diff options
Diffstat (limited to 'Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1')
3 files changed, 0 insertions, 6697 deletions
diff --git a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/funcs.cpp b/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/funcs.cpp deleted file mode 100644 index 7f9846760..000000000 --- a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/funcs.cpp +++ /dev/null @@ -1,1422 +0,0 @@ - -// ** file automatically generated by glgen -- do not edit manually ** - -#include <QOpenGLContext> -#include <QtGui/qopenglfunctions_3_1.h> - -#include "funcs.h" - -void *gl3_1_funcs() { - QOpenGLFunctions_3_1* funcs = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_1>(); - if (!funcs) { - return 0; - } - funcs->initializeOpenGLFunctions(); - return funcs; -} - - -void gl3_1_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glViewport(x, y, width, height); -} - -void gl3_1_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDepthRange(nearVal, farVal); -} - -GLboolean gl3_1_glIsEnabled(void *_glfuncs, GLenum cap) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsEnabled(cap); -} - -void gl3_1_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexLevelParameteriv(target, level, pname, params); -} - -void gl3_1_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexLevelParameterfv(target, level, pname, params); -} - -void gl3_1_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexParameteriv(target, pname, params); -} - -void gl3_1_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexParameterfv(target, pname, params); -} - -void gl3_1_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexImage(target, level, format, gltype, pixels); -} - -void gl3_1_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetIntegerv(pname, params); -} - -void gl3_1_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetFloatv(pname, params); -} - -GLenum gl3_1_glGetError(void *_glfuncs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glGetError(); -} - -void gl3_1_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetDoublev(pname, params); -} - -void gl3_1_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetBooleanv(pname, params); -} - -void gl3_1_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glReadPixels(x, y, width, height, format, gltype, pixels); -} - -void gl3_1_glReadBuffer(void *_glfuncs, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glReadBuffer(mode); -} - -void gl3_1_glPixelStorei(void *_glfuncs, GLenum pname, GLint param) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPixelStorei(pname, param); -} - -void gl3_1_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPixelStoref(pname, param); -} - -void gl3_1_glDepthFunc(void *_glfuncs, GLenum glfunc) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDepthFunc(glfunc); -} - -void gl3_1_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glStencilOp(fail, zfail, zpass); -} - -void gl3_1_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glStencilFunc(glfunc, ref, mask); -} - -void gl3_1_glLogicOp(void *_glfuncs, GLenum opcode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glLogicOp(opcode); -} - -void gl3_1_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBlendFunc(sfactor, dfactor); -} - -void gl3_1_glFlush(void *_glfuncs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFlush(); -} - -void gl3_1_glFinish(void *_glfuncs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFinish(); -} - -void gl3_1_glEnable(void *_glfuncs, GLenum cap) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glEnable(cap); -} - -void gl3_1_glDisable(void *_glfuncs, GLenum cap) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDisable(cap); -} - -void gl3_1_glDepthMask(void *_glfuncs, GLboolean flag) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDepthMask(flag); -} - -void gl3_1_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glColorMask(red, green, blue, alpha); -} - -void gl3_1_glStencilMask(void *_glfuncs, GLuint mask) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glStencilMask(mask); -} - -void gl3_1_glClearDepth(void *_glfuncs, GLdouble depth) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearDepth(depth); -} - -void gl3_1_glClearStencil(void *_glfuncs, GLint s) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearStencil(s); -} - -void gl3_1_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearColor(red, green, blue, alpha); -} - -void gl3_1_glClear(void *_glfuncs, GLbitfield mask) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClear(mask); -} - -void gl3_1_glDrawBuffer(void *_glfuncs, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawBuffer(mode); -} - -void gl3_1_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexImage2D(target, level, internalFormat, width, height, border, format, gltype, pixels); -} - -void gl3_1_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexImage1D(target, level, internalFormat, width, border, format, gltype, pixels); -} - -void gl3_1_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexParameteriv(target, pname, params); -} - -void gl3_1_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexParameteri(target, pname, param); -} - -void gl3_1_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexParameterfv(target, pname, params); -} - -void gl3_1_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexParameterf(target, pname, param); -} - -void gl3_1_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glScissor(x, y, width, height); -} - -void gl3_1_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPolygonMode(face, mode); -} - -void gl3_1_glPointSize(void *_glfuncs, GLfloat size) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPointSize(size); -} - -void gl3_1_glLineWidth(void *_glfuncs, GLfloat width) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glLineWidth(width); -} - -void gl3_1_glHint(void *_glfuncs, GLenum target, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glHint(target, mode); -} - -void gl3_1_glFrontFace(void *_glfuncs, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFrontFace(mode); -} - -void gl3_1_glCullFace(void *_glfuncs, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCullFace(mode); -} - -void gl3_1_glIndexubv(void *_glfuncs, const GLubyte* c) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glIndexubv(c); -} - -void gl3_1_glIndexub(void *_glfuncs, GLubyte c) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glIndexub(c); -} - -GLboolean gl3_1_glIsTexture(void *_glfuncs, GLuint texture) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsTexture(texture); -} - -void gl3_1_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenTextures(n, textures); -} - -void gl3_1_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteTextures(n, textures); -} - -void gl3_1_glBindTexture(void *_glfuncs, GLenum target, GLuint texture) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindTexture(target, texture); -} - -void gl3_1_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, gltype, pixels); -} - -void gl3_1_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexSubImage1D(target, level, xoffset, width, format, gltype, pixels); -} - -void gl3_1_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); -} - -void gl3_1_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCopyTexSubImage1D(target, level, xoffset, x, y, width); -} - -void gl3_1_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border); -} - -void gl3_1_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCopyTexImage1D(target, level, internalFormat, x, y, width, border); -} - -void gl3_1_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPolygonOffset(factor, units); -} - -void gl3_1_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawElements(mode, count, gltype, indices); -} - -void gl3_1_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawArrays(mode, first, count); -} - -void gl3_1_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); -} - -void gl3_1_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, gltype, pixels); -} - -void gl3_1_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, gltype, pixels); -} - -void gl3_1_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawRangeElements(mode, start, end, count, gltype, indices); -} - -void gl3_1_glBlendEquation(void *_glfuncs, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBlendEquation(mode); -} - -void gl3_1_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBlendColor(red, green, blue, alpha); -} - -void gl3_1_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetCompressedTexImage(target, level, img); -} - -void gl3_1_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); -} - -void gl3_1_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); -} - -void gl3_1_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); -} - -void gl3_1_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompressedTexImage1D(target, level, internalFormat, width, border, imageSize, data); -} - -void gl3_1_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompressedTexImage2D(target, level, internalFormat, width, height, border, imageSize, data); -} - -void gl3_1_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompressedTexImage3D(target, level, internalFormat, width, height, depth, border, imageSize, data); -} - -void gl3_1_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glSampleCoverage(value, invert); -} - -void gl3_1_glActiveTexture(void *_glfuncs, GLenum texture) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glActiveTexture(texture); -} - -void gl3_1_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPointParameteriv(pname, params); -} - -void gl3_1_glPointParameteri(void *_glfuncs, GLenum pname, GLint param) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPointParameteri(pname, param); -} - -void gl3_1_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPointParameterfv(pname, params); -} - -void gl3_1_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPointParameterf(pname, param); -} - -void gl3_1_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glMultiDrawArrays(mode, first, count, drawcount); -} - -void gl3_1_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); -} - -void gl3_1_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetBufferParameteriv(target, pname, params); -} - -GLboolean gl3_1_glUnmapBuffer(void *_glfuncs, GLenum target) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glUnmapBuffer(target); -} - -void gl3_1_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetBufferSubData(target, offset, size, data); -} - -void gl3_1_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBufferSubData(target, offset, size, data); -} - -void gl3_1_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBufferData(target, size, data, usage); -} - -GLboolean gl3_1_glIsBuffer(void *_glfuncs, GLuint buffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsBuffer(buffer); -} - -void gl3_1_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenBuffers(n, buffers); -} - -void gl3_1_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteBuffers(n, buffers); -} - -void gl3_1_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindBuffer(target, buffer); -} - -void gl3_1_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetQueryObjectuiv(id, pname, params); -} - -void gl3_1_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetQueryObjectiv(id, pname, params); -} - -void gl3_1_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetQueryiv(target, pname, params); -} - -void gl3_1_glEndQuery(void *_glfuncs, GLenum target) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glEndQuery(target); -} - -void gl3_1_glBeginQuery(void *_glfuncs, GLenum target, GLuint id) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBeginQuery(target, id); -} - -GLboolean gl3_1_glIsQuery(void *_glfuncs, GLuint id) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsQuery(id); -} - -void gl3_1_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteQueries(n, ids); -} - -void gl3_1_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenQueries(n, ids); -} - -void gl3_1_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glVertexAttribPointer(index, size, gltype, normalized, stride, offset); -} - -void gl3_1_glValidateProgram(void *_glfuncs, GLuint program) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glValidateProgram(program); -} - -void gl3_1_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix4fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix3fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix2fv(location, count, transpose, value); -} - -void gl3_1_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform4iv(location, count, value); -} - -void gl3_1_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform3iv(location, count, value); -} - -void gl3_1_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform2iv(location, count, value); -} - -void gl3_1_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform1iv(location, count, value); -} - -void gl3_1_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform4fv(location, count, value); -} - -void gl3_1_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform3fv(location, count, value); -} - -void gl3_1_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform2fv(location, count, value); -} - -void gl3_1_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform1fv(location, count, value); -} - -void gl3_1_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform4i(location, v0, v1, v2, v3); -} - -void gl3_1_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform3i(location, v0, v1, v2); -} - -void gl3_1_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform2i(location, v0, v1); -} - -void gl3_1_glUniform1i(void *_glfuncs, GLint location, GLint v0) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform1i(location, v0); -} - -void gl3_1_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform4f(location, v0, v1, v2, v3); -} - -void gl3_1_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform3f(location, v0, v1, v2); -} - -void gl3_1_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform2f(location, v0, v1); -} - -void gl3_1_glUniform1f(void *_glfuncs, GLint location, GLfloat v0) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform1f(location, v0); -} - -void gl3_1_glUseProgram(void *_glfuncs, GLuint program) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUseProgram(program); -} - -void gl3_1_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glShaderSource(shader, count, source, length); -} - -void gl3_1_glLinkProgram(void *_glfuncs, GLuint program) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glLinkProgram(program); -} - -GLboolean gl3_1_glIsShader(void *_glfuncs, GLuint shader) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsShader(shader); -} - -GLboolean gl3_1_glIsProgram(void *_glfuncs, GLuint program) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsProgram(program); -} - -void gl3_1_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetVertexAttribiv(index, pname, params); -} - -void gl3_1_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetVertexAttribfv(index, pname, params); -} - -void gl3_1_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetVertexAttribdv(index, pname, params); -} - -void gl3_1_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetUniformiv(program, location, params); -} - -void gl3_1_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetUniformfv(program, location, params); -} - -GLint gl3_1_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glGetUniformLocation(program, name); -} - -void gl3_1_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetShaderSource(shader, bufSize, length, source); -} - -void gl3_1_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetShaderInfoLog(shader, bufSize, length, infoLog); -} - -void gl3_1_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetShaderiv(shader, pname, params); -} - -void gl3_1_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetProgramInfoLog(program, bufSize, length, infoLog); -} - -void gl3_1_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetProgramiv(program, pname, params); -} - -GLint gl3_1_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glGetAttribLocation(program, name); -} - -void gl3_1_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetAttachedShaders(program, maxCount, count, obj); -} - -void gl3_1_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetActiveUniform(program, index, bufSize, length, size, gltype, name); -} - -void gl3_1_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetActiveAttrib(program, index, bufSize, length, size, gltype, name); -} - -void gl3_1_glEnableVertexAttribArray(void *_glfuncs, GLuint index) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glEnableVertexAttribArray(index); -} - -void gl3_1_glDisableVertexAttribArray(void *_glfuncs, GLuint index) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDisableVertexAttribArray(index); -} - -void gl3_1_glDetachShader(void *_glfuncs, GLuint program, GLuint shader) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDetachShader(program, shader); -} - -void gl3_1_glDeleteShader(void *_glfuncs, GLuint shader) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteShader(shader); -} - -void gl3_1_glDeleteProgram(void *_glfuncs, GLuint program) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteProgram(program); -} - -GLuint gl3_1_glCreateShader(void *_glfuncs, GLenum gltype) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glCreateShader(gltype); -} - -GLuint gl3_1_glCreateProgram(void *_glfuncs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glCreateProgram(); -} - -void gl3_1_glCompileShader(void *_glfuncs, GLuint shader) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCompileShader(shader); -} - -void gl3_1_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindAttribLocation(program, index, name); -} - -void gl3_1_glAttachShader(void *_glfuncs, GLuint program, GLuint shader) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glAttachShader(program, shader); -} - -void gl3_1_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glStencilMaskSeparate(face, mask); -} - -void gl3_1_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glStencilFuncSeparate(face, glfunc, ref, mask); -} - -void gl3_1_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glStencilOpSeparate(face, sfail, dpfail, dppass); -} - -void gl3_1_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawBuffers(n, bufs); -} - -void gl3_1_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBlendEquationSeparate(modeRGB, modeAlpha); -} - -void gl3_1_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix4x3fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix3x4fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix4x2fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix2x4fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix3x2fv(location, count, transpose, value); -} - -void gl3_1_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformMatrix2x3fv(location, count, transpose, value); -} - -GLboolean gl3_1_glIsVertexArray(void *_glfuncs, GLuint array) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsVertexArray(array); -} - -void gl3_1_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenVertexArrays(n, arrays); -} - -void gl3_1_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteVertexArrays(n, arrays); -} - -void gl3_1_glBindVertexArray(void *_glfuncs, GLuint array) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindVertexArray(array); -} - -void gl3_1_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFlushMappedBufferRange(target, offset, length); -} - -void gl3_1_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFramebufferTextureLayer(target, attachment, texture, level, layer); -} - -void gl3_1_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height); -} - -void gl3_1_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); -} - -void gl3_1_glGenerateMipmap(void *_glfuncs, GLenum target) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenerateMipmap(target); -} - -void gl3_1_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); -} - -void gl3_1_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); -} - -void gl3_1_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); -} - -void gl3_1_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFramebufferTexture2D(target, attachment, textarget, texture, level); -} - -void gl3_1_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glFramebufferTexture1D(target, attachment, textarget, texture, level); -} - -GLenum gl3_1_glCheckFramebufferStatus(void *_glfuncs, GLenum target) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glCheckFramebufferStatus(target); -} - -void gl3_1_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenFramebuffers(n, framebuffers); -} - -void gl3_1_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteFramebuffers(n, framebuffers); -} - -void gl3_1_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindFramebuffer(target, framebuffer); -} - -GLboolean gl3_1_glIsFramebuffer(void *_glfuncs, GLuint framebuffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsFramebuffer(framebuffer); -} - -void gl3_1_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetRenderbufferParameteriv(target, pname, params); -} - -void gl3_1_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glRenderbufferStorage(target, internalFormat, width, height); -} - -void gl3_1_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGenRenderbuffers(n, renderbuffers); -} - -void gl3_1_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDeleteRenderbuffers(n, renderbuffers); -} - -void gl3_1_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindRenderbuffer(target, renderbuffer); -} - -GLboolean gl3_1_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsRenderbuffer(renderbuffer); -} - -void gl3_1_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearBufferfi(buffer, drawbuffer, depth, stencil); -} - -void gl3_1_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearBufferfv(buffer, drawbuffer, value); -} - -void gl3_1_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearBufferuiv(buffer, drawbuffer, value); -} - -void gl3_1_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClearBufferiv(buffer, drawbuffer, value); -} - -void gl3_1_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexParameterIuiv(target, pname, params); -} - -void gl3_1_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTexParameterIiv(target, pname, params); -} - -void gl3_1_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexParameterIuiv(target, pname, params); -} - -void gl3_1_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexParameterIiv(target, pname, params); -} - -void gl3_1_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform4uiv(location, count, value); -} - -void gl3_1_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform3uiv(location, count, value); -} - -void gl3_1_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform2uiv(location, count, value); -} - -void gl3_1_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform1uiv(location, count, value); -} - -void gl3_1_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform4ui(location, v0, v1, v2, v3); -} - -void gl3_1_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform3ui(location, v0, v1, v2); -} - -void gl3_1_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform2ui(location, v0, v1); -} - -void gl3_1_glUniform1ui(void *_glfuncs, GLint location, GLuint v0) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniform1ui(location, v0); -} - -GLint gl3_1_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glGetFragDataLocation(program, name); -} - -void gl3_1_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindFragDataLocation(program, color, name); -} - -void gl3_1_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetUniformuiv(program, location, params); -} - -void gl3_1_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetVertexAttribIuiv(index, pname, params); -} - -void gl3_1_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetVertexAttribIiv(index, pname, params); -} - -void gl3_1_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glVertexAttribIPointer(index, size, gltype, stride, pointer); -} - -void gl3_1_glEndConditionalRender(void *_glfuncs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glEndConditionalRender(); -} - -void gl3_1_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBeginConditionalRender(id, mode); -} - -void gl3_1_glClampColor(void *_glfuncs, GLenum target, GLenum clamp) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glClampColor(target, clamp); -} - -void gl3_1_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetTransformFeedbackVarying(program, index, bufSize, length, size, gltype, name); -} - -void gl3_1_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindBufferBase(target, index, buffer); -} - -void gl3_1_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBindBufferRange(target, index, buffer, offset, size); -} - -void gl3_1_glEndTransformFeedback(void *_glfuncs) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glEndTransformFeedback(); -} - -void