995 lines
35 KiB
Cython
995 lines
35 KiB
Cython
from uguugl cimport GLenum
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from uguugl cimport GLboolean
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from uguugl cimport GLbitfield
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from uguugl cimport GLvoid
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from uguugl cimport GLbyte
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from uguugl cimport GLshort
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from uguugl cimport GLint
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from uguugl cimport GLclampx
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from uguugl cimport GLubyte
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from uguugl cimport GLushort
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from uguugl cimport GLuint
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from uguugl cimport GLsizei
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from uguugl cimport GLfloat
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from uguugl cimport GLclampf
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from uguugl cimport GLdouble
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from uguugl cimport GLclampd
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from uguugl cimport GLeglClientBufferEXT
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from uguugl cimport GLeglImageOES
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from uguugl cimport GLchar
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from uguugl cimport GLcharARB
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from uguugl cimport GLhalfARB
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from uguugl cimport GLhalf
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from uguugl cimport GLfixed
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from uguugl cimport GLintptr
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from uguugl cimport GLsizeiptr
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from uguugl cimport GLint64
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from uguugl cimport GLuint64
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from uguugl cimport GLintptrARB
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from uguugl cimport GLsizeiptrARB
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from uguugl cimport GLint64EXT
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from uguugl cimport GLuint64EXT
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from libc.stddef cimport ptrdiff_t
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from libc.stdint cimport int64_t, uint64_t
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from libc.stdio cimport printf
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from libc.stdlib cimport calloc, free
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from cpython.buffer cimport PyObject_GetBuffer, PyBuffer_Release, PyBUF_CONTIG, PyBUF_CONTIG_RO
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cimport uguugl
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from uguugl import load
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cdef object proxy_return_string(const GLubyte *s):
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"""
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This is used for string return values. It returns the return value as
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a python string if it's not NULL, or None if it's null.
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"""
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if s == NULL:
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return None
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cdef const char *ss = <const char *> s
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return ss
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cdef class ptr:
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"""
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This is a class that wraps a generic contiguous Python buffer, and
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allows the retrieval of a pointer to that buffer.
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"""
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cdef void *ptr
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cdef Py_buffer view
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def __init__(self, o, ro=True):
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if o is None:
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self.ptr = NULL
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return
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PyObject_GetBuffer(o, &self.view, PyBUF_CONTIG_RO if ro else PyBUF_CONTIG)
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self.ptr = self.view.buf
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def __dealloc__(self):
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if self.ptr:
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PyBuffer_Release(&self.view)
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self.ptr = NULL
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cdef ptr get_ptr(o):
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"""
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If o is a ptr, return it. Otherwise, convert the buffer into a ptr, and
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return that.
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"""
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if isinstance(o, ptr):
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return o
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else:
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return ptr(o)
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cdef class Buffer:
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"""
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The base class for all buffers.
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"""
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cdef Py_ssize_t length
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cdef Py_ssize_t itemsize
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cdef const char *format
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cdef void *data
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cdef int readonly
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cdef setup_buffer(self, Py_ssize_t length, Py_ssize_t itemsize, const char *format, int readonly):
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"""
