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https://github.com/hajimehoshi/ebiten.git
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5a36b4bb48
Updates #805
105 lines
4.3 KiB
Go
105 lines
4.3 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !playstation5
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package gl
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//go:generate go run gen.go
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//go:generate gofmt -s -w .
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// Context is a context for OpenGL (ES) functions.
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//
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// Context is basically the same as gomobile's gl.Context.
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// See https://pkg.go.dev/golang.org/x/mobile/gl#Context
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type Context interface {
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LoadFunctions() error
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IsES() bool
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ActiveTexture(texture uint32)
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AttachShader(program uint32, shader uint32)
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BindAttribLocation(program uint32, index uint32, name string)
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BindBuffer(target uint32, buffer uint32)
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BindFramebuffer(target uint32, framebuffer uint32)
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BindRenderbuffer(target uint32, renderbuffer uint32)
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BindTexture(target uint32, texture uint32)
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BindVertexArray(array uint32)
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BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
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BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32)
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BufferInit(target uint32, size int, usage uint32)
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BufferSubData(target uint32, offset int, data []byte)
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CheckFramebufferStatus(target uint32) uint32
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Clear(mask uint32)
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ColorMask(red, green, blue, alpha bool)
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CompileShader(shader uint32)
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CreateBuffer() uint32
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CreateFramebuffer() uint32
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CreateProgram() uint32
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CreateRenderbuffer() uint32
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CreateShader(xtype uint32) uint32
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CreateTexture() uint32
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CreateVertexArray() uint32
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DeleteBuffer(buffer uint32)
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DeleteFramebuffer(framebuffer uint32)
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DeleteProgram(program uint32)
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DeleteRenderbuffer(renderbuffer uint32)
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DeleteShader(shader uint32)
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DeleteTexture(texture uint32)
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DeleteVertexArray(array uint32)
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Disable(cap uint32)
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DisableVertexAttribArray(index uint32)
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DrawElements(mode uint32, count int32, xtype uint32, offset int)
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Enable(cap uint32)
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EnableVertexAttribArray(index uint32)
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Flush()
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FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32)
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FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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GetError() uint32
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GetInteger(pname uint32) int
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GetProgramInfoLog(program uint32) string
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GetProgrami(program uint32, pname uint32) int
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GetShaderInfoLog(shader uint32) string
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GetShaderi(shader uint32, pname uint32) int
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GetUniformLocation(program uint32, name string) int32
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IsFramebuffer(framebuffer uint32) bool
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IsProgram(program uint32) bool
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IsRenderbuffer(renderbuffer uint32) bool
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LinkProgram(program uint32)
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PixelStorei(pname uint32, param int32)
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ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32)
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RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32)
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Scissor(x, y, width, height int32)
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ShaderSource(shader uint32, xstring string)
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StencilFunc(func_ uint32, ref int32, mask uint32)
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StencilOpSeparate(face, sfail, dpfail, dppass uint32)
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TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte)
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TexParameteri(target uint32, pname uint32, param int32)
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TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte)
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Uniform1fv(location int32, value []float32)
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Uniform1i(location int32, v0 int32)
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Uniform1iv(location int32, value []int32)
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Uniform2fv(location int32, value []float32)
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Uniform2iv(location int32, value []int32)
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Uniform3fv(location int32, value []float32)
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Uniform3iv(location int32, value []int32)
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Uniform4fv(location int32, value []float32)
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Uniform4iv(location int32, value []int32)
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UniformMatrix2fv(location int32, value []float32)
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UniformMatrix3fv(location int32, value []float32)
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UniformMatrix4fv(location int32, value []float32)
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UseProgram(program uint32)
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VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int)
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Viewport(x int32, y int32, width int32, height int32)
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}
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