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mirror of synced 2025-02-18 20:46:30 +00:00
mobile/gl/types_prod.go
Nigel Tao 4f42fa989e go.mobile/gl: use column major ordering.
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
2014-10-09 14:00:00 +11:00

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2.5 KiB
Go

// 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"
// 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
}
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) }