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This is called by a specific buffer's init method to set up various fields, and especially
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allocate the data field.
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`length`
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The number of items in this buffer.
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`itemsize`
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The size of a single item.
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`format`
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The struct-style format code.
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`readonly`
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1 if readonly, 0 if read-write.
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"""
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self.length = length
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self.itemsize = itemsize
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self.format = format
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self.readonly = readonly
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self.data = calloc(self.length, self.itemsize)
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def __getbuffer__(self, Py_buffer *buffer, int flags):
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buffer.buf = self.data
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buffer.format = self.format
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buffer.internal = NULL
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buffer.itemsize = self.itemsize
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buffer.len = self.length * self.itemsize
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buffer.ndim = 1
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buffer.obj = self
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buffer.readonly = self.readonly
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buffer.shape = &self.length
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buffer.strides = &self.itemsize
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buffer.suboffsets = NULL
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def __releasebuffer__(self, Py_buffer *buffer):
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pass
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def __dealloc__(self):
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if self.data:
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free(self.data)
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self.data = NULL
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cdef class BytesBuffer(Buffer):
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def __init__(self, length):
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self.setup_buffer(length, 1, "B", 0)
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def get(self):
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return bytes(<char *> self.data)
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cdef class BytesListBuffer(Buffer):
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cdef object value
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def __init__(self, value):
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self.value = [ ptr(v) for v in value ]
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self.setup_buffer(len(value), sizeof(const char *), "P", 1)
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cdef int i
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for 0 <= i < self.length:
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(<const char **> self.data)[i] = <const char *> (<ptr> self.value[i]).ptr
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cdef class IntBuffer(Buffer):
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def __init__(self, value):
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self.setup_buffer(len(value), sizeof(int), "i", 0)
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cdef int i
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for 0 <= i < self.length:
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(<int*> self.data)[i] = <int> value[i]
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def __getitem__(self, index):
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if index < 0 or index >= self.length:
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raise IndexError("index out of range")
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return (<int*> self.data)[index]
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cdef class FloatBuffer(Buffer):
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def __init__(self, value):
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self.setup_buffer(len(value), sizeof(float), "f", 0)
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cdef int i
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for 0 <= i < self.length:
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(<float *> self.data)[i] = <float> value[i]
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def __getitem__(self, index):
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if index < 0 or index >= self.length:
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raise IndexError("index out of range")
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return (<float *> self.data)[index]
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from uguugl cimport GLenum
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from uguugl cimport GLboolean
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from uguugl cimport GLbitfield
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from uguugl cimport GLvoid
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from uguugl cimport GLbyte
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from uguugl cimport GLshort
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from uguugl cimport GLint
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from uguugl cimport GLclampx
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from uguugl cimport GLubyte
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from uguugl cimport GLushort
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from uguugl cimport GLuint
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from uguugl cimport GLsizei
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from uguugl cimport GLfloat
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from uguugl cimport GLclampf
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from uguugl cimport GLdouble
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from uguugl cimport GLclampd
