gl_opengles.go 19 KB

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  1. // Copyright 2014 The Go Authors. All rights reserved.
  2. // Use of this source code is governed by a BSD-style
  3. // license that can be found in the LICENSE file.
  4. // +build ios android
  5. package gl
  6. /*
  7. #include <stdlib.h>
  8. #ifdef os_ios
  9. #include <OpenGLES/ES2/glext.h>
  10. #endif
  11. #ifdef os_android
  12. #include <GLES2/gl2.h>
  13. #endif
  14. */
  15. import "C"
  16. import "unsafe"
  17. var ContextWatcher contextWatcher
  18. type contextWatcher struct{}
  19. func (contextWatcher) OnMakeCurrent(context interface{}) {}
  20. func (contextWatcher) OnDetach() {}
  21. func ActiveTexture(texture Enum) {
  22. C.glActiveTexture(texture.c())
  23. }
  24. func AttachShader(p Program, s Shader) {
  25. C.glAttachShader(p.c(), s.c())
  26. }
  27. func BindAttribLocation(p Program, a Attrib, name string) {
  28. str := unsafe.Pointer(C.CString(name))
  29. defer C.free(str)
  30. C.glBindAttribLocation(p.c(), a.c(), (*C.GLchar)(str))
  31. }
  32. func BindBuffer(target Enum, b Buffer) {
  33. C.glBindBuffer(target.c(), b.c())
  34. }
  35. func BindFramebuffer(target Enum, fb Framebuffer) {
  36. C.glBindFramebuffer(target.c(), fb.c())
  37. }
  38. func BindRenderbuffer(target Enum, rb Renderbuffer) {
  39. C.glBindRenderbuffer(target.c(), rb.c())
  40. }
  41. func BindTexture(target Enum, t Texture) {
  42. C.glBindTexture(target.c(), t.c())
  43. }
  44. func BlendColor(red, green, blue, alpha float32) {
  45. blendColor(red, green, blue, alpha)
  46. }
  47. func BlendEquation(mode Enum) {
  48. C.glBlendEquation(mode.c())
  49. }
  50. func BlendEquationSeparate(modeRGB, modeAlpha Enum) {
  51. C.glBlendEquationSeparate(modeRGB.c(), modeAlpha.c())
  52. }
  53. func BlendFunc(sfactor, dfactor Enum) {
  54. C.glBlendFunc(sfactor.c(), dfactor.c())
  55. }
  56. func BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha Enum) {
  57. C.glBlendFuncSeparate(sfactorRGB.c(), dfactorRGB.c(), sfactorAlpha.c(), dfactorAlpha.c())
  58. }
  59. func BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int, mask, filter Enum) {
  60. C.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, C.GLbitfield(mask), filter.c())
  61. }
  62. func BufferData(target Enum, src []byte, usage Enum) {
  63. C.glBufferData(target.c(), C.GLsizeiptr(len(src)), unsafe.Pointer(&src[0]), usage.c())
  64. }
  65. func BufferInit(target Enum, size int, usage Enum) {
  66. C.glBufferData(target.c(), C.GLsizeiptr(size), nil, usage.c())
  67. }
  68. func BufferSubData(target Enum, offset int, data []byte) {
  69. C.glBufferSubData(target.c(), C.GLintptr(offset), C.GLsizeiptr(len(data)), unsafe.Pointer(&data[0]))
  70. }
  71. func CheckFramebufferStatus(target Enum) Enum {
  72. return Enum(C.glCheckFramebufferStatus(target.c()))
  73. }
  74. func Clear(mask Enum) {
  75. C.glClear(C.GLbitfield(mask))
  76. }
  77. func ClearColor(red, green, blue, alpha float32) {
  78. clearColor(red, green, blue, alpha)
  79. }
  80. func ClearDepthf(d float32) {
  81. clearDepthf(d)
  82. }
  83. func ClearStencil(s int) {
  84. C.glClearStencil(C.GLint(s))
  85. }
  86. func ColorMask(red, green, blue, alpha bool) {
