// 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. //go:build darwin || linux || openbsd || freebsd || windows // +build darwin linux openbsd freebsd windows package gl // TODO(crawshaw): should functions on specific types become methods? E.g. // func (t Texture) Bind(target Enum) // this seems natural in Go, but moves us slightly // further away from the underlying OpenGL spec. import ( "math" "unsafe" ) func (ctx *context) ActiveTexture(texture Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnActiveTexture, a0: texture.c(), }, }) } func (ctx *context) AttachShader(p Program, s Shader) { ctx.enqueue(call{ args: fnargs{ fn: glfnAttachShader, a0: p.c(), a1: s.c(), }, }) } func (ctx *context) BindBuffer(target Enum, b Buffer) { ctx.enqueue(call{ args: fnargs{ fn: glfnBindBuffer, a0: target.c(), a1: b.c(), }, }) } func (ctx *context) BindTexture(target Enum, t Texture) { ctx.enqueue(call{ args: fnargs{ fn: glfnBindTexture, a0: target.c(), a1: t.c(), }, }) } func (ctx *context) BindVertexArray(va VertexArray) { ctx.enqueue(call{ args: fnargs{ fn: glfnBindVertexArray, a0: va.c(), }, }) } func (ctx *context) BlendColor(red, green, blue, alpha float32) { ctx.enqueue(call{ args: fnargs{ fn: glfnBlendColor, a0: uintptr(math.Float32bits(red)), a1: uintptr(math.Float32bits(green)), a2: uintptr(math.Float32bits(blue)), a3: uintptr(math.Float32bits(alpha)), }, }) } func (ctx *context) BlendFunc(sfactor, dfactor Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnBlendFunc, a0: sfactor.c(), a1: dfactor.c(), }, }) } func (ctx *context) BufferData(target Enum, src []byte, usage Enum) { parg := unsafe.Pointer(nil) if len(src) > 0 { parg = unsafe.Pointer(&src[0]) } ctx.enqueue(call{ args: fnargs{ fn: glfnBufferData, a0: target.c(), a1: uintptr(len(src)), a2: usage.c(), }, parg: parg, blocking: true, }) } func (ctx *context) Clear(mask Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnClear, a0: uintptr(mask), }, }) } func (ctx *context) ClearColor(red, green, blue, alpha float32) { ctx.enqueue(call{ args: fnargs{ fn: glfnClearColor, a0: uintptr(math.Float32bits(red)), a1: uintptr(math.Float32bits(green)), a2: uintptr(math.Float32bits(blue)), a3: uintptr(math.Float32bits(alpha)), }, }) } func (ctx *context) CompileShader(s Shader) { ctx.enqueue(call{ args: fnargs{ fn: glfnCompileShader, a0: s.c(), }, }) } func (ctx *context) CreateBuffer() Buffer { return Buffer{Value: uint32(ctx.enqueue(call{ args: fnargs{ fn: glfnGenBuffer, }, blocking: true, }))} } func (ctx *context) CreateProgram() Program { return Program{ Init: true, Value: uint32(ctx.enqueue(call{ args: fnargs{ fn: glfnCreateProgram, }, blocking: true, }, ))} } func (ctx *context) CreateShader(ty Enum) Shader { return Shader{Value: uint32(ctx.enqueue(call{ args: fnargs{ fn: glfnCreateShader, a0: uintptr(ty), }, blocking: true, }))} } func (ctx *context) CreateTexture() Texture { return Texture{Value: uint32(ctx.enqueue(call{ args: fnargs{ fn: glfnGenTexture, }, blocking: true, }))} } func (ctx *context) CreateVertexArray() VertexArray { return VertexArray{Value: uint32(ctx.enqueue(call{ args: fnargs{ fn: glfnGenVertexArray, }, blocking: true, }))} } func (ctx *context) DeleteBuffer(v Buffer) { ctx.enqueue(call{ args: fnargs{ fn: glfnDeleteBuffer, a0: v.c(), }, }) } func (ctx *context) DeleteTexture(v Texture) { ctx.enqueue(call{ args: fnargs{ fn: glfnDeleteTexture, a0: v.c(), }, }) } func (ctx *context) Disable(cap Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnDisable, a0: cap.c(), }, }) } func (ctx *context) DrawArrays(mode Enum, first, count int) { ctx.enqueue(call{ args: fnargs{ fn: glfnDrawArrays, a0: mode.c(), a1: uintptr(first), a2: uintptr(count), }, }) } func (ctx *context) Enable(cap Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnEnable, a0: cap.c(), }, }) } func (ctx *context) EnableVertexAttribArray(a Attrib) { ctx.enqueue(call{ args: fnargs{ fn: glfnEnableVertexAttribArray, a0: a.c(), }, }) } func (ctx *context) Flush() { ctx.enqueue(call{ args: fnargs{ fn: glfnFlush, }, blocking: true, }) } func (ctx *context) GetAttribLocation(p Program, name string) Attrib { s, free := ctx.cString(name) defer free() return Attrib{Value: uint(ctx.enqueue(call{ args: fnargs{ fn: glfnGetAttribLocation, a0: p.c(), a1: s, }, blocking: true, }))} } func (ctx *context) GetError() Enum { return Enum(ctx.enqueue(call{ args: fnargs{ fn: glfnGetError, }, blocking: true, })) } func (ctx *context) GetProgrami(p Program, pname Enum) int { return int(ctx.enqueue(call{ args: fnargs{ fn: glfnGetProgramiv, a0: p.c(), a1: pname.c(), }, blocking: true, })) } func (ctx *context) GetProgramInfoLog(p Program) string { infoLen := ctx.GetProgrami(p, InfoLogLength) if infoLen == 0 { return "" } buf := make([]byte, infoLen) ctx.enqueue(call{ args: fnargs{ fn: glfnGetProgramInfoLog, a0: p.c(), a1: uintptr(infoLen), }, parg: unsafe.Pointer(&buf[0]), blocking: true, }) return goString(buf) } func (ctx *context) GetShaderi(s Shader, pname Enum) int { return int(ctx.enqueue(call{ args: fnargs{ fn: glfnGetShaderiv, a0: s.c(), a1: pname.c(), }, blocking: true, })) } func (ctx *context) GetShaderInfoLog(s Shader) string { infoLen := ctx.GetShaderi(s, InfoLogLength) if infoLen == 0 { return "" } buf := make([]byte, infoLen) ctx.enqueue(call{ args: fnargs{ fn: glfnGetShaderInfoLog, a0: s.c(), a1: uintptr(infoLen), }, parg: unsafe.Pointer(&buf[0]), blocking: true, }) return goString(buf) } func (ctx *context) GetShaderSource(s Shader) string { sourceLen := ctx.GetShaderi(s, ShaderSourceLength) if sourceLen == 0 { return "" } buf := make([]byte, sourceLen) ctx.enqueue(call{ args: fnargs{ fn: glfnGetShaderSource, a0: s.c(), a1: uintptr(sourceLen), }, parg: unsafe.Pointer(&buf[0]), blocking: true, }) return goString(buf) } func (ctx *context) GetTexParameteriv(dst []int32, target, pname Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnGetTexParameteriv, a0: target.c(), a1: pname.c(), }, blocking: true, }) } func (ctx *context) GetUniformLocation(p Program, name string) Uniform { s, free := ctx.cString(name) defer free() return Uniform{Value: int32(ctx.enqueue(call{ args: fnargs{ fn: glfnGetUniformLocation, a0: p.c(), a1: s, }, blocking: true, }))} } func (ctx *context) LinkProgram(p Program) { ctx.enqueue(call{ args: fnargs{ fn: glfnLinkProgram, a0: p.c(), }, }) } func (ctx *context) PixelStorei(pname Enum, param int32) { ctx.enqueue(call{ args: fnargs{ fn: glfnPixelStorei, a0: pname.c(), a1: uintptr(param), }, }) } func (ctx *context) ReadPixels(dst []byte, x, y, width, height int, format, ty Enum) { ctx.enqueue(call{ args: fnargs{ fn: glfnReadPixels, // TODO(crawshaw): support PIXEL_PACK_BUFFER in GLES3, uses offset. a0: uintptr(x), a1: uintptr(y), a2: uintptr(width), a3: uintptr(height), a4: format.c(), a5: ty.c(), }, parg: unsafe.Pointer(&dst[0]), blocking: true, }) } func (ctx *context) Scissor(x, y, width, height int32) { ctx.enqueue(call{ args: fnargs{ fn: glfnScissor, a0: uintptr(x), a1: uintptr(y), a2: uintptr(width), a3: uintptr(height), }, }) } func (ctx *context) ShaderSource(s Shader, src string) { strp, free := ctx.cStringPtr(src) defer free() ctx.enqueue(call{ args: fnargs{ fn: glfnShaderSource, a0: s.c(), a1: 1, a2: strp, }, blocking: true, }) } func (ctx *context) TexImage2D(target Enum, level int, internalFormat int, width, height int, format Enum, ty Enum, data []byte) { // It is common to pass TexImage2D a nil data, indicating that a // bound GL buffer is being used as the source. In that case, it // is not necessary to block. parg := unsafe.Pointer(nil) if len(data) > 0 { parg = unsafe.Pointer(&data[0]) } ctx.enqueue(call{ args: fnargs{ fn: glfnTexImage2D, // TODO(crawshaw): GLES3 offset for PIXEL_UNPACK_BUFFER and PIXEL_PACK_BUFFER. a0: target.c(), a1: uintptr(level), a2: uintptr(internalFormat), a3: uintptr(width), a4: uintptr(height), a5: format.c(), a6: ty.c(), }, parg: parg, blocking: parg != nil, }) } func (ctx *context) TexParameteri(target, pname Enum, param int) { ctx.enqueue(call{ args: fnargs{ fn: glfnTexParameteri, a0: target.c(), a1: pname.c(), a2: uintptr(param), }, }) } func (ctx *context) Uniform1f(dst Uniform, v float32) { ctx.enqueue(call{ args: fnargs{ fn: glfnUniform1f, a0: dst.c(), a1: uintptr(math.Float32bits(v)), }, }) } func (ctx *context) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) { ctx.enqueue(call{ args: fnargs{ fn: glfnUniform4f, a0: dst.c(), a1: uintptr(math.Float32bits(v0)), a2: uintptr(math.Float32bits(v1)), a3: uintptr(math.Float32bits(v2)), a4: uintptr(math.Float32bits(v3)), }, }) } func (ctx *context) Uniform4fv(dst Uniform, src []float32) { ctx.enqueue(call{ args: fnargs{ fn: glfnUniform4fv, a0: dst.c(), a1: uintptr(len(src) / 4), }, parg: unsafe.Pointer(&src[0]), blocking: true, }) } func (ctx *context) UseProgram(p Program) { ctx.enqueue(call{ args: fnargs{ fn: glfnUseProgram, a0: p.c(), }, }) } func (ctx *context) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) { ctx.enqueue(call{ args: fnargs{ fn: glfnVertexAttribPointer, a0: dst.c(), a1: uintptr(size), a2: ty.c(), a3: glBoolean(normalized), a4: uintptr(stride), a5: uintptr(offset), }, }) } func (ctx *context) Viewport(x, y, width, height int) { ctx.enqueue(call{ args: fnargs{ fn: glfnViewport, a0: uintptr(x), a1: uintptr(y), a2: uintptr(width), a3: uintptr(height), }, }) }