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from uguugl cimport GLeglClientBufferEXT
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from uguugl cimport GLeglImageOES
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from uguugl cimport GLchar
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from uguugl cimport GLcharARB
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from uguugl cimport GLhalfARB
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from uguugl cimport GLhalf
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from uguugl cimport GLfixed
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from uguugl cimport GLintptr
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from uguugl cimport GLsizeiptr
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from uguugl cimport GLint64
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from uguugl cimport GLuint64
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from uguugl cimport GLintptrARB
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from uguugl cimport GLsizeiptrARB
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from uguugl cimport GLint64EXT
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from uguugl cimport GLuint64EXT
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def glActiveTexture(texture):
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uguugl.glActiveTexture(texture)
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def glAttachShader(program, shader):
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uguugl.glAttachShader(program, shader)
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def glBindAttribLocation(program, index, name):
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cdef ptr name_ptr = get_ptr(name)
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uguugl.glBindAttribLocation(program, index, <const GLchar *> name_ptr.ptr)
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def glBindBuffer(target, buffer):
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uguugl.glBindBuffer(target, buffer)
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def glBindFramebuffer(target, framebuffer):
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uguugl.glBindFramebuffer(target, framebuffer)
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def glBindRenderbuffer(target, renderbuffer):
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uguugl.glBindRenderbuffer(target, renderbuffer)
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def glBindTexture(target, texture):
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uguugl.glBindTexture(target, texture)
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def glBlendColor(red, green, blue, alpha):
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uguugl.glBlendColor(red, green, blue, alpha)
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def glBlendEquation(mode):
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uguugl.glBlendEquation(mode)
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def glBlendEquationSeparate(modeRGB, modeAlpha):
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uguugl.glBlendEquationSeparate(modeRGB, modeAlpha)
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def glBlendFunc(sfactor, dfactor):
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uguugl.glBlendFunc(sfactor, dfactor)
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def glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha):
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uguugl.glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha)
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def glBufferData(target, size, data, usage):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glBufferData(target, size, <const void *> data_ptr.ptr, usage)
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def glBufferSubData(target, offset, size, data):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glBufferSubData(target, offset, size, <const void *> data_ptr.ptr)
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def glCheckFramebufferStatus(target):
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return uguugl.glCheckFramebufferStatus(target)
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def glClear(mask):
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uguugl.glClear(mask)
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def glClearColor(red, green, blue, alpha):
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uguugl.glClearColor(red, green, blue, alpha)
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def glClearStencil(s):
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uguugl.glClearStencil(s)
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def glColorMask(red, green, blue, alpha):
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uguugl.glColorMask(red, green, blue, alpha)
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def glCompileShader(shader):
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uguugl.glCompileShader(shader)
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def glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, <const void *> data_ptr.ptr)
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def glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, <const void *> data_ptr.ptr)
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def glCopyTexImage2D(target, level, internalformat, x, y, width, height, border):
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uguugl.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border)
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def glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height):
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uguugl.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height)
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def glCreateProgram():
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return uguugl.glCreateProgram()
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def glCreateShader(type):
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return uguugl.glCreateShader(type)
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def glCullFace(mode):
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uguugl.glCullFace(mode)
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def glDeleteBuffers(n, buffers):
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cdef ptr buffers_ptr = get_ptr(buffers)
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uguugl.glDeleteBuffers(n, <const GLuint *> buffers_ptr.ptr)
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def glDeleteFramebuffers(n, framebuffers):
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cdef ptr framebuffers_ptr = get_ptr(framebuffers)