gl3_1_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glBeginTransformFeedback(primitiveMode); -} - -GLboolean gl3_1_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glIsEnabledi(target, index); -} - -void gl3_1_glDisablei(void *_glfuncs, GLenum target, GLuint index) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDisablei(target, index); -} - -void gl3_1_glEnablei(void *_glfuncs, GLenum target, GLuint index) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glEnablei(target, index); -} - -void gl3_1_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetIntegeri_v(target, index, data); -} - -void gl3_1_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetBooleani_v(target, index, data); -} - -void gl3_1_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glColorMaski(index, r, g, b, a); -} - -void gl3_1_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); -} - -void gl3_1_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glUniformBlockBinding(program, v0, v1); -} - -void gl3_1_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); -} - -void gl3_1_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); -} - -GLuint gl3_1_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - return _qglfuncs->glGetUniformBlockIndex(program, uniformBlockName); -} - -void gl3_1_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); -} - -void gl3_1_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); -} - -void gl3_1_glPrimitiveRestartIndex(void *_glfuncs, GLuint index) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glPrimitiveRestartIndex(index); -} - -void gl3_1_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glTexBuffer(target, internalFormat, buffer); -} - -void gl3_1_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawElementsInstanced(mode, count, gltype, indices, instancecount); -} - -void gl3_1_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount) -{ - QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast<QOpenGLFunctions_3_1*>(_glfuncs); - _qglfuncs->glDrawArraysInstanced(mode, first, count, instancecount); -} - diff --git a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/funcs.h b/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/funcs.h deleted file mode 100644 index b06680d6e..000000000 --- a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/funcs.h +++ /dev/null @@ -1,276 +0,0 @@ - -// ** file automatically generated by glgen -- do not edit manually ** - -#ifndef __cplusplus -#include <inttypes.h> -#include <stddef.h> -typedef unsigned int GLenum; -typedef unsigned char GLboolean; -typedef unsigned int GLbitfield; -typedef void GLvoid; -typedef char GLchar; -typedef signed char GLbyte; /* 1-byte signed */ -typedef short GLshort; /* 2-byte signed */ -typedef int GLint; /* 4-byte signed */ -typedef unsigned char GLubyte; /* 1-byte unsigned */ -typedef unsigned short GLushort; /* 2-byte unsigned */ -typedef unsigned int GLuint; /* 4-byte unsigned */ -typedef int GLsizei; /* 4-byte signed */ -typedef float GLfloat; /* single precision float */ -typedef float GLclampf; /* single precision float in [0,1] */ -typedef double GLdouble; /* double precision float */ -typedef double GLclampd; /* double precision float in [0,1] */ -typedef int64_t GLint64; -typedef uint64_t GLuint64; -typedef ptrdiff_t GLintptr; -typedef ptrdiff_t GLsizeiptr; -typedef ptrdiff_t GLintptrARB; -typedef ptrdiff_t GLsizeiptrARB; -typedef struct __GLsync *GLsync; -#endif - -#ifdef __cplusplus -extern "C" { -#endif - -void *gl3_1_funcs(); - -void gl3_1_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height); -void gl3_1_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal); -GLboolean gl3_1_glIsEnabled(void *_glfuncs, GLenum cap); -void gl3_1_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params); -void gl3_1_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params); -void gl3_1_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); -void gl3_1_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); -void gl3_1_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels); -void gl3_1_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params); -void gl3_1_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params); -GLenum gl3_1_glGetError(void *_glfuncs); -void gl3_1_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params); -void gl3_1_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params); -void gl3_1_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels); -void gl3_1_glReadBuffer(void *_glfuncs, GLenum mode); -void gl3_1_glPixelStorei(void *_glfuncs, GLenum pname, GLint param); -void gl3_1_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param); -void gl3_1_glDepthFunc(void *_glfuncs, GLenum glfunc); -void gl3_1_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass); -void gl3_1_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask); -void gl3_1_glLogicOp(void *_glfuncs, GLenum opcode); -void gl3_1_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor); -void gl3_1_glFlush(void *_glfuncs); -void gl3_1_glFinish(void *_glfuncs); -void gl3_1_glEnable(void *_glfuncs, GLenum cap); -void gl3_1_glDisable(void *_glfuncs, GLenum cap); -void gl3_1_glDepthMask(void *_glfuncs, GLboolean flag); -void gl3_1_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); -void gl3_1_glStencilMask(void *_glfuncs, GLuint mask); -void gl3_1_glClearDepth(void *_glfuncs, GLdouble depth); -void gl3_1_glClearStencil(void *_glfuncs, GLint s); -void gl3_1_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -void gl3_1_glClear(void *_glfuncs, GLbitfield mask); -void gl3_1_glDrawBuffer(void *_glfuncs, GLenum mode); -void gl3_1_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); -void gl3_1_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); -void gl3_1_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); -void gl3_1_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param); -void gl3_1_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); -void gl3_1_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param); -void gl3_1_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height); -void gl3_1_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode); -void gl3_1_glPointSize(void *_glfuncs, GLfloat size); -void gl3_1_glLineWidth(void *_glfuncs, GLfloat width); -void gl3_1_glHint(void *_glfuncs, GLenum target, GLenum mode); -void gl3_1_glFrontFace(void *_glfuncs, GLenum mode); -void gl3_1_glCullFace(void *_glfuncs, GLenum mode); -void gl3_1_glIndexubv(void *_glfuncs, const GLubyte* c); -void gl3_1_glIndexub(void *_glfuncs, GLubyte c); -GLboolean gl3_1_glIsTexture(void *_glfuncs, GLuint texture); -void gl3_1_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures); -void gl3_1_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures); -void gl3_1_glBindTexture(void *_glfuncs, GLenum target, GLuint texture); -void gl3_1_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels); -void gl3_1_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels); -void gl3_1_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -void gl3_1_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -void gl3_1_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -void gl3_1_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); -void gl3_1_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units); -void gl3_1_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices); -void gl3_1_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count); -void gl3_1_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -void gl3_1_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels); -void gl3_1_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); -void gl3_1_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices); -void gl3_1_glBlendEquation(void *_glfuncs, GLenum mode); -void gl3_1_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -void gl3_1_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img); -void gl3_1_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data); -void gl3_1_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); -void gl3_1_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data); -void gl3_1_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data); -void gl3_1_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); -void gl3_1_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); -void gl3_1_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert); -void gl3_1_glActiveTexture(void *_glfuncs, GLenum texture); -void gl3_1_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params); -void gl3_1_glPointParameteri(void *_glfuncs, GLenum pname, GLint param); -void gl3_1_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params); -void gl3_1_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param); -void gl3_1_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount); -void gl3_1_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); -void gl3_1_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); -GLboolean gl3_1_glUnmapBuffer(void *_glfuncs, GLenum target); -void gl3_1_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data); -void gl3_1_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); -void gl3_1_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); -GLboolean gl3_1_glIsBuffer(void *_glfuncs, GLuint buffer); -void gl3_1_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers); -void gl3_1_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers); -void gl3_1_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer); -void gl3_1_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params); -void gl3_1_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params); -void gl3_1_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); -void gl3_1_glEndQuery(void *_glfuncs, GLenum target); -void gl3_1_glBeginQuery(void *_glfuncs, GLenum target, GLuint id); -GLboolean gl3_1_glIsQuery(void *_glfuncs, GLuint id); -void gl3_1_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids); -void gl3_1_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids); -void gl3_1_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset); -void gl3_1_glValidateProgram(void *_glfuncs, GLuint program); -void gl3_1_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); -void gl3_1_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); -void gl3_1_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); -void gl3_1_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); -void gl3_1_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); -void gl3_1_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); -void gl3_1_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); -void gl3_1_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); -void gl3_1_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -void gl3_1_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2); -void gl3_1_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1); -void gl3_1_glUniform1i(void *_glfuncs, GLint location, GLint v0); -void gl3_1_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -void gl3_1_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -void gl3_1_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1); -void gl3_1_glUniform1f(void *_glfuncs, GLint location, GLfloat v0); -void gl3_1_glUseProgram(void *_glfuncs, GLuint program); -void gl3_1_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length); -void gl3_1_glLinkProgram(void *_glfuncs, GLuint program); -GLboolean gl3_1_glIsShader(void *_glfuncs, GLuint shader); -GLboolean gl3_1_glIsProgram(void *_glfuncs, GLuint program); -void gl3_1_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params); -void gl3_1_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params); -void gl3_1_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params); -void gl3_1_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params); -void gl3_1_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params); -GLint gl3_1_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name); -void gl3_1_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source); -void gl3_1_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -void gl3_1_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params); -void gl3_1_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -void gl3_1_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params); -GLint gl3_1_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name); -void gl3_1_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj); -void gl3_1_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name); -void gl3_1_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name); -void gl3_1_glEnableVertexAttribArray(void *_glfuncs, GLuint index); -void gl3_1_glDisableVertexAttribArray(void *_glfuncs, GLuint index); -void gl3_1_glDetachShader(void *_glfuncs, GLuint program, GLuint shader); -void gl3_1_glDeleteShader(void *_glfuncs, GLuint shader); -void gl3_1_glDeleteProgram(void *_glfuncs, GLuint program); -GLuint gl3_1_glCreateShader(void *_glfuncs, GLenum gltype); -GLuint gl3_1_glCreateProgram(void *_glfuncs); -void gl3_1_glCompileShader(void *_glfuncs, GLuint shader); -void gl3_1_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name); -void gl3_1_glAttachShader(void *_glfuncs, GLuint program, GLuint shader); -void gl3_1_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask); -void gl3_1_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask); -void gl3_1_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); -void gl3_1_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs); -void gl3_1_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha); -void gl3_1_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -void gl3_1_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -GLboolean gl3_1_glIsVertexArray(void *_glfuncs, GLuint array); -void gl3_1_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays); -void gl3_1_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays); -void gl3_1_glBindVertexArray(void *_glfuncs, GLuint array); -void gl3_1_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length); -void gl3_1_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); -void gl3_1_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height); -void gl3_1_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -void gl3_1_glGenerateMipmap(void *_glfuncs, GLenum target); -void gl3_1_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params); -void gl3_1_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -void gl3_1_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); -void gl3_1_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -void gl3_1_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -GLenum gl3_1_glCheckFramebufferStatus(void *_glfuncs, GLenum target); -void gl3_1_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers); -void gl3_1_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers); -void gl3_1_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer); -GLboolean gl3_1_glIsFramebuffer(void *_glfuncs, GLuint framebuffer); -void gl3_1_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); -void gl3_1_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height); -void gl3_1_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers); -void gl3_1_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers); -void gl3_1_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer); -GLboolean gl3_1_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer); -void gl3_1_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); -void gl3_1_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value); -void gl3_1_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value); -void gl3_1_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value); -void gl3_1_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params); -void gl3_1_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); -void gl3_1_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params); -void gl3_1_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); -void gl3_1_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); -void gl3_1_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); -void gl3_1_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); -void gl3_1_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); -void gl3_1_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -void gl3_1_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2); -void gl3_1_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1); -void gl3_1_glUniform1ui(void *_glfuncs, GLint location, GLuint v0); -GLint gl3_1_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name); -void gl3_1_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name); -void gl3_1_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params); -void gl3_1_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params); -void gl3_1_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params); -void gl3_1_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); -void gl3_1_glEndConditionalRender(void *_glfuncs); -void gl3_1_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode); -void gl3_1_glClampColor(void *_glfuncs, GLenum target, GLenum clamp); -void gl3_1_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name); -void gl3_1_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer); -void gl3_1_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -void gl3_1_glEndTransformFeedback(void *_glfuncs); -void gl3_1_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode); -GLboolean gl3_1_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index); -void gl3_1_glDisablei(void *_glfuncs, GLenum target, GLuint index); -void gl3_1_glEnablei(void *_glfuncs, GLenum target, GLuint index); -void gl3_1_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data); -void gl3_1_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data); -void gl3_1_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); -void gl3_1_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -void gl3_1_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1); -void gl3_1_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); -void gl3_1_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); -GLuint gl3_1_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName); -void gl3_1_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); -void gl3_1_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); -void gl3_1_glPrimitiveRestartIndex(void *_glfuncs, GLuint index); -void gl3_1_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer); -void gl3_1_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount); -void gl3_1_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount); - - -#ifdef __cplusplus -} // extern "C" -#endif diff --git a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/gl.go b/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/gl.go deleted file mode 100644 index 495e07b3c..000000000 --- a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.1/gl.go +++ /dev/null @@ -1,4999 +0,0 @@ -// ** file automatically generated by glgen -- do not edit manually ** - -package GL - -// #cgo CXXFLAGS: -std=c++0x -pedantic-errors -Wall -fno-strict-aliasing -// #cgo LDFLAGS: -lstdc++ -// #cgo pkg-config: Qt5Core Qt5OpenGL -// -// #include "funcs.h" -// -// void free(void*); -// -import "C" - -import ( - "fmt" - "reflect" - "unsafe" - - "gopkg.in/qml.v1/gl/glbase" -) - -// API returns a value that offers methods matching the OpenGL version 3.1 API. -// -// The returned API must not be used after the provided OpenGL context becomes invalid. -func API(context glbase.Contexter) *GL { - gl := &GL{} - gl.funcs = C.gl3_1_funcs() - if gl.funcs == nil { - panic(fmt.Errorf("OpenGL version 3.1 is not available")) - } - return gl -} - -// GL implements the OpenGL version 3.1 API. Values of this -// type must be created via the API function, and it must not be used after -// the associated OpenGL context becomes invalid. -type GL struct { - funcs unsafe.Pointer -} - -const ( - FALSE = 0 - TRUE = 1 - NONE = 0 - - BYTE = 0x1400 - UNSIGNED_BYTE = 0x1401 - SHORT = 0x1402 - UNSIGNED_SHORT = 0x1403 - INT = 0x1404 - UNSIGNED_INT = 0x1405 - FLOAT = 0x1406 - N2_BYTES = 0x1407 - N3_BYTES = 0x1408 - N4_BYTES = 0x1409 - DOUBLE = 0x140A - HALF_FLOAT = 0x140B - - ACCUM = 0x0100 - LOAD = 0x0101 - RETURN = 0x0102 - MULT = 0x0103 - ADD = 0x0104 - - ACCUM_BUFFER_BIT = 0x00000200 - ALL_ATTRIB_BITS = 0xFFFFFFFF - COLOR_BUFFER_BIT = 0x00004000 - CURRENT_BIT = 0x00000001 - DEPTH_BUFFER_BIT = 0x00000100 - ENABLE_BIT = 0x00002000 - EVAL_BIT = 0x00010000 - FOG_BIT = 0x00000080 - HINT_BIT = 0x00008000 - LIGHTING_BIT = 0x00000040 - LINE_BIT = 0x00000004 - LIST_BIT = 0x00020000 - MULTISAMPLE_BIT = 0x20000000 - PIXEL_MODE_BIT = 0x00000020 - POINT_BIT = 0x00000002 - POLYGON_BIT = 0x00000008 - POLYGON_STIPPLE_BIT = 0x00000010 - SCISSOR_BIT = 0x00080000 - STENCIL_BUFFER_BIT = 0x00000400 - TEXTURE_BIT = 0x00040000 - TRANSFORM_BIT = 0x00001000 - VIEWPORT_BIT = 0x00000800 - - ALWAYS = 0x0207 - EQUAL = 0x0202 - GEQUAL = 0x0206 - GREATER = 0x0204 - LEQUAL = 0x0203 - LESS = 0x0201 - NEVER = 0x0200 - NOTEQUAL = 0x0205 - - LOGIC_OP = 0x0BF1 - - DST_ALPHA = 0x0304 - ONE = 1 - ONE_MINUS_DST_ALPHA = 0x0305 - ONE_MINUS_SRC_ALPHA = 0x0303 - ONE_MINUS_SRC_COLOR = 0x0301 - SRC_ALPHA = 0x0302 - SRC_COLOR = 0x0300 - ZERO = 0 - - DST_COLOR = 0x0306 - ONE_MINUS_DST_COLOR = 0x0307 - SRC_ALPHA_SATURATE = 0x0308 - - CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF - CLIENT_PIXEL_STORE_BIT = 0x00000001 - CLIENT_VERTEX_ARRAY_BIT = 0x00000002 - - CLIP_DISTANCE0 = 0x3000 - CLIP_DISTANCE1 = 0x3001 - CLIP_DISTANCE2 = 0x3002 - CLIP_DISTANCE3 = 0x3003 - CLIP_DISTANCE4 = 0x3004 - CLIP_DISTANCE5 = 0x3005 - CLIP_DISTANCE6 = 0x3006 - CLIP_DISTANCE7 = 0x3007 - CLIP_PLANE0 = 0x3000 - CLIP_PLANE1 = 0x3001 - CLIP_PLANE2 = 0x3002 - CLIP_PLANE3 = 0x3003 - CLIP_PLANE4 = 0x3004 - CLIP_PLANE5 = 0x3005 - - BACK = 0x0405 - FRONT = 0x0404 - FRONT_AND_BACK = 0x0408 - - AMBIENT = 0x1200 - AMBIENT_AND_DIFFUSE = 0x1602 - DIFFUSE = 0x1201 - EMISSION = 0x1600 - SPECULAR = 0x1202 - - CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x00000001 - - AUX0 = 0x0409 - AUX1 = 0x040A - AUX2 = 0x040B - AUX3 = 0x040C - BACK_LEFT = 0x0402 - BACK_RIGHT = 0x0403 - FRONT_LEFT = 0x0400 - FRONT_RIGHT = 0x0401 - LEFT = 0x0406 - RIGHT = 0x0407 - - ALPHA_TEST = 0x0BC0 - AUTO_NORMAL = 0x0D80 - BLEND = 0x0BE2 - COLOR_ARRAY = 0x8076 - COLOR_LOGIC_OP = 0x0BF2 - COLOR_MATERIAL = 0x0B57 - CULL_FACE = 0x0B44 - DEPTH_TEST = 0x0B71 - DITHER = 0x0BD0 - EDGE_FLAG_ARRAY = 0x8079 - FOG = 0x0B60 - INDEX_ARRAY = 0x8077 - INDEX_LOGIC_OP = 0x0BF1 - LIGHT0 = 0x4000 - LIGHT1 = 0x4001 - LIGHT2 = 0x4002 - LIGHT3 = 0x4003 - LIGHT4 = 0x4004 - LIGHT5 = 0x4005 - LIGHT6 = 0x4006 - LIGHT7 = 0x4007 - LIGHTING = 0x0B50 - LINE_SMOOTH = 0x0B20 - LINE_STIPPLE = 0x0B24 - MAP1_COLOR_4 = 0x0D90 - MAP1_INDEX = 0x0D91 - MAP1_NORMAL = 0x0D92 - MAP1_TEXTURE_COORD_1 = 0x0D93 - MAP1_TEXTURE_COORD_2 = 0x0D94 - MAP1_TEXTURE_COORD_3 = 0x0D95 - MAP1_TEXTURE_COORD_4 = 0x0D96 - MAP1_VERTEX_3 = 0x0D97 - MAP1_VERTEX_4 = 0x0D98 - MAP2_COLOR_4 = 0x0DB0 - MAP2_INDEX = 0x0DB1 - MAP2_NORMAL = 0x0DB2 - MAP2_TEXTURE_COORD_1 = 0x0DB3 - MAP2_TEXTURE_COORD_2 = 0x0DB4 - MAP2_TEXTURE_COORD_3 = 0x0DB5 - MAP2_TEXTURE_COORD_4 = 0x0DB6 - MAP2_VERTEX_3 = 0x0DB7 - MAP2_VERTEX_4 = 0x0DB8 - NORMALIZE = 0x0BA1 - NORMAL_ARRAY = 0x8075 - POINT_SMOOTH = 0x0B10 - POLYGON_OFFSET_FILL = 0x8037 - POLYGON_OFFSET_LINE = 0x2A02 - POLYGON_OFFSET_POINT = 0x2A01 - POLYGON_SMOOTH = 0x0B41 - POLYGON_STIPPLE = 0x0B42 - SCISSOR_TEST = 0x0C11 - STENCIL_TEST = 0x0B90 - TEXTURE_1D = 0x0DE0 - TEXTURE_2D = 0x0DE1 - TEXTURE_COORD_ARRAY = 0x8078 - TEXTURE_GEN_Q = 0x0C63 - TEXTURE_GEN_R = 0x0C62 - TEXTURE_GEN_S = 0x0C60 - TEXTURE_GEN_T = 0x0C61 - VERTEX_ARRAY = 0x8074 - - INVALID_ENUM = 0x0500 - INVALID_FRAMEBUFFER_OPERATION = 0x0506 - INVALID_OPERATION = 0x0502 - INVALID_VALUE = 0x0501 - NO_ERROR = 0 - OUT_OF_MEMORY = 0x0505 - STACK_OVERFLOW = 0x0503 - STACK_UNDERFLOW = 0x0504 - - N2D = 0x0600 - N3D = 0x0601 - N3D_COLOR = 0x0602 - N3D_COLOR_TEXTURE = 0x0603 - N4D_COLOR_TEXTURE = 0x0604 - - BITMAP_TOKEN = 0x0704 - COPY_PIXEL_TOKEN = 0x0706 - DRAW_PIXEL_TOKEN = 0x0705 - LINE_RESET_TOKEN = 0x0707 - LINE_TOKEN = 0x0702 - PASS_THROUGH_TOKEN = 0x0700 - POINT_TOKEN = 0x0701 - POLYGON_TOKEN = 0x0703 - - EXP = 0x0800 - EXP2 = 0x0801 - LINEAR = 0x2601 - - FOG_COLOR = 0x0B66 - FOG_DENSITY = 0x0B62 - FOG_END = 0x0B64 - FOG_INDEX = 0x0B61 - FOG_MODE = 0x0B65 - FOG_START = 0x0B63 - - CCW = 0x0901 - CW = 0x0900 - - COEFF = 0x0A00 - DOMAIN = 0x0A02 - ORDER = 0x0A01 - - PIXEL_MAP_A_TO_A = 0x0C79 - PIXEL_MAP_B_TO_B = 0x0C78 - PIXEL_MAP_G_TO_G = 0x0C77 - PIXEL_MAP_I_TO_A = 0x0C75 - PIXEL_MAP_I_TO_B = 0x0C74 - PIXEL_MAP_I_TO_G = 0x0C73 - PIXEL_MAP_I_TO_I = 0x0C70 - PIXEL_MAP_I_TO_R = 0x0C72 - PIXEL_MAP_R_TO_R = 0x0C76 - PIXEL_MAP_S_TO_S = 0x0C71 - - ACCUM_ALPHA_BITS = 0x0D5B - ACCUM_BLUE_BITS = 0x0D5A - ACCUM_CLEAR_VALUE = 0x0B80 - ACCUM_GREEN_BITS = 0x0D59 - ACCUM_RED_BITS = 0x0D58 - ALIASED_LINE_WIDTH_RANGE = 0x846E - ALIASED_POINT_SIZE_RANGE = 0x846D - ALPHA_BIAS = 0x0D1D - ALPHA_BITS = 0x0D55 - ALPHA_SCALE = 0x0D1C - ALPHA_TEST_FUNC = 0x0BC1 - ALPHA_TEST_REF = 0x0BC2 - ATTRIB_STACK_DEPTH = 0x0BB0 - AUX_BUFFERS = 0x0C00 - BLEND_DST = 0x0BE0 - BLEND_SRC = 0x0BE1 - BLUE_BIAS = 0x0D1B - BLUE_BITS = 0x0D54 - BLUE_SCALE = 0x0D1A - CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1 - COLOR_ARRAY_SIZE = 0x8081 - COLOR_ARRAY_STRIDE = 0x8083 - COLOR_ARRAY_TYPE = 0x8082 - COLOR_CLEAR_VALUE = 0x0C22 - COLOR_MATERIAL_FACE = 0x0B55 - COLOR_MATERIAL_PARAMETER = 0x0B56 - COLOR_WRITEMASK = 0x0C23 - CULL_FACE_MODE = 0x0B45 - CURRENT_COLOR = 0x0B00 - CURRENT_INDEX = 0x0B01 - CURRENT_NORMAL = 0x0B02 - CURRENT_RASTER_COLOR = 0x0B04 - CURRENT_RASTER_DISTANCE = 0x0B09 - CURRENT_RASTER_INDEX = 0x0B05 - CURRENT_RASTER_POSITION = 0x0B07 - CURRENT_RASTER_POSITION_VALID = 0x0B08 - CURRENT_RASTER_TEXTURE_COORDS = 0x0B06 - CURRENT_TEXTURE_COORDS = 0x0B03 - DEPTH_BIAS = 0x0D1F - DEPTH_BITS = 0x0D56 - DEPTH_CLEAR_VALUE = 0x0B73 - DEPTH_FUNC = 0x0B74 - DEPTH_RANGE = 0x0B70 - DEPTH_SCALE = 0x0D1E - DEPTH_WRITEMASK = 0x0B72 - DOUBLEBUFFER = 0x0C32 - DRAW_BUFFER = 0x0C01 - EDGE_FLAG = 0x0B43 - EDGE_FLAG_ARRAY_STRIDE = 0x808C - FEEDBACK_BUFFER_SIZE = 0x0DF1 - FEEDBACK_BUFFER_TYPE = 0x0DF2 - FOG_HINT = 0x0C54 - FRONT_FACE = 0x0B46 - GREEN_BIAS = 0x0D19 - GREEN_BITS = 0x0D53 - GREEN_SCALE = 0x0D18 - INDEX_ARRAY_STRIDE = 0x8086 - INDEX_ARRAY_TYPE = 0x8085 - INDEX_BITS = 0x0D51 - INDEX_CLEAR_VALUE = 0x0C20 - INDEX_MODE = 0x0C30 - INDEX_OFFSET = 0x0D13 - INDEX_SHIFT = 0x0D12 - INDEX_WRITEMASK = 0x0C21 - LIGHT_MODEL_AMBIENT = 0x0B53 - LIGHT_MODEL_COLOR_CONTROL = 0x81F8 - LIGHT_MODEL_LOCAL_VIEWER = 0x0B51 - LIGHT_MODEL_TWO_SIDE = 0x0B52 - LINE_SMOOTH_HINT = 0x0C52 - LINE_STIPPLE_PATTERN = 0x0B25 - LINE_STIPPLE_REPEAT = 0x0B26 - LINE_WIDTH = 0x0B21 - LINE_WIDTH_GRANULARITY = 0x0B23 - LINE_WIDTH_RANGE = 0x0B22 - LIST_BASE = 0x0B32 - LIST_INDEX = 0x0B33 - LIST_MODE = 0x0B30 - LOGIC_OP_MODE = 0x0BF0 - MAP1_GRID_DOMAIN = 0x0DD0 - MAP1_GRID_SEGMENTS = 0x0DD1 - MAP2_GRID_DOMAIN = 0x0DD2 - MAP2_GRID_SEGMENTS = 0x0DD3 - MAP_COLOR = 0x0D10 - MAP_STENCIL = 0x0D11 - MATRIX_MODE = 0x0BA0 - MAX_ATTRIB_STACK_DEPTH = 0x0D35 - MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B - MAX_CLIP_DISTANCES = 0x0D32 - MAX_CLIP_PLANES = 0x0D32 - MAX_EVAL_ORDER = 0x0D30 - MAX_LIGHTS = 0x0D31 - MAX_LIST_NESTING = 0x0B31 - MAX_MODELVIEW_STACK_DEPTH = 0x0D36 - MAX_NAME_STACK_DEPTH = 0x0D37 - MAX_PIXEL_MAP_TABLE = 0x0D34 - MAX_PROJECTION_STACK_DEPTH = 0x0D38 - MAX_TEXTURE_SIZE = 0x0D33 - MAX_TEXTURE_STACK_DEPTH = 0x0D39 - MAX_VIEWPORT_DIMS = 0x0D3A - MODELVIEW_MATRIX = 0x0BA6 - MODELVIEW_STACK_DEPTH = 0x0BA3 - NAME_STACK_DEPTH = 0x0D70 - NORMAL_ARRAY_STRIDE = 0x807F - NORMAL_ARRAY_TYPE = 0x807E - PACK_ALIGNMENT = 0x0D05 - PACK_LSB_FIRST = 0x0D01 - PACK_ROW_LENGTH = 0x0D02 - PACK_SKIP_PIXELS = 0x0D04 - PACK_SKIP_ROWS = 0x0D03 - PACK_SWAP_BYTES = 0x0D00 - PERSPECTIVE_CORRECTION_HINT = 0x0C50 - PIXEL_MAP_A_TO_A_SIZE = 0x0CB9 - PIXEL_MAP_B_TO_B_SIZE = 0x0CB8 - PIXEL_MAP_G_TO_G_SIZE = 0x0CB7 - PIXEL_MAP_I_TO_A_SIZE = 0x0CB5 - PIXEL_MAP_I_TO_B_SIZE = 0x0CB4 - PIXEL_MAP_I_TO_G_SIZE = 0x0CB3 - PIXEL_MAP_I_TO_I_SIZE = 0x0CB0 - PIXEL_MAP_I_TO_R_SIZE = 0x0CB2 - PIXEL_MAP_R_TO_R_SIZE = 0x0CB6 - PIXEL_MAP_S_TO_S_SIZE = 0x0CB1 - POINT_SIZE = 0x0B11 - POINT_SIZE_GRANULARITY = 0x0B13 - POINT_SIZE_RANGE = 0x0B12 - POINT_SMOOTH_HINT = 0x0C51 - POLYGON_MODE = 0x0B40 - POLYGON_OFFSET_FACTOR = 0x8038 - POLYGON_OFFSET_UNITS = 0x2A00 - POLYGON_SMOOTH_HINT = 0x0C53 - PROJECTION_MATRIX = 0x0BA7 - PROJECTION_STACK_DEPTH = 0x0BA4 - READ_BUFFER = 0x0C02 - RED_BIAS = 0x0D15 - RED_BITS = 0x0D52 - RED_SCALE = 0x0D14 - RENDER_MODE = 0x0C40 - RGBA_MODE = 0x0C31 - SCISSOR_BOX = 0x0C10 - SELECTION_BUFFER_SIZE = 0x0DF4 - SHADE_MODEL = 0x0B54 - SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23 - SMOOTH_LINE_WIDTH_RANGE = 0x0B22 - SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13 - SMOOTH_POINT_SIZE_RANGE = 0x0B12 - STENCIL_BITS = 0x0D57 - STENCIL_CLEAR_VALUE = 0x0B91 - STENCIL_FAIL = 0x0B94 - STENCIL_FUNC = 0x0B92 - STENCIL_PASS_DEPTH_FAIL = 0x0B95 - STENCIL_PASS_DEPTH_PASS = 0x0B96 - STENCIL_REF = 0x0B97 - STENCIL_VALUE_MASK = 0x0B93 - STENCIL_WRITEMASK = 0x0B98 - STEREO = 0x0C33 - SUBPIXEL_BITS = 0x0D50 - TEXTURE_BINDING_1D = 0x8068 - TEXTURE_BINDING_2D = 0x8069 - TEXTURE_BINDING_3D = 0x806A - TEXTURE_COORD_ARRAY_SIZE = 0x8088 - TEXTURE_COORD_ARRAY_STRIDE = 0x808A - TEXTURE_COORD_ARRAY_TYPE = 0x8089 - TEXTURE_MATRIX = 0x0BA8 - TEXTURE_STACK_DEPTH = 0x0BA5 - UNPACK_ALIGNMENT = 0x0CF5 - UNPACK_LSB_FIRST = 0x0CF1 - UNPACK_ROW_LENGTH = 0x0CF2 - UNPACK_SKIP_PIXELS = 0x0CF4 - UNPACK_SKIP_ROWS = 0x0CF3 - UNPACK_SWAP_BYTES = 0x0CF0 - VERTEX_ARRAY_SIZE = 0x807A - VERTEX_ARRAY_STRIDE = 0x807C - VERTEX_ARRAY_TYPE = 0x807B - VIEWPORT = 0x0BA2 - ZOOM_X = 0x0D16 - ZOOM_Y = 0x0D17 - - COLOR_ARRAY_POINTER = 0x8090 - EDGE_FLAG_ARRAY_POINTER = 0x8093 - FEEDBACK_BUFFER_POINTER = 0x0DF0 - INDEX_ARRAY_POINTER = 0x8091 - NORMAL_ARRAY_POINTER = 0x808F - SELECTION_BUFFER_POINTER = 0x0DF3 - TEXTURE_COORD_ARRAY_POINTER = 0x8092 - VERTEX_ARRAY_POINTER = 0x808E - - TEXTURE_ALPHA_SIZE = 0x805F - TEXTURE_BLUE_SIZE = 0x805E - TEXTURE_BORDER = 0x1005 - TEXTURE_BORDER_COLOR = 0x1004 - TEXTURE_COMPONENTS = 0x1003 - TEXTURE_GREEN_SIZE = 0x805D - TEXTURE_HEIGHT = 0x1001 - TEXTURE_INTENSITY_SIZE = 0x8061 - TEXTURE_INTERNAL_FORMAT = 0x1003 - TEXTURE_LUMINANCE_SIZE = 0x8060 - TEXTURE_MAG_FILTER = 0x2800 - TEXTURE_MIN_FILTER = 0x2801 - TEXTURE_PRIORITY = 0x8066 - TEXTURE_RED_SIZE = 0x805C - TEXTURE_RESIDENT = 0x8067 - TEXTURE_WIDTH = 0x1000 - TEXTURE_WRAP_S = 0x2802 - TEXTURE_WRAP_T = 0x2803 - - DONT_CARE = 0x1100 - FASTEST = 0x1101 - NICEST = 0x1102 - - FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B - GENERATE_MIPMAP_HINT = 0x8192 - TEXTURE_COMPRESSION_HINT = 0x84EF - - C3F_V3F = 0x2A24 - C4F_N3F_V3F = 0x2A26 - C4UB_V2F = 0x2A22 - C4UB_V3F = 0x2A23 - N3F_V3F = 0x2A25 - T2F_C3F_V3F = 0x2A2A - T2F_C4F_N3F_V3F = 0x2A2C - T2F_C4UB_V3F = 0x2A29 - T2F_N3F_V3F = 0x2A2B - T2F_V3F = 0x2A27 - T4F_C4F_N3F_V4F = 0x2A2D - T4F_V4F = 0x2A28 - V2F = 0x2A20 - V3F = 0x2A21 - - MODULATE = 0x2100 - REPLACE = 0x1E01 - - SEPARATE_SPECULAR_COLOR = 0x81FA - SINGLE_COLOR = 0x81F9 - - CONSTANT_ATTENUATION = 0x1207 - LINEAR_ATTENUATION = 0x1208 - POSITION = 0x1203 - QUADRATIC_ATTENUATION = 0x1209 - SPOT_CUTOFF = 0x1206 - SPOT_DIRECTION = 0x1204 - SPOT_EXPONENT = 0x1205 - - COMPILE = 0x1300 - COMPILE_AND_EXECUTE = 0x1301 - - AND = 0x1501 - AND_INVERTED = 0x1504 - AND_REVERSE = 0x1502 - CLEAR = 0x1500 - COPY = 0x1503 - COPY_INVERTED = 0x150C - EQUIV = 0x1509 - INVERT = 0x150A - NAND = 0x150E - NOOP = 0x1505 - NOR = 0x1508 - OR = 0x1507 - OR_INVERTED = 0x150D - OR_REVERSE = 0x150B - SET = 0x150F - XOR = 0x1506 - - MAP_FLUSH_EXPLICIT_BIT = 0x0010 - MAP_INVALIDATE_BUFFER_BIT = 0x0008 - MAP_INVALIDATE_RANGE_BIT = 0x0004 - MAP_READ_BIT = 0x0001 - MAP_UNSYNCHRONIZED_BIT = 0x0020 - MAP_WRITE_BIT = 0x0002 - - COLOR_INDEXES = 0x1603 - SHININESS = 0x1601 - - MODELVIEW = 0x1700 - PROJECTION = 0x1701 - TEXTURE = 0x1702 - - LINE = 0x1B01 - POINT = 0x1B00 - - FILL = 0x1B02 - - COLOR = 0x1800 - DEPTH = 0x1801 - STENCIL = 0x1802 - - ALPHA = 0x1906 - BLUE = 0x1905 - COLOR_INDEX = 0x1900 - DEPTH_COMPONENT = 0x1902 - GREEN = 0x1904 - LUMINANCE = 0x1909 - LUMINANCE_ALPHA = 0x190A - RED = 0x1903 - RGB = 0x1907 - RGBA = 0x1908 - STENCIL_INDEX = 0x1901 - - ALPHA12 = 0x803D - ALPHA16 = 0x803E - ALPHA4 = 0x803B - ALPHA8 = 0x803C - INTENSITY = 0x8049 - INTENSITY12 = 0x804C - INTENSITY16 = 0x804D - INTENSITY4 = 0x804A - INTENSITY8 = 0x804B - LUMINANCE12 = 0x8041 - LUMINANCE12_ALPHA12 = 0x8047 - LUMINANCE12_ALPHA4 = 0x8046 - LUMINANCE16 = 0x8042 - LUMINANCE16_ALPHA16 = 0x8048 - LUMINANCE4 = 0x803F - LUMINANCE4_ALPHA4 = 0x8043 - LUMINANCE6_ALPHA2 = 0x8044 - LUMINANCE8 = 0x8040 - LUMINANCE8_ALPHA8 = 0x8045 - R3_G3_B2 = 0x2A10 - RGB10 = 0x8052 - RGB10_A2 = 0x8059 - RGB12 = 0x8053 - RGB16 = 0x8054 - RGB4 = 0x804F - RGB5 = 0x8050 - RGB5_A1 = 0x8057 - RGB8 = 0x8051 - RGBA12 = 0x805A - RGBA16 = 0x805B - RGBA2 = 0x8055 - RGBA4 = 0x8056 - RGBA8 = 0x8058 - - PACK_IMAGE_HEIGHT = 0x806C - PACK_SKIP_IMAGES = 0x806B - UNPACK_IMAGE_HEIGHT = 0x806E - UNPACK_SKIP_IMAGES = 0x806D - - BITMAP = 0x1A00 - UNSIGNED_BYTE_3_3_2 = 0x8032 - UNSIGNED_INT_10_10_10_2 = 0x8036 - UNSIGNED_INT_8_8_8_8 = 0x8035 - UNSIGNED_SHORT_4_4_4_4 = 0x8033 - UNSIGNED_SHORT_5_5_5_1 = 0x8034 - - POINT_DISTANCE_ATTENUATION = 0x8129 - POINT_FADE_THRESHOLD_SIZE = 0x8128 - POINT_SIZE_MAX = 0x8127 - POINT_SIZE_MIN = 0x8126 - - LINES = 0x0001 - LINE_LOOP = 0x0002 - LINE_STRIP = 0x0003 - POINTS = 0x0000 - POLYGON = 0x0009 - QUADS = 0x0007 - QUAD_STRIP = 0x0008 - TRIANGLES = 0x0004 - TRIANGLE_FAN = 0x0006 - TRIANGLE_STRIP = 0x0005 - - FEEDBACK = 0x1C01 - RENDER = 0x1C00 - SELECT = 0x1C02 - - FLAT = 0x1D00 - SMOOTH = 0x1D01 - - DECR = 0x1E03 - INCR = 0x1E02 - KEEP = 0x1E00 - - EXTENSIONS = 0x1F03 - RENDERER = 0x1F01 - VENDOR = 0x1F00 - VERSION = 0x1F02 - - S = 0x2000 - T = 0x2001 - R = 0x2002 - Q = 0x2003 - - DECAL = 0x2101 - - TEXTURE_ENV_COLOR = 0x2201 - TEXTURE_ENV_MODE = 0x2200 - - TEXTURE_ENV = 0x2300 - - EYE_LINEAR = 0x2400 - OBJECT_LINEAR = 0x2401 - SPHERE_MAP = 0x2402 - - EYE_PLANE = 0x2502 - OBJECT_PLANE = 0x2501 - TEXTURE_GEN_MODE = 0x2500 - - NEAREST = 0x2600 - - LINEAR_MIPMAP_LINEAR = 0x2703 - LINEAR_MIPMAP_NEAREST = 0x2701 - NEAREST_MIPMAP_LINEAR = 0x2702 - NEAREST_MIPMAP_NEAREST = 0x2700 - - GENERATE_MIPMAP = 0x8191 - TEXTURE_WRAP_R = 0x8072 - - PROXY_TEXTURE_1D = 0x8063 - PROXY_TEXTURE_2D = 0x8064 - PROXY_TEXTURE_3D = 0x8070 - TEXTURE_3D = 0x806F - TEXTURE_BASE_LEVEL = 0x813C - TEXTURE_MAX_LEVEL = 0x813D - TEXTURE_MAX_LOD = 0x813B - TEXTURE_MIN_LOD = 0x813A - - CLAMP = 0x2900 - CLAMP_TO_BORDER = 0x812D - CLAMP_TO_EDGE = 0x812F - REPEAT = 0x2901 - - INVALID_INDEX = 0xFFFFFFFF - CONSTANT_COLOR = 0x8001 - ONE_MINUS_CONSTANT_COLOR = 0x8002 - CONSTANT_ALPHA = 0x8003 - ONE_MINUS_CONSTANT_ALPHA = 0x8004 - FUNC_ADD = 0x8006 - MIN = 0x8007 - MAX = 0x8008 - BLEND_EQUATION_RGB = 0x8009 - FUNC_SUBTRACT = 0x800A - FUNC_REVERSE_SUBTRACT = 0x800B - RESCALE_NORMAL = 0x803A - TEXTURE_DEPTH = 0x8071 - MAX_3D_TEXTURE_SIZE = 0x8073 - MULTISAMPLE = 0x809D - SAMPLE_ALPHA_TO_COVERAGE = 0x809E - SAMPLE_ALPHA_TO_ONE = 0x809F - SAMPLE_COVERAGE = 0x80A0 - SAMPLE_BUFFERS = 0x80A8 - SAMPLES = 0x80A9 - SAMPLE_COVERAGE_VALUE = 0x80AA - SAMPLE_COVERAGE_INVERT = 0x80AB - BLEND_DST_RGB = 0x80C8 - BLEND_SRC_RGB = 0x80C9 - BLEND_DST_ALPHA = 0x80CA - BLEND_SRC_ALPHA = 0x80CB - BGR = 0x80E0 - BGRA = 0x80E1 - MAX_ELEMENTS_VERTICES = 0x80E8 - MAX_ELEMENTS_INDICES = 0x80E9 - DEPTH_COMPONENT16 = 0x81A5 - DEPTH_COMPONENT24 = 0x81A6 - DEPTH_COMPONENT32 = 0x81A7 - FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210 - FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211 - FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212 - FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213 - FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214 - FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215 - FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216 - FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217 - FRAMEBUFFER_DEFAULT = 0x8218 - FRAMEBUFFER_UNDEFINED = 0x8219 - DEPTH_STENCIL_ATTACHMENT = 0x821A - MAJOR_VERSION = 0x821B - MINOR_VERSION = 0x821C - NUM_EXTENSIONS = 0x821D - CONTEXT_FLAGS = 0x821E - COMPRESSED_RED = 0x8225 - COMPRESSED_RG = 0x8226 - RG = 0x8227 - RG_INTEGER = 0x8228 - R8 = 0x8229 - R16 = 0x822A - RG8 = 0x822B - RG16 = 0x822C - R16F = 0x822D - R32F = 0x822E - RG16F = 0x822F - RG32F = 0x8230 - R8I = 0x8231 - R8UI = 0x8232 - R16I = 0x8233 - R16UI = 0x8234 - R32I = 0x8235 - R32UI = 0x8236 - RG8I = 0x8237 - RG8UI = 0x8238 - RG16I = 0x8239 - RG16UI = 0x823A - RG32I = 0x823B - RG32UI = 0x823C - UNSIGNED_BYTE_2_3_3_REV = 0x8362 - UNSIGNED_SHORT_5_6_5 = 0x8363 - UNSIGNED_SHORT_5_6_5_REV = 0x8364 - UNSIGNED_SHORT_4_4_4_4_REV = 0x8365 - UNSIGNED_SHORT_1_5_5_5_REV = 0x8366 - UNSIGNED_INT_8_8_8_8_REV = 0x8367 - UNSIGNED_INT_2_10_10_10_REV = 0x8368 - MIRRORED_REPEAT = 0x8370 - FOG_COORDINATE_SOURCE = 0x8450 - FOG_COORD_SRC = 0x8450 - FOG_COORDINATE = 0x8451 - FOG_COORD = 0x8451 - FRAGMENT_DEPTH = 0x8452 - CURRENT_FOG_COORDINATE = 0x8453 - CURRENT_FOG_COORD = 0x8453 - FOG_COORDINATE_ARRAY_TYPE = 0x8454 - FOG_COORD_ARRAY_TYPE = 0x8454 - FOG_COORDINATE_ARRAY_STRIDE = 0x8455 - FOG_COORD_ARRAY_STRIDE = 0x8455 - FOG_COORDINATE_ARRAY_POINTER = 0x8456 - FOG_COORD_ARRAY_POINTER = 0x8456 - FOG_COORDINATE_ARRAY = 0x8457 - FOG_COORD_ARRAY = 0x8457 - COLOR_SUM = 0x8458 - CURRENT_SECONDARY_COLOR = 0x8459 - SECONDARY_COLOR_ARRAY_SIZE = 0x845A - SECONDARY_COLOR_ARRAY_TYPE = 0x845B - SECONDARY_COLOR_ARRAY_STRIDE = 0x845C - SECONDARY_COLOR_ARRAY_POINTER = 0x845D - SECONDARY_COLOR_ARRAY = 0x845E - CURRENT_RASTER_SECONDARY_COLOR = 0x845F - TEXTURE0 = 0x84C0 - TEXTURE1 = 0x84C1 - TEXTURE2 = 0x84C2 - TEXTURE3 = 0x84C3 - TEXTURE4 = 0x84C4 - TEXTURE5 = 0x84C5 - TEXTURE6 = 0x84C6 - TEXTURE7 = 0x84C7 - TEXTURE8 = 0x84C8 - TEXTURE9 = 0x84C9 - TEXTURE10 = 0x84CA - TEXTURE11 = 0x84CB - TEXTURE12 = 0x84CC - TEXTURE13 = 0x84CD - TEXTURE14 = 0x84CE - TEXTURE15 = 0x84CF - TEXTURE16 = 0x84D0 - TEXTURE17 = 0x84D1 - TEXTURE18 = 0x84D2 - TEXTURE19 = 0x84D3 - TEXTURE20 = 0x84D4 - TEXTURE21 = 0x84D5 - TEXTURE22 = 0x84D6 - TEXTURE23 = 0x84D7 - TEXTURE24 = 0x84D8 - TEXTURE25 = 0x84D9 - TEXTURE26 = 0x84DA - TEXTURE27 = 0x84DB - TEXTURE28 = 0x84DC - TEXTURE29 = 0x84DD - TEXTURE30 = 0x84DE - TEXTURE31 = 0x84DF - ACTIVE_TEXTURE = 0x84E0 - CLIENT_ACTIVE_TEXTURE = 0x84E1 - MAX_TEXTURE_UNITS = 0x84E2 - TRANSPOSE_MODELVIEW_MATRIX = 0x84E3 - TRANSPOSE_PROJECTION_MATRIX = 0x84E4 - TRANSPOSE_TEXTURE_MATRIX = 0x84E5 - TRANSPOSE_COLOR_MATRIX = 0x84E6 - SUBTRACT = 0x84E7 - MAX_RENDERBUFFER_SIZE = 0x84E8 - COMPRESSED_ALPHA = 0x84E9 - COMPRESSED_LUMINANCE = 0x84EA - COMPRESSED_LUMINANCE_ALPHA = 0x84EB - COMPRESSED_INTENSITY = 0x84EC - COMPRESSED_RGB = 0x84ED - COMPRESSED_RGBA = 0x84EE - TEXTURE_RECTANGLE = 0x84F5 - TEXTURE_BINDING_RECTANGLE = 0x84F6 - PROXY_TEXTURE_RECTANGLE = 0x84F7 - MAX_RECTANGLE_TEXTURE_SIZE = 0x84F8 - DEPTH_STENCIL = 0x84F9 - UNSIGNED_INT_24_8 = 0x84FA - MAX_TEXTURE_LOD_BIAS = 0x84FD - TEXTURE_FILTER_CONTROL = 0x8500 - TEXTURE_LOD_BIAS = 0x8501 - INCR_WRAP = 0x8507 - DECR_WRAP = 0x8508 - NORMAL_MAP = 0x8511 - REFLECTION_MAP = 0x8512 - TEXTURE_CUBE_MAP = 0x8513 - TEXTURE_BINDING_CUBE_MAP = 0x8514 - TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 - TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 - TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 - TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 - TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 - TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A - PROXY_TEXTURE_CUBE_MAP = 0x851B - MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C - COMBINE = 0x8570 - COMBINE_RGB = 0x8571 - COMBINE_ALPHA = 0x8572 - RGB_SCALE = 0x8573 - ADD_SIGNED = 0x8574 - INTERPOLATE = 0x8575 - CONSTANT = 0x8576 - PRIMARY_COLOR = 0x8577 - PREVIOUS = 0x8578 - SOURCE0_RGB = 0x8580 - SRC0_RGB = 0x8580 - SOURCE1_RGB = 0x8581 - SRC1_RGB = 0x8581 - SOURCE2_RGB = 0x8582 - SRC2_RGB = 0x8582 - SOURCE0_ALPHA = 0x8588 - SRC0_ALPHA = 0x8588 - SOURCE1_ALPHA = 0x8589 - SRC1_ALPHA = 0x8589 - SOURCE2_ALPHA = 0x858A - SRC2_ALPHA = 0x858A - OPERAND0_RGB = 0x8590 - OPERAND1_RGB = 0x8591 - OPERAND2_RGB = 0x8592 - OPERAND0_ALPHA = 0x8598 - OPERAND1_ALPHA = 0x8599 - OPERAND2_ALPHA = 0x859A - VERTEX_ARRAY_BINDING = 0x85B5 - VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 - VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 - VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 - VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 - CURRENT_VERTEX_ATTRIB = 0x8626 - VERTEX_PROGRAM_POINT_SIZE = 0x8642 - VERTEX_PROGRAM_TWO_SIDE = 0x8643 - VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 - TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0 - TEXTURE_COMPRESSED = 0x86A1 - NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 - COMPRESSED_TEXTURE_FORMATS = 0x86A3 - DOT3_RGB = 0x86AE - DOT3_RGBA = 0x86AF - BUFFER_SIZE = 0x8764 - BUFFER_USAGE = 0x8765 - STENCIL_BACK_FUNC = 0x8800 - STENCIL_BACK_FAIL = 0x8801 - STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 - STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 - RGBA32F = 0x8814 - RGB32F = 0x8815 - RGBA16F = 0x881A - RGB16F = 0x881B - MAX_DRAW_BUFFERS = 0x8824 - DRAW_BUFFER0 = 0x8825 - DRAW_BUFFER1 = 0x8826 - DRAW_BUFFER2 = 0x8827 - DRAW_BUFFER3 = 0x8828 - DRAW_BUFFER4 = 0x8829 - DRAW_BUFFER5 = 0x882A - DRAW_BUFFER6 = 0x882B - DRAW_BUFFER7 = 0x882C - DRAW_BUFFER8 = 0x882D - DRAW_BUFFER9 = 0x882E - DRAW_BUFFER10 = 0x882F - DRAW_BUFFER11 = 0x8830 - DRAW_BUFFER12 = 0x8831 - DRAW_BUFFER13 = 0x8832 - DRAW_BUFFER14 = 0x8833 - DRAW_BUFFER15 = 0x8834 - BLEND_EQUATION_ALPHA = 0x883D - TEXTURE_DEPTH_SIZE = 0x884A - DEPTH_TEXTURE_MODE = 0x884B - TEXTURE_COMPARE_MODE = 0x884C - TEXTURE_COMPARE_FUNC = 0x884D - COMPARE_R_TO_TEXTURE = 0x884E - COMPARE_REF_TO_TEXTURE = 0x884E - POINT_SPRITE = 0x8861 - COORD_REPLACE = 0x8862 - QUERY_COUNTER_BITS = 0x8864 - CURRENT_QUERY = 0x8865 - QUERY_RESULT = 0x8866 - QUERY_RESULT_AVAILABLE = 0x8867 - MAX_VERTEX_ATTRIBS = 0x8869 - VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A - MAX_TEXTURE_COORDS = 0x8871 - MAX_TEXTURE_IMAGE_UNITS = 0x8872 - ARRAY_BUFFER = 0x8892 - ELEMENT_ARRAY_BUFFER = 0x8893 - ARRAY_BUFFER_BINDING = 0x8894 - ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 - VERTEX_ARRAY_BUFFER_BINDING = 0x8896 - NORMAL_ARRAY_BUFFER_BINDING = 0x8897 - COLOR_ARRAY_BUFFER_BINDING = 0x8898 - INDEX_ARRAY_BUFFER_BINDING = 0x8899 - TEXTURE_COORD_ARRAY_BUFFER_BINDING = 0x889A - EDGE_FLAG_ARRAY_BUFFER_BINDING = 0x889B - SECONDARY_COLOR_ARRAY_BUFFER_BINDING = 0x889C - FOG_COORDINATE_ARRAY_BUFFER_BINDING = 0x889D - FOG_COORD_ARRAY_BUFFER_BINDING = 0x889D - WEIGHT_ARRAY_BUFFER_BINDING = 0x889E - VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F - READ_ONLY = 0x88B8 - WRITE_ONLY = 0x88B9 - READ_WRITE = 0x88BA - BUFFER_ACCESS = 0x88BB - BUFFER_MAPPED = 0x88BC - BUFFER_MAP_POINTER = 0x88BD - STREAM_DRAW = 0x88E0 - STREAM_READ = 0x88E1 - STREAM_COPY = 0x88E2 - STATIC_DRAW = 0x88E4 - STATIC_READ = 0x88E5 - STATIC_COPY = 0x88E6 - DYNAMIC_DRAW = 0x88E8 - DYNAMIC_READ = 0x88E9 - DYNAMIC_COPY = 0x88EA - PIXEL_PACK_BUFFER = 0x88EB - PIXEL_UNPACK_BUFFER = 0x88EC - PIXEL_PACK_BUFFER_BINDING = 0x88ED - PIXEL_UNPACK_BUFFER_BINDING = 0x88EF - DEPTH24_STENCIL8 = 0x88F0 - TEXTURE_STENCIL_SIZE = 0x88F1 - VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD - MAX_ARRAY_TEXTURE_LAYERS = 0x88FF - MIN_PROGRAM_TEXEL_OFFSET = 0x8904 - MAX_PROGRAM_TEXEL_OFFSET = 0x8905 - SAMPLES_PASSED = 0x8914 - CLAMP_VERTEX_COLOR = 0x891A - CLAMP_FRAGMENT_COLOR = 0x891B - CLAMP_READ_COLOR = 0x891C - FIXED_ONLY = 0x891D - UNIFORM_BUFFER = 0x8A11 - UNIFORM_BUFFER_BINDING = 0x8A28 - UNIFORM_BUFFER_START = 0x8A29 - UNIFORM_BUFFER_SIZE = 0x8A2A - MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B - MAX_GEOMETRY_UNIFORM_BLOCKS = 0x8A2C - MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D - MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E - MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F - MAX_UNIFORM_BLOCK_SIZE = 0x8A30 - MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31 - MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = 0x8A32 - MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33 - UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34 - ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = 0x8A35 - ACTIVE_UNIFORM_BLOCKS = 0x8A36 - UNIFORM_TYPE = 0x8A37 - UNIFORM_SIZE = 0x8A38 - UNIFORM_NAME_LENGTH = 0x8A39 - UNIFORM_BLOCK_INDEX = 0x8A3A - UNIFORM_OFFSET = 0x8A3B - UNIFORM_ARRAY_STRIDE = 0x8A3C - UNIFORM_MATRIX_STRIDE = 0x8A3D - UNIFORM_IS_ROW_MAJOR = 0x8A3E - UNIFORM_BLOCK_BINDING = 0x8A3F - UNIFORM_BLOCK_DATA_SIZE = 0x8A40 - UNIFORM_BLOCK_NAME_LENGTH = 0x8A41 - UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42 - UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43 - UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44 - UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = 0x8A45 - UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46 - FRAGMENT_SHADER = 0x8B30 - VERTEX_SHADER = 0x8B31 - MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 - MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A - MAX_VARYING_FLOATS = 0x8B4B - MAX_VARYING_COMPONENTS = 0x8B4B - MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C - MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D - SHADER_TYPE = 0x8B4F - FLOAT_VEC2 = 0x8B50 - FLOAT_VEC3 = 0x8B51 - FLOAT_VEC4 = 0x8B52 - INT_VEC2 = 0x8B53 - INT_VEC3 = 0x8B54 - INT_VEC4 = 0x8B55 - BOOL = 0x8B56 - BOOL_VEC2 = 0x8B57 - BOOL_VEC3 = 0x8B58 - BOOL_VEC4 = 0x8B59 - FLOAT_MAT2 = 0x8B5A - FLOAT_MAT3 = 0x8B5B - FLOAT_MAT4 = 0x8B5C - SAMPLER_1D = 0x8B5D - SAMPLER_2D = 0x8B5E - SAMPLER_3D = 0x8B5F - SAMPLER_CUBE = 0x8B60 - SAMPLER_1D_SHADOW = 0x8B61 - SAMPLER_2D_SHADOW = 0x8B62 - SAMPLER_2D_RECT = 0x8B63 - SAMPLER_2D_RECT_SHADOW = 0x8B64 - FLOAT_MAT2x3 = 0x8B65 - FLOAT_MAT2x4 = 0x8B66 - FLOAT_MAT3x2 = 0x8B67 - FLOAT_MAT3x4 = 0x8B68 - FLOAT_MAT4x2 = 0x8B69 - FLOAT_MAT4x3 = 0x8B6A - DELETE_STATUS = 0x8B80 - COMPILE_STATUS = 0x8B81 - LINK_STATUS = 0x8B82 - VALIDATE_STATUS = 0x8B83 - INFO_LOG_LENGTH = 0x8B84 - ATTACHED_SHADERS = 0x8B85 - ACTIVE_UNIFORMS = 0x8B86 - ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 - SHADER_SOURCE_LENGTH = 0x8B88 - ACTIVE_ATTRIBUTES = 0x8B89 - ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A - SHADING_LANGUAGE_VERSION = 0x8B8C - CURRENT_PROGRAM = 0x8B8D - TEXTURE_RED_TYPE = 0x8C10 - TEXTURE_GREEN_TYPE = 0x8C11 - TEXTURE_BLUE_TYPE = 0x8C12 - TEXTURE_ALPHA_TYPE = 0x8C13 - TEXTURE_DEPTH_TYPE = 0x8C16 - UNSIGNED_NORMALIZED = 0x8C17 - TEXTURE_1D_ARRAY = 0x8C18 - PROXY_TEXTURE_1D_ARRAY = 0x8C19 - TEXTURE_2D_ARRAY = 0x8C1A - PROXY_TEXTURE_2D_ARRAY = 0x8C1B - TEXTURE_BINDING_1D_ARRAY = 0x8C1C - TEXTURE_BINDING_2D_ARRAY = 0x8C1D - TEXTURE_BUFFER = 0x8C2A - MAX_TEXTURE_BUFFER_SIZE = 0x8C2B - TEXTURE_BINDING_BUFFER = 0x8C2C - TEXTURE_BUFFER_DATA_STORE_BINDING = 0x8C2D - R11F_G11F_B10F = 0x8C3A - UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B - RGB9_E5 = 0x8C3D - UNSIGNED_INT_5_9_9_9_REV = 0x8C3E - TEXTURE_SHARED_SIZE = 0x8C3F - SRGB = 0x8C40 - SRGB8 = 0x8C41 - SRGB_ALPHA = 0x8C42 - SRGB8_ALPHA8 = 0x8C43 - SLUMINANCE_ALPHA = 0x8C44 - SLUMINANCE8_ALPHA8 = 0x8C45 - SLUMINANCE = 0x8C46 - SLUMINANCE8 = 0x8C47 - COMPRESSED_SRGB = 0x8C48 - COMPRESSED_SRGB_ALPHA = 0x8C49 - COMPRESSED_SLUMINANCE = 0x8C4A - COMPRESSED_SLUMINANCE_ALPHA = 0x8C4B - TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = 0x8C76 - TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F - MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80 - TRANSFORM_FEEDBACK_VARYINGS = 0x8C83 - TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84 - TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85 - PRIMITIVES_GENERATED = 0x8C87 - TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88 - RASTERIZER_DISCARD = 0x8C89 - MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A - MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B - INTERLEAVED_ATTRIBS = 0x8C8C - SEPARATE_ATTRIBS = 0x8C8D - TRANSFORM_FEEDBACK_BUFFER = 0x8C8E - TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F - POINT_SPRITE_COORD_ORIGIN = 0x8CA0 - LOWER_LEFT = 0x8CA1 - UPPER_LEFT = 0x8CA2 - STENCIL_BACK_REF = 0x8CA3 - STENCIL_BACK_VALUE_MASK = 0x8CA4 - STENCIL_BACK_WRITEMASK = 0x8CA5 - DRAW_FRAMEBUFFER_BINDING = 0x8CA6 - FRAMEBUFFER_BINDING = 0x8CA6 - RENDERBUFFER_BINDING = 0x8CA7 - READ_FRAMEBUFFER = 0x8CA8 - DRAW_FRAMEBUFFER = 0x8CA9 - READ_FRAMEBUFFER_BINDING = 0x8CAA - RENDERBUFFER_SAMPLES = 0x8CAB - DEPTH_COMPONENT32F = 0x8CAC - DEPTH32F_STENCIL8 = 0x8CAD - FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 - FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 - FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 - FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 - FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4 - FRAMEBUFFER_COMPLETE = 0x8CD5 - FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 - FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 - FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = 0x8CDB - FRAMEBUFFER_INCOMPLETE_READ_BUFFER = 0x8CDC - FRAMEBUFFER_UNSUPPORTED = 0x8CDD - MAX_COLOR_ATTACHMENTS = 0x8CDF - COLOR_ATTACHMENT0 = 0x8CE0 - COLOR_ATTACHMENT1 = 0x8CE1 - COLOR_ATTACHMENT2 = 0x8CE2 - COLOR_ATTACHMENT3 = 0x8CE3 - COLOR_ATTACHMENT4 = 0x8CE4 - COLOR_ATTACHMENT5 = 0x8CE5 - COLOR_ATTACHMENT6 = 0x8CE6 - COLOR_ATTACHMENT7 = 0x8CE7 - COLOR_ATTACHMENT8 = 0x8CE8 - COLOR_ATTACHMENT9 = 0x8CE9 - COLOR_ATTACHMENT10 = 0x8CEA - COLOR_ATTACHMENT11 = 0x8CEB - COLOR_ATTACHMENT12 = 0x8CEC - COLOR_ATTACHMENT13 = 0x8CED - COLOR_ATTACHMENT14 = 0x8CEE - COLOR_ATTACHMENT15 = 0x8CEF - DEPTH_ATTACHMENT = 0x8D00 - STENCIL_ATTACHMENT = 0x8D20 - FRAMEBUFFER = 0x8D40 - RENDERBUFFER = 0x8D41 - RENDERBUFFER_WIDTH = 0x8D42 - RENDERBUFFER_HEIGHT = 0x8D43 - RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 - STENCIL_INDEX1 = 0x8D46 - STENCIL_INDEX4 = 0x8D47 - STENCIL_INDEX8 = 0x8D48 - STENCIL_INDEX16 = 0x8D49 - RENDERBUFFER_RED_SIZE = 0x8D50 - RENDERBUFFER_GREEN_SIZE = 0x8D51 - RENDERBUFFER_BLUE_SIZE = 0x8D52 - RENDERBUFFER_ALPHA_SIZE = 0x8D53 - RENDERBUFFER_DEPTH_SIZE = 0x8D54 - RENDERBUFFER_STENCIL_SIZE = 0x8D55 - FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56 - MAX_SAMPLES = 0x8D57 - RGBA32UI = 0x8D70 - RGB32UI = 0x8D71 - RGBA16UI = 0x8D76 - RGB16UI = 0x8D77 - RGBA8UI = 0x8D7C - RGB8UI = 0x8D7D - RGBA32I = 0x8D82 - RGB32I = 0x8D83 - RGBA16I = 0x8D88 - RGB16I = 0x8D89 - RGBA8I = 0x8D8E - RGB8I = 0x8D8F - RED_INTEGER = 0x8D94 - GREEN_INTEGER = 0x8D95 - BLUE_INTEGER = 0x8D96 - ALPHA_INTEGER = 0x8D97 - RGB_INTEGER = 0x8D98 - RGBA_INTEGER = 0x8D99 - BGR_INTEGER = 0x8D9A - BGRA_INTEGER = 0x8D9B - FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD - FRAMEBUFFER_SRGB = 0x8DB9 - COMPRESSED_RED_RGTC1 = 0x8DBB - COMPRESSED_SIGNED_RED_RGTC1 = 0x8DBC - COMPRESSED_RG_RGTC2 = 0x8DBD - COMPRESSED_SIGNED_RG_RGTC2 = 0x8DBE - SAMPLER_1D_ARRAY = 0x8DC0 - SAMPLER_2D_ARRAY = 0x8DC1 - SAMPLER_BUFFER = 0x8DC2 - SAMPLER_1D_ARRAY_SHADOW = 0x8DC3 - SAMPLER_2D_ARRAY_SHADOW = 0x8DC4 - SAMPLER_CUBE_SHADOW = 0x8DC5 - UNSIGNED_INT_VEC2 = 0x8DC6 - UNSIGNED_INT_VEC3 = 0x8DC7 - UNSIGNED_INT_VEC4 = 0x8DC8 - INT_SAMPLER_1D = 0x8DC9 - INT_SAMPLER_2D = 0x8DCA - INT_SAMPLER_3D = 0x8DCB - INT_SAMPLER_CUBE = 0x8DCC - INT_SAMPLER_2D_RECT = 0x8DCD - INT_SAMPLER_1D_ARRAY = 0x8DCE - INT_SAMPLER_2D_ARRAY = 0x8DCF - INT_SAMPLER_BUFFER = 0x8DD0 - UNSIGNED_INT_SAMPLER_1D = 0x8DD1 - UNSIGNED_INT_SAMPLER_2D = 0x8DD2 - UNSIGNED_INT_SAMPLER_3D = 0x8DD3 - UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4 - UNSIGNED_INT_SAMPLER_2D_RECT = 0x8DD5 - UNSIGNED_INT_SAMPLER_1D_ARRAY = 0x8DD6 - UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7 - UNSIGNED_INT_SAMPLER_BUFFER = 0x8DD8 - QUERY_WAIT = 0x8E13 - QUERY_NO_WAIT = 0x8E14 - QUERY_BY_REGION_WAIT = 0x8E15 - QUERY_BY_REGION_NO_WAIT = 0x8E16 - COPY_READ_BUFFER = 0x8F36 - COPY_WRITE_BUFFER = 0x8F37 - R8_SNORM = 0x8F94 - RG8_SNORM = 0x8F95 - RGB8_SNORM = 0x8F96 - RGBA8_SNORM = 0x8F97 - R16_SNORM = 0x8F98 - RG16_SNORM = 0x8F99 - RGB16_SNORM = 0x8F9A - RGBA16_SNORM = 0x8F9B - SIGNED_NORMALIZED = 0x8F9C - PRIMITIVE_RESTART = 0x8F9D - PRIMITIVE_RESTART_INDEX = 0x8F9E - BUFFER_ACCESS_FLAGS = 0x911F - BUFFER_MAP_LENGTH = 0x9120 - BUFFER_MAP_OFFSET = 0x9121 -) - -// https://www.opengl.org/sdk/docs/man3/xhtml/glViewport.xml -func (gl *GL) Viewport(x, y, width, height int) { - C.gl3_1_glViewport(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) -} - -// DepthRange specifies the mapping of depth values from normalized device -// coordinates to window coordinates. -// -// Parameter nearVal specifies the mapping of the near clipping plane to window -// coordinates (defaults to 0), while farVal specifies the mapping of the far -// clipping plane to window coordinates (defaults to 1). -// -// After clipping and division by w, depth coordinates range from -1 to 1, -// corresponding to the near and far clipping planes. DepthRange specifies a -// linear mapping of the normalized depth coordinates in this range to window -// depth coordinates. Regardless of the actual depth buffer implementation, -// window coordinate depth values are treated as though they range from 0 through 1 -// (like color components). Thus, the values accepted by DepthRange are both -// clamped to this range before they are accepted. -// -// The default setting of (0, 1) maps the near plane to 0 and the far plane to 1. -// With this mapping, the depth buffer range is fully utilized. -// -// It is not necessary that nearVal be less than farVal. Reverse mappings such as -// nearVal 1, and farVal 0 are acceptable. -// -// GL.INVALID_OPERATION is generated if DepthRange is executed between the -// execution of Begin and the corresponding execution of End. -func (gl *GL) DepthRange(nearVal, farVal float64) { - C.gl3_1_glDepthRange(gl.funcs, C.GLdouble(nearVal), C.GLdouble(farVal)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsEnabled.xml -func (gl *GL) IsEnabled(cap glbase.Enum) bool { - glresult := C.gl3_1_glIsEnabled(gl.funcs, C.GLenum(cap)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexLevelParameteriv.xml -func (gl *GL) GetTexLevelParameteriv(target glbase.Enum, level int, pname glbase.Enum, params []int32) { - C.gl3_1_glGetTexLevelParameteriv(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexLevelParameterfv.xml -func (gl *GL) GetTexLevelParameterfv(target glbase.Enum, level int, pname glbase.Enum, params []float32) { - C.gl3_1_glGetTexLevelParameterfv(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameteriv.xml -func (gl *GL) GetTexParameteriv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glGetTexParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterfv.xml -func (gl *GL) GetTexParameterfv(target, pname glbase.Enum, params []float32) { - C.gl3_1_glGetTexParameterfv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexImage.xml -func (gl *GL) GetTexImage(target glbase.Enum, level int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glGetTexImage(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetIntegerv.xml -func (gl *GL) GetIntegerv(pname glbase.Enum, params []int32) { - C.gl3_1_glGetIntegerv(gl.funcs, C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetFloatv.xml -func (gl *GL) GetFloatv(pname glbase.Enum, params []float32) { - C.gl3_1_glGetFloatv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetError.xml -func (gl *GL) GetError() glbase.Enum { - glresult := C.gl3_1_glGetError(gl.funcs) - return glbase.Enum(glresult) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetDoublev.xml -func (gl *GL) GetDoublev(pname glbase.Enum, params []float64) { - C.gl3_1_glGetDoublev(gl.funcs, C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBooleanv.xml -func (gl *GL) GetBooleanv(pname glbase.Enum, params []bool) { - C.gl3_1_glGetBooleanv(gl.funcs, C.GLenum(pname), (*C.GLboolean)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glReadPixels.xml -func (gl *GL) ReadPixels(x, y, width, height int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glReadPixels(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glReadBuffer.xml -func (gl *GL) ReadBuffer(mode glbase.Enum) { - C.gl3_1_glReadBuffer(gl.funcs, C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPixelStorei.xml -func (gl *GL) PixelStorei(pname glbase.Enum, param int32) { - C.gl3_1_glPixelStorei(gl.funcs, C.GLenum(pname), C.GLint(param)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPixelStoref.xml -func (gl *GL) PixelStoref(pname glbase.Enum, param float32) { - C.gl3_1_glPixelStoref(gl.funcs, C.GLenum(pname), C.GLfloat(param)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDepthFunc.xml -func (gl *GL) DepthFunc(glfunc glbase.Enum) { - C.gl3_1_glDepthFunc(gl.funcs, C.GLenum(glfunc)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilOp.xml -func (gl *GL) StencilOp(fail, zfail, zpass glbase.Enum) { - C.gl3_1_glStencilOp(gl.funcs, C.GLenum(fail), C.GLenum(zfail), C.GLenum(zpass)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilFunc.xml -func (gl *GL) StencilFunc(glfunc glbase.Enum, ref int32, mask uint32) { - C.gl3_1_glStencilFunc(gl.funcs, C.GLenum(glfunc), C.GLint(ref), C.GLuint(mask)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glLogicOp.xml -func (gl *GL) LogicOp(opcode glbase.Enum) { - C.gl3_1_glLogicOp(gl.funcs, C.GLenum(opcode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendFunc.xml -func (gl *GL) BlendFunc(sfactor, dfactor glbase.Enum) { - C.gl3_1_glBlendFunc(gl.funcs, C.GLenum(sfactor), C.GLenum(dfactor)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFlush.xml -func (gl *GL) Flush() { - C.gl3_1_glFlush(gl.funcs) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFinish.xml -func (gl *GL) Finish() { - C.gl3_1_glFinish(gl.funcs) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glEnable.xml -func (gl *GL) Enable(cap glbase.Enum) { - C.gl3_1_glEnable(gl.funcs, C.GLenum(cap)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDisable.xml -func (gl *GL) Disable(cap glbase.Enum) { - C.gl3_1_glDisable(gl.funcs, C.GLenum(cap)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDepthMask.xml -func (gl *GL) DepthMask(flag bool) { - C.gl3_1_glDepthMask(gl.funcs, *(*C.GLboolean)(unsafe.Pointer(&flag))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glColorMask.xml -func (gl *GL) ColorMask(red, green, blue, alpha bool) { - C.gl3_1_glColorMask(gl.funcs, *(*C.GLboolean)(unsafe.Pointer(&red)), *(*C.GLboolean)(unsafe.Pointer(&green)), *(*C.GLboolean)(unsafe.Pointer(&blue)), *(*C.GLboolean)(unsafe.Pointer(&alpha))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilMask.xml -func (gl *GL) StencilMask(mask uint32) { - C.gl3_1_glStencilMask(gl.funcs, C.GLuint(mask)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearDepth.xml -func (gl *GL) ClearDepth(depth float64) { - C.gl3_1_glClearDepth(gl.funcs, C.GLdouble(depth)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearStencil.xml -func (gl *GL) ClearStencil(s int32) { - C.gl3_1_glClearStencil(gl.funcs, C.GLint(s)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearColor.xml -func (gl *GL) ClearColor(red, green, blue, alpha float32) { - C.gl3_1_glClearColor(gl.funcs, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClear.xml -func (gl *GL) Clear(mask glbase.Bitfield) { - C.gl3_1_glClear(gl.funcs, C.GLbitfield(mask)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawBuffer.xml -func (gl *GL) DrawBuffer(mode glbase.Enum) { - C.gl3_1_glDrawBuffer(gl.funcs, C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage2D.xml -func (gl *GL) TexImage2D(target glbase.Enum, level int, internalFormat int32, width, height, border int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glTexImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage1D.xml -func (gl *GL) TexImage1D(target glbase.Enum, level int, internalFormat int32, width, border int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glTexImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLint(border), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameteriv.xml -func (gl *GL) TexParameteriv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glTexParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameteri.xml -func (gl *GL) TexParameteri(target, pname glbase.Enum, param int32) { - C.gl3_1_glTexParameteri(gl.funcs, C.GLenum(target), C.GLenum(pname), C.GLint(param)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterfv.xml -func (gl *GL) TexParameterfv(target, pname glbase.Enum, params []float32) { - C.gl3_1_glTexParameterfv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterf.xml -func (gl *GL) TexParameterf(target, pname glbase.Enum, param float32) { - C.gl3_1_glTexParameterf(gl.funcs, C.GLenum(target), C.GLenum(pname), C.GLfloat(param)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glScissor.xml -func (gl *GL) Scissor(x, y, width, height int) { - C.gl3_1_glScissor(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPolygonMode.xml -func (gl *GL) PolygonMode(face, mode glbase.Enum) { - C.gl3_1_glPolygonMode(gl.funcs, C.GLenum(face), C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPointSize.xml -func (gl *GL) PointSize(size float32) { - C.gl3_1_glPointSize(gl.funcs, C.GLfloat(size)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glLineWidth.xml -func (gl *GL) LineWidth(width float32) { - C.gl3_1_glLineWidth(gl.funcs, C.GLfloat(width)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glHint.xml -func (gl *GL) Hint(target, mode glbase.Enum) { - C.gl3_1_glHint(gl.funcs, C.GLenum(target), C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFrontFace.xml -func (gl *GL) FrontFace(mode glbase.Enum) { - C.gl3_1_glFrontFace(gl.funcs, C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCullFace.xml -func (gl *GL) CullFace(mode glbase.Enum) { - C.gl3_1_glCullFace(gl.funcs, C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIndexubv.xml -func (gl *GL) Indexubv(c []uint8) { - C.gl3_1_glIndexubv(gl.funcs, (*C.GLubyte)(unsafe.Pointer(&c[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIndexub.xml -func (gl *GL) Indexub(c uint8) { - C.gl3_1_glIndexub(gl.funcs, C.GLubyte(c)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsTexture.xml -func (gl *GL) IsTexture(texture glbase.Texture) bool { - glresult := C.gl3_1_glIsTexture(gl.funcs, C.GLuint(texture)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// GenTextures returns n texture names in textures. There is no guarantee -// that the names form a contiguous set of integers; however, it is -// guaranteed that none of the returned names was in use immediately before -// the call to GenTextures. -// -// The generated textures have no dimensionality; they assume the -// dimensionality of the texture target to which they are first bound (see -// BindTexture). -// -// Texture names returned by a call to GenTextures are not returned by -// subsequent calls, unless they are first deleted with DeleteTextures. -// -// Error GL.INVALID_VALUE is generated if n is negative. -// -// GenTextures is available in GL version 2.0 or greater. -func (gl *GL) GenTextures(n int) []glbase.Texture { - if n == 0 { - return nil - } - textures := make([]glbase.Texture, n) - C.gl3_1_glGenTextures(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0]))) - return textures -} - -// DeleteTextures deletes the textures objects whose names are stored -// in the textures slice. After a texture is deleted, it has no contents or -// dimensionality, and its name is free for reuse (for example by -// GenTextures). If a texture that is currently bound is deleted, the binding -// reverts to 0 (the default texture). -// -// DeleteTextures silently ignores 0's and names that do not correspond to -// existing textures. -// -// Error GL.INVALID_VALUE is generated if n is negative. -// -// DeleteTextures is available in GL version 2.0 or greater. -func (gl *GL) DeleteTextures(textures []glbase.Texture) { - n := len(textures) - if n == 0 { - return - } - C.gl3_1_glDeleteTextures(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindTexture.xml -func (gl *GL) BindTexture(target glbase.Enum, texture glbase.Texture) { - C.gl3_1_glBindTexture(gl.funcs, C.GLenum(target), C.GLuint(texture)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexSubImage2D.xml -func (gl *GL) TexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glTexSubImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexSubImage1D.xml -func (gl *GL) TexSubImage1D(target glbase.Enum, level, xoffset, width int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glTexSubImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLsizei(width), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage2D.xml -func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int) { - C.gl3_1_glCopyTexSubImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage1D.xml -func (gl *GL) CopyTexSubImage1D(target glbase.Enum, level, xoffset, x, y, width int) { - C.gl3_1_glCopyTexSubImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(x), C.GLint(y), C.GLsizei(width)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexImage2D.xml -func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, height, border int) { - C.gl3_1_glCopyTexImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLint(border)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexImage1D.xml -func (gl *GL) CopyTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, border int) { - C.gl3_1_glCopyTexImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLint(border)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPolygonOffset.xml -func (gl *GL) PolygonOffset(factor, units float32) { - C.gl3_1_glPolygonOffset(gl.funcs, C.GLfloat(factor), C.GLfloat(units)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawElements.xml -func (gl *GL) DrawElements(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}) { - var indices_ptr unsafe.Pointer - var indices_v = reflect.ValueOf(indices) - if indices != nil && indices_v.Kind() != reflect.Slice { - panic("parameter indices must be a slice") - } - if indices != nil { - indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glDrawElements(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArrays.xml -func (gl *GL) DrawArrays(mode glbase.Enum, first, count int) { - C.gl3_1_glDrawArrays(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage3D.xml -func (gl *GL) CopyTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, x, y, width, height int) { - C.gl3_1_glCopyTexSubImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(zoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexSubImage3D.xml -func (gl *GL) TexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, width, height int, depth int32, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glTexSubImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(zoffset), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage3D.xml -func (gl *GL) TexImage3D(target glbase.Enum, level int, internalFormat int32, width, height int, depth int32, border int, format, gltype glbase.Enum, pixels interface{}) { - var pixels_ptr unsafe.Pointer - var pixels_v = reflect.ValueOf(pixels) - if pixels != nil && pixels_v.Kind() != reflect.Slice { - panic("parameter pixels must be a slice") - } - if pixels != nil { - pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glTexImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLint(border), C.GLenum(format), C.GLenum(gltype), pixels_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawRangeElements.xml -func (gl *GL) DrawRangeElements(mode glbase.Enum, start, end uint32, count int, gltype glbase.Enum, indices interface{}) { - var indices_ptr unsafe.Pointer - var indices_v = reflect.ValueOf(indices) - if indices != nil && indices_v.Kind() != reflect.Slice { - panic("parameter indices must be a slice") - } - if indices != nil { - indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glDrawRangeElements(gl.funcs, C.GLenum(mode), C.GLuint(start), C.GLuint(end), C.GLsizei(count), C.GLenum(gltype), indices_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendEquation.xml -func (gl *GL) BlendEquation(mode glbase.Enum) { - C.gl3_1_glBlendEquation(gl.funcs, C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendColor.xml -func (gl *GL) BlendColor(red, green, blue, alpha float32) { - C.gl3_1_glBlendColor(gl.funcs, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetCompressedTexImage.xml -func (gl *GL) GetCompressedTexImage(target glbase.Enum, level int, img interface{}) { - var img_ptr unsafe.Pointer - var img_v = reflect.ValueOf(img) - if img != nil && img_v.Kind() != reflect.Slice { - panic("parameter img must be a slice") - } - if img != nil { - img_ptr = unsafe.Pointer(img_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glGetCompressedTexImage(gl.funcs, C.GLenum(target), C.GLint(level), img_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexSubImage1D.xml -func (gl *GL) CompressedTexSubImage1D(target glbase.Enum, level, xoffset, width int, format glbase.Enum, imageSize int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glCompressedTexSubImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLsizei(width), C.GLenum(format), C.GLsizei(imageSize), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexSubImage2D.xml -func (gl *GL) CompressedTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format glbase.Enum, imageSize int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glCompressedTexSubImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLsizei(imageSize), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexSubImage3D.xml -func (gl *GL) CompressedTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, width, height int, depth int32, format glbase.Enum, imageSize int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glCompressedTexSubImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(zoffset), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLenum(format), C.GLsizei(imageSize), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexImage1D.xml -func (gl *GL) CompressedTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, width, border, imageSize int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glCompressedTexImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLsizei(width), C.GLint(border), C.GLsizei(imageSize), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexImage2D.xml -func (gl *GL) CompressedTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height, border, imageSize int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glCompressedTexImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLsizei(imageSize), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexImage3D.xml -func (gl *GL) CompressedTexImage3D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height int, depth int32, border, imageSize int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glCompressedTexImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLint(border), C.GLsizei(imageSize), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glSampleCoverage.xml -func (gl *GL) SampleCoverage(value float32, invert bool) { - C.gl3_1_glSampleCoverage(gl.funcs, C.GLfloat(value), *(*C.GLboolean)(unsafe.Pointer(&invert))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glActiveTexture.xml -func (gl *GL) ActiveTexture(texture glbase.Enum) { - C.gl3_1_glActiveTexture(gl.funcs, C.GLenum(texture)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameteriv.xml -func (gl *GL) PointParameteriv(pname glbase.Enum, params []int32) { - C.gl3_1_glPointParameteriv(gl.funcs, C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameteri.xml -func (gl *GL) PointParameteri(pname glbase.Enum, param int32) { - C.gl3_1_glPointParameteri(gl.funcs, C.GLenum(pname), C.GLint(param)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameterfv.xml -func (gl *GL) PointParameterfv(pname glbase.Enum, params []float32) { - C.gl3_1_glPointParameterfv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameterf.xml -func (gl *GL) PointParameterf(pname glbase.Enum, param float32) { - C.gl3_1_glPointParameterf(gl.funcs, C.GLenum(pname), C.GLfloat(param)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glMultiDrawArrays.xml -func (gl *GL) MultiDrawArrays(mode glbase.Enum, first, count []int, drawcount int32) { - C.gl3_1_glMultiDrawArrays(gl.funcs, C.GLenum(mode), (*C.GLint)(unsafe.Pointer(&first[0])), (*C.GLsizei)(unsafe.Pointer(&count[0])), C.GLsizei(drawcount)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendFuncSeparate.xml -func (gl *GL) BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha glbase.Enum) { - C.gl3_1_glBlendFuncSeparate(gl.funcs, C.GLenum(sfactorRGB), C.GLenum(dfactorRGB), C.GLenum(sfactorAlpha), C.GLenum(dfactorAlpha)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferParameteriv.xml -func (gl *GL) GetBufferParameteriv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glGetBufferParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glUnmapBuffer.xml -func (gl *GL) UnmapBuffer(target glbase.Enum) bool { - glresult := C.gl3_1_glUnmapBuffer(gl.funcs, C.GLenum(target)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferSubData.xml -func (gl *GL) GetBufferSubData(target glbase.Enum, offset, size int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glGetBufferSubData(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(size), data_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBufferSubData.xml -func (gl *GL) BufferSubData(target glbase.Enum, offset, size int, data interface{}) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glBufferSubData(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(size), data_ptr) -} - -// BufferData creates a new data store for the buffer object currently -// bound to target. Any pre-existing data store is deleted. The new data -// store is created with the specified size in bytes and usage. If data is -// not nil, it must be a slice that is used to initialize the data store. -// In that case the size parameter is ignored and the store size will match -// the slice data size. -// -// In its initial state, the new data store is not mapped, it has a NULL -// mapped pointer, and its mapped access is GL.READ_WRITE. -// -// The target constant must be one of GL.ARRAY_BUFFER, GL.COPY_READ_BUFFER, -// GL.COPY_WRITE_BUFFER, GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER, -// GL.PIXEL_UNPACK_BUFFER, GL.TEXTURE_BUFFER, GL.TRANSFORM_FEEDBACK_BUFFER, -// or GL.UNIFORM_BUFFER. -// -// The usage parameter is a hint to the GL implementation as to how a buffer -// object's data store will be accessed. This enables the GL implementation -// to make more intelligent decisions that may significantly impact buffer -// object performance. It does not, however, constrain the actual usage of -// the data store. usage can be broken down into two parts: first, the -// frequency of access (modification and usage), and second, the nature of -// that access. -// -// A usage frequency of STREAM and nature of DRAW is specified via the -// constant GL.STREAM_DRAW, for example. -// -// The usage frequency of access may be one of: -// -// STREAM -// The data store contents will be modified once and used at most a few times. -// -// STATIC -// The data store contents will be modified once and used many times. -// -// DYNAMIC -// The data store contents will be modified repeatedly and used many times. -// -// The usage nature of access may be one of: -// -// DRAW -// The data store contents are modified by the application, and used as -// the source for GL drawing and image specification commands. -// -// READ -// The data store contents are modified by reading data from the GL, -// and used to return that data when queried by the