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- // 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 BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int, mask, filter Enum) {
- C.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, C.GLbitfield(mask), filter.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 ObjectLabel(o Object, label string) {
- str := unsafe.Pointer(C.CString(label))
- defer C.free(str)
- C.glObjectLabel(o.Identifier().c(), C.GLUint(o.Name()), -1, (*C.GLchar)(str))
- }
- 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 TexImage2DMultisample(target Enum, samples int, internalformat Enum, width, height int, fixedsamplelocations bool) {
- println("TexImage2DMultisample: not available on OpenGL ES.")
- }
- 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))
- }
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