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uguugl.glDeleteFramebuffers(n, <const GLuint *> framebuffers_ptr.ptr)
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def glDeleteProgram(program):
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uguugl.glDeleteProgram(program)
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def glDeleteRenderbuffers(n, renderbuffers):
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cdef ptr renderbuffers_ptr = get_ptr(renderbuffers)
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uguugl.glDeleteRenderbuffers(n, <const GLuint *> renderbuffers_ptr.ptr)
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def glDeleteShader(shader):
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uguugl.glDeleteShader(shader)
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def glDeleteTextures(n, textures):
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cdef ptr textures_ptr = get_ptr(textures)
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uguugl.glDeleteTextures(n, <const GLuint *> textures_ptr.ptr)
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def glDepthFunc(func):
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uguugl.glDepthFunc(func)
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def glDepthMask(flag):
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uguugl.glDepthMask(flag)
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def glDetachShader(program, shader):
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uguugl.glDetachShader(program, shader)
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def glDisable(cap):
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uguugl.glDisable(cap)
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def glDisableVertexAttribArray(index):
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uguugl.glDisableVertexAttribArray(index)
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def glDrawArrays(mode, first, count):
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uguugl.glDrawArrays(mode, first, count)
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def glDrawElements(mode, count, type, indices):
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cdef ptr indices_ptr = get_ptr(indices)
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uguugl.glDrawElements(mode, count, type, <const void *> indices_ptr.ptr)
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def glEnable(cap):
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uguugl.glEnable(cap)
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def glEnableVertexAttribArray(index):
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uguugl.glEnableVertexAttribArray(index)
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def glFinish():
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uguugl.glFinish()
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def glFlush():
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uguugl.glFlush()
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def glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer):
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uguugl.glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer)
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def glFramebufferTexture2D(target, attachment, textarget, texture, level):
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uguugl.glFramebufferTexture2D(target, attachment, textarget, texture, level)
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def glFrontFace(mode):
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uguugl.glFrontFace(mode)
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def glGenBuffers(n, buffers):
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cdef ptr buffers_ptr = get_ptr(buffers)
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uguugl.glGenBuffers(n, <GLuint *> buffers_ptr.ptr)
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def glGenFramebuffers(n, framebuffers):
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cdef ptr framebuffers_ptr = get_ptr(framebuffers)
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uguugl.glGenFramebuffers(n, <GLuint *> framebuffers_ptr.ptr)
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def glGenRenderbuffers(n, renderbuffers):
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cdef ptr renderbuffers_ptr = get_ptr(renderbuffers)
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uguugl.glGenRenderbuffers(n, <GLuint *> renderbuffers_ptr.ptr)
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def glGenTextures(n, textures):
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cdef ptr textures_ptr = get_ptr(textures)
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uguugl.glGenTextures(n, <GLuint *> textures_ptr.ptr)
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def glGenerateMipmap(target):
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uguugl.glGenerateMipmap(target)
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def glGetActiveAttrib(program, index, bufSize, length, size, type, name):
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cdef ptr length_ptr = get_ptr(length)
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cdef ptr size_ptr = get_ptr(size)
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cdef ptr type_ptr = get_ptr(type)
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cdef ptr name_ptr = get_ptr(name)
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uguugl.glGetActiveAttrib(program, index, bufSize, <GLsizei *> length_ptr.ptr, <GLint *> size_ptr.ptr, <GLenum *> type_ptr.ptr, <GLchar *> name_ptr.ptr)
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def glGetActiveUniform(program, index, bufSize, length, size, type, name):
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cdef ptr length_ptr = get_ptr(length)
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cdef ptr size_ptr = get_ptr(size)
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cdef ptr type_ptr = get_ptr(type)
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cdef ptr name_ptr = get_ptr(name)
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uguugl.glGetActiveUniform(program, index, bufSize, <GLsizei *> length_ptr.ptr, <GLint *> size_ptr.ptr, <GLenum *> type_ptr.ptr, <GLchar *> name_ptr.ptr)
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def glGetAttachedShaders(program, maxCount, count, shaders):
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cdef ptr count_ptr = get_ptr(count)
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cdef ptr shaders_ptr = get_ptr(shaders)
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uguugl.glGetAttachedShaders(program, maxCount, <GLsizei *> count_ptr.ptr, <GLuint *> shaders_ptr.ptr)
