// 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 linux darwin package gl // This file contains GL Types and their methods that are independent of the // "gldebug" build tag. /* #cgo darwin,amd64 LDFLAGS: -framework OpenGL #cgo darwin,arm LDFLAGS: -framework OpenGLES #cgo linux LDFLAGS: -lGLESv2 #cgo darwin,amd64 CFLAGS: -Dos_darwin_amd64 #cgo darwin,arm CFLAGS: -Dos_darwin_arm #cgo linux CFLAGS: -Dos_linux #ifdef os_linux #include #endif #ifdef os_darwin_arm #include #endif #ifdef os_darwin_amd64 #include #endif void blendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { glBlendColor(r, g, b, a); } void clearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { glClearColor(r, g, b, a); } void clearDepthf(GLfloat d) { glClearDepthf(d); } void depthRangef(GLfloat n, GLfloat f) { glDepthRangef(n, f); } void sampleCoverage(GLfloat v, GLboolean invert) { glSampleCoverage(v, invert); } */ import "C" import "golang.org/x/mobile/f32" // WriteAffine writes the contents of an Affine to a 3x3 matrix GL uniform. func (u Uniform) WriteAffine(a *f32.Affine) { var m [9]float32 m[0*3+0] = a[0][0] m[0*3+1] = a[1][0] m[0*3+2] = 0 m[1*3+0] = a[0][1] m[1*3+1] = a[1][1] m[1*3+2] = 0 m[2*3+0] = a[0][2] m[2*3+1] = a[1][2] m[2*3+2] = 1 UniformMatrix3fv(u, m[:]) } // WriteMat4 writes the contents of a 4x4 matrix to a GL uniform. func (u Uniform) WriteMat4(p *f32.Mat4) { var m [16]float32 m[0*4+0] = p[0][0] m[0*4+1] = p[1][0] m[0*4+2] = p[2][0] m[0*4+3] = p[3][0] m[1*4+0] = p[0][1] m[1*4+1] = p[1][1] m[1*4+2] = p[2][1] m[1*4+3] = p[3][1] m[2*4+0] = p[0][2] m[2*4+1] = p[1][2] m[2*4+2] = p[2][2] m[2*4+3] = p[3][2] m[3*4+0] = p[0][3] m[3*4+1] = p[1][3] m[3*4+2] = p[2][3] m[3*4+3] = p[3][3] UniformMatrix4fv(u, 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 glBoolean(b bool) C.GLboolean { if b { return TRUE } return FALSE } // Desktop OpenGL and the ES 2/3 APIs have a very slight difference // that is imperceptible to C programmers: some function parameters // use the type Glclampf and some use GLfloat. These two types are // equivalent in size and bit layout (both are single-precision // floats), but it plays havoc with cgo. We adjust the types by using // C wrappers for the problematic functions. func blendColor(r, g, b, a float32) { C.blendColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a)) } func clearColor(r, g, b, a float32) { C.clearColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a)) } func clearDepthf(d float32) { C.clearDepthf(C.GLfloat(d)) } func depthRangef(n, f float32) { C.depthRangef(C.GLfloat(n), C.GLfloat(f)) } func sampleCoverage(v float32, i bool) { C.sampleCoverage(C.GLfloat(v), glBoolean(i)) }