  87. C.glColorMask(glBoolean(red), glBoolean(green), glBoolean(blue), glBoolean(alpha))
  88. }
  89. func CompileShader(s Shader) {
  90. C.glCompileShader(s.c())
  91. }
  92. func CompressedTexImage2D(target Enum, level int, internalformat Enum, width, height, border int, data []byte) {
  93. 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]))
  94. }
  95. func CompressedTexSubImage2D(target Enum, level, xoffset, yoffset, width, height int, format Enum, data []byte) {
  96. 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]))
  97. }
  98. func CopyTexImage2D(target Enum, level int, internalformat Enum, x, y, width, height, border int) {
  99. C.glCopyTexImage2D(target.c(), C.GLint(level), internalformat.c(), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLint(border))
  100. }
  101. func CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
  102. 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))
  103. }
  104. func CreateBuffer() Buffer {
  105. var b Buffer
  106. C.glGenBuffers(1, (*C.GLuint)(&b.Value))
  107. return b
  108. }
  109. func CreateFramebuffer() Framebuffer {
  110. var b Framebuffer
  111. C.glGenFramebuffers(1, (*C.GLuint)(&b.Value))
  112. return b
  113. }
  114. func CreateProgram() Program {
  115. return Program{Value: uint32(C.glCreateProgram())}
  116. }
  117. func CreateRenderbuffer() Renderbuffer {
  118. var b Renderbuffer
  119. C.glGenRenderbuffers(1, (*C.GLuint)(&b.Value))
  120. return b
  121. }
  122. func CreateShader(ty Enum) Shader {
  123. return Shader{Value: uint32(C.glCreateShader(ty.c()))}
  124. }
  125. func CreateTexture() Texture {
  126. var t Texture
  127. C.glGenTextures(1, (*C.GLuint)(&t.Value))
  128. return t
  129. }
  130. func CullFace(mode Enum) {
  131. C.glCullFace(mode.c())
  132. }
  133. func DeleteBuffer(v Buffer) {
  134. C.glDeleteBuffers(1, (*C.GLuint)(&v.Value))
  135. }
  136. func DeleteFramebuffer(v Framebuffer) {
  137. C.glDeleteFramebuffers(1, (*C.GLuint)(&v.Value))
  138. }
  139. func DeleteProgram(p Program) {
  140. C.glDeleteProgram(p.c())
  141. }
  142. func DeleteRenderbuffer(v Renderbuffer) {
  143. C.glDeleteRenderbuffers(1, (*C.GLuint)(&v.Value))
  144. }
  145. func DeleteShader(s Shader) {
  146. C.glDeleteShader(s.c())
  147. }
  148. func DeleteTexture(v Texture) {
  149. C.glDeleteTextures(1, (*C.GLuint)(&v.Value))
  150. }
  151. func DepthFunc(fn Enum) {
  152. C.glDepthFunc(fn.c())
  153. }
  154. func DepthMask(flag bool) {
  155. C.glDepthMask(glBoolean(flag))
  156. }
  157. func DepthRangef(n, f float32) {
  158. depthRangef(n, f)
  159. }
  160. func DetachShader(p Program, s Shader) {
  161. C.glDetachShader(p.c(), s.c())
  162. }
  163. func Disable(cap Enum) {
  164. C.glDisable(cap.c())
  165. }
  166. func DisableVertexAttribArray(a Attrib) {
  167. C.glDisableVertexAttribArray(a.c())
  168. }
  169. func DrawArrays(mode Enum, first, count int) {
  170. C.glDrawArrays(mode.c(), C.GLint(first), C.GLsizei(count))
  171. }
  172. func DrawElements(mode Enum, count int, ty Enum, offset int) {
  173. C.glDrawElements(mode.c(), C.GLsizei(count), ty.c(), unsafe.Pointer(uintptr(offset)))
  174. }
  175. func Enable(cap Enum) {
  176. C.glEnable(cap.c())
  177. }
  178. func EnableVertexAttribArray(a Attrib) {
  179. C.glEnableVertexAttribArray(a.c())