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def glGetAttribLocation(program, name):
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cdef ptr name_ptr = get_ptr(name)
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return uguugl.glGetAttribLocation(program, <const GLchar *> name_ptr.ptr)
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def glGetBooleanv(pname, data):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glGetBooleanv(pname, <GLboolean *> data_ptr.ptr)
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def glGetBufferParameteriv(target, pname, params):
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cdef ptr params_ptr = get_ptr(params)
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uguugl.glGetBufferParameteriv(target, pname, <GLint *> params_ptr.ptr)
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def glGetError():
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return uguugl.glGetError()
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def glGetFloatv(pname, data):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glGetFloatv(pname, <GLfloat *> data_ptr.ptr)
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def glGetFramebufferAttachmentParameteriv(target, attachment, pname, params):
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cdef ptr params_ptr = get_ptr(params)
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uguugl.glGetFramebufferAttachmentParameteriv(target, attachment, pname, <GLint *> params_ptr.ptr)
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def glGetIntegerv(pname, data):
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cdef ptr data_ptr = get_ptr(data)
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uguugl.glGetIntegerv(pname, <GLint *> data_ptr.ptr)
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def glGetProgramInfoLog(program, bufSize, length, infoLog):
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cdef ptr length_ptr = get_ptr(length)
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cdef ptr infoLog_ptr = get_ptr(infoLog)
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uguugl.glGetProgramInfoLog(program, bufSize, <GLsizei *> length_ptr.ptr, <GLchar *> infoLog_ptr.ptr)
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def glGetProgramiv(program, pname, params):
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cdef ptr params_ptr = get_ptr(params)
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uguugl.glGetProgramiv(program, pname, <GLint *> params_ptr.ptr)
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def glGetRenderbufferParameteriv(target, pname, params):
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cdef ptr params_ptr = get_ptr(params)
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uguugl.glGetRenderbufferParameteriv(target, pname, <GLint *> params_ptr.ptr)
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def glGetShaderInfoLog(shader, bufSize, length, infoLog):
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cdef ptr length_ptr = get_ptr(length)
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cdef ptr infoLog_ptr = get_ptr(infoLog)
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uguugl.glGetShaderInfoLog(shader, bufSize, <GLsizei *> length_ptr.ptr, <GLchar *> infoLog_ptr.ptr)
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def glGetShaderSource(shader, bufSize, length, source):
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cdef ptr length_ptr = get_ptr(length)
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cdef ptr source_ptr = get_ptr(source)
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uguugl.glGetShaderSource(shader, bufSize, <GLsizei *> length_ptr.ptr, <GLchar *> source_ptr.ptr)
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def glGetShaderiv(shader, pname, params):
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cdef ptr params_ptr = get_ptr(params)
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uguugl.glGetShaderiv(shader, pname, <GLint *> params_ptr.ptr)
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def glGetString(name):
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return proxy_return_string(uguugl.glGetString(name))
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def glGetTexParameterfv(target, pname, params):
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cdef ptr params_ptr = get_ptr(params)
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uguugl.glGetTexParameterfv(target, pname, <GLfloat *> params_ptr.ptr)
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def glGetTexParameteriv(target, pname, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glGetTexParameteriv(target, pname, <GLint *> params_ptr.ptr)
|
|
|
|
def glGetUniformLocation(program, name):
|
|
cdef ptr name_ptr = get_ptr(name)
|
|
return uguugl.glGetUniformLocation(program, <const GLchar *> name_ptr.ptr)
|
|
|
|
def glGetUniformfv(program, location, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glGetUniformfv(program, location, <GLfloat *> params_ptr.ptr)
|
|
|
|
def glGetUniformiv(program, location, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glGetUniformiv(program, location, <GLint *> params_ptr.ptr)
|
|
|
|
def glGetVertexAttribPointerv(index, pname, pointer):
|
|
cdef ptr pointer_ptr = get_ptr(pointer)
|
|
uguugl.glGetVertexAttribPointerv(index, pname, <void **> pointer_ptr.ptr)
|
|
|
|
def glGetVertexAttribfv(index, pname, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glGetVertexAttribfv(index, pname, <GLfloat *> params_ptr.ptr)
|
|
|
|
def glGetVertexAttribiv(index, pname, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glGetVertexAttribiv(index, pname, <GLint *> params_ptr.ptr)
|
|
|
|
def glHint(target, mode):
|
|
uguugl.glHint(target, mode)
|
|
|
|
def glIsBuffer(buffer):
|
|
return uguugl.glIsBuffer(buffer)
|
|
|
|
def glIsEnabled(cap):
|
|
return uguugl.glIsEnabled(cap)
|
|
|
|
def glIsFramebuffer(framebuffer):
|
|
return uguugl.glIsFramebuffer(framebuffer)
|
|
|
|
def glIsProgram(program):
|
|
return uguugl.glIsProgram(program)
|
|
|
|
def glIsRenderbuffer(renderbuffer):
|
|
return uguugl.glIsRenderbuffer(renderbuffer)
|
|
|
|
def glIsShader(shader):
|
|
return uguugl.glIsShader(shader)
|
|
|
|
def glIsTexture(texture):
|
|
return uguugl.glIsTexture(texture)
|
|
|
|
def glLineWidth(width):
|
|
uguugl.glLineWidth(width)
|
|
|
|
def glLinkProgram(program):
|
|
uguugl.glLinkProgram(program)
|
|
|
|
def glPixelStorei(pname, param):
|
|
uguugl.glPixelStorei(pname, param)
|
|
|
|
def glPolygonOffset(factor, units):
|
|
uguugl.glPolygonOffset(factor, units)
|
|
|
|
def glReadPixels(x, y, width, height, format, type, pixels):
|
|
cdef ptr pixels_ptr = get_ptr(pixels)
