Also rename some files: types.go -> types_prod.go typesdebug.go -> types_debug.go (new file) types_common.go In discussing https://golang.org/cl/144480043/ crawshaw said: The third argument to glUniformMatrix* is "transpose." According to the linked documentation, which is usually better: "If transpose is GL_FALSE, each matrix is assumed to be supplied in column major order. If transpose is GL_TRUE, each matrix is assumed to be supplied in row major order." However, the documentation for OpenGL ES 2 doesn't bother even telling you, it just says that this parameter must always be set to GL_FALSE. So it's not supported on most Android devices. (Sadly the older documentation appears to have been discontinued.) So yes, GL seems to default to column-major, and the older GLES2 I'm targeting left the transpose argument in but doesn't support it. Hence I'm not exposing it through this API. LGTM=crawshaw R=crawshaw CC=golang-codereviews https://golang.org/cl/148690043
80 lines
2.5 KiB
Go
80 lines
2.5 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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//#cgo darwin LDFLAGS: -framework OpenGL
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//#cgo linux LDFLAGS: -lGLESv2
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//#include "gl2.h"
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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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