application. -// -// COPY -// The data store contents are modified by reading data from the GL, -// and used as the source for GL drawing and image specification -// commands. -// -// Clients must align data elements consistent with the requirements of the -// client platform, with an additional base-level requirement that an offset -// within a buffer to a datum comprising N bytes be a multiple of N. -// -// Error GL.INVALID_ENUM is generated if target is not one of the accepted -// buffer targets. GL.INVALID_ENUM is generated if usage is not -// GL.STREAM_DRAW, GL.STREAM_READ, GL.STREAM_COPY, GL.STATIC_DRAW, -// GL.STATIC_READ, GL.STATIC_COPY, GL.DYNAMIC_DRAW, GL.DYNAMIC_READ, or -// GL.DYNAMIC_COPY. GL.INVALID_VALUE is generated if size is negative. -// GL.INVALID_OPERATION is generated if the reserved buffer object name 0 is -// bound to target. GL.OUT_OF_MEMORY is generated if the GL is unable to -// create a data store with the specified size. -func (gl *GL) BufferData(target glbase.Enum, size int, data interface{}, usage glbase.Enum) { - var data_ptr unsafe.Pointer - var data_v = reflect.ValueOf(data) - if data != nil && data_v.Kind() != reflect.Slice { - panic("parameter data must be a slice") - } - if data != nil { - data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer()) - } - if data != nil { - size = int(data_v.Type().Size()) * data_v.Len() - } - C.gl3_1_glBufferData(gl.funcs, C.GLenum(target), C.GLsizeiptr(size), data_ptr, C.GLenum(usage)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsBuffer.xml -func (gl *GL) IsBuffer(buffer glbase.Buffer) bool { - glresult := C.gl3_1_glIsBuffer(gl.funcs, C.GLuint(buffer)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// GenBuffers returns n buffer object names. There is no guarantee that -// the names form a contiguous set of integers; however, it is guaranteed -// that none of the returned names was in use immediately before the call to -// GenBuffers. -// -// Buffer object names returned by a call to GenBuffers are not returned by -// subsequent calls, unless they are first deleted with DeleteBuffers. -// -// No buffer objects are associated with the returned buffer object names -// until they are first bound by calling BindBuffer. -// -// Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION -// is generated if GenBuffers is executed between the execution of Begin -// and the corresponding execution of End. -// -// GenBuffers is available in GL version 1.5 or greater. -func (gl *GL) GenBuffers(n int) []glbase.Buffer { - if n == 0 { - return nil - } - buffers := make([]glbase.Buffer, n) - C.gl3_1_glGenBuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&buffers[0]))) - return buffers -} - -// DeleteBuffers deletes the buffer objects whose names are stored in the -// buffers slice. -// -// After a buffer object is deleted, it has no contents, and its name is free -// for reuse (for example by GenBuffers). If a buffer object that is -// currently bound is deleted, the binding reverts to 0 (the absence of any -// buffer object, which reverts to client memory usage). -// -// DeleteBuffers silently ignores 0's and names that do not correspond to -// existing buffer objects. -// -// Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION -// is generated if DeleteBuffers is executed between the execution of Begin -// and the corresponding execution of End. -// -// DeleteBuffers is available in GL version 1.5 or greater. -func (gl *GL) DeleteBuffers(buffers []glbase.Buffer) { - n := len(buffers) - if n == 0 { - return - } - C.gl3_1_glDeleteBuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&buffers[0]))) -} - -// BindBuffer creates or puts in use a named buffer object. -// Calling BindBuffer with target set to GL.ARRAY_BUFFER, -// GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER or GL.PIXEL_UNPACK_BUFFER -// and buffer set to the name of the new buffer object binds the buffer -// object name to the target. When a buffer object is bound to a target, the -// previous binding for that target is automatically broken. -// -// Buffer object names are unsigned integers. The value zero is reserved, but -// there is no default buffer object for each buffer object target. Instead, -// buffer set to zero effectively unbinds any buffer object previously bound, -// and restores client memory usage for that buffer object target. Buffer -// object names and the corresponding buffer object contents are local to the -// shared display-list space (see XCreateContext) of the current GL rendering -// context; two rendering contexts share buffer object names only if they -// also share display lists. -// -// GenBuffers may be called to generate a set of new buffer object names. -// -// The state of a buffer object immediately after it is first bound is an -// unmapped zero-sized memory buffer with GL.READ_WRITE access and -// GL.STATIC_DRAW usage. -// -// While a non-zero buffer object name is bound, GL operations on the target -// to which it is bound affect the bound buffer object, and queries of the -// target to which it is bound return state from the bound buffer object. -// While buffer object name zero is bound, as in the initial state, attempts -// to modify or query state on the target to which it is bound generates an -// GL.INVALID_OPERATION error. -// -// When vertex array pointer state is changed, for example by a call to -// NormalPointer, the current buffer object binding (GL.ARRAY_BUFFER_BINDING) -// is copied into the corresponding client state for the vertex array type -// being changed, for example GL.NORMAL_ARRAY_BUFFER_BINDING. While a -// non-zero buffer object is bound to the GL.ARRAY_BUFFER target, the vertex -// array pointer parameter that is traditionally interpreted as a pointer to -// client-side memory is instead interpreted as an offset within the buffer -// object measured in basic machine units. -// -// While a non-zero buffer object is bound to the GL.ELEMENT_ARRAY_BUFFER -// target, the indices parameter of DrawElements, DrawRangeElements, or -// MultiDrawElements that is traditionally interpreted as a pointer to -// client-side memory is instead interpreted as an offset within the buffer -// object measured in basic machine units. -// -// While a non-zero buffer object is bound to the GL.PIXEL_PACK_BUFFER -// target, the following commands are affected: GetCompressedTexImage, -// GetConvolutionFilter, GetHistogram, GetMinmax, GetPixelMap, -// GetPolygonStipple, GetSeparableFilter, GetTexImage, and ReadPixels. The -// pointer parameter that is traditionally interpreted as a pointer to -// client-side memory where the pixels are to be packed is instead -// interpreted as an offset within the buffer object measured in basic -// machine units. -// -// While a non-zero buffer object is bound to the GL.PIXEL_UNPACK_BUFFER -// target, the following commands are affected: Bitmap, ColorSubTable, -// ColorTable, CompressedTexImage1D, CompressedTexImage2D, -// CompressedTexImage3D, CompressedTexSubImage1D, CompressedTexSubImage2D, -// CompressedTexSubImage3D, ConvolutionFilter1D, ConvolutionFilter2D, -// DrawPixels, PixelMap, PolygonStipple, SeparableFilter2D, TexImage1D, -// TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, and TexSubImage3D. -// The pointer parameter that is traditionally interpreted as a pointer to -// client-side memory from which the pixels are to be unpacked is instead -// interpreted as an offset within the buffer object measured in basic -// machine units. -// -// A buffer object binding created with BindBuffer remains active until a -// different buffer object name is bound to the same target, or until the -// bound buffer object is deleted with DeleteBuffers. -// -// Once created, a named buffer object may be re-bound to any target as often -// as needed. However, the GL implementation may make choices about how to -// optimize the storage of a buffer object based on its initial binding -// target. -// -// Error GL.INVALID_ENUM is generated if target is not one of the allowable -// values. GL.INVALID_OPERATION is generated if BindBuffer is executed -// between the execution of Begin and the corresponding execution of End. -// -// BindBuffer is available in GL version 1.5 or greater. -func (gl *GL) BindBuffer(target glbase.Enum, buffer glbase.Buffer) { - C.gl3_1_glBindBuffer(gl.funcs, C.GLenum(target), C.GLuint(buffer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryObjectuiv.xml -func (gl *GL) GetQueryObjectuiv(id uint32, pname glbase.Enum, params []uint32) { - C.gl3_1_glGetQueryObjectuiv(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryObjectiv.xml -func (gl *GL) GetQueryObjectiv(id uint32, pname glbase.Enum, params []int32) { - C.gl3_1_glGetQueryObjectiv(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryiv.xml -func (gl *GL) GetQueryiv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glGetQueryiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glEndQuery.xml -func (gl *GL) EndQuery(target glbase.Enum) { - C.gl3_1_glEndQuery(gl.funcs, C.GLenum(target)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBeginQuery.xml -func (gl *GL) BeginQuery(target glbase.Enum, id uint32) { - C.gl3_1_glBeginQuery(gl.funcs, C.GLenum(target), C.GLuint(id)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsQuery.xml -func (gl *GL) IsQuery(id uint32) bool { - glresult := C.gl3_1_glIsQuery(gl.funcs, C.GLuint(id)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteQueries.xml -func (gl *GL) DeleteQueries(n int, ids []uint32) { - C.gl3_1_glDeleteQueries(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGenQueries.xml -func (gl *GL) GenQueries(n int, ids []uint32) { - C.gl3_1_glGenQueries(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0]))) -} - -// VertexAttribPointer specifies the location and data format of the array -// of generic vertex attributes at index to use when rendering. size -// specifies the number of components per attribute and must be 1, 2, 3, or -// 4. type specifies the data type of each component, and stride specifies -// the byte stride from one attribute to the next, allowing vertices and -// attributes to be packed into a single array or stored in separate arrays. -// normalized indicates whether the values stored in an integer format are -// to be mapped to the range [-1,1] (for signed values) or [0,1] -// (for unsigned values) when they are accessed and converted to floating -// point; otherwise, values will be converted to floats directly without -// normalization. offset is a byte offset into the buffer object's data -// store, which must be bound to the GL.ARRAY_BUFFER target with BindBuffer. -// -// The buffer object binding (GL.ARRAY_BUFFER_BINDING) is saved as -// generic vertex attribute array client-side state -// (GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) for the provided index. -// -// To enable and disable a generic vertex attribute array, call -// EnableVertexAttribArray and DisableVertexAttribArray with index. If -// enabled, the generic vertex attribute array is used when DrawArrays or -// DrawElements is called. Each generic vertex attribute array is initially -// disabled. -// -// VertexAttribPointer is typically implemented on the client side. -// -// Error GL.INVALID_ENUM is generated if type is not an accepted value. -// GL.INVALID_VALUE is generated if index is greater than or equal to -// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_VALUE is generated if size is not 1, 2, -// 3, or 4. GL.INVALID_VALUE is generated if stride is negative. -func (gl *GL) VertexAttribPointer(index glbase.Attrib, size int, gltype glbase.Enum, normalized bool, stride int, offset uintptr) { - offset_ptr := unsafe.Pointer(offset) - C.gl3_1_glVertexAttribPointer(gl.funcs, C.GLuint(index), C.GLint(size), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), C.GLsizei(stride), offset_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glValidateProgram.xml -func (gl *GL) ValidateProgram(program glbase.Program) { - C.gl3_1_glValidateProgram(gl.funcs, C.GLuint(program)) -} - -// UniformMatrix4fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix4fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix4fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(4*4) != 0 { - panic("invalid value length for UniformMatrix4fv") - } - count := len(value) / (4 * 4) - C.gl3_1_glUniformMatrix4fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix3fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix3fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix3fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(3*3) != 0 { - panic("invalid value length for UniformMatrix3fv") - } - count := len(value) / (3 * 3) - C.gl3_1_glUniformMatrix3fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix2fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix2fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix2fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(2*2) != 0 { - panic("invalid value length for UniformMatrix2fv") - } - count := len(value) / (2 * 2) - C.gl3_1_glUniformMatrix2fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// Uniform4iv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform4iv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform4iv(location glbase.Uniform, value []int32) { - if len(value) == 0 { - return - } - if len(value)%4 != 0 { - panic("invalid value length for Uniform4iv") - } - count := len(value) / 4 - C.gl3_1_glUniform4iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0]))) -} - -// Uniform3iv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform3iv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform3iv(location glbase.Uniform, value []int32) { - if len(value) == 0 { - return - } - if len(value)%3 != 0 { - panic("invalid value length for Uniform3iv") - } - count := len(value) / 3 - C.gl3_1_glUniform3iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0]))) -} - -// Uniform2iv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform2iv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform2iv(location glbase.Uniform, value []int32) { - if len(value) == 0 { - return - } - if len(value)%2 != 0 { - panic("invalid value length for Uniform2iv") - } - count := len(value) / 2 - C.gl3_1_glUniform2iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0]))) -} - -// Uniform1iv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform1iv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform1iv(location glbase.Uniform, value []int32) { - if len(value) == 0 { - return - } - count := len(value) - C.gl3_1_glUniform1iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0]))) -} - -// Uniform4fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform4fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform4fv(location glbase.Uniform, value []float32) { - if len(value) == 0 { - return - } - if len(value)%4 != 0 { - panic("invalid value length for Uniform4fv") - } - count := len(value) / 4 - C.gl3_1_glUniform4fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// Uniform3fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform3fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform3fv(location glbase.Uniform, value []float32) { - if len(value) == 0 { - return - } - if len(value)%3 != 0 { - panic("invalid value length for Uniform3fv") - } - count := len(value) / 3 - C.gl3_1_glUniform3fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// Uniform2fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform2fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform2fv(location glbase.Uniform, value []float32) { - if len(value) == 0 { - return - } - if len(value)%2 != 0 { - panic("invalid value length for Uniform2fv") - } - count := len(value) / 2 - C.gl3_1_glUniform2fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// Uniform1fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform1fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform1fv(location glbase.Uniform, value []float32) { - if len(value) == 0 { - return - } - count := len(value) - C.gl3_1_glUniform1fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// Uniform4i modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform4i operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform4i(location glbase.Uniform, v0, v1, v2, v3 int32) { - C.gl3_1_glUniform4i(gl.funcs, C.GLint(location), C.GLint(v0), C.GLint(v1), C.GLint(v2), C.GLint(v3)) -} - -// Uniform3i modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform3i operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform3i(location glbase.Uniform, v0, v1, v2 int32) { - C.gl3_1_glUniform3i(gl.funcs, C.GLint(location), C.GLint(v0), C.GLint(v1), C.GLint(v2)) -} - -// Uniform2i modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform2i operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform2i(location glbase.Uniform, v0, v1 int32) { - C.gl3_1_glUniform2i(gl.funcs, C.GLint(location), C.GLint(v0), C.GLint(v1)) -} - -// Uniform1i modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform1i operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform1i(location glbase.Uniform, v0 int32) { - C.gl3_1_glUniform1i(gl.funcs, C.GLint(location), C.GLint(v0)) -} - -// Uniform4f modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform4f operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform4f(location glbase.Uniform, v0, v1, v2, v3 float32) { - C.gl3_1_glUniform4f(gl.funcs, C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) -} - -// Uniform3f modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform3f operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform3f(location glbase.Uniform, v0, v1, v2 float32) { - C.gl3_1_glUniform3f(gl.funcs, C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2)) -} - -// Uniform2f modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform2f operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform2f(location glbase.Uniform, v0, v1 float32) { - C.gl3_1_glUniform2f(gl.funcs, C.GLint(location), C.GLfloat(v0), C.GLfloat(v1)) -} - -// Uniform1f modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform1f operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform1f(location glbase.Uniform, v0 float32) { - C.gl3_1_glUniform1f(gl.funcs, C.GLint(location), C.GLfloat(v0)) -} - -// UseProgram installs the program object specified by program as part of -// current rendering state. One or more executables are created in a program -// object by successfully attaching shader objects to it with AttachShader, -// successfully compiling the shader objects with CompileShader, and -// successfully linking the program object with LinkProgram. -// -// A program object will contain an executable that will run on the vertex -// processor if it contains one or more shader objects of type -// GL.VERTEX_SHADER that have been successfully compiled and linked. -// Similarly, a program object will contain an executable that will run on -// the fragment processor if it contains one or more shader objects of type -// GL.FRAGMENT_SHADER that have been successfully compiled and linked. -// -// Successfully installing an executable on a programmable processor will -// cause the corresponding fixed functionality of OpenGL to be disabled. -// Specifically, if an executable is installed on the vertex processor, the -// OpenGL fixed functionality will be disabled as follows. -// -// - The modelview matrix is not applied to vertex coordinates. -// -// - The projection matrix is not applied to vertex coordinates. -// -// - The texture matrices are not applied to texture coordinates. -// -// - Normals are not transformed to eye coordinates. -// -// - Normals are not rescaled or normalized. -// -// - Normalization of GL.AUTO_NORMAL evaluated normals is not performed. -// -// - Texture coordinates are not generated automatically. -// -// - Per-vertex lighting is not performed. -// -// - Color material computations are not performed. -// -// - Color index lighting is not performed. -// -// - This list also applies when setting the current raster position. -// -// The executable that is installed on the vertex processor is expected to -// implement any or all of the desired functionality from the preceding list. -// Similarly, if an executable is installed on the fragment processor, the -// OpenGL fixed functionality will be disabled as follows. -// -// - Texture environment and texture functions are not applied. -// -// - Texture application is not applied. -// -// - Color sum is not applied. -// -// - Fog is not applied. -// -// Again, the fragment shader that is installed is expected to implement any -// or all of the desired functionality from the preceding list. -// -// While a program object is in use, applications are free to modify attached -// shader objects, compile attached shader objects, attach additional shader -// objects, and detach or delete shader objects. None of these operations -// will affect the executables that are part of the current state. However, -// relinking the program object that is currently in use will install the -// program object as part of the current rendering state if the link -// operation was successful (see LinkProgram). If the program object -// currently in use is relinked unsuccessfully, its link status will be set -// to GL.FALSE, but the executables and associated state will remain part of -// the current state until a subsequent call to UseProgram removes it from -// use. After it is removed from use, it cannot be made part of current state -// until it has been successfully relinked. -// -// If program contains shader objects of type GL.VERTEX_SHADER but it does -// not contain shader objects of type GL.FRAGMENT_SHADER, an executable will -// be installed on the vertex processor, but fixed functionality will be used -// for fragment processing. Similarly, if program contains shader objects of -// type GL.FRAGMENT_SHADER but it does not contain shader objects of type -// GL.VERTEX_SHADER, an executable will be installed on the fragment -// processor, but fixed functionality will be used for vertex processing. If -// program is 0, the programmable processors will be disabled, and fixed -// functionality will be used for both vertex and fragment processing. -// -// While a program object is in use, the state that controls the disabled -// fixed functionality may also be updated using the normal OpenGL calls. -// -// Like display lists and texture objects, the name space for program objects -// may be shared across a set of contexts, as long as the server sides of the -// contexts share the same address space. If the name space is shared across -// contexts, any attached objects and the data associated with those attached -// objects are shared as well. -// -// Applications are responsible for providing the synchronization across API -// calls when objects are accessed from different execution threads. -// -// Error GL.INVALID_VALUE is generated if program is neither 0 nor a value -// generated by OpenGL. GL.INVALID_OPERATION is generated if program is not -// a program object. GL.INVALID_OPERATION is generated if program could not -// be made part of current state. GL.INVALID_OPERATION is generated if -// UseProgram is executed between the execution of Begin and the -// corresponding execution of End. -// -// UseProgram is available in GL version 2.0 or greater. -func (gl *GL) UseProgram(program glbase.Program) { - C.gl3_1_glUseProgram(gl.funcs, C.GLuint(program)) -} - -// ShaderSource sets the source code in shader to the provided source code. Any source -// code previously stored in the shader object is completely replaced. -// -// Error GL.INVALID_VALUE is generated if shader is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader -// object. GL.INVALID_VALUE is generated if count is less than 0. -// GL.INVALID_OPERATION is generated if ShaderSource is executed between the -// execution of Begin and the corresponding execution of End. -// -// ShaderSource is available in GL version 2.0 or greater. -func (gl *GL) ShaderSource(shader glbase.Shader, source ...string) { - count := len(source) - length := make([]int32, count) - source_c := make([]unsafe.Pointer, count) - for i, src := range source { - length[i] = int32(len(src)) - if len(src) > 0 { - source_c[i] = *(*unsafe.Pointer)(unsafe.Pointer(&src)) - } else { - source_c[i] = unsafe.Pointer(uintptr(0)) - } - } - C.gl3_1_glShaderSource(gl.funcs, C.GLuint(shader), C.GLsizei(count), (**C.GLchar)(unsafe.Pointer(&source_c[0])), (*C.GLint)(unsafe.Pointer(&length[0]))) -} - -// LinkProgram links the program object specified by program. If any shader -// objects of type GL.VERTEX_SHADER are attached to program, they will be -// used to create an executable that will run on the programmable vertex -// processor. If any shader objects of type GL.FRAGMENT_SHADER are attached -// to program, they will be used to create an executable that will run on the -// programmable fragment processor. -// -// The status of the link operation will be stored as part of the program -// object's state. This value will be set to GL.TRUE if the program object -// was linked without errors and is ready for use, and GL.FALSE otherwise. It -// can be queried by calling GetProgramiv with arguments program and -// GL.LINK_STATUS. -// -// As a result of a successful link operation, all active user-defined -// uniform