ui/app: make opengl objects structs

WebGL use opaque values for object handles, not integers. To ensure
portability, wrap handle types with a struct.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-05-04 13:41:55 +02:00
parent 2af0f63cfb
commit 8df5feeeea
11 changed files with 133 additions and 121 deletions
+44 -40
View File
@@ -120,33 +120,33 @@ func (f *Functions) ActiveTexture(texture Enum) {
}
func (f *Functions) AttachShader(p Program, s Shader) {
C.glAttachShader(C.GLuint(p), C.GLuint(s))
C.glAttachShader(C.GLuint(p.V), C.GLuint(s.V))
}
func (f *Functions) BeginQuery(target Enum, query Query) {
C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query))
C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query.V))
}
func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
C.glBindAttribLocation(C.GLuint(p), C.GLuint(a), cname)
C.glBindAttribLocation(C.GLuint(p.V), C.GLuint(a), cname)
}
func (f *Functions) BindBuffer(target Enum, b Buffer) {
C.glBindBuffer(C.GLenum(target), C.GLuint(b))
C.glBindBuffer(C.GLenum(target), C.GLuint(b.V))
}
func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb))
C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb.V))
}
func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) {
C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb))
C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb.V))
}
func (f *Functions) BindTexture(target Enum, t Texture) {
C.glBindTexture(C.GLenum(target), C.GLuint(t))
C.glBindTexture(C.GLenum(target), C.GLuint(t.V))
}
func (f *Functions) BlendEquation(mode Enum) {
@@ -182,77 +182,77 @@ func (f *Functions) ClearDepthf(d float32) {
}
func (f *Functions) CompileShader(s Shader) {
C.glCompileShader(C.GLuint(s))
C.glCompileShader(C.GLuint(s.V))
}
func (f *Functions) CreateBuffer() Buffer {
var handle C.GLuint
C.glGenBuffers(1, &handle)
return Buffer(handle)
return Buffer{uint(handle)}
}
func (f *Functions) CreateFramebuffer() Framebuffer {
var handle C.GLuint
C.glGenFramebuffers(1, &handle)
return Framebuffer(handle)
return Framebuffer{uint(handle)}
}
func (f *Functions) CreateProgram() Program {
return Program(C.glCreateProgram())
return Program{uint(C.glCreateProgram())}
}
func (f *Functions) CreateQuery() Query {
var handle C.GLuint
C.gio_glGenQueries(1, &handle)
return Query(handle)
return Query{uint(handle)}
}
func (f *Functions) CreateRenderbuffer() Renderbuffer {
var handle C.GLuint
C.glGenRenderbuffers(1, &handle)
return Renderbuffer(handle)
return Renderbuffer{uint(handle)}
}
func (f *Functions) CreateShader(ty Enum) Shader {
return Shader(C.glCreateShader(C.GLenum(ty)))
return Shader{uint(C.glCreateShader(C.GLenum(ty)))}
}
func (f *Functions) CreateTexture() Texture {
var handle C.GLuint
C.glGenTextures(1, &handle)
return Texture(handle)
return Texture{uint(handle)}
}
func (f *Functions) DeleteBuffer(v Buffer) {
handle := C.GLuint(v)
handle := C.GLuint(v.V)
C.glDeleteBuffers(1, &handle)
}
func (f *Functions) DeleteFramebuffer(v Framebuffer) {
handle := C.GLuint(v)
handle := C.GLuint(v.V)
C.glDeleteFramebuffers(1, &handle)
}
func (f *Functions) DeleteProgram(p Program) {
C.glDeleteProgram(C.GLuint(p))
C.glDeleteProgram(C.GLuint(p.V))
}
func (f *Functions) DeleteQuery(query Query) {
handle := C.GLuint(query)
handle := C.GLuint(query.V)
C.gio_glDeleteQueries(1, &handle)
}
func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
handle := C.GLuint(v)
handle := C.GLuint(v.V)
C.glDeleteRenderbuffers(1, &handle)
}
func (f *Functions) DeleteShader(s Shader) {
C.glDeleteShader(C.GLuint(s))
C.glDeleteShader(C.GLuint(s.V))
}
func (f *Functions) DeleteTexture(v Texture) {
handle := C.GLuint(v)
handle := C.GLuint(v.V)
C.glDeleteTextures(1, &handle)
}
@@ -301,11 +301,15 @@ func (f *Functions) Finish() {
}
func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer))
C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer.V))
}
func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t), C.GLint(level))
C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t.V), C.GLint(level))
}
func (c *Functions) GetBinding(pname Enum) Object {
return Object{uint(c.GetInteger(pname))}
}
func (f *Functions) GetError() Enum {
@@ -336,45 +340,45 @@ func (f *Functions) GetInteger(pname Enum) int {
func (f *Functions) GetProgrami(p Program, pname Enum) int {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetProgramiv(C.GLuint(p), C.GLenum(pname), &buf[0])
C.glGetProgramiv(C.GLuint(p.V), C.GLenum(pname), &buf[0])
return int(buf[0])
}
func (f *Functions) GetProgramInfoLog(p Program) string {
var plen C.GLsizei
C.glGetProgramInfoLog(C.GLuint(p), 0, &plen, nil)
C.glGetProgramInfoLog(C.GLuint(p.V), 0, &plen, nil)
if plen == 0 {
return ""
}
// Make room for the string and the null terminator.
