1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
// 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 darwin linux openbsd windows
// +build !gldebug
package gl
import "fmt"
// Enum is equivalent to GLenum, and is normally used with one of the
// constants defined in this package.
type Enum uint32
// Types are defined a structs so that in debug mode they can carry
// extra information, such as a string name. See typesdebug.go.
// Attrib identifies the location of a specific attribute variable.
type Attrib struct {
Value uint
}
// Program identifies a compiled shader program.
type Program struct {
// Init is set by CreateProgram, as some GL drivers (in particular,
// ANGLE) return true for glIsProgram(0).
Init bool
Value uint32
}
// Shader identifies a GLSL shader.
type Shader struct {
Value uint32
}
// Buffer identifies a GL buffer object.
type Buffer struct {
Value uint32
}
// Framebuffer identifies a GL framebuffer.
type Framebuffer struct {
Value uint32
}
// A Renderbuffer is a GL object that holds an image in an internal format.
type Renderbuffer struct {
Value uint32
}
// A Texture identifies a GL texture unit.
type Texture struct {
Value uint32
}
// Uniform identifies the location of a specific uniform variable.
type Uniform struct {
Value int32
}
// A VertexArray is a GL object that holds vertices in an internal format.
type VertexArray struct {
Value uint32
}
func (v Attrib) c() uintptr { return uintptr(v.Value) }
func (v Enum) c() uintptr { return uintptr(v) }
func (v Program) c() uintptr {
if !v.Init {
ret := uintptr(0)
ret--
return ret
}
return uintptr(v.Value)
}
func (v Shader) c() uintptr { return uintptr(v.Value) }
func (v Buffer) c() uintptr { return uintptr(v.Value) }
func (v Framebuffer) c() uintptr { return uintptr(v.Value) }
func (v Renderbuffer) c() uintptr { return uintptr(v.Value) }
func (v Texture) c() uintptr { return uintptr(v.Value) }
func (v Uniform) c() uintptr { return uintptr(v.Value) }
func (v VertexArray) c() uintptr { return uintptr(v.Value) }
func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d)", v.Value) }
func (v Program) String() string { return fmt.Sprintf("Program(%d)", v.Value) }
func (v Shader) String() string { return fmt.Sprintf("Shader(%d)", v.Value) }
func (v Buffer) String() string { return fmt.Sprintf("Buffer(%d)", v.Value) }
func (v Framebuffer) String() string { return fmt.Sprintf("Framebuffer(%d)", v.Value) }
func (v Renderbuffer) String() string { return fmt.Sprintf("Renderbuffer(%d)", v.Value) }
func (v Texture) String() string { return fmt.Sprintf("Texture(%d)", v.Value) }
func (v Uniform) String() string { return fmt.Sprintf("Uniform(%d)", v.Value) }
func (v VertexArray) String() string { return fmt.Sprintf("VertexArray(%d)", v.Value) }
|