|
|
uguugl.glReadPixels(x, y, width, height, format, type, <void *> pixels_ptr.ptr)
|
|
|
|
def glRenderbufferStorage(target, internalformat, width, height):
|
|
uguugl.glRenderbufferStorage(target, internalformat, width, height)
|
|
|
|
def glSampleCoverage(value, invert):
|
|
uguugl.glSampleCoverage(value, invert)
|
|
|
|
def glScissor(x, y, width, height):
|
|
uguugl.glScissor(x, y, width, height)
|
|
|
|
def glShaderSource(shader, count, string, length):
|
|
cdef ptr string_ptr = get_ptr(string)
|
|
cdef ptr length_ptr = get_ptr(length)
|
|
uguugl.glShaderSource(shader, count, <const GLchar *const*> string_ptr.ptr, <const GLint *> length_ptr.ptr)
|
|
|
|
def glStencilFunc(func, ref, mask):
|
|
uguugl.glStencilFunc(func, ref, mask)
|
|
|
|
def glStencilFuncSeparate(face, func, ref, mask):
|
|
uguugl.glStencilFuncSeparate(face, func, ref, mask)
|
|
|
|
def glStencilMask(mask):
|
|
uguugl.glStencilMask(mask)
|
|
|
|
def glStencilMaskSeparate(face, mask):
|
|
uguugl.glStencilMaskSeparate(face, mask)
|
|
|
|
def glStencilOp(fail, zfail, zpass):
|
|
uguugl.glStencilOp(fail, zfail, zpass)
|
|
|
|
def glStencilOpSeparate(face, sfail, dpfail, dppass):
|
|
uguugl.glStencilOpSeparate(face, sfail, dpfail, dppass)
|
|
|
|
def glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels):
|
|
cdef ptr pixels_ptr = get_ptr(pixels)
|
|
uguugl.glTexImage2D(target, level, internalformat, width, height, border, format, type, <const void *> pixels_ptr.ptr)
|
|
|
|
def glTexParameterf(target, pname, param):
|
|
uguugl.glTexParameterf(target, pname, param)
|
|
|
|
def glTexParameterfv(target, pname, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glTexParameterfv(target, pname, <const GLfloat *> params_ptr.ptr)
|
|
|
|
def glTexParameteri(target, pname, param):
|
|
uguugl.glTexParameteri(target, pname, param)
|
|
|
|
def glTexParameteriv(target, pname, params):
|
|
cdef ptr params_ptr = get_ptr(params)
|
|
uguugl.glTexParameteriv(target, pname, <const GLint *> params_ptr.ptr)
|
|
|
|
def glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels):
|
|
cdef ptr pixels_ptr = get_ptr(pixels)
|
|
uguugl.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, <const void *> pixels_ptr.ptr)
|
|
|
|
def glUniform1f(location, v0):
|
|
uguugl.glUniform1f(location, v0)
|
|
|
|
def glUniform1fv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform1fv(location, count, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUniform1i(location, v0):
|
|
uguugl.glUniform1i(location, v0)
|
|
|
|
def glUniform1iv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform1iv(location, count, <const GLint *> value_ptr.ptr)
|
|
|
|
def glUniform2f(location, v0, v1):
|
|
uguugl.glUniform2f(location, v0, v1)
|
|
|
|
def glUniform2fv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform2fv(location, count, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUniform2i(location, v0, v1):
|
|
uguugl.glUniform2i(location, v0, v1)
|
|
|
|
def glUniform2iv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform2iv(location, count, <const GLint *> value_ptr.ptr)
|
|
|
|
def glUniform3f(location, v0, v1, v2):
|
|
uguugl.glUniform3f(location, v0, v1, v2)
|
|
|
|
def glUniform3fv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform3fv(location, count, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUniform3i(location, v0, v1, v2):
|
|
uguugl.glUniform3i(location, v0, v1, v2)
|
|
|
|
def glUniform3iv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform3iv(location, count, <const GLint *> value_ptr.ptr)
|
|
|
|
def glUniform4f(location, v0, v1, v2, v3):
|
|
uguugl.glUniform4f(location, v0, v1, v2, v3)
|
|
|
|
def glUniform4fv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform4fv(location, count, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUniform4i(location, v0, v1, v2, v3):
|
|
uguugl.glUniform4i(location, v0, v1, v2, v3)
|
|
|
|
def glUniform4iv(location, count, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniform4iv(location, count, <const GLint *> value_ptr.ptr)
|
|
|
|
def glUniformMatrix2fv(location, count, transpose, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniformMatrix2fv(location, count, transpose, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUniformMatrix3fv(location, count, transpose, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniformMatrix3fv(location, count, transpose, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUniformMatrix4fv(location, count, transpose, value):
|
|
cdef ptr value_ptr = get_ptr(value)
|
|
uguugl.glUniformMatrix4fv(location, count, transpose, <const GLfloat *> value_ptr.ptr)
|
|
|
|
def glUseProgram(program):
|
|
uguugl.glUseProgram(program)
|
|
|
|
def glValidateProgram(program):
|
|
uguugl.glValidateProgram(program)
|
|
|
|
def glVertexAttrib1f(index, x):
|
|
uguugl.glVertexAttrib1f(index, x)
|
|
|
|
def glVertexAttrib1fv(index, v):
|
|
cdef ptr v_ptr = get_ptr(v)
|
|
uguugl.glVertexAttrib1fv(index, <const GLfloat *> v_ptr.ptr)
|
|
|
|
def glVertexAttrib2f(index, x, y):
|
|
uguugl.glVertexAttrib2f(index, x, y)
|
|
|
|
def glVertexAttrib2fv(index, v):
|
|
cdef ptr v_ptr = get_ptr(v)
|
|
uguugl.glVertexAttrib2fv(index, <const GLfloat *> v_ptr.ptr)
|
|
|
|
def glVertexAttrib3f(index, x, y, z):
|
|
uguugl.glVertexAttrib3f(index, x, y, z)
|
|
|
|
def glVertexAttrib3fv(index, v):
|
|
cdef ptr v_ptr = get_ptr(v)
|
|
uguugl.glVertexAttrib3fv(index, <const GLfloat *> v_ptr.ptr)
|
|
|
|
def glVertexAttrib4f(index, x, y, z, w):
|
|
uguugl.glVertexAttrib4f(index, x, y, z, w)
|
|
|
|
def glVertexAttrib4fv(index, v):
|
|
cdef ptr v_ptr = get_ptr(v)
|
|
uguugl.glVertexAttrib4fv(index, <const GLfloat *> v_ptr.ptr)
|
|
|
|
def glVertexAttribPointer(index, size, type, normalized, stride, pointer):
|
|
cdef ptr pointer_ptr = get_ptr(pointer)
|
|
uguugl.glVertexAttribPointer(index, size, type, normalized, stride, <const void *> pointer_ptr.ptr)
|
|
|
|
def glViewport(x, y, width, height):
|
|
uguugl.glViewport(x, y, width, height)
|
|
|
|
GL_FALSE = uguugl.GL_FALSE
|
|
GL_NONE = uguugl.GL_NONE
|
|
GL_NO_ERROR = uguugl.GL_NO_ERROR
|
|
GL_POINTS = uguugl.GL_POINTS
|
|
GL_ZERO = uguugl.GL_ZERO
|
|
GL_LINES = uguugl.GL_LINES
|
|
GL_ONE = uguugl.GL_ONE
|
|
GL_TRUE = uguugl.GL_TRUE
|
|
GL_LINE_LOOP = uguugl.GL_LINE_LOOP
|
|
GL_LINE_STRIP = uguugl.GL_LINE_STRIP
|
|
GL_TRIANGLES = uguugl.GL_TRIANGLES
|
|
GL_TRIANGLE_STRIP = uguugl.GL_TRIANGLE_STRIP
|
|
GL_TRIANGLE_FAN = uguugl.GL_TRIANGLE_FAN
|
|
GL_DEPTH_BUFFER_BIT = uguugl.GL_DEPTH_BUFFER_BIT
|
|
GL_NEVER = uguugl.GL_NEVER
|
|
GL_LESS = uguugl.GL_LESS
|
|
GL_EQUAL = uguugl.GL_EQUAL
|
|
GL_LEQUAL = uguugl.GL_LEQUAL
|
|
GL_GREATER = uguugl.GL_GREATER
|
|
GL_NOTEQUAL = uguugl.GL_NOTEQUAL
|
|
GL_GEQUAL = uguugl.GL_GEQUAL
|
|
GL_ALWAYS = uguugl.GL_ALWAYS
|
|
GL_SRC_COLOR = uguugl.GL_SRC_COLOR
|
|
GL_ONE_MINUS_SRC_COLOR = uguugl.GL_ONE_MINUS_SRC_COLOR
