uniform1fv(dst Uniform, src []float32) {
c.Call("uniform1fv", dst.Object, src)
}
func Uniform1i(dst Uniform, v int) {
c.Call("uniform1i", dst.Object, v)
}
func Uniform1iv(dst Uniform, src []int32) {
c.Call("uniform1iv", dst.Object, src)
}
func Uniform2f(dst Uniform, v0, v1 float32) {
c.Call("uniform2f", dst.Object, v0, v1)
}
func Uniform2fv(dst Uniform, src []float32) {
c.Call("uniform2fv", dst.Object, src)
}
func Uniform2i(dst Uniform, v0, v1 int) {
c.Call("uniform2i", dst.Object, v0, v1)
}
func Uniform2iv(dst Uniform, src []int32) {
c.Call("uniform2iv", dst.Object, src)
}
func Uniform3f(dst Uniform, v0, v1, v2 float32) {
c.Call("uniform3f", dst.Object, v0, v1, v2)
}
func Uniform3fv(dst Uniform, src []float32) {
c.Call("uniform3fv", dst.Object, src)
}
func Uniform3i(dst Uniform, v0, v1, v2 int32) {
c.Call("uniform3i", dst.Object, v0, v1, v2)
}
func Uniform3iv(dst Uniform, src []int32) {
c.Call("uniform3iv", dst.Object, src)
}
func Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
c.Call("uniform4f", dst.Object, v0, v1, v2, v3)
}
func Uniform4fv(dst Uniform, src []float32) {
c.Call("uniform4fv", dst.Object, src)
}
func Uniform4i(dst Uniform, v0, v1, v2, v3 int32) {
c.Call("uniform4i", dst.Object, v0, v1, v2, v3)
}
func Uniform4iv(dst Uniform, src []int32) {
c.Call("uniform4iv", dst.Object, src)
}
func UniformMatrix2fv(dst Uniform, src []float32) {
c.Call("uniformMatrix2fv", dst.Object, false, src)
}
func UniformMatrix3fv(dst Uniform, src []float32) {
c.Call("uniformMatrix3fv", dst.Object, false, src)
}
func UniformMatrix4fv(dst Uniform, src []float32) {
c.Call("uniformMatrix4fv", dst.Object, false, src)
}
func UseProgram(p Program) {
c.Call("useProgram", p.Object)
}
func ValidateProgram(p Program) {
c.Call("validateProgram", p.Object)
}
func VertexAttrib1f(dst Attrib, x float32) {
c.Call("vertexAttrib1f", dst.Value, x)
}
func VertexAttrib1fv(dst Attrib, src []float32) {
c.Call("vertexAttrib1fv", dst.Value, src)
}
func VertexAttrib2f(dst Attrib, x, y float32) {
c.Call("vertexAttrib2f", dst.Value, x, y)
}
func VertexAttrib2fv(dst Attrib, src []float32) {
c.Call("vertexAttrib2fv", dst.Value, src)
}
func VertexAttrib3f(dst Attrib, x, y, z float32) {
c.Call("vertexAttrib3f", dst.Value, x, y, z)
}
func VertexAttrib3fv(dst Attrib, src []float32) {
c.Call("vertexAttrib3fv", dst.Value, src)
}
func VertexAttrib4f(dst Attrib, x, y, z, w float32) {
c.Call("vertexAttrib4f", dst.Value, x, y, z, w)
}
func VertexAttrib4fv(dst Attrib, src []float32) {
c.Call("vertexAttrib4fv", dst.Value, src)
}
func VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
c.Call("vertexAttribPointer", dst.Value, size, ty, normalized, stride, offset)
}
func Viewport(x, y, width, height int) {
c.Call("viewport", x, y, width, height)
}