91 lines
2.6 KiB
Go
91 lines
2.6 KiB
Go
// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build !gldebug
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package gl
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/*
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#cgo darwin LDFLAGS: -framework OpenGL
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#cgo linux LDFLAGS: -lGLESv2
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#cgo darwin CFLAGS: -DGOOS_darwin
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#cgo linux CFLAGS: -DGOOS_linux
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#ifdef GOOS_linux
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#include <GLES2/gl2.h>
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#endif
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#ifdef GOOS_darwin
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#include <OpenGL/gl3.h>
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#endif
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*/
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import "C"
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import "fmt"
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// Enum is equivalent to GLenum, and is normally used with one of the
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// constants defined in this package.
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type Enum uint32
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// Types are defined a structs so that in debug mode they can carry
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// extra information, such as a string name. See typesdebug.go.
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// Attrib is an attribute index.
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type Attrib struct {
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Value uint
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}
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// Program identifies a compiled shader program.
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type Program struct {
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Value uint32
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}
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// Shader identifies a GLSL shader.
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type Shader struct {
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Value uint32
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}
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// Buffer identifies a GL buffer object.
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type Buffer struct {
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Value uint32
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}
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// Framebuffer identifies a GL framebuffer.
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type Framebuffer struct {
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Value uint32
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}
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// A Renderbuffer is a GL object that holds an image in an internal format.
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type Renderbuffer struct {
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Value uint32
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}
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// A Texture identifies a GL texture unit.
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type Texture struct {
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Value uint32
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}
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// A Uniform identifies a GL uniform attribute value.
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type Uniform struct {
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Value int32
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}
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func (v Attrib) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Enum) c() C.GLenum { return C.GLenum(v) }
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func (v Program) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Shader) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Buffer) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Framebuffer) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Renderbuffer) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Texture) c() C.GLuint { return C.GLuint(v.Value) }
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func (v Uniform) c() C.GLint { return C.GLint(v.Value) }
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func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d)", v) }
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func (v Program) String() string { return fmt.Sprintf("Program(%d)", v.Value) }
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func (v Shader) String() string { return fmt.Sprintf("Shader(%d)", v.Value) }
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func (v Buffer) String() string { return fmt.Sprintf("Buffer(%d)", v.Value) }
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func (v Framebuffer) String() string { return fmt.Sprintf("Framebuffer(%d)", v.Value) }
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func (v Renderbuffer) String() string { return fmt.Sprintf("Renderbuffer(%d)", v.Value) }
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func (v Texture) String() string { return fmt.Sprintf("Texture(%d)", v.Value) }
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func (v Uniform) String() string { return fmt.Sprintf("Uniform(%d)", v.Value) }
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