  180. }
  181. func Finish() {
  182. C.glFinish()
  183. }
  184. func Flush() {
  185. C.glFlush()
  186. }
  187. func FramebufferRenderbuffer(target, attachment, rbTarget Enum, rb Renderbuffer) {
  188. C.glFramebufferRenderbuffer(target.c(), attachment.c(), rbTarget.c(), rb.c())
  189. }
  190. func FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
  191. C.glFramebufferTexture2D(target.c(), attachment.c(), texTarget.c(), t.c(), C.GLint(level))
  192. }
  193. func FrontFace(mode Enum) {
  194. C.glFrontFace(mode.c())
  195. }
  196. func GenerateMipmap(target Enum) {
  197. C.glGenerateMipmap(target.c())
  198. }
  199. func GetActiveAttrib(p Program, index uint32) (name string, size int, ty Enum) {
  200. bufSize := GetProgrami(p, ACTIVE_ATTRIBUTE_MAX_LENGTH)
  201. buf := C.malloc(C.size_t(bufSize))
  202. defer C.free(buf)
  203. var cSize C.GLint
  204. var cType C.GLenum
  205. C.glGetActiveAttrib(p.c(), C.GLuint(index), C.GLsizei(bufSize), nil, &cSize, &cType, (*C.GLchar)(buf))
  206. return C.GoString((*C.char)(buf)), int(cSize), Enum(cType)
  207. }
  208. func GetActiveUniform(p Program, index uint32) (name string, size int, ty Enum) {
  209. bufSize := GetProgrami(p, ACTIVE_UNIFORM_MAX_LENGTH)
  210. buf := C.malloc(C.size_t(bufSize))
  211. defer C.free(buf)
  212. var cSize C.GLint
  213. var cType C.GLenum
  214. C.glGetActiveUniform(p.c(), C.GLuint(index), C.GLsizei(bufSize), nil, &cSize, &cType, (*C.GLchar)(buf))
  215. return C.GoString((*C.char)(buf)), int(cSize), Enum(cType)
  216. }
  217. func GetAttachedShaders(p Program) []Shader {
  218. shadersLen := GetProgrami(p, ATTACHED_SHADERS)
  219. var n C.GLsizei
  220. buf := make([]C.GLuint, shadersLen)
  221. C.glGetAttachedShaders(p.c(), C.GLsizei(shadersLen), &n, &buf[0])
  222. buf = buf[:int(n)]
  223. shaders := make([]Shader, len(buf))
  224. for i, s := range buf {
  225. shaders[i] = Shader{Value: uint32(s)}
  226. }
  227. return shaders
  228. }
  229. func GetAttribLocation(p Program, name string) Attrib {
  230. str := unsafe.Pointer(C.CString(name))
  231. defer C.free(str)
  232. return Attrib{Value: uint(C.glGetAttribLocation(p.c(), (*C.GLchar)(str)))}
  233. }
  234. func GetBooleanv(dst []bool, pname Enum) {
  235. buf := make([]C.GLboolean, len(dst))
  236. C.glGetBooleanv(pname.c(), &buf[0])
  237. for i, v := range buf {
  238. dst[i] = v != 0
  239. }
  240. }
  241. func GetFloatv(dst []float32, pname Enum) {
  242. C.glGetFloatv(pname.c(), (*C.GLfloat)(&dst[0]))
  243. }
  244. func GetIntegerv(pname Enum, data []int32) {
  245. buf := make([]C.GLint, len(data))
  246. C.glGetIntegerv(pname.c(), &buf[0])
  247. for i, v := range buf {
  248. data[i] = int32(v)
  249. }
  250. }
  251. func GetInteger(pname Enum) int {
  252. var v C.GLint
  253. C.glGetIntegerv(pname.c(), &v)
  254. return int(v)
  255. }
  256. func GetBufferParameteri(target, pname Enum) int {
  257. var params C.GLint
  258. C.glGetBufferParameteriv(target.c(), pname.c(), &params)
  259. return int(params)
  260. }
  261. func GetError() Enum {
  262. return Enum(C.glGetError())
  263. }
  264. func GetBoundFramebuffer() Framebuffer {
  265. println("GetBoundFramebuffer: not yet tested (TODO: remove this after it's confirmed to work. Your feedback is welcome.)")