buf := make([]byte, plen+1)
C.glGetProgramInfoLog(C.GLuint(p), C.GLsizei(len(buf)), &plen, (*C.GLchar)(unsafe.Pointer(&buf[0])))
C.glGetProgramInfoLog(C.GLuint(p.V), C.GLsizei(len(buf)), &plen, (*C.GLchar)(unsafe.Pointer(&buf[0])))
return string(buf[:len(buf)-1])
}
func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
// Hope this is enough room.
var buf [100]C.GLuint
C.gio_glGetQueryObjectuiv(C.GLuint(query), C.GLenum(pname), &buf[0])
C.gio_glGetQueryObjectuiv(C.GLuint(query.V), C.GLenum(pname), &buf[0])
return uint(buf[0])
}
func (f *Functions) GetShaderi(s Shader, pname Enum) int {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetShaderiv(C.GLuint(s), C.GLenum(pname), &buf[0])
C.glGetShaderiv(C.GLuint(s.V), C.GLenum(pname), &buf[0])
return int(buf[0])
}
func (f *Functions) GetShaderInfoLog(s Shader) string {
var plen C.GLsizei
C.glGetShaderInfoLog(C.GLuint(s), 0, &plen, nil)
C.glGetShaderInfoLog(C.GLuint(s.V), 0, &plen, nil)
if plen == 0 {
return ""
}
// Make room for the string and the null terminator.
buf := make([]byte, plen+1)
C.glGetShaderInfoLog(C.GLuint(s), C.GLsizei(len(buf)), &plen, (*C.GLchar)(unsafe.Pointer(&buf[0])))
C.glGetShaderInfoLog(C.GLuint(s.V), C.GLsizei(len(buf)), &plen, (*C.GLchar)(unsafe.Pointer(&buf[0])))
return string(buf[:len(buf)-1])
}
@@ -386,7 +390,7 @@ func (f *Functions) GetString(pname Enum) string {
func (f *Functions) GetUniformLocation(p Program, name string) Uniform {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
return Uniform(C.glGetUniformLocation(C.GLuint(p), cname))
return Uniform{int(C.glGetUniformLocation(C.GLuint(p.V), cname))}
}
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
@@ -394,7 +398,7 @@ func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
}
func (f *Functions) LinkProgram(p Program) {
C.glLinkProgram(C.GLuint(p))
C.glLinkProgram(C.GLuint(p.V))
}
func (f *Functions) PixelStorei(pname Enum, param int32) {
@@ -413,7 +417,7 @@ func (f *Functions) ShaderSource(s Shader, src string) {
csrc := C.CString(src)
defer C.free(unsafe.Pointer(csrc))
strlen := C.GLint(len(src))
C.glShaderSource(C.GLuint(s), 1, &csrc, &strlen)
C.glShaderSource(C.GLuint(s.V), 1, &csrc, &strlen)
}
func (f *Functions) TexImage2D(target Enum, level int, internalFormat int, width int, height int, format Enum, ty Enum, data []byte) {
@@ -437,27 +441,27 @@ func (f *Functions) TexParameteri(target, pname Enum, param int) {
}
func (f *Functions) Uniform1f(dst Uniform, v float32) {
C.glUniform1f(C.GLint(dst), C.GLfloat(v))
C.glUniform1f(C.GLint(dst.V), C.GLfloat(v))
}
func (f *Functions) Uniform1i(dst Uniform, v int) {
C.glUniform1i(C.GLint(dst), C.GLint(v))
C.glUniform1i(C.GLint(dst.V), C.GLint(v))
}
func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) {
C.glUniform2f(C.GLint(dst), C.GLfloat(v0), C.GLfloat(v1))
C.glUniform2f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1))
}
func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) {
C.glUniform3f(C.GLint(dst), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
C.glUniform3f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
}
func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) {
C.glUniform4f(C.GLint(dst), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
C.glUniform4f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
}
func (f *Functions) UseProgram(p Program) {
C.glUseProgram(C.GLuint(p))
C.glUseProgram(C.GLuint(p.V))
}
func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) {