variables belonging to program will be initialized to 0, and each -// of the program object's active uniform variables will be assigned a -// location that can be queried by calling GetUniformLocation. Also, any -// active user-defined attribute variables that have not been bound to a -// generic vertex attribute index will be bound to one at this time. -// -// Linking of a program object can fail for a number of reasons as specified -// in the OpenGL Shading Language Specification. The following lists some of -// the conditions that will cause a link error. -// -// - The number of active attribute variables supported by the -// implementation has been exceeded. -// -// - The storage limit for uniform variables has been exceeded. -// -// - The number of active uniform variables supported by the implementation -// has been exceeded. -// -// - The main function is missing for the vertex shader or the fragment -// shader. -// -// - A varying variable actually used in the fragment shader is not -// declared in the same way (or is not declared at all) in the vertex -// shader. -// -// - A reference to a function or variable name is unresolved. -// -// - A shared global is declared with two different types or two different -// initial values. -// -// - One or more of the attached shader objects has not been successfully -// compiled. -// -// - Binding a generic attribute matrix caused some rows of the matrix to -// fall outside the allowed maximum of GL.MAX_VERTEX_ATTRIBS. -// -// - Not enough contiguous vertex attribute slots could be found to bind -// attribute matrices. -// -// When a program object has been successfully linked, the program object can -// be made part of current state by calling UseProgram. Whether or not the -// link operation was successful, the program object's information log will -// be overwritten. The information log can be retrieved by calling -// GetProgramInfoLog. -// -// LinkProgram will also install the generated executables as part of the -// current rendering state if the link operation was successful and the -// specified program object is already currently in use as a result of a -// previous call to UseProgram. If the program object currently in use is -// relinked unsuccessfully, its link status will be set to GL.FALSE , but the -// executables and associated state will remain part of the current state -// until a subsequent call to UseProgram removes it from use. After it is -// removed from use, it cannot be made part of current state until it has -// been successfully relinked. -// -// If program contains shader objects of type GL.VERTEX_SHADER but does not -// contain shader objects of type GL.FRAGMENT_SHADER, the vertex shader will -// be linked against the implicit interface for fixed functionality fragment -// processing. Similarly, if program contains shader objects of type -// GL.FRAGMENT_SHADER but it does not contain shader objects of type -// GL.VERTEX_SHADER, the fragment shader will be linked against the implicit -// interface for fixed functionality vertex processing. -// -// The program object's information log is updated and the program is -// generated at the time of the link operation. After the link operation, -// applications are free to modify attached shader objects, compile attached -// shader objects, detach shader objects, delete shader objects, and attach -// additional shader objects. None of these operations affects the -// information log or the program that is part of the program object. -// -// If the link operation is unsuccessful, any information about a previous -// link operation on program is lost (a failed link does not restore the -// old state of program). Certain information can still be retrieved -// from program even after an unsuccessful link operation. See for instance -// GetActiveAttrib and GetActiveUniform. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if program is not a program -// object. GL.INVALID_OPERATION is generated if LinkProgram is executed -// between the execution of Begin and the corresponding execution of End. -// -// LinkProgram is available in GL version 2.0 or greater. -func (gl *GL) LinkProgram(program glbase.Program) { - C.gl3_1_glLinkProgram(gl.funcs, C.GLuint(program)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsShader.xml -func (gl *GL) IsShader(shader glbase.Shader) bool { - glresult := C.gl3_1_glIsShader(gl.funcs, C.GLuint(shader)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsProgram.xml -func (gl *GL) IsProgram(program glbase.Program) bool { - glresult := C.gl3_1_glIsProgram(gl.funcs, C.GLuint(program)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// GetVertexAttribiv returns in params the value of a generic vertex attribute -// parameter. The generic vertex attribute to be queried is specified by -// index, and the parameter to be queried is specified by pname. -// -// The accepted parameter names are as follows: -// -// GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING -// params returns a single value, the name of the buffer object -// currently bound to the binding point corresponding to generic vertex -// attribute array index. If no buffer object is bound, 0 is returned. -// The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_ENABLED -// params returns a single value that is non-zero (true) if the vertex -// attribute array for index is enabled and 0 (false) if it is -// disabled. The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_SIZE -// params returns a single value, the size of the vertex attribute -// array for index. The size is the number of values for each element -// of the vertex attribute array, and it will be 1, 2, 3, or 4. The -// initial value is 4. -// -// GL.VERTEX_ATTRIB_ARRAY_STRIDE -// params returns a single value, the array stride for (number of bytes -// between successive elements in) the vertex attribute array for -// index. A value of 0 indicates that the array elements are stored -// sequentially in memory. The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_TYPE -// params returns a single value, a symbolic constant indicating the -// array type for the vertex attribute array for index. Possible values -// are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT, -// GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is -// GL.FLOAT. -// -// GL.VERTEX_ATTRIB_ARRAY_NORMALIZED -// params returns a single value that is non-zero (true) if fixed-point -// data types for the vertex attribute array indicated by index are -// normalized when they are converted to floating point, and 0 (false) -// otherwise. The initial value is 0. -// -// GL.CURRENT_VERTEX_ATTRIB -// params returns four values that represent the current value for the -// generic vertex attribute specified by index. Generic vertex -// attribute 0 is unique in that it has no current state, so an error -// will be generated if index is 0. The initial value for all other -// generic vertex attributes is (0,0,0,1). -// -// All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent -// client-side state. -// -// Error GL.INVALID_VALUE is generated if index is greater than or equal to -// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an -// accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname -// is GL.CURRENT_VERTEX_ATTRIB. -// -// GetVertexAttribiv is available in GL version 2.0 or greater. -func (gl *GL) GetVertexAttribiv(index glbase.Attrib, pname glbase.Enum, params []int32) { - var params_c [4]int32 - C.gl3_1_glGetVertexAttribiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetVertexAttribfv returns in params the value of a generic vertex attribute -// parameter. The generic vertex attribute to be queried is specified by -// index, and the parameter to be queried is specified by pname. -// -// The accepted parameter names are as follows: -// -// GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING -// params returns a single value, the name of the buffer object -// currently bound to the binding point corresponding to generic vertex -// attribute array index. If no buffer object is bound, 0 is returned. -// The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_ENABLED -// params returns a single value that is non-zero (true) if the vertex -// attribute array for index is enabled and 0 (false) if it is -// disabled. The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_SIZE -// params returns a single value, the size of the vertex attribute -// array for index. The size is the number of values for each element -// of the vertex attribute array, and it will be 1, 2, 3, or 4. The -// initial value is 4. -// -// GL.VERTEX_ATTRIB_ARRAY_STRIDE -// params returns a single value, the array stride for (number of bytes -// between successive elements in) the vertex attribute array for -// index. A value of 0 indicates that the array elements are stored -// sequentially in memory. The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_TYPE -// params returns a single value, a symbolic constant indicating the -// array type for the vertex attribute array for index. Possible values -// are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT, -// GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is -// GL.FLOAT. -// -// GL.VERTEX_ATTRIB_ARRAY_NORMALIZED -// params returns a single value that is non-zero (true) if fixed-point -// data types for the vertex attribute array indicated by index are -// normalized when they are converted to floating point, and 0 (false) -// otherwise. The initial value is 0. -// -// GL.CURRENT_VERTEX_ATTRIB -// params returns four values that represent the current value for the -// generic vertex attribute specified by index. Generic vertex -// attribute 0 is unique in that it has no current state, so an error -// will be generated if index is 0. The initial value for all other -// generic vertex attributes is (0,0,0,1). -// -// All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent -// client-side state. -// -// Error GL.INVALID_VALUE is generated if index is greater than or equal to -// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an -// accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname -// is GL.CURRENT_VERTEX_ATTRIB. -// -// GetVertexAttribfv is available in GL version 2.0 or greater. -func (gl *GL) GetVertexAttribfv(index glbase.Attrib, pname glbase.Enum, params []float32) { - var params_c [4]float32 - C.gl3_1_glGetVertexAttribfv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetVertexAttribdv returns in params the value of a generic vertex attribute -// parameter. The generic vertex attribute to be queried is specified by -// index, and the parameter to be queried is specified by pname. -// -// The accepted parameter names are as follows: -// -// GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING -// params returns a single value, the name of the buffer object -// currently bound to the binding point corresponding to generic vertex -// attribute array index. If no buffer object is bound, 0 is returned. -// The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_ENABLED -// params returns a single value that is non-zero (true) if the vertex -// attribute array for index is enabled and 0 (false) if it is -// disabled. The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_SIZE -// params returns a single value, the size of the vertex attribute -// array for index. The size is the number of values for each element -// of the vertex attribute array, and it will be 1, 2, 3, or 4. The -// initial value is 4. -// -// GL.VERTEX_ATTRIB_ARRAY_STRIDE -// params returns a single value, the array stride for (number of bytes -// between successive elements in) the vertex attribute array for -// index. A value of 0 indicates that the array elements are stored -// sequentially in memory. The initial value is 0. -// -// GL.VERTEX_ATTRIB_ARRAY_TYPE -// params returns a single value, a symbolic constant indicating the -// array type for the vertex attribute array for index. Possible values -// are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT, -// GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is -// GL.FLOAT. -// -// GL.VERTEX_ATTRIB_ARRAY_NORMALIZED -// params returns a single value that is non-zero (true) if fixed-point -// data types for the vertex attribute array indicated by index are -// normalized when they are converted to floating point, and 0 (false) -// otherwise. The initial value is 0. -// -// GL.CURRENT_VERTEX_ATTRIB -// params returns four values that represent the current value for the -// generic vertex attribute specified by index. Generic vertex -// attribute 0 is unique in that it has no current state, so an error -// will be generated if index is 0. The initial value for all other -// generic vertex attributes is (0,0,0,1). -// -// All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent -// client-side state. -// -// Error GL.INVALID_VALUE is generated if index is greater than or equal to -// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an -// accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname -// is GL.CURRENT_VERTEX_ATTRIB. -// -// GetVertexAttribdv is available in GL version 2.0 or greater. -func (gl *GL) GetVertexAttribdv(index glbase.Attrib, pname glbase.Enum, params []float64) { - var params_c [4]float64 - C.gl3_1_glGetVertexAttribdv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetUniformiv returns in params the value of the specified uniform -// variable. The type of the uniform variable specified by location -// determines the number of values returned. If the uniform variable is -// defined in the shader as a boolean, int, or float, a single value will be -// returned. If it is defined as a vec2, ivec2, or bvec2, two values will be -// returned. If it is defined as a vec3, ivec3, or bvec3, three values will -// be returned, and so on. To query values stored in uniform variables -// declared as arrays, call GetUniformiv for each element of the array. To -// query values stored in uniform variables declared as structures, call -// GetUniformiv for each field in the structure. The values for uniform -// variables declared as a matrix will be returned in column major order. -// -// The locations assigned to uniform variables are not known until the -// program object is linked. After linking has occurred, the command -// GetUniformLocation can be used to obtain the location of a uniform -// variable. This location value can then be passed to GetUniformiv in order -// to query the current value of the uniform variable. After a program object -// has been linked successfully, the index values for uniform variables -// remain fixed until the next link command occurs. The uniform variable -// values can only be queried after a link if the link was successful. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if program is not a program -// object. GL.INVALID_OPERATION is generated if program has not been -// successfully linked. GL.INVALID_OPERATION is generated if location does -// not correspond to a valid uniform variable location for the specified -// program object. GL.INVALID_OPERATION is generated if GetUniformiv is -// executed between the execution of Begin and the corresponding execution of -// End. -// -// GetUniformiv is available in GL version 2.0 or greater. -func (gl *GL) GetUniformiv(program glbase.Program, location glbase.Uniform, params []int32) { - var params_c [4]int32 - C.gl3_1_glGetUniformiv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLint)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetUniformfv returns in params the value of the specified uniform -// variable. The type of the uniform variable specified by location -// determines the number of values returned. If the uniform variable is -// defined in the shader as a boolean, int, or float, a single value will be -// returned. If it is defined as a vec2, ivec2, or bvec2, two values will be -// returned. If it is defined as a vec3, ivec3, or bvec3, three values will -// be returned, and so on. To query values stored in uniform variables -// declared as arrays, call GetUniformfv for each element of the array. To -// query values stored in uniform variables declared as structures, call -// GetUniformfv for each field in the structure. The values for uniform -// variables declared as a matrix will be returned in column major order. -// -// The locations assigned to uniform variables are not known until the -// program object is linked. After linking has occurred, the command -// GetUniformLocation can be used to obtain the location of a uniform -// variable. This location value can then be passed to GetUniformfv in order -// to query the current value of the uniform variable. After a program object -// has been linked successfully, the index values for uniform variables -// remain fixed until the next link command occurs. The uniform variable -// values can only be queried after a link if the link was successful. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if program is not a program -// object. GL.INVALID_OPERATION is generated if program has not been -// successfully linked. GL.INVALID_OPERATION is generated if location does -// not correspond to a valid uniform variable location for the specified -// program object. GL.INVALID_OPERATION is generated if GetUniformfv is -// executed between the execution of Begin and the corresponding execution of -// End. -// -// GetUniformfv is available in GL version 2.0 or greater. -func (gl *GL) GetUniformfv(program glbase.Program, location glbase.Uniform, params []float32) { - var params_c [4]float32 - C.gl3_1_glGetUniformfv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLfloat)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetUniformLocation returns an integer that represents the location of a -// specific uniform variable within a program object. name must be an active -// uniform variable name in program that is not a structure, an array of -// structures, or a subcomponent of a vector or a matrix. This function -// returns -1 if name does not correspond to an active uniform variable in -// program or if name starts with the reserved prefix "gl_". -// -// Uniform variables that are structures or arrays of structures may be -// queried by calling GetUniformLocation for each field within the -// structure. The array element operator "[]" and the structure field -// operator "." may be used in name in order to select elements within an -// array or fields within a structure. The result of using these operators is -// not allowed to be another structure, an array of structures, or a -// subcomponent of a vector or a matrix. Except if the last part of name -// indicates a uniform variable array, the location of the first element of -// an array can be retrieved by using the name of the array, or by using the -// name appended by "[0]". -// -// The actual locations assigned to uniform variables are not known until the -// program object is linked successfully. After linking has occurred, the -// command GetUniformLocation can be used to obtain the location of a -// uniform variable. This location value can then be passed to Uniform to -// set the value of the uniform variable or to GetUniform in order to query -// the current value of the uniform variable. After a program object has been -// linked successfully, the index values for uniform variables remain fixed -// until the next link command occurs. Uniform variable locations and values -// can only be queried after a link if the link was successful. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. -// GL.INVALID_OPERATION is generated if program has not been successfully -// linked. GL.INVALID_OPERATION is generated if GetUniformLocation is executed -// between the execution of Begin and the corresponding execution of End. -// -// GetUniformLocation is available in GL version 2.0 or greater. -func (gl *GL) GetUniformLocation(program glbase.Program, name string) glbase.Uniform { - name_cstr := C.CString(name) - glresult := C.gl3_1_glGetUniformLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(name_cstr)) - C.free(unsafe.Pointer(name_cstr)) - return glbase.Uniform(glresult) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetShaderSource.xml -func (gl *GL) GetShaderSource(shader glbase.Shader, bufSize int32, length []int32, source []byte) { - C.gl3_1_glGetShaderSource(gl.funcs, C.GLuint(shader), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&source[0]))) -} - -// GetShaderInfoLog returns the information log for the specified shader -// object. The information log for a shader object is modified when the -// shader is compiled. -// -// The information log for a shader object is a string that may contain -// diagnostic messages, warning messages, and other information about the -// last compile operation. When a shader object is created, its information -// log will be a string of length 0, and the size of the current log can be -// obtained by calling GetShaderiv with the value GL.INFO_LOG_LENGTH. -// -// The information log for a shader object is the OpenGL implementer's -// primary mechanism for conveying information about the compilation process. -// Therefore, the information log can be helpful to application developers -// during the development process, even when compilation is successful. -// Application developers should not expect different OpenGL implementations -// to produce identical information logs. -// -// Error GL.INVALID_VALUE is generated if shader is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader -// object. GL.INVALID_VALUE is generated if maxLength is less than 0. -// GL.INVALID_OPERATION is generated if GetShaderInfoLog is executed -// between the execution of Begin and the corresponding execution of End. -// -// GetShaderInfoLog is available in GL version 2.0 or greater. -func (gl *GL) GetShaderInfoLog(shader glbase.Shader) []byte { - var params [1]int32 - var length int32 - gl.GetShaderiv(shader, INFO_LOG_LENGTH, params[:]) - bufSize := params[0] - infoLog := make([]byte, int(bufSize)) - C.gl3_1_glGetShaderInfoLog(gl.funcs, C.GLuint(shader), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length)), (*C.GLchar)(unsafe.Pointer(&infoLog[0]))) - return infoLog -} - -// GetShaderiv GetShader returns in params the value of a parameter for a specific -// shader object. The following parameters are defined: -// -// GL.SHADER_TYPE -// params returns GL.VERTEX_SHADER if shader is a vertex shader object, -// and GL.FRAGMENT_SHADER if shader is a fragment shader object. -// -// GL.DELETE_STATUS -// params returns GL.TRUE if shader is currently flagged for deletion, -// and GL.FALSE otherwise. -// -// GL.COMPILE_STATUS -// params returns GL.TRUE if the last compile operation on shader was -// successful, and GL.FALSE otherwise. -// -// GL.INFO_LOG_LENGTH -// params returns the number of characters in the information log for -// shader including the null termination character (the size of the -// character buffer required to store the information log). If shader has -// no information log, a value of 0 is returned. -// -// GL.SHADER_SOURCE_LENGTH -// params returns the length of the concatenation of the source strings -// that make up the shader source for the shader, including the null -// termination character. (the size of the character buffer -// required to store the shader source). If no source code exists, 0 is -// returned. -// -// Error GL.INVALID_VALUE is generated if shader is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if shader does not refer to a -// shader object. GL.INVALID_ENUM is generated if pname is not an accepted -// value. GL.INVALID_OPERATION is generated if GetShader is executed -// between the execution of Begin and the corresponding execution of End. -// -// GetShaderiv is available in GL version 2.0 or greater. -func (gl *GL) GetShaderiv(shader glbase.Shader, pname glbase.Enum, params []int32) { - var params_c [4]int32 - C.gl3_1_glGetShaderiv(gl.funcs, C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetProgramInfoLog returns the information log for the specified program -// object. The information log for a program object is modified when the -// program object is linked or validated. -// -// The information log for a program object is either an empty string, or a -// string containing information about the last link operation, or a string -// containing information about the last validation operation. It may contain -// diagnostic messages, warning messages, and other information. When a -// program object is created, its information log will be a string of length -// 0, and the size of the current log can be obtained by calling GetProgramiv -// with the value GL.INFO_LOG_LENGTH. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated -// by OpenGL. GL.INVALID_OPERATION is generated if program is not a -// program object. -func (gl *GL) GetProgramInfoLog(program glbase.Program) []byte { - var params [1]int32 - var length int32 - gl.GetProgramiv(program, INFO_LOG_LENGTH, params[:]) - bufSize := params[0] - infoLog := make([]byte, int(bufSize)) - C.gl3_1_glGetProgramInfoLog(gl.funcs, C.GLuint(program), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length)), (*C.GLchar)(unsafe.Pointer(&infoLog[0]))) - return infoLog -} - -// GetProgramiv returns in params the value of a parameter for a specific -// program object. The following parameters are defined: -// -// GL.DELETE_STATUS -// params returns GL.TRUE if program is currently flagged for deletion, -// and GL.FALSE otherwise. -// -// GL.LINK_STATUS -// params returns GL.TRUE if the last link operation on program was -// successful, and GL.FALSE otherwise. -// -// GL.VALIDATE_STATUS -// params returns GL.TRUE or if the last validation operation on -// program was successful, and GL.FALSE otherwise. -// -// GL.INFO_LOG_LENGTH -// params returns the number of characters in the information log for -// program including the null termination character (the size of -// the character buffer required to store the information log). If -// program has no information log, a value of 0 is returned. -// -// GL.ATTACHED_SHADERS -// params returns the number of shader objects attached to program. -// -// GL.ACTIVE_ATTRIBUTES -// params returns the number of active attribute variables for program. -// -// GL.ACTIVE_ATTRIBUTE_MAX_LENGTH -// params returns the length of the longest active attribute name for -// program, including the null termination character (the size of -// the character buffer required to store the longest attribute name). -// If no active attributes exist, 0 is returned. -// -// GL.ACTIVE_UNIFORMS -// params returns the number of active uniform variables for program. -// -// GL.ACTIVE_UNIFORM_MAX_LENGTH -// params returns the length of the longest active uniform variable -// name for program, including the null termination character (i.e., -// the size of the character buffer required to store the longest -// uniform variable name). If no active uniform variables exist, 0 is -// returned. -// -// GL.TRANSFORM_FEEDBACK_BUFFER_MODE -// params returns a symbolic constant indicating the buffer mode used -// when transform feedback is active. This may be GL.SEPARATE_ATTRIBS -// or GL.INTERLEAVED_ATTRIBS. -// -// GL.TRANSFORM_FEEDBACK_VARYINGS -// params returns the number of varying variables to capture in transform -// feedback mode for the program. -// -// GL.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH -// params returns the length of the longest variable name to be used for -// transform feedback, including the null-terminator. -// -// GL.GEOMETRY_VERTICES_OUT -// params returns the maximum number of vertices that the geometry shader in -// program will output. -// -// GL.GEOMETRY_INPUT_TYPE -// params returns a symbolic constant indicating the primitive type accepted -// as input to the geometry shader contained in program. -// -// GL.GEOMETRY_OUTPUT_TYPE -// params returns a symbolic constant indicating the primitive type that will -// be output by the geometry shader contained in program. -// -// GL.ACTIVE_UNIFORM_BLOCKS and GL.ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH are -// available only if the GL version 3.1 or greater. -// -// GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE and -// GL.GEOMETRY_OUTPUT_TYPE are accepted only if the GL version is 3.2 or -// greater. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if program does not refer to a -// program object. GL.INVALID_OPERATION is generated if pname is -// GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE, or -// GL.GEOMETRY_OUTPUT_TYPE, and program does not contain a geometry shader. -// GL.INVALID_ENUM is generated if pname is not an accepted value. -func (gl *GL) GetProgramiv(program glbase.Program, pname glbase.Enum, params []int32) { - var params_c [4]int32 - C.gl3_1_glGetProgramiv(gl.funcs, C.GLuint(program), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms_c[0]))) - copy(params, params_c[:]) -} - -// GetAttribLocation queries the previously linked program object specified -// by program for the attribute variable specified by name and returns the -// index of the generic vertex attribute that is bound to that attribute -// variable. If name is a matrix attribute variable, the index of the first -// column of the matrix is returned. If the named attribute variable is not -// an active attribute in the specified program object or if name starts with -// the reserved prefix "gl_", a value of -1 is returned. -// -// The association between an attribute variable name and a generic attribute -// index can be specified at any time by calling BindAttribLocation. -// Attribute bindings do not go into effect until LinkProgram is called. -// After a program object has been linked successfully, the index values for -// attribute variables remain fixed until the next link command occurs. The -// attribute values can only be queried after a link if the link was -// successful. GetAttribLocation returns the binding that actually went -// into effect the last time LinkProgram was called for the specified -// program object. Attribute bindings that have been specified since the last -// link operation are not returned by GetAttribLocation. -// -// Error GL_INVALID_OPERATION is generated if program is not a value -// generated by OpenGL. GL_INVALID_OPERATION is generated if program is not -// a program object. GL_INVALID_OPERATION is generated if program has not -// been successfully linked. GL_INVALID_OPERATION is generated if -// GetAttribLocation is executed between the execution of Begin and the -// corresponding execution of End. -// -// GetAttribLocation is available in GL version 2.0 or greater. -func (gl *GL) GetAttribLocation(program glbase.Program, name string) glbase.Attrib { - name_cstr := C.CString(name) - glresult := C.gl3_1_glGetAttribLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(name_cstr)) - C.free(unsafe.Pointer(name_cstr)) - return glbase.Attrib(glresult) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetAttachedShaders.xml -func (gl *GL) GetAttachedShaders(program glbase.Program, maxCount int32, count []int, obj []uint32) { - C.gl3_1_glGetAttachedShaders(gl.funcs, C.GLuint(program), C.GLsizei(maxCount), (*C.GLsizei)(unsafe.Pointer(&count[0])), (*C.GLuint)(unsafe.Pointer(&obj[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniform.xml -func (gl *GL) GetActiveUniform(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) { - C.gl3_1_glGetActiveUniform(gl.funcs, C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLint)(unsafe.Pointer(&size[0])), (*C.GLenum)(unsafe.Pointer(&gltype[0])), (*C.GLchar)(unsafe.Pointer(&name[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveAttrib.xml -func (gl *GL) GetActiveAttrib(program glbase.Program, index glbase.Attrib, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) { - C.gl3_1_glGetActiveAttrib(gl.funcs, C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLint)(unsafe.Pointer(&size[0])), (*C.GLenum)(unsafe.Pointer(&gltype[0])), (*C.GLchar)(unsafe.Pointer(&name[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glEnableVertexAttribArray.xml -func (gl *GL) EnableVertexAttribArray(index glbase.Attrib) { - C.gl3_1_glEnableVertexAttribArray(gl.funcs, C.GLuint(index)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDisableVertexAttribArray.xml -func (gl *GL) DisableVertexAttribArray(index glbase.Attrib) { - C.gl3_1_glDisableVertexAttribArray(gl.funcs, C.GLuint(index)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDetachShader.xml -func (gl *GL) DetachShader(program glbase.Program, shader glbase.Shader) { - C.gl3_1_glDetachShader(gl.funcs, C.GLuint(program), C.GLuint(shader)) -} - -// DeleteShader frees the memory and invalidates the name associated with -// the shader object specified by shader. This command effectively undoes the -// effects of a call to CreateShader. -// -// If a shader object to be deleted is attached to a program object, it will -// be flagged for deletion, but it will not be deleted until it is no longer -// attached to any program object, for any rendering context (it must -// be detached from wherever it was attached before it will be deleted). A -// value of 0 for shader will be silently ignored. -// -// To determine whether an object has been flagged for deletion, call -// GetShader with arguments shader and GL.DELETE_STATUS. -// -// Error GL.INVALID_VALUE is generated if shader is not a value generated by -// OpenGL. -// -// DeleteShader is available in GL version 2.0 or greater. -func (gl *GL) DeleteShader(shader glbase.Shader) { - C.gl3_1_glDeleteShader(gl.funcs, C.GLuint(shader)) -} - -// DeleteProgram frees the memory and invalidates the name associated with -// the program object specified by program. This command effectively undoes -// the effects of a call to CreateProgram. -// -// If a program object is in use as part of current rendering state, it will -// be flagged for deletion, but it will not be deleted until it is no longer -// part of current state for any rendering context. If a program object to be -// deleted has shader objects attached to it, those shader objects will be -// automatically detached but not deleted unless they have already been -// flagged for deletion by a previous call to DeleteShader. A value of 0 -// for program will be silently ignored. -// -// To determine whether a program object has been flagged for deletion, call -// GetProgram with arguments program and GL.DELETE_STATUS. -// -// Error GL.INVALID_VALUE is generated if program is not a value generated by -// OpenGL. -// -// DeleteProgram is available in GL version 2.0 or greater. -func (gl *GL) DeleteProgram(program glbase.Program) { - C.gl3_1_glDeleteProgram(gl.funcs, C.GLuint(program)) -} - -// CreateShader creates an empty shader object and returns a non-zero value -// by which it can be referenced. A shader object is used to maintain the -// source code strings that define a shader. shaderType indicates the type of -// shader to be created. -// -// Two types of shaders are supported. A shader of type GL.VERTEX_SHADER is a -// shader that is intended to run on the programmable vertex processor and -// replace the fixed functionality vertex processing in OpenGL. A shader of -// type GL.FRAGMENT_SHADER is a shader that is intended to run on the -// programmable fragment processor and replace the fixed functionality -// fragment processing in OpenGL. -// -// When created, a shader object's GL.SHADER_TYPE parameter is set to either -// GL.VERTEX_SHADER or GL.FRAGMENT_SHADER, depending on the value of -// shaderType. -// -// Like display lists and texture objects, the name space for shader objects -// may be shared across a set of contexts, as long as the server sides of the -// contexts share the same address space. If the name space is shared across -// contexts, any attached objects and the data associated with those attached -// objects are shared as well. -// -// This function returns 0 if an error occurs creating the shader object. -// -// Error GL.INVALID_ENUM is generated if shaderType is not an accepted value. -// GL.INVALID_OPERATION is generated if CreateShader is executed between the -// execution of Begin and the corresponding execution of End. -// -// CreateShader is available in GL version 2.0 or greater. -func (gl *GL) CreateShader(gltype glbase.Enum) glbase.Shader { - glresult := C.gl3_1_glCreateShader(gl.funcs, C.GLenum(gltype)) - return glbase.Shader(glresult) -} - -// CreateProgram creates an empty program object and returns a non-zero -// value by which it can be referenced. A program object is an object to -// which shader objects can be attached. This provides a mechanism to specify -// the shader objects that will be linked to create a program. It also -// provides a means for checking the compatibility of the shaders that will -// be used to create a program (for instance, checking the compatibility -// between a vertex shader and a fragment shader). When no longer needed as -// part of a program object, shader objects can be detached. -// -// One or more executables are created in a program object by successfully -// attaching shader objects to it with AttachShader, successfully compiling -// the shader objects with CompileShader, and successfully linking the -// program object with LinkProgram. These executables are made part of -// current state when UseProgram is called. Program objects can be deleted -// by calling DeleteProgram. The memory associated with the program object -// will be deleted when it is no longer part of current rendering state for -// any context. -// -// Like display lists and texture objects, the name space for program objects -// may be shared across a set of contexts, as long as the server sides of the -// contexts share the same address space. If the name space is shared across -// contexts, any attached objects and the data associated with those attached -// objects are shared as well. -// -// Applications are responsible for providing the synchronization across API -// calls when objects are accessed from different execution threads. -// -// This function returns 0 if an error occurs creating the program object. -// -// Error GL.INVALID_OPERATION is generated if CreateProgram is executed -// between the execution of Begin and the corresponding execution of End. -// -// CreateProgram is available in GL version 2.0 or greater. -func (gl *GL) CreateProgram() glbase.Program { - glresult := C.gl3_1_glCreateProgram(gl.funcs) - return glbase.Program(glresult) -} - -// CompileShader compiles the source code strings that have been stored in -// the shader object specified by shader. -// -// The compilation status will be stored as part of the shader object's -// state. This value will be set to GL.TRUE if the shader was compiled without -// errors and is ready for use, and GL.FALSE otherwise. It can be queried by -// calling GetShaderiv with arguments shader and GL.COMPILE_STATUS. -// -// Compilation of a shader can fail for a number of reasons as specified by -// the OpenGL Shading Language Specification. Whether or not the compilation -// was successful, information about the compilation can be obtained from the -// shader object's information log by calling GetShaderInfoLog. -// -// Error GL.INVALID_VALUE is generated if shader is not a value generated by -// OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader -// object. GL.INVALID_OPERATION is generated if CompileShader is executed -// between the execution of Begin and the corresponding execution of End. -// -// CompileShader is available in GL version 2.0 or greater. -func (gl *GL) CompileShader(shader glbase.Shader) { - C.gl3_1_glCompileShader(gl.funcs, C.GLuint(shader)) -} - -// BindAttribLocation associates a user-defined attribute variable in the program -// object specified by program with a generic vertex attribute index. The name -// parameter specifies the name of the vertex shader attribute variable to -// which index is to be bound. When program is made part of the current state, -// values provided via the generic vertex attribute index will modify the -// value of the user-defined attribute variable specified by name. -// -// If name refers to a matrix attribute variable, index refers to the first -// column of the matrix. Other matrix columns are then automatically bound to -// locations index+1 for a matrix of type mat2; index+1 and index+2 for a -// matrix of type mat3; and index+1, index+2, and index+3 for a matrix of -// type mat4. -// -// This command makes it possible for vertex shaders to use descriptive names -// for attribute variables rather than generic variables that are numbered -// from 0 to GL.MAX_VERTEX_ATTRIBS-1. The values sent to each generic -// attribute index are part of current state, just like standard vertex -// attributes such as color, normal, and vertex position. If a different -// program object is made current by calling UseProgram, the generic vertex -// attributes are tracked in such a way that the same values will be observed -// by attributes in the new program object that are also bound to index. -// -// Attribute variable name-to-generic attribute index bindings for a program -// object can be explicitly assigned at any time by calling -// BindAttribLocation. Attribute bindings do not go into effect until -// LinkProgram is called. After a program object has been linked -// successfully, the index values for generic attributes remain fixed (and -// their values can be queried) until the next link command occurs. -// -// Applications are not allowed to bind any of the standard OpenGL vertex -// attributes using this command, as they are bound automatically when -// needed. Any attribute binding that occurs after the program object has -// been linked will not take effect until the next time the program object is -// linked. -// -// If name was bound previously, that information is lost. Thus you cannot -// bind one user-defined attribute variable to multiple indices, but you can -// bind multiple user-defined attribute variables to the same index. -// -// Applications are allowed to bind more than one user-defined attribute -// variable to the same generic vertex attribute index. This is called -// aliasing, and it is allowed only if just one of the aliased attributes is -// active in the executable program, or if no path through the shader -// consumes more than one attribute of a set of attributes aliased to the -// same location. The compiler and linker are allowed to assume that no -// aliasing is done and are free to employ optimizations that work only in -// the absence of aliasing. OpenGL implementations are not required to do -// error checking to detect aliasing. Because there is no way to bind -// standard attributes, it is not possible to alias generic attributes with -// conventional ones (except for generic attribute 0). -// -// BindAttribLocation can be called before any vertex shader objects are -// bound to the specified program object. It is also permissible to bind a -// generic attribute index to an attribute variable name that is never used -// in a vertex shader. -// -// Active attributes that are not explicitly bound will be bound by the -// linker when LinkProgram is called. The locations assigned can be queried -// by calling GetAttribLocation. -// -// Error GL.INVALID_VALUE is generated if index is greater than or equal to -// GL.MAX_VERTEX_ATTRIBS. -// GL.INVALID_OPERATION is generated if name starts with the reserved prefix "gl_". -// GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. -// GL.INVALID_OPERATION is generated if program is not a program object. -// GL.INVALID_OPERATION is generated if BindAttribLocation is executed -// between the execution of Begin and the corresponding execution of End. -// -// BindAttribLocation is available in GL version 2.0 or greater. -func (gl *GL) BindAttribLocation(program glbase.Program, index glbase.Attrib, name string) { - name_cstr := C.CString(name) - C.gl3_1_glBindAttribLocation(gl.funcs, C.GLuint(program), C.GLuint(index), (*C.GLchar)(name_cstr)) - C.free(unsafe.Pointer(name_cstr)) -} - -// AttachShader attaches a shader object to a program object. -// -// In order to create an executable, there must be a way to specify the list -// of things that will be linked together. Program objects provide this -// mechanism. Shaders that are to be linked together in a program object must -// first be attached to that program object. This indicates that shader will -// be included in link operations that will be performed on program. -// -// All operations that can be performed on a shader object are valid whether -// or not the shader object is attached to a program object. It is -// permissible to attach a shader object to a program object before source -// code has been loaded into the shader object or before the shader object -// has been compiled. It is permissible to attach multiple shader objects of -// the same type because each may contain a portion of the complete shader. -// It is also permissible to attach a shader object to more than one program -// object. If a shader object is deleted while it is attached to a program -// object, it will be flagged for deletion, and deletion will not occur until -// DetachShader is called to detach it from all program objects to which it -// is attached. -// -// Error GL.INVALID_VALUE is generated if either program or shader is not a -// value generated by OpenGL. GL.INVALID_OPERATION is generated if program -// is not a program object. GL.INVALID_OPERATION is generated if shader is -// not a shader object. GL.INVALID_OPERATION is generated if shader is -// already attached to program. GL.INVALID_OPERATION is generated if -// AttachShader is executed between the execution of Begin and the -// corresponding execution of End. -// -// AttachShader is available in GL version 2.0 or greater. -func (gl *GL) AttachShader(program glbase.Program, shader glbase.Shader) { - C.gl3_1_glAttachShader(gl.funcs, C.GLuint(program), C.GLuint(shader)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilMaskSeparate.xml -func (gl *GL) StencilMaskSeparate(face glbase.Enum, mask uint32) { - C.gl3_1_glStencilMaskSeparate(gl.funcs, C.GLenum(face), C.GLuint(mask)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilFuncSeparate.xml -func (gl *GL) StencilFuncSeparate(face, glfunc glbase.Enum, ref int32, mask uint32) { - C.gl3_1_glStencilFuncSeparate(gl.funcs, C.GLenum(face), C.GLenum(glfunc), C.GLint(ref), C.GLuint(mask)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilOpSeparate.xml -func (gl *GL) StencilOpSeparate(face, sfail, dpfail, dppass glbase.Enum) { - C.gl3_1_glStencilOpSeparate(gl.funcs, C.GLenum(face), C.GLenum(sfail), C.GLenum(dpfail), C.GLenum(dppass)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawBuffers.xml -func (gl *GL) DrawBuffers(n int, bufs []glbase.Enum) { - C.gl3_1_glDrawBuffers(gl.funcs, C.GLsizei(n), (*C.GLenum)(unsafe.Pointer(&bufs[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendEquationSeparate.xml -func (gl *GL) BlendEquationSeparate(modeRGB, modeAlpha glbase.Enum) { - C.gl3_1_glBlendEquationSeparate(gl.funcs, C.GLenum(modeRGB), C.GLenum(modeAlpha)) -} - -// UniformMatrix4x3fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix4x3fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix4x3fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(4*3) != 0 { - panic("invalid value length for UniformMatrix4x3fv") - } - count := len(value) / (4 * 3) - C.gl3_1_glUniformMatrix4x3fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix3x4fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix3x4fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix3x4fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(3*4) != 0 { - panic("invalid value length for UniformMatrix3x4fv") - } - count := len(value) / (3 * 4) - C.gl3_1_glUniformMatrix3x4fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix4x2fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix4x2fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix4x2fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(4*2) != 0 { - panic("invalid value length for UniformMatrix4x2fv") - } - count := len(value) / (4 * 2) - C.gl3_1_glUniformMatrix4x2fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix2x4fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix2x4fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix2x4fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(2*4) != 0 { - panic("invalid value length for UniformMatrix2x4fv") - } - count := len(value) / (2 * 4) - C.gl3_1_glUniformMatrix2x4fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix3x2fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix3x2fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix3x2fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(3*2) != 0 { - panic("invalid value length for UniformMatrix3x2fv") - } - count := len(value) / (3 * 2) - C.gl3_1_glUniformMatrix3x2fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// UniformMatrix2x3fv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// UniformMatrix2x3fv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to -// modify a matrix or an array of matrices. The numbers in the function name -// are interpreted as the dimensionality of the matrix. The number 2 -// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 -// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square -// matrix dimensionality is explicit, with the first number representing the -// number of columns and the second number representing the number of rows. -// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 -// values). The length of the provided slice must be a multiple of the number -// of values per matrix, to update one or more consecutive matrices. -// -// If transpose is false, each matrix is assumed to be supplied in column -// major order. If transpose is true, each matrix is assumed to be supplied -// in row major order. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) UniformMatrix2x3fv(location glbase.Uniform, transpose bool, value []float32) { - if len(value) == 0 { - return - } - if len(value)%(2*3) != 0 { - panic("invalid value length for UniformMatrix2x3fv") - } - count := len(value) / (2 * 3) - C.gl3_1_glUniformMatrix2x3fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsVertexArray.xml -func (gl *GL) IsVertexArray(array uint32) bool { - glresult := C.gl3_1_glIsVertexArray(gl.funcs, C.GLuint(array)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGenVertexArrays.xml -func (gl *GL) GenVertexArrays(n int, arrays []uint32) { - C.gl3_1_glGenVertexArrays(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&arrays[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteVertexArrays.xml -func (gl *GL) DeleteVertexArrays(n int, arrays []uint32) { - C.gl3_1_glDeleteVertexArrays(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&arrays[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindVertexArray.xml -func (gl *GL) BindVertexArray(array uint32) { - C.gl3_1_glBindVertexArray(gl.funcs, C.GLuint(array)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFlushMappedBufferRange.xml -func (gl *GL) FlushMappedBufferRange(target glbase.Enum, offset, length int) { - C.gl3_1_glFlushMappedBufferRange(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTextureLayer.xml -func (gl *GL) FramebufferTextureLayer(target, attachment glbase.Enum, texture glbase.Texture, level int, layer int32) { - C.gl3_1_glFramebufferTextureLayer(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLuint(texture), C.GLint(level), C.GLint(layer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glRenderbufferStorageMultisample.xml -func (gl *GL) RenderbufferStorageMultisample(target glbase.Enum, samples int32, internalFormat glbase.Enum, width, height int) { - C.gl3_1_glRenderbufferStorageMultisample(gl.funcs, C.GLenum(target), C.GLsizei(samples), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBlitFramebuffer.xml -func (gl *GL) BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int32, mask glbase.Bitfield, filter glbase.Enum) { - C.gl3_1_glBlitFramebuffer(gl.funcs, C.GLint(srcX0), C.GLint(srcY0), C.GLint(srcX1), C.GLint(srcY1), C.GLint(dstX0), C.GLint(dstY0), C.GLint(dstX1), C.GLint(dstY1), C.GLbitfield(mask), C.GLenum(filter)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGenerateMipmap.xml -func (gl *GL) GenerateMipmap(target glbase.Enum) { - C.gl3_1_glGenerateMipmap(gl.funcs, C.GLenum(target)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetFramebufferAttachmentParameteriv.xml -func (gl *GL) GetFramebufferAttachmentParameteriv(target, attachment, pname glbase.Enum, params []int32) { - C.gl3_1_glGetFramebufferAttachmentParameteriv(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferRenderbuffer.xml -func (gl *GL) FramebufferRenderbuffer(target, attachment, renderbuffertarget glbase.Enum, renderbuffer glbase.Renderbuffer) { - C.gl3_1_glFramebufferRenderbuffer(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture3D.xml -func (gl *GL) FramebufferTexture3D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int, zoffset int32) { - C.gl3_1_glFramebufferTexture3D(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level), C.GLint(zoffset)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture2D.xml -func (gl *GL) FramebufferTexture2D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int) { - C.gl3_1_glFramebufferTexture2D(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture1D.xml -func (gl *GL) FramebufferTexture1D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int) { - C.gl3_1_glFramebufferTexture1D(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCheckFramebufferStatus.xml -func (gl *GL) CheckFramebufferStatus(target glbase.Enum) glbase.Enum { - glresult := C.gl3_1_glCheckFramebufferStatus(gl.funcs, C.GLenum(target)) - return glbase.Enum(glresult) -} - -// GenFramebuffers returns n framebuffer object names in ids. There is no -// guarantee that the names form a contiguous set of integers; however, it is -// guaranteed that none of the returned names was in use immediately before -// the call to GenFramebuffers. -// -// Framebuffer object names returned by a call to GenFramebuffers are not -// returned by subsequent calls, unless they are first deleted with -// DeleteFramebuffers. -// -// The names returned in ids are marked as used, for the purposes of -// GenFramebuffers only, but they acquire state and type only when they are -// first bound. -// -// Error GL.INVALID_VALUE is generated if n is negative. -func (gl *GL) GenFramebuffers(n int) []glbase.Framebuffer { - if n == 0 { - return nil - } - framebuffers := make([]glbase.Framebuffer, n) - C.gl3_1_glGenFramebuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0]))) - return framebuffers -} - -// DeleteFramebuffers deletes the framebuffer objects whose names are -// stored in the framebuffers slice. The name zero is reserved by the GL and -// is silently ignored, should it occur in framebuffers, as are other unused -// names. Once a framebuffer object is deleted, its name is again unused and -// it has no attachments. If a framebuffer that is currently bound to one or -// more of the targets GL.DRAW_FRAMEBUFFER or GL.READ_FRAMEBUFFER is deleted, -// it is as though BindFramebuffer had been executed with the corresponding -// target and framebuffer zero. -// -// Error GL.INVALID_VALUE is generated if n is negative. -// -// DeleteFramebuffers is available in GL version 3.0 or greater. -func (gl *GL) DeleteFramebuffers(framebuffers []glbase.Framebuffer) { - n := len(framebuffers) - if n == 0 { - return - } - C.gl3_1_glDeleteFramebuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindFramebuffer.xml -func (gl *GL) BindFramebuffer(target glbase.Enum, framebuffer glbase.Framebuffer) { - C.gl3_1_glBindFramebuffer(gl.funcs, C.GLenum(target), C.GLuint(framebuffer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsFramebuffer.xml -func (gl *GL) IsFramebuffer(framebuffer glbase.Framebuffer) bool { - glresult := C.gl3_1_glIsFramebuffer(gl.funcs, C.GLuint(framebuffer)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetRenderbufferParameteriv.xml -func (gl *GL) GetRenderbufferParameteriv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glGetRenderbufferParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glRenderbufferStorage.xml -func (gl *GL) RenderbufferStorage(target, internalFormat glbase.Enum, width, height int) { - C.gl3_1_glRenderbufferStorage(gl.funcs, C.GLenum(target), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) -} - -// GenRenderbuffers returns n renderbuffer object names in renderbuffers. -// There is no guarantee that the names form a contiguous set of integers; -// however, it is guaranteed that none of the returned names was in use -// immediately before the call to GenRenderbuffers. -// -// Renderbuffer object names returned by a call to GenRenderbuffers are not -// returned by subsequent calls, unless they are first deleted with -// DeleteRenderbuffers. -// -// The names returned in renderbuffers are marked as used, for the purposes -// of GenRenderbuffers only, but they acquire state and type only when they -// are first bound. -// -// Error GL.INVALID_VALUE is generated if n is negative. -// -// GenRenderbuffers is available in GL version 3.0 or greater. -func (gl *GL) GenRenderbuffers(n int) []glbase.Renderbuffer { - if n == 0 { - return nil - } - renderbuffers := make([]glbase.Renderbuffer, n) - C.gl3_1_glGenRenderbuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0]))) - return renderbuffers -} - -// DeleteRenderbuffers deletes the renderbuffer objects whose names are stored -// in the renderbuffers slice. The name zero is reserved by the GL and -// is silently ignored, should it occur in renderbuffers, as are other unused -// names. Once a renderbuffer object is deleted, its name is again unused and -// it has no contents. If a renderbuffer that is currently bound to the -// target GL.RENDERBUFFER is deleted, it is as though BindRenderbuffer had -// been executed with a target of GL.RENDERBUFFER and a name of zero. -// -// If a renderbuffer object is attached to one or more attachment points in -// the currently bound framebuffer, then it as if FramebufferRenderbuffer -// had been called, with a renderbuffer of zero for each attachment point to -// which this image was attached in the currently bound framebuffer. In other -// words, this renderbuffer object is first detached from all attachment -// ponits in the currently bound framebuffer. Note that the renderbuffer -// image is specifically not detached from any non-bound framebuffers. -// -// Error GL.INVALID_VALUE is generated if n is negative. -// -// DeleteRenderbuffers is available in GL version 3.0 or greater. -func (gl *GL) DeleteRenderbuffers(renderbuffers []glbase.Renderbuffer) { - n := len(renderbuffers) - if n == 0 { - return - } - C.gl3_1_glDeleteRenderbuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindRenderbuffer.xml -func (gl *GL) BindRenderbuffer(target glbase.Enum, renderbuffer glbase.Renderbuffer) { - C.gl3_1_glBindRenderbuffer(gl.funcs, C.GLenum(target), C.GLuint(renderbuffer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsRenderbuffer.xml -func (gl *GL) IsRenderbuffer(renderbuffer glbase.Renderbuffer) bool { - glresult := C.gl3_1_glIsRenderbuffer(gl.funcs, C.GLuint(renderbuffer)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferfi.xml -func (gl *GL) ClearBufferfi(buffer glbase.Enum, drawbuffer int32, depth float32, stencil int32) { - C.gl3_1_glClearBufferfi(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), C.GLfloat(depth), C.GLint(stencil)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferfv.xml -func (gl *GL) ClearBufferfv(buffer glbase.Enum, drawbuffer int32, value []float32) { - C.gl3_1_glClearBufferfv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLfloat)(unsafe.Pointer(&value[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferuiv.xml -func (gl *GL) ClearBufferuiv(buffer glbase.Enum, drawbuffer int32, value []uint32) { - C.gl3_1_glClearBufferuiv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLuint)(unsafe.Pointer(&value[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferiv.xml -func (gl *GL) ClearBufferiv(buffer glbase.Enum, drawbuffer int32, value []int32) { - C.gl3_1_glClearBufferiv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLint)(unsafe.Pointer(&value[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterIuiv.xml -func (gl *GL) GetTexParameterIuiv(target, pname glbase.Enum, params []uint32) { - C.gl3_1_glGetTexParameterIuiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterIiv.xml -func (gl *GL) GetTexParameterIiv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glGetTexParameterIiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterIuiv.xml -func (gl *GL) TexParameterIuiv(target, pname glbase.Enum, params []uint32) { - C.gl3_1_glTexParameterIuiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterIiv.xml -func (gl *GL) TexParameterIiv(target, pname glbase.Enum, params []int32) { - C.gl3_1_glTexParameterIiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// Uniform4uiv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform4uiv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform4uiv(location glbase.Uniform, value []uint32) { - if len(value) == 0 { - return - } - if len(value)%4 != 0 { - panic("invalid value length for Uniform4uiv") - } - count := len(value) / 4 - C.gl3_1_glUniform4uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0]))) -} - -// Uniform3uiv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform3uiv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform3uiv(location glbase.Uniform, value []uint32) { - if len(value) == 0 { - return - } - if len(value)%3 != 0 { - panic("invalid value length for Uniform3uiv") - } - count := len(value) / 3 - C.gl3_1_glUniform3uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0]))) -} - -// Uniform2uiv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform2uiv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform2uiv(location glbase.Uniform, value []uint32) { - if len(value) == 0 { - return - } - if len(value)%2 != 0 { - panic("invalid value length for Uniform2uiv") - } - count := len(value) / 2 - C.gl3_1_glUniform2uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0]))) -} - -// Uniform1uiv modifies the value of a uniform variable or a uniform -// variable array. The location of the uniform variable to be modified is -// specified by location, which should be a value returned by GetUniformLocation. -// Uniform1uiv operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single -// uniform variable or a uniform variable array. These functions receive a -// slice with the values to be loaded into a uniform variable or a uniform -// variable array. A slice with length 1 should be used if modifying the value -// of a single uniform variable, and a length of 1 or greater can be used to -// modify an entire array or part of an array. When loading n elements -// starting at an arbitrary position m in a uniform variable array, elements -// m + n - 1 in the array will be replaced with the new values. If m + n - 1 -// is larger than the size of the uniform variable array, values for all -// array elements beyond the end of the array will be ignored. The number -// specified in the name of the command indicates the number of components -// for each element in value, and it should match the number of components in -// the data type of the specified uniform variable (1 for float, int, bool; -// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name -// of the command must match the data type for the specified uniform variable -// as described for Uniform{1|2|3|4}{f|i|ui}. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform1uiv(location glbase.Uniform, value []uint32) { - if len(value) == 0 { - return - } - count := len(value) - C.gl3_1_glUniform1uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0]))) -} - -// Uniform4ui modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform4ui operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform4ui(location glbase.Uniform, v0, v1, v2, v3 uint32) { - C.gl3_1_glUniform4ui(gl.funcs, C.GLint(location), C.GLuint(v0), C.GLuint(v1), C.GLuint(v2), C.GLuint(v3)) -} - -// Uniform3ui modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform3ui operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform3ui(location glbase.Uniform, v0, v1, v2 uint32) { - C.gl3_1_glUniform3ui(gl.funcs, C.GLint(location), C.GLuint(v0), C.GLuint(v1), C.GLuint(v2)) -} - -// Uniform2ui modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform2ui operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform2ui(location glbase.Uniform, v0, v1 uint32) { - C.gl3_1_glUniform2ui(gl.funcs, C.GLint(location), C.GLuint(v0), C.GLuint(v1)) -} - -// Uniform1ui modifies the value of a single uniform variable. -// The location of the uniform variable to be modified is specified by -// location, which should be a value returned by GetUniformLocation. -// Uniform1ui operates on the program object that was made part of -// current state by calling UseProgram. -// -// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the -// uniform variable specified by location using the values passed as -// arguments. The number specified in the function should match the number of -// components in the data type of the specified uniform variable (1 for -// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). -// The suffix f indicates that floating-point values are being passed; the -// suffix i indicates that integer values are being passed; the suffix ui -// indicates that unsigned integer values are being passed, and this type -// should also match the data type of the specified uniform variable. The i -// variants of this function should be used to provide values for uniform -// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui -// variants of this function should be used to provide values for uniform -// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of -// these. The f variants should be used to provide values for uniform -// variables of type float, vec2, vec3, vec4, or arrays of these. Either the -// i, ui or f variants may be used to provide values for uniform variables of -// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable -// will be set to false if the input value is 0 or 0.0f, and it will be set -// to true otherwise. -// -// Uniform1i and Uniform1iv are the only two functions that may be used to -// load uniform variables defined as sampler types. Loading samplers with any -// other function will result in a GL.INVALID_OPERATION error. -// -// All active uniform variables defined in a program object are initialized -// to 0 when the program object is linked successfully. They retain the -// values assigned to them by a call to Uniform* until the next successful -// link operation occurs on the program object, when they are once again -// initialized to 0. -func (gl *GL) Uniform1ui(location glbase.Uniform, v0 uint32) { - C.gl3_1_glUniform1ui(gl.funcs, C.GLint(location), C.GLuint(v0)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetFragDataLocation.xml -func (gl *GL) GetFragDataLocation(program glbase.Program, name []byte) int32 { - glresult := C.gl3_1_glGetFragDataLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&name[0]))) - return int32(glresult) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindFragDataLocation.xml -func (gl *GL) BindFragDataLocation(program glbase.Program, color uint32, name []byte) { - C.gl3_1_glBindFragDataLocation(gl.funcs, C.GLuint(program), C.GLuint(color), (*C.GLchar)(unsafe.Pointer(&name[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetUniformuiv.xml -func (gl *GL) GetUniformuiv(program glbase.Program, location glbase.Uniform, params []uint32) { - C.gl3_1_glGetUniformuiv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLuint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetVertexAttribIuiv.xml -func (gl *GL) GetVertexAttribIuiv(index glbase.Attrib, pname glbase.Enum, params []uint32) { - C.gl3_1_glGetVertexAttribIuiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetVertexAttribIiv.xml -func (gl *GL) GetVertexAttribIiv(index glbase.Attrib, pname glbase.Enum, params []int32) { - C.gl3_1_glGetVertexAttribIiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glVertexAttribIPointer.xml -func (gl *GL) VertexAttribIPointer(index glbase.Attrib, size int, gltype glbase.Enum, stride int, pointer interface{}) { - var pointer_ptr unsafe.Pointer - var pointer_v = reflect.ValueOf(pointer) - if pointer != nil && pointer_v.Kind() != reflect.Slice { - panic("parameter pointer must be a slice") - } - if pointer != nil { - pointer_ptr = unsafe.Pointer(pointer_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glVertexAttribIPointer(gl.funcs, C.GLuint(index), C.GLint(size), C.GLenum(gltype), C.GLsizei(stride), pointer_ptr) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glEndConditionalRender.xml -func (gl *GL) EndConditionalRender() { - C.gl3_1_glEndConditionalRender(gl.funcs) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBeginConditionalRender.xml -func (gl *GL) BeginConditionalRender(id uint32, mode glbase.Enum) { - C.gl3_1_glBeginConditionalRender(gl.funcs, C.GLuint(id), C.GLenum(mode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glClampColor.xml -func (gl *GL) ClampColor(target, clamp glbase.Enum) { - C.gl3_1_glClampColor(gl.funcs, C.GLenum(target), C.GLenum(clamp)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTransformFeedbackVarying.xml -func (gl *GL) GetTransformFeedbackVarying(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) { - C.gl3_1_glGetTransformFeedbackVarying(gl.funcs, C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLsizei)(unsafe.Pointer(&size[0])), (*C.GLenum)(unsafe.Pointer(&gltype[0])), (*C.GLchar)(unsafe.Pointer(&name[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindBufferBase.xml -func (gl *GL) BindBufferBase(target glbase.Enum, index uint32, buffer glbase.Buffer) { - C.gl3_1_glBindBufferBase(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLuint(buffer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBindBufferRange.xml -func (gl *GL) BindBufferRange(target glbase.Enum, index uint32, buffer glbase.Buffer, offset, size int) { - C.gl3_1_glBindBufferRange(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLuint(buffer), C.GLintptr(offset), C.GLsizeiptr(size)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glEndTransformFeedback.xml -func (gl *GL) EndTransformFeedback() { - C.gl3_1_glEndTransformFeedback(gl.funcs) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glBeginTransformFeedback.xml -func (gl *GL) BeginTransformFeedback(primitiveMode glbase.Enum) { - C.gl3_1_glBeginTransformFeedback(gl.funcs, C.GLenum(primitiveMode)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glIsEnabledi.xml -func (gl *GL) IsEnabledi(target glbase.Enum, index uint32) bool { - glresult := C.gl3_1_glIsEnabledi(gl.funcs, C.GLenum(target), C.GLuint(index)) - return *(*bool)(unsafe.Pointer(&glresult)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDisablei.xml -func (gl *GL) Disablei(target glbase.Enum, index uint32) { - C.gl3_1_glDisablei(gl.funcs, C.GLenum(target), C.GLuint(index)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glEnablei.xml -func (gl *GL) Enablei(target glbase.Enum, index uint32) { - C.gl3_1_glEnablei(gl.funcs, C.GLenum(target), C.GLuint(index)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetIntegeri_v.xml -func (gl *GL) GetIntegeri_v(target glbase.Enum, index uint32, data []int32) { - C.gl3_1_glGetIntegeri_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLint)(unsafe.Pointer(&data[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBooleani_v.xml -func (gl *GL) GetBooleani_v(target glbase.Enum, index uint32, data []bool) { - C.gl3_1_glGetBooleani_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLboolean)(unsafe.Pointer(&data[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glColorMaski.xml -func (gl *GL) ColorMaski(index uint32, r, g, b, a bool) { - C.gl3_1_glColorMaski(gl.funcs, C.GLuint(index), *(*C.GLboolean)(unsafe.Pointer(&r)), *(*C.GLboolean)(unsafe.Pointer(&g)), *(*C.GLboolean)(unsafe.Pointer(&b)), *(*C.GLboolean)(unsafe.Pointer(&a))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyBufferSubData.xml -func (gl *GL) CopyBufferSubData(readTarget, writeTarget glbase.Enum, readOffset, writeOffset, size int) { - C.gl3_1_glCopyBufferSubData(gl.funcs, C.GLenum(readTarget), C.GLenum(writeTarget), C.GLintptr(readOffset), C.GLintptr(writeOffset), C.GLsizeiptr(size)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glUniformBlockBinding.xml -func (gl *GL) UniformBlockBinding(program glbase.Program, v0, v1 uint32) { - C.gl3_1_glUniformBlockBinding(gl.funcs, C.GLuint(program), C.GLuint(v0), C.GLuint(v1)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformBlockName.xml -func (gl *GL) GetActiveUniformBlockName(program glbase.Program, uniformBlockIndex uint32, bufSize int32, length []int32, uniformBlockName []byte) { - C.gl3_1_glGetActiveUniformBlockName(gl.funcs, C.GLuint(program), C.GLuint(uniformBlockIndex), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&uniformBlockName[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformBlockiv.xml -func (gl *GL) GetActiveUniformBlockiv(program glbase.Program, uniformBlockIndex uint32, pname glbase.Enum, params []int32) { - C.gl3_1_glGetActiveUniformBlockiv(gl.funcs, C.GLuint(program), C.GLuint(uniformBlockIndex), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetUniformBlockIndex.xml -func (gl *GL) GetUniformBlockIndex(program glbase.Program, uniformBlockName []byte) uint32 { - glresult := C.gl3_1_glGetUniformBlockIndex(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&uniformBlockName[0]))) - return uint32(glresult) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformName.xml -func (gl *GL) GetActiveUniformName(program glbase.Program, uniformIndex uint32, bufSize int32, length []int32, uniformName []byte) { - C.gl3_1_glGetActiveUniformName(gl.funcs, C.GLuint(program), C.GLuint(uniformIndex), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&uniformName[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformsiv.xml -func (gl *GL) GetActiveUniformsiv(program glbase.Program, uniformCount int32, uniformIndices []uint32, pname glbase.Enum, params []int32) { - C.gl3_1_glGetActiveUniformsiv(gl.funcs, C.GLuint(program), C.GLsizei(uniformCount), (*C.GLuint)(unsafe.Pointer(&uniformIndices[0])), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0]))) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glPrimitiveRestartIndex.xml -func (gl *GL) PrimitiveRestartIndex(index uint32) { - C.gl3_1_glPrimitiveRestartIndex(gl.funcs, C.GLuint(index)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glTexBuffer.xml -func (gl *GL) TexBuffer(target, internalFormat glbase.Enum, buffer glbase.Buffer) { - C.gl3_1_glTexBuffer(gl.funcs, C.GLenum(target), C.GLenum(internalFormat), C.GLuint(buffer)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawElementsInstanced.xml -func (gl *GL) DrawElementsInstanced(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount int32) { - var indices_ptr unsafe.Pointer - var indices_v = reflect.ValueOf(indices) - if indices != nil && indices_v.Kind() != reflect.Slice { - panic("parameter indices must be a slice") - } - if indices != nil { - indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer()) - } - C.gl3_1_glDrawElementsInstanced(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLsizei(instancecount)) -} - -// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArraysInstanced.xml -func (gl *GL) DrawArraysInstanced(mode glbase.Enum, first, count int, instancecount int32) { - C.gl3_1_glDrawArraysInstanced(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count), C.GLsizei(instancecount)) -} |