  266. var b C.GLint
  267. C.glGetIntegerv(FRAMEBUFFER_BINDING, &b)
  268. return Framebuffer{Value: uint32(b)}
  269. }
  270. func GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
  271. var params C.GLint
  272. C.glGetFramebufferAttachmentParameteriv(target.c(), attachment.c(), pname.c(), &params)
  273. return int(params)
  274. }
  275. func GetProgrami(p Program, pname Enum) int {
  276. var params C.GLint
  277. C.glGetProgramiv(p.c(), pname.c(), &params)
  278. return int(params)
  279. }
  280. func GetProgramInfoLog(p Program) string {
  281. infoLen := GetProgrami(p, INFO_LOG_LENGTH)
  282. buf := C.malloc(C.size_t(infoLen))
  283. C.free(buf)
  284. C.glGetProgramInfoLog(p.c(), C.GLsizei(infoLen), nil, (*C.GLchar)(buf))
  285. return C.GoString((*C.char)(buf))
  286. }
  287. func GetRenderbufferParameteri(target, pname Enum) int {
  288. var params C.GLint
  289. C.glGetRenderbufferParameteriv(target.c(), pname.c(), &params)
  290. return int(params)
  291. }
  292. func GetShaderi(s Shader, pname Enum) int {
  293. var params C.GLint
  294. C.glGetShaderiv(s.c(), pname.c(), &params)
  295. return int(params)
  296. }
  297. func GetShaderInfoLog(s Shader) string {
  298. infoLen := GetShaderi(s, INFO_LOG_LENGTH)
  299. buf := C.malloc(C.size_t(infoLen))
  300. defer C.free(buf)
  301. C.glGetShaderInfoLog(s.c(), C.GLsizei(infoLen), nil, (*C.GLchar)(buf))
  302. return C.GoString((*C.char)(buf))
  303. }
  304. func GetShaderPrecisionFormat(shadertype, precisiontype Enum) (rangeLow, rangeHigh, precision int) {
  305. const glintSize = 4
  306. var cRange [2]C.GLint
  307. var cPrecision C.GLint
  308. C.glGetShaderPrecisionFormat(shadertype.c(), precisiontype.c(), &cRange[0], &cPrecision)
  309. return int(cRange[0]), int(cRange[1]), int(cPrecision)
  310. }
  311. func GetShaderSource(s Shader) string {
  312. sourceLen := GetShaderi(s, SHADER_SOURCE_LENGTH)
  313. if sourceLen == 0 {
  314. return ""
  315. }
  316. buf := C.malloc(C.size_t(sourceLen))
  317. defer C.free(buf)
  318. C.glGetShaderSource(s.c(), C.GLsizei(sourceLen), nil, (*C.GLchar)(buf))
  319. return C.GoString((*C.char)(buf))
  320. }
  321. func GetString(pname Enum) string {
  322. // Bounce through unsafe.Pointer, because on some platforms
  323. // GetString returns an *unsigned char which doesn't convert.
