mobile/gl/types.go

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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 !gldebug
package gl
//#cgo darwin LDFLAGS: -framework OpenGL
//#cgo linux LDFLAGS: -lGLESv2
//#include "gl2.h"
import "C"
import (
"fmt"
"unsafe"
"code.google.com/p/go.mobile/f32"
)
// Enum is equivalent to GLenum, and is normally used with one of the
// constants defined in this package.
type Enum uint32
// Types are defined a structs so that in debug mode they can carry
// extra information, such as a string name. See typesdebug.go.
// Attrib is an attribute index.
type Attrib struct {
Value uint
}
// Program identifies a compiled shader program.
type Program struct {
Value uint32
}
// Shader identifies a GLSL shader.
type Shader struct {
Value uint32
}
// Buffer identifies a GL buffer object.
type Buffer struct {
Value uint32
}
// Framebuffer identifies a GL framebuffer.
type Framebuffer struct {
Value uint32
}
// A Renderbuffer is a GL object that holds an image in an internal format.
type Renderbuffer struct {
Value uint32
}
// A Texture identifies a GL texture unit.
type Texture struct {
Value uint32
}
// A Uniform identifies a GL uniform attribute value.
type Uniform struct {
Value int32
}
// WriteMat4 writes the contents of a 4x4 matrix to a GL uniform.
func (u Uniform) WriteMat4(m *f32.Mat4) {
UniformMatrix4fv(u, (*[16]float32)(unsafe.Pointer(m))[:])
}
// WriteVec4 writes the contents of a 4-element vector to a GL uniform.
func (u Uniform) WriteVec4(v *f32.Vec4) {
Uniform4f(u, v[0], v[1], v[2], v[3])
}
func (v Attrib) c() C.GLuint { return C.GLuint(v.Value) }
func (v Enum) c() C.GLenum { return C.GLenum(v) }
func (v Program) c() C.GLuint { return C.GLuint(v.Value) }
func (v Shader) c() C.GLuint { return C.GLuint(v.Value) }
func (v Buffer) c() C.GLuint { return C.GLuint(v.Value) }
func (v Framebuffer) c() C.GLuint { return C.GLuint(v.Value) }
func (v Renderbuffer) c() C.GLuint { return C.GLuint(v.Value) }
func (v Texture) c() C.GLuint { return C.GLuint(v.Value) }
func (v Uniform) c() C.GLint { return C.GLint(v.Value) }
func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d)", v) }
func (v Program) String() string { return fmt.Sprintf("Program(%d)", v.Value) }
func (v Shader) String() string { return fmt.Sprintf("Shader(%d)", v.Value) }
func (v Buffer) String() string { return fmt.Sprintf("Buffer(%d)", v.Value) }
func (v Framebuffer) String() string { return fmt.Sprintf("Framebuffer(%d)", v.Value) }
func (v Renderbuffer) String() string { return fmt.Sprintf("Renderbuffer(%d)", v.Value) }
func (v Texture) String() string { return fmt.Sprintf("Texture(%d)", v.Value) }
func (v Uniform) String() string { return fmt.Sprintf("Uniform(%d)", v.Value) }