|
|
GL_SRC_ALPHA = uguugl.GL_SRC_ALPHA
|
|
GL_ONE_MINUS_SRC_ALPHA = uguugl.GL_ONE_MINUS_SRC_ALPHA
|
|
GL_DST_ALPHA = uguugl.GL_DST_ALPHA
|
|
GL_ONE_MINUS_DST_ALPHA = uguugl.GL_ONE_MINUS_DST_ALPHA
|
|
GL_DST_COLOR = uguugl.GL_DST_COLOR
|
|
GL_ONE_MINUS_DST_COLOR = uguugl.GL_ONE_MINUS_DST_COLOR
|
|
GL_SRC_ALPHA_SATURATE = uguugl.GL_SRC_ALPHA_SATURATE
|
|
GL_STENCIL_BUFFER_BIT = uguugl.GL_STENCIL_BUFFER_BIT
|
|
GL_FRONT = uguugl.GL_FRONT
|
|
GL_BACK = uguugl.GL_BACK
|
|
GL_FRONT_AND_BACK = uguugl.GL_FRONT_AND_BACK
|
|
GL_INVALID_ENUM = uguugl.GL_INVALID_ENUM
|
|
GL_INVALID_VALUE = uguugl.GL_INVALID_VALUE
|
|
GL_INVALID_OPERATION = uguugl.GL_INVALID_OPERATION
|
|
GL_OUT_OF_MEMORY = uguugl.GL_OUT_OF_MEMORY
|
|
GL_INVALID_FRAMEBUFFER_OPERATION = uguugl.GL_INVALID_FRAMEBUFFER_OPERATION
|
|
GL_CW = uguugl.GL_CW
|
|
GL_CCW = uguugl.GL_CCW
|
|
GL_LINE_WIDTH = uguugl.GL_LINE_WIDTH
|
|
GL_CULL_FACE = uguugl.GL_CULL_FACE
|
|
GL_CULL_FACE_MODE = uguugl.GL_CULL_FACE_MODE
|
|
GL_FRONT_FACE = uguugl.GL_FRONT_FACE
|
|
GL_DEPTH_RANGE = uguugl.GL_DEPTH_RANGE
|
|
GL_DEPTH_TEST = uguugl.GL_DEPTH_TEST
|
|
GL_DEPTH_WRITEMASK = uguugl.GL_DEPTH_WRITEMASK
|
|
GL_DEPTH_CLEAR_VALUE = uguugl.GL_DEPTH_CLEAR_VALUE
|
|
GL_DEPTH_FUNC = uguugl.GL_DEPTH_FUNC
|
|
GL_STENCIL_TEST = uguugl.GL_STENCIL_TEST
|
|
GL_STENCIL_CLEAR_VALUE = uguugl.GL_STENCIL_CLEAR_VALUE
|
|
GL_STENCIL_FUNC = uguugl.GL_STENCIL_FUNC
|
|
GL_STENCIL_VALUE_MASK = uguugl.GL_STENCIL_VALUE_MASK
|
|
GL_STENCIL_FAIL = uguugl.GL_STENCIL_FAIL
|
|
GL_STENCIL_PASS_DEPTH_FAIL = uguugl.GL_STENCIL_PASS_DEPTH_FAIL
|
|
GL_STENCIL_PASS_DEPTH_PASS = uguugl.GL_STENCIL_PASS_DEPTH_PASS
|
|
GL_STENCIL_REF = uguugl.GL_STENCIL_REF
|
|
GL_STENCIL_WRITEMASK = uguugl.GL_STENCIL_WRITEMASK
|
|
GL_VIEWPORT = uguugl.GL_VIEWPORT
|
|
GL_DITHER = uguugl.GL_DITHER
|
|
GL_BLEND = uguugl.GL_BLEND
|
|
GL_SCISSOR_BOX = uguugl.GL_SCISSOR_BOX
|
|
GL_SCISSOR_TEST = uguugl.GL_SCISSOR_TEST
|
|
GL_COLOR_CLEAR_VALUE = uguugl.GL_COLOR_CLEAR_VALUE
|
|
GL_COLOR_WRITEMASK = uguugl.GL_COLOR_WRITEMASK
|
|
GL_UNPACK_ALIGNMENT = uguugl.GL_UNPACK_ALIGNMENT
|
|
GL_PACK_ALIGNMENT = uguugl.GL_PACK_ALIGNMENT
|
|
GL_MAX_TEXTURE_SIZE = uguugl.GL_MAX_TEXTURE_SIZE
|
|
GL_MAX_VIEWPORT_DIMS = uguugl.GL_MAX_VIEWPORT_DIMS
|
|
GL_SUBPIXEL_BITS = uguugl.GL_SUBPIXEL_BITS
|
|
GL_RED_BITS = uguugl.GL_RED_BITS
|
|
GL_GREEN_BITS = uguugl.GL_GREEN_BITS
|
|
GL_BLUE_BITS = uguugl.GL_BLUE_BITS
|
|
GL_ALPHA_BITS = uguugl.GL_ALPHA_BITS
|
|
GL_DEPTH_BITS = uguugl.GL_DEPTH_BITS
|
|
GL_STENCIL_BITS = uguugl.GL_STENCIL_BITS
|
|
GL_TEXTURE_2D = uguugl.GL_TEXTURE_2D
|
|
GL_DONT_CARE = uguugl.GL_DONT_CARE
|
|
GL_FASTEST = uguugl.GL_FASTEST
|
|
GL_NICEST = uguugl.GL_NICEST
|
|
GL_BYTE = uguugl.GL_BYTE
|
|
GL_UNSIGNED_BYTE = uguugl.GL_UNSIGNED_BYTE
|
|
GL_SHORT = uguugl.GL_SHORT
|
|
GL_UNSIGNED_SHORT = uguugl.GL_UNSIGNED_SHORT
|
|
GL_INT = uguugl.GL_INT
|
|
GL_UNSIGNED_INT = uguugl.GL_UNSIGNED_INT
|
|
GL_FLOAT = uguugl.GL_FLOAT
|
|
GL_INVERT = uguugl.GL_INVERT
|
|
GL_TEXTURE = uguugl.GL_TEXTURE
|
|
GL_DEPTH_COMPONENT = uguugl.GL_DEPTH_COMPONENT
|
|
GL_ALPHA = uguugl.GL_ALPHA
|
|
GL_RGB = uguugl.GL_RGB
|
|
GL_RGBA = uguugl.GL_RGBA
|
|
GL_LUMINANCE = uguugl.GL_LUMINANCE
|
|
GL_LUMINANCE_ALPHA = uguugl.GL_LUMINANCE_ALPHA
|
|
GL_KEEP = uguugl.GL_KEEP
|
|
GL_REPLACE = uguugl.GL_REPLACE
|
|
GL_INCR = uguugl.GL_INCR
|
|
GL_DECR = uguugl.GL_DECR
|
|
GL_VENDOR = uguugl.GL_VENDOR
|
|
GL_RENDERER = uguugl.GL_RENDERER
|
|
GL_VERSION = uguugl.GL_VERSION
|
|
GL_EXTENSIONS = uguugl.GL_EXTENSIONS
|
|
GL_NEAREST = uguugl.GL_NEAREST
|
|
GL_LINEAR = uguugl.GL_LINEAR
|
|
GL_NEAREST_MIPMAP_NEAREST = uguugl.GL_NEAREST_MIPMAP_NEAREST
|
|
GL_LINEAR_MIPMAP_NEAREST = uguugl.GL_LINEAR_MIPMAP_NEAREST
|
|
GL_NEAREST_MIPMAP_LINEAR = uguugl.GL_NEAREST_MIPMAP_LINEAR
|
|
GL_LINEAR_MIPMAP_LINEAR = uguugl.GL_LINEAR_MIPMAP_LINEAR
|
|
GL_TEXTURE_MAG_FILTER = uguugl.GL_TEXTURE_MAG_FILTER
|
|
GL_TEXTURE_MIN_FILTER = uguugl.GL_TEXTURE_MIN_FILTER
|
|
GL_TEXTURE_WRAP_S = uguugl.GL_TEXTURE_WRAP_S
|
|
GL_TEXTURE_WRAP_T = uguugl.GL_TEXTURE_WRAP_T
|
|
GL_REPEAT = uguugl.GL_REPEAT
|
|
GL_POLYGON_OFFSET_UNITS = uguugl.GL_POLYGON_OFFSET_UNITS
|
|
GL_COLOR_BUFFER_BIT = uguugl.GL_COLOR_BUFFER_BIT
|
|
GL_CONSTANT_COLOR = uguugl.GL_CONSTANT_COLOR
|
|
GL_ONE_MINUS_CONSTANT_COLOR = uguugl.GL_ONE_MINUS_CONSTANT_COLOR
|
|
GL_CONSTANT_ALPHA = uguugl.GL_CONSTANT_ALPHA
|
|
GL_ONE_MINUS_CONSTANT_ALPHA = uguugl.GL_ONE_MINUS_CONSTANT_ALPHA
|
|
GL_BLEND_COLOR = uguugl.GL_BLEND_COLOR
|
|
GL_FUNC_ADD = uguugl.GL_FUNC_ADD
|
|
GL_BLEND_EQUATION = uguugl.GL_BLEND_EQUATION
|
|
GL_BLEND_EQUATION_RGB = uguugl.GL_BLEND_EQUATION_RGB
|
|
GL_FUNC_SUBTRACT = uguugl.GL_FUNC_SUBTRACT
|
|
GL_FUNC_REVERSE_SUBTRACT = uguugl.GL_FUNC_REVERSE_SUBTRACT
|
|
GL_UNSIGNED_SHORT_4_4_4_4 = uguugl.GL_UNSIGNED_SHORT_4_4_4_4
|
|
GL_UNSIGNED_SHORT_5_5_5_1 = uguugl.GL_UNSIGNED_SHORT_5_5_5_1
|
|
GL_POLYGON_OFFSET_FILL = uguugl.GL_POLYGON_OFFSET_FILL
|
|
GL_POLYGON_OFFSET_FACTOR = uguugl.GL_POLYGON_OFFSET_FACTOR
|
|
GL_RGBA4 = uguugl.GL_RGBA4
|
|
GL_RGB5_A1 = uguugl.GL_RGB5_A1
|
|
GL_TEXTURE_BINDING_2D = uguugl.GL_TEXTURE_BINDING_2D
|
|
GL_SAMPLE_ALPHA_TO_COVERAGE = uguugl.GL_SAMPLE_ALPHA_TO_COVERAGE
|
|
GL_SAMPLE_COVERAGE = uguugl.GL_SAMPLE_COVERAGE
|
|
GL_SAMPLE_BUFFERS = uguugl.GL_SAMPLE_BUFFERS
|
|
GL_SAMPLES = uguugl.GL_SAMPLES
|
|
GL_SAMPLE_COVERAGE_VALUE = uguugl.GL_SAMPLE_COVERAGE_VALUE
|
|
GL_SAMPLE_COVERAGE_INVERT = uguugl.GL_SAMPLE_COVERAGE_INVERT
|
|
GL_BLEND_DST_RGB = uguugl.GL_BLEND_DST_RGB
|
|
GL_BLEND_SRC_RGB = uguugl.GL_BLEND_SRC_RGB
|
|
GL_BLEND_DST_ALPHA = uguugl.GL_BLEND_DST_ALPHA
|
|
GL_BLEND_SRC_ALPHA = uguugl.GL_BLEND_SRC_ALPHA
|
|
GL_CLAMP_TO_EDGE = uguugl.GL_CLAMP_TO_EDGE
|
|
GL_GENERATE_MIPMAP_HINT = uguugl.GL_GENERATE_MIPMAP_HINT
|
|
GL_DEPTH_COMPONENT16 = uguugl.GL_DEPTH_COMPONENT16
|
|
GL_UNSIGNED_SHORT_5_6_5 = uguugl.GL_UNSIGNED_SHORT_5_6_5
|
|
GL_MIRRORED_REPEAT = uguugl.GL_MIRRORED_REPEAT
|
|
GL_ALIASED_POINT_SIZE_RANGE = uguugl.GL_ALIASED_POINT_SIZE_RANGE
|
|
GL_ALIASED_LINE_WIDTH_RANGE = uguugl.GL_ALIASED_LINE_WIDTH_RANGE
|
|
GL_TEXTURE0 = uguugl.GL_TEXTURE0
|
|
GL_TEXTURE1 = uguugl.GL_TEXTURE1
|
|
GL_TEXTURE2 = uguugl.GL_TEXTURE2
|
|
GL_TEXTURE3 = uguugl.GL_TEXTURE3
|
|
GL_TEXTURE4 = uguugl.GL_TEXTURE4
|
|
GL_TEXTURE5 = uguugl.GL_TEXTURE5
|
|
GL_TEXTURE6 = uguugl.GL_TEXTURE6
|
|
GL_TEXTURE7 = uguugl.GL_TEXTURE7
|
|
GL_TEXTURE8 = uguugl.GL_TEXTURE8
|
|
GL_TEXTURE9 = uguugl.GL_TEXTURE9
|
|
GL_TEXTURE10 = uguugl.GL_TEXTURE10
|
|
GL_TEXTURE11 = uguugl.GL_TEXTURE11
|
|
GL_TEXTURE12 = uguugl.GL_TEXTURE12
|
|
GL_TEXTURE13 = uguugl.GL_TEXTURE13
|
|
GL_TEXTURE14 = uguugl.GL_TEXTURE14
|
|
GL_TEXTURE15 = uguugl.GL_TEXTURE15
|
|
GL_TEXTURE16 = uguugl.GL_TEXTURE16
|
|
GL_TEXTURE17 = uguugl.GL_TEXTURE17
|
|
GL_TEXTURE18 = uguugl.GL_TEXTURE18
|
|
GL_TEXTURE19 = uguugl.GL_TEXTURE19
|
|