  324. return C.GoString((*C.char)((unsafe.Pointer)(C.glGetString(pname.c()))))
  325. }
  326. func GetTexParameterfv(dst []float32, target, pname Enum) {
  327. C.glGetTexParameterfv(target.c(), pname.c(), (*C.GLfloat)(&dst[0]))
  328. }
  329. func GetTexParameteriv(dst []int32, target, pname Enum) {
  330. C.glGetTexParameteriv(target.c(), pname.c(), (*C.GLint)(&dst[0]))
  331. }
  332. func GetUniformfv(dst []float32, src Uniform, p Program) {
  333. C.glGetUniformfv(p.c(), src.c(), (*C.GLfloat)(&dst[0]))
  334. }
  335. func GetUniformiv(dst []int32, src Uniform, p Program) {
  336. C.glGetUniformiv(p.c(), src.c(), (*C.GLint)(&dst[0]))
  337. }
  338. func GetUniformLocation(p Program, name string) Uniform {
  339. str := unsafe.Pointer(C.CString(name))
  340. defer C.free(str)
  341. return Uniform{Value: int32(C.glGetUniformLocation(p.c(), (*C.GLchar)(str)))}
  342. }
  343. func GetVertexAttribf(src Attrib, pname Enum) float32 {
  344. var params C.GLfloat
  345. C.glGetVertexAttribfv(src.c(), pname.c(), &params)
  346. return float32(params)
  347. }
  348. func GetVertexAttribfv(dst []float32, src Attrib, pname Enum) {
  349. C.glGetVertexAttribfv(src.c(), pname.c(), (*C.GLfloat)(&dst[0]))
  350. }
  351. func GetVertexAttribi(src Attrib, pname Enum) int32 {
  352. var params C.GLint
  353. C.glGetVertexAttribiv(src.c(), pname.c(), &params)
  354. return int32(params)
  355. }
  356. func GetVertexAttribiv(dst []int32, src Attrib, pname Enum) {
  357. C.glGetVertexAttribiv(src.c(), pname.c(), (*C.GLint)(&dst[0]))
  358. }
  359. func Hint(target, mode Enum) {
  360. C.glHint(target.c(), mode.c())
  361. }
  362. func IsBuffer(b Buffer) bool {
  363. return C.glIsBuffer(b.c()) != 0
  364. }
  365. func IsEnabled(cap Enum) bool {
  366. return C.glIsEnabled(cap.c()) != 0
  367. }
  368. func IsFramebuffer(fb Framebuffer) bool {
  369. return C.glIsFramebuffer(fb.c()) != 0
  370. }
  371. func IsProgram(p Program) bool {
  372. return C.glIsProgram(p.c()) != 0
  373. }
  374. func IsRenderbuffer(rb Renderbuffer) bool {
  375. return C.glIsRenderbuffer(rb.c()) != 0
  376. }
  377. func IsShader(s Shader) bool {
  378. return C.glIsShader(s.c()) != 0
  379. }
  380. func IsTexture(t Texture) bool {
  381. return C.glIsTexture(t.c()) != 0
  382. }
  383. func LineWidth(width float32) {
  384. C.glLineWidth(C.GLfloat(width))
  385. }
  386. func LinkProgram(p Program) {
  387. C.glLinkProgram(p.c())
  388. }
  389. func ObjectLabel(o Object, label string) {
  390. str := unsafe.Pointer(C.CString(label))
  391. defer C.free(str)
  392. C.glObjectLabel(o.Identifier().c(), C.GLUint(o.Name()), -1, (*C.GLchar)(str))
  393. }
  394. func PixelStorei(pname Enum, param int32) {
  395. C.glPixelStorei(pname.c(), C.GLint(param))
  396. }
  397. func PolygonOffset(factor, units float32) {
  398. C.glPolygonOffset(C.GLfloat(factor), C.GLfloat(units))
  399. }
  400. func ReadPixels(dst []byte, x, y, width, height int, format, ty Enum) {
  401. C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), format.c(), ty.c(), unsafe.Pointer(&dst[0]))
  402. }
  403. func ReleaseShaderCompiler() {
  404. C.glReleaseShaderCompiler()
  405. }
  406. func RenderbufferStorage(target, internalFormat Enum, width, height int) {
  407. C.glRenderbufferStorage(target.c(), internalFormat.c(), C.GLsizei(width), C.GLsizei(height))
