blob: 1222c3e4ee1e61903a16b1ee00f269ead02e66ce [file] [log] [blame]
// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build linux darwin
package gl
// This file contains GL Types and their methods that are independent of the
// "gldebug" build tag.
/*
#cgo darwin,amd64 LDFLAGS: -framework OpenGL
#cgo darwin,arm LDFLAGS: -framework OpenGLES
#cgo linux LDFLAGS: -lGLESv2
#cgo darwin,amd64 CFLAGS: -Dos_darwin_amd64
#cgo darwin,arm CFLAGS: -Dos_darwin_arm
#cgo linux CFLAGS: -Dos_linux
#ifdef os_linux
#include <GLES2/gl2.h>
#endif
#ifdef os_darwin_arm
#include <OpenGLES/ES2/gl.h>
#endif
#ifdef os_darwin_amd64
#include <OpenGL/gl3.h>
#endif
void blendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { glBlendColor(r, g, b, a); }
void clearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { glClearColor(r, g, b, a); }
void clearDepthf(GLfloat d) { glClearDepthf(d); }
void depthRangef(GLfloat n, GLfloat f) { glDepthRangef(n, f); }
void sampleCoverage(GLfloat v, GLboolean invert) { glSampleCoverage(v, invert); }
*/
import "C"
import "golang.org/x/mobile/f32"
// WriteAffine writes the contents of an Affine to a 3x3 matrix GL uniform.
func (u Uniform) WriteAffine(a *f32.Affine) {
var m [9]float32
m[0*3+0] = a[0][0]
m[0*3+1] = a[1][0]
m[0*3+2] = 0
m[1*3+0] = a[0][1]
m[1*3+1] = a[1][1]
m[1*3+2] = 0
m[2*3+0] = a[0][2]
m[2*3+1] = a[1][2]
m[2*3+2] = 1
UniformMatrix3fv(u, m[:])
}
// WriteMat4 writes the contents of a 4x4 matrix to a GL uniform.
func (u Uniform) WriteMat4(p *f32.Mat4) {
var m [16]float32
m[0*4+0] = p[0][0]
m[0*4+1] = p[1][0]
m[0*4+2] = p[2][0]
m[0*4+3] = p[3][0]
m[1*4+0] = p[0][1]
m[1*4+1] = p[1][1]
m[1*4+2] = p[2][1]
m[1*4+3] = p[3][1]
m[2*4+0] = p[0][2]
m[2*4+1] = p[1][2]
m[2*4+2] = p[2][2]
m[2*4+3] = p[3][2]
m[3*4+0] = p[0][3]
m[3*4+1] = p[1][3]
m[3*4+2] = p[2][3]
m[3*4+3] = p[3][3]
UniformMatrix4fv(u, m[:])
}
// WriteVec4 writes the contents of a 4-element vector to a GL uniform.
func (u Uniform) WriteVec4(v *f32.Vec4) {
Uniform4f(u, v[0], v[1], v[2], v[3])
}
func glBoolean(b bool) C.GLboolean {
if b {
return 0
}
return 1
}
// Desktop OpenGL and the ES 2/3 APIs have a very slight difference
// that is imperceptible to C programmers: some function parameters
// use the type Glclampf and some use GLfloat. These two types are
// equivalent in size and bit layout (both are single-precision
// floats), but it plays havoc with cgo. We adjust the types by using
// C wrappers for the problematic functions.
func blendColor(r, g, b, a float32) {
C.blendColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a))
}
func clearColor(r, g, b, a float32) {
C.clearColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a))
}
func clearDepthf(d float32) { C.clearDepthf(C.GLfloat(d)) }
func depthRangef(n, f float32) { C.depthRangef(C.GLfloat(n), C.GLfloat(f)) }
func sampleCoverage(v float32, i bool) { C.sampleCoverage(C.GLfloat(v), glBoolean(i)) }