GL_TEXTURE20 = uguugl.GL_TEXTURE20
|
|
GL_TEXTURE21 = uguugl.GL_TEXTURE21
|
|
GL_TEXTURE22 = uguugl.GL_TEXTURE22
|
|
GL_TEXTURE23 = uguugl.GL_TEXTURE23
|
|
GL_TEXTURE24 = uguugl.GL_TEXTURE24
|
|
GL_TEXTURE25 = uguugl.GL_TEXTURE25
|
|
GL_TEXTURE26 = uguugl.GL_TEXTURE26
|
|
GL_TEXTURE27 = uguugl.GL_TEXTURE27
|
|
GL_TEXTURE28 = uguugl.GL_TEXTURE28
|
|
GL_TEXTURE29 = uguugl.GL_TEXTURE29
|
|
GL_TEXTURE30 = uguugl.GL_TEXTURE30
|
|
GL_TEXTURE31 = uguugl.GL_TEXTURE31
|
|
GL_ACTIVE_TEXTURE = uguugl.GL_ACTIVE_TEXTURE
|
|
GL_MAX_RENDERBUFFER_SIZE = uguugl.GL_MAX_RENDERBUFFER_SIZE
|
|
GL_INCR_WRAP = uguugl.GL_INCR_WRAP
|
|
GL_DECR_WRAP = uguugl.GL_DECR_WRAP
|
|
GL_TEXTURE_CUBE_MAP = uguugl.GL_TEXTURE_CUBE_MAP
|
|
GL_TEXTURE_BINDING_CUBE_MAP = uguugl.GL_TEXTURE_BINDING_CUBE_MAP
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X = uguugl.GL_TEXTURE_CUBE_MAP_POSITIVE_X
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_X = uguugl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Y = uguugl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = uguugl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Z = uguugl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = uguugl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
|
|
GL_MAX_CUBE_MAP_TEXTURE_SIZE = uguugl.GL_MAX_CUBE_MAP_TEXTURE_SIZE
|
|
GL_VERTEX_ATTRIB_ARRAY_ENABLED = uguugl.GL_VERTEX_ATTRIB_ARRAY_ENABLED
|
|
GL_VERTEX_ATTRIB_ARRAY_SIZE = uguugl.GL_VERTEX_ATTRIB_ARRAY_SIZE
|
|
GL_VERTEX_ATTRIB_ARRAY_STRIDE = uguugl.GL_VERTEX_ATTRIB_ARRAY_STRIDE
|
|
GL_VERTEX_ATTRIB_ARRAY_TYPE = uguugl.GL_VERTEX_ATTRIB_ARRAY_TYPE
|
|
GL_CURRENT_VERTEX_ATTRIB = uguugl.GL_CURRENT_VERTEX_ATTRIB
|
|
GL_VERTEX_ATTRIB_ARRAY_POINTER = uguugl.GL_VERTEX_ATTRIB_ARRAY_POINTER
|
|
GL_NUM_COMPRESSED_TEXTURE_FORMATS = uguugl.GL_NUM_COMPRESSED_TEXTURE_FORMATS
|
|
GL_COMPRESSED_TEXTURE_FORMATS = uguugl.GL_COMPRESSED_TEXTURE_FORMATS
|
|
GL_BUFFER_SIZE = uguugl.GL_BUFFER_SIZE
|
|
GL_BUFFER_USAGE = uguugl.GL_BUFFER_USAGE
|
|
GL_STENCIL_BACK_FUNC = uguugl.GL_STENCIL_BACK_FUNC
|
|
GL_STENCIL_BACK_FAIL = uguugl.GL_STENCIL_BACK_FAIL
|
|
GL_STENCIL_BACK_PASS_DEPTH_FAIL = uguugl.GL_STENCIL_BACK_PASS_DEPTH_FAIL
|
|
GL_STENCIL_BACK_PASS_DEPTH_PASS = uguugl.GL_STENCIL_BACK_PASS_DEPTH_PASS
|
|
GL_BLEND_EQUATION_ALPHA = uguugl.GL_BLEND_EQUATION_ALPHA
|
|
GL_MAX_VERTEX_ATTRIBS = uguugl.GL_MAX_VERTEX_ATTRIBS
|
|
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = uguugl.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
|
|
GL_MAX_TEXTURE_IMAGE_UNITS = uguugl.GL_MAX_TEXTURE_IMAGE_UNITS
|
|
GL_ARRAY_BUFFER = uguugl.GL_ARRAY_BUFFER
|
|
GL_ELEMENT_ARRAY_BUFFER = uguugl.GL_ELEMENT_ARRAY_BUFFER
|
|
GL_ARRAY_BUFFER_BINDING = uguugl.GL_ARRAY_BUFFER_BINDING
|
|
GL_ELEMENT_ARRAY_BUFFER_BINDING = uguugl.GL_ELEMENT_ARRAY_BUFFER_BINDING
|
|
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = uguugl.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
|
|
GL_STREAM_DRAW = uguugl.GL_STREAM_DRAW
|
|
GL_STATIC_DRAW = uguugl.GL_STATIC_DRAW
|
|
GL_DYNAMIC_DRAW = uguugl.GL_DYNAMIC_DRAW
|
|
GL_FRAGMENT_SHADER = uguugl.GL_FRAGMENT_SHADER
|
|
GL_VERTEX_SHADER = uguugl.GL_VERTEX_SHADER
|
|
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = uguugl.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
|
|
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = uguugl.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
|
|
GL_SHADER_TYPE = uguugl.GL_SHADER_TYPE
|
|
GL_FLOAT_VEC2 = uguugl.GL_FLOAT_VEC2
|
|
GL_FLOAT_VEC3 = uguugl.GL_FLOAT_VEC3
|
|
GL_FLOAT_VEC4 = uguugl.GL_FLOAT_VEC4
|
|
GL_INT_VEC2 = uguugl.GL_INT_VEC2
|
|
GL_INT_VEC3 = uguugl.GL_INT_VEC3
|
|
GL_INT_VEC4 = uguugl.GL_INT_VEC4
|
|
GL_BOOL = uguugl.GL_BOOL
|
|
GL_BOOL_VEC2 = uguugl.GL_BOOL_VEC2
|
|
GL_BOOL_VEC3 = uguugl.GL_BOOL_VEC3
|
|
GL_BOOL_VEC4 = uguugl.GL_BOOL_VEC4
|
|
GL_FLOAT_MAT2 = uguugl.GL_FLOAT_MAT2
|
|
GL_FLOAT_MAT3 = uguugl.GL_FLOAT_MAT3
|
|
GL_FLOAT_MAT4 = uguugl.GL_FLOAT_MAT4
|
|
GL_SAMPLER_2D = uguugl.GL_SAMPLER_2D
|
|
GL_SAMPLER_CUBE = uguugl.GL_SAMPLER_CUBE
|
|
GL_DELETE_STATUS = uguugl.GL_DELETE_STATUS
|
|
GL_COMPILE_STATUS = uguugl.GL_COMPILE_STATUS
|
|
GL_LINK_STATUS = uguugl.GL_LINK_STATUS
|
|
GL_VALIDATE_STATUS = uguugl.GL_VALIDATE_STATUS
|
|
GL_INFO_LOG_LENGTH = uguugl.GL_INFO_LOG_LENGTH
|
|
GL_ATTACHED_SHADERS = uguugl.GL_ATTACHED_SHADERS
|
|
GL_ACTIVE_UNIFORMS = uguugl.GL_ACTIVE_UNIFORMS
|
|
GL_ACTIVE_UNIFORM_MAX_LENGTH = uguugl.GL_ACTIVE_UNIFORM_MAX_LENGTH
|
|
GL_SHADER_SOURCE_LENGTH = uguugl.GL_SHADER_SOURCE_LENGTH
|
|
GL_ACTIVE_ATTRIBUTES = uguugl.GL_ACTIVE_ATTRIBUTES
|
|
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = uguugl.GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
|
|
GL_SHADING_LANGUAGE_VERSION = uguugl.GL_SHADING_LANGUAGE_VERSION
|
|
GL_CURRENT_PROGRAM = uguugl.GL_CURRENT_PROGRAM
|
|
GL_STENCIL_BACK_REF = uguugl.GL_STENCIL_BACK_REF
|
|
GL_STENCIL_BACK_VALUE_MASK = uguugl.GL_STENCIL_BACK_VALUE_MASK
|
|
GL_STENCIL_BACK_WRITEMASK = uguugl.GL_STENCIL_BACK_WRITEMASK
|
|
GL_FRAMEBUFFER_BINDING = uguugl.GL_FRAMEBUFFER_BINDING
|
|
GL_RENDERBUFFER_BINDING = uguugl.GL_RENDERBUFFER_BINDING
|
|
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = uguugl.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
|
|
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = uguugl.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
|
|
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = uguugl.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
|
|
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = uguugl.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
|
|
GL_FRAMEBUFFER_COMPLETE = uguugl.GL_FRAMEBUFFER_COMPLETE
|
|
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = uguugl.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
|
|
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = uguugl.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
|
|
GL_FRAMEBUFFER_UNSUPPORTED = uguugl.GL_FRAMEBUFFER_UNSUPPORTED
|
|
GL_COLOR_ATTACHMENT0 = uguugl.GL_COLOR_ATTACHMENT0
|
|
GL_DEPTH_ATTACHMENT = uguugl.GL_DEPTH_ATTACHMENT
|
|
GL_STENCIL_ATTACHMENT = uguugl.GL_STENCIL_ATTACHMENT
|
|
GL_FRAMEBUFFER = uguugl.GL_FRAMEBUFFER
|
|
GL_RENDERBUFFER = uguugl.GL_RENDERBUFFER
|
|
GL_RENDERBUFFER_WIDTH = uguugl.GL_RENDERBUFFER_WIDTH
|
|
GL_RENDERBUFFER_HEIGHT = uguugl.GL_RENDERBUFFER_HEIGHT
|
|
GL_RENDERBUFFER_INTERNAL_FORMAT = uguugl.GL_RENDERBUFFER_INTERNAL_FORMAT
|
|
GL_STENCIL_INDEX8 = uguugl.GL_STENCIL_INDEX8
|
|
GL_RENDERBUFFER_RED_SIZE = uguugl.GL_RENDERBUFFER_RED_SIZE
|
|
GL_RENDERBUFFER_GREEN_SIZE = uguugl.GL_RENDERBUFFER_GREEN_SIZE
|
|
GL_RENDERBUFFER_BLUE_SIZE = uguugl.GL_RENDERBUFFER_BLUE_SIZE
|
|
GL_RENDERBUFFER_ALPHA_SIZE = uguugl.GL_RENDERBUFFER_ALPHA_SIZE
|
|
GL_RENDERBUFFER_DEPTH_SIZE = uguugl.GL_RENDERBUFFER_DEPTH_SIZE
|
|
GL_RENDERBUFFER_STENCIL_SIZE = uguugl.GL_RENDERBUFFER_STENCIL_SIZE
|