  408. }
  409. func SampleCoverage(value float32, invert bool) {
  410. sampleCoverage(value, invert)
  411. }
  412. func Scissor(x, y, width, height int32) {
  413. C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
  414. }
  415. func ShaderSource(s Shader, src string) {
  416. str := (*C.GLchar)(C.CString(src))
  417. defer C.free(unsafe.Pointer(str))
  418. C.glShaderSource(s.c(), 1, &str, nil)
  419. }
  420. func StencilFunc(fn Enum, ref int, mask uint32) {
  421. C.glStencilFunc(fn.c(), C.GLint(ref), C.GLuint(mask))
  422. }
  423. func StencilFuncSeparate(face, fn Enum, ref int, mask uint32) {
  424. C.glStencilFuncSeparate(face.c(), fn.c(), C.GLint(ref), C.GLuint(mask))
  425. }
  426. func StencilMask(mask uint32) {
  427. C.glStencilMask(C.GLuint(mask))
  428. }
  429. func StencilMaskSeparate(face Enum, mask uint32) {
  430. C.glStencilMaskSeparate(face.c(), C.GLuint(mask))
  431. }
  432. func StencilOp(fail, zfail, zpass Enum) {
  433. C.glStencilOp(fail.c(), zfail.c(), zpass.c())
  434. }
  435. func StencilOpSeparate(face, sfail, dpfail, dppass Enum) {
  436. C.glStencilOpSeparate(face.c(), sfail.c(), dpfail.c(), dppass.c())
  437. }
  438. func TexImage2D(target Enum, level int, width, height int, format Enum, ty Enum, data []byte) {
  439. p := unsafe.Pointer(nil)
  440. if len(data) > 0 {
  441. p = unsafe.Pointer(&data[0])
  442. }
  443. C.glTexImage2D(target.c(), C.GLint(level), C.GLint(format), C.GLsizei(width), C.GLsizei(height), 0, format.c(), ty.c(), p)
  444. }
  445. func TexImage2DMultisample(target Enum, samples int, internalformat Enum, width, height int, fixedsamplelocations bool) {
  446. println("TexImage2DMultisample: not available on OpenGL ES.")
  447. }
  448. func TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
  449. 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]))
  450. }
  451. func TexParameterf(target, pname Enum, param float32) {
  452. C.glTexParameterf(target.c(), pname.c(), C.GLfloat(param))
  453. }
  454. func TexParameterfv(target, pname Enum, params []float32) {
  455. C.glTexParameterfv(target.c(), pname.c(), (*C.GLfloat)(&params[0]))
  456. }
  457. func TexParameteri(target, pname Enum, param int) {
  458. C.glTexParameteri(target.c(), pname.c(), C.GLint(param))
  459. }
  460. func TexParameteriv(target, pname Enum, params []int32) {
  461. C.glTexParameteriv(target.c(), pname.c(), (*C.GLint)(&params[0]))
  462. }
  463. func Uniform1f(dst Uniform, v float32) {
  464. C.glUniform1f(dst.c(), C.GLfloat(v))
  465. }
  466. func Uniform1fv(dst Uniform, src []float32) {
  467. C.glUniform1fv(dst.c(), C.GLsizei(len(src)), (*C.GLfloat)(&src[0]))
  468. }
  469. func Uniform1i(dst Uniform, v int) {
  470. C.glUniform1i(dst.c(), C.GLint(v))
  471. }
  472. func Uniform1iv(dst Uniform, src []int32) {
  473. C.glUniform1iv(dst.c(), C.GLsizei(len(src)), (*C.GLint)(&src[0]))
  474. }
  475. func Uniform2f(dst Uniform, v0, v1 float32) {
  476. C.glUniform2f(dst.c(), C.GLfloat(v0), C.GLfloat(v1))
  477. }
  478. func Uniform2fv(dst Uniform, src []float32) {
  479. C.glUniform2fv(dst.c(), C.GLsizei(len(src)/2), (*C.GLfloat)(&src[0]))
  480. }
  481. func Uniform2i(dst Uniform, v0, v1 int) {
  482. C.glUniform2i(dst.c(), C.GLint(v0), C.GLint(v1))
  483. }
  484. func Uniform2iv(dst Uniform, src []int32) {
  485. C.glUniform2iv(dst.c(), C.GLsizei(len(src)/2), (*C.GLint)(&src[0]))
  486. }
  487. func Uniform3f(dst Uniform, v0, v1, v2 float32) {
  488. C.glUniform3f(dst.c(), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
  489. }
  490. func Uniform3fv(dst Uniform, src []float32) {
  491. C.glUniform3fv(dst.c(), C.GLsizei(len(src)/3), (*C.GLfloat)(&src[0]))
  492. }
  493. func Uniform3i(dst Uniform, v0, v1, v2 int32) {
  494. C.glUniform3i(dst.c(), C.GLint(v0), C.GLint(v1), C.GLint(v2))
  495. }
  496. func Uniform3iv(dst Uniform, src []int32) {
  497. C.glUniform3iv(dst.c(), C.GLsizei(len(src)/3), (*C.GLint)(&src[0]))
  498. }
  499. func Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
  500. C.glUniform4f(dst.c(), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
  501. }
  502. func Uniform4fv(dst Uniform, src []float32) {
  503. C.glUniform4fv(dst.c(), C.GLsizei(len(src)/4), (*C.GLfloat)(&src[0]))
  504. }
  505. func Uniform4i(dst Uniform, v0, v1, v2, v3 int32) {
  506. C.glUniform4i(dst.c(), C.GLint(v0), C.GLint(v1), C.GLint(v2), C.GLint(v3))
  507. }
  508. func Uniform4iv(dst Uniform, src []int32) {
  509. C.glUniform4iv(dst.c(), C.GLsizei(len(src)/4), (*C.GLint)(&src[0]))
  510. }
  511. func UniformMatrix2fv(dst Uniform, src []float32) {
  512. // OpenGL ES 2 does not support transpose.
  513. C.glUniformMatrix2fv(dst.c(), C.GLsizei(len(src)/4), 0, (*C.GLfloat)(&src[0]))
  514. }
  515. func UniformMatrix3fv(dst Uniform, src []float32) {
  516. C.glUniformMatrix3fv(dst.c(), C.GLsizei(len(src)/9), 0, (*C.GLfloat)(&src[0]))
  517. }
  518. func UniformMatrix4fv(dst Uniform, src []float32) {
  519. C.glUniformMatrix4fv(dst.c(), C.GLsizei(len(src)/16), 0, (*C.GLfloat)(&src[0]))
  520. }
  521. func UseProgram(p Program) {
  522. C.glUseProgram(p.c())
  523. }
  524. func ValidateProgram(p Program) {
  525. C.glValidateProgram(p.c())
  526. }
  527. func VertexAttrib1f(dst Attrib, x float32) {
  528. C.glVertexAttrib1f(dst.c(), C.GLfloat(x))
  529. }
  530. func VertexAttrib1fv(dst Attrib, src []float32) {
  531. C.glVertexAttrib1fv(dst.c(), (*C.GLfloat)(&src[0]))
  532. }
  533. func VertexAttrib2f(dst Attrib, x, y float32) {
  534. C.glVertexAttrib2f(dst.c(), C.GLfloat(x), C.GLfloat(y))
  535. }
  536. func VertexAttrib2fv(dst Attrib, src []float32) {
  537. C.glVertexAttrib2fv(dst.c(), (*C.GLfloat)(&src[0]))
  538. }
  539. func VertexAttrib3f(dst Attrib, x, y, z float32) {
  540. C.glVertexAttrib3f(dst.c(), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z))
  541. }
  542. func VertexAttrib3fv(dst Attrib, src []float32) {
  543. C.glVertexAttrib3fv(dst.c(), (*C.GLfloat)(&src[0]))
  544. }
  545. func VertexAttrib4f(dst Attrib, x, y, z, w float32) {
  546. C.glVertexAttrib4f(dst.c(), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w))
  547. }
  548. func VertexAttrib4fv(dst Attrib, src []float32) {
  549. C.glVertexAttrib4fv(dst.c(), (*C.GLfloat)(&src[0]))
  550. }
  551. func VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
  552. n := glBoolean(normalized)
  553. s := C.GLsizei(stride)
  554. C.glVertexAttribPointer(dst.c(), C.GLint(size), ty.c(), n, s, unsafe.Pointer(uintptr(offset)))
  555. }
  556. func Viewport(x, y, width, height int) {
  557. C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
  558. }