%%
%% %CopyrightBegin%
%%
%% Copyright Ericsson AB 2008-2013. All Rights Reserved.
%%
%% Licensed under the Apache License, Version 2.0 (the "License");
%% you may not use this file except in compliance with the License.
%% You may obtain a copy of the License at
%%
%% http://www.apache.org/licenses/LICENSE-2.0
%%
%% Unless required by applicable law or agreed to in writing, software
%% distributed under the License is distributed on an "AS IS" BASIS,
%% WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
%% See the License for the specific language governing permissions and
%% limitations under the License.
%%
%% %CopyrightEnd%
%% OPENGL API
%% This file is generated DO NOT EDIT
%% @doc Standard OpenGL api.
%% See <a href="http://www.opengl.org/sdk/docs/man/">www.opengl.org</a>
%%
%% Booleans are represented by integers 0 and 1.
-module(gl).
-compile(inline).
-define(GLenum,32/native-unsigned).
-define(GLboolean,8/native-unsigned).
-define(GLbitfield,32/native-unsigned).
-define(GLbyte,8/native-signed).
-define(GLshort,16/native-signed).
-define(GLint,32/native-signed).
-define(GLubyte,8/native-unsigned).
-define(GLushort,16/native-unsigned).
-define(GLuint,32/native-unsigned).
-define(GLsizei,32/native-signed).
-define(GLfloat,32/native-float).
-define(GLclampf,32/native-float).
-define(GLdouble,64/native-float).
-define(GLclampd,64/native-float).
-define(GLsizeiptr,64/native-unsigned).
-define(GLintptr,64/native-unsigned).
-define(GLUquadric,64/native-unsigned).
-define(GLhandleARB,64/native-unsigned).
-define(GLsync,64/native-unsigned).
-define(GLuint64,64/native-unsigned).
-define(GLint64,64/native-signed).
-type enum() :: non_neg_integer(). %% See wx/include/gl.hrl
-type clamp() :: float(). %% 0.0..1.0
-type offset() :: non_neg_integer(). %% Offset in memory block
-type matrix() :: {float(),float(),float(),float(),
float(),float(),float(),float(),
float(),float(),float(),float(),
float(),float(),float(),float()}.
-type mem() :: binary() | tuple(). %% Memory block
-export([clearIndex/1,clearColor/4,clear/1,indexMask/1,colorMask/4,alphaFunc/2,
blendFunc/2,logicOp/1,cullFace/1,frontFace/1,pointSize/1,lineWidth/1,
lineStipple/2,polygonMode/2,polygonOffset/2,polygonStipple/1,getPolygonStipple/0,
edgeFlag/1,edgeFlagv/1,scissor/4,clipPlane/2,getClipPlane/1,drawBuffer/1,
readBuffer/1,enable/1,disable/1,isEnabled/1,enableClientState/1,disableClientState/1,
getBooleanv/1,getDoublev/1,getFloatv/1,getIntegerv/1,pushAttrib/1,
popAttrib/0,pushClientAttrib/1,popClientAttrib/0,renderMode/1,getError/0,
getString/1,finish/0,flush/0,hint/2,clearDepth/1,depthFunc/1,depthMask/1,
depthRange/2,clearAccum/4,accum/2,matrixMode/1,ortho/6,frustum/6,viewport/4,
pushMatrix/0,popMatrix/0,loadIdentity/0,loadMatrixd/1,loadMatrixf/1,
multMatrixd/1,multMatrixf/1,rotated/4,rotatef/4,scaled/3,scalef/3,translated/3,
translatef/3,isList/1,deleteLists/2,genLists/1,newList/2,endList/0,
callList/1,callLists/1,listBase/1,'begin'/1,'end'/0,vertex2d/2,vertex2f/2,
vertex2i/2,vertex2s/2,vertex3d/3,vertex3f/3,vertex3i/3,vertex3s/3,vertex4d/4,
vertex4f/4,vertex4i/4,vertex4s/4,vertex2dv/1,vertex2fv/1,vertex2iv/1,
vertex2sv/1,vertex3dv/1,vertex3fv/1,vertex3iv/1,vertex3sv/1,vertex4dv/1,
vertex4fv/1,vertex4iv/1,vertex4sv/1,normal3b/3,normal3d/3,normal3f/3,
normal3i/3,normal3s/3,normal3bv/1,normal3dv/1,normal3fv/1,normal3iv/1,
normal3sv/1,indexd/1,indexf/1,indexi/1,indexs/1,indexub/1,indexdv/1,
indexfv/1,indexiv/1,indexsv/1,indexubv/1,color3b/3,color3d/3,color3f/3,
color3i/3,color3s/3,color3ub/3,color3ui/3,color3us/3,color4b/4,color4d/4,
color4f/4,color4i/4,color4s/4,color4ub/4,color4ui/4,color4us/4,color3bv/1,
color3dv/1,color3fv/1,color3iv/1,color3sv/1,color3ubv/1,color3uiv/1,
color3usv/1,color4bv/1,color4dv/1,color4fv/1,color4iv/1,color4sv/1,
color4ubv/1,color4uiv/1,color4usv/1,texCoord1d/1,texCoord1f/1,texCoord1i/1,
texCoord1s/1,texCoord2d/2,texCoord2f/2,texCoord2i/2,texCoord2s/2,texCoord3d/3,
texCoord3f/3,texCoord3i/3,texCoord3s/3,texCoord4d/4,texCoord4f/4,texCoord4i/4,
texCoord4s/4,texCoord1dv/1,texCoord1fv/1,texCoord1iv/1,texCoord1sv/1,
texCoord2dv/1,texCoord2fv/1,texCoord2iv/1,texCoord2sv/1,texCoord3dv/1,
texCoord3fv/1,texCoord3iv/1,texCoord3sv/1,texCoord4dv/1,texCoord4fv/1,
texCoord4iv/1,texCoord4sv/1,rasterPos2d/2,rasterPos2f/2,rasterPos2i/2,
rasterPos2s/2,rasterPos3d/3,rasterPos3f/3,rasterPos3i/3,rasterPos3s/3,
rasterPos4d/4,rasterPos4f/4,rasterPos4i/4,rasterPos4s/4,rasterPos2dv/1,
rasterPos2fv/1,rasterPos2iv/1,rasterPos2sv/1,rasterPos3dv/1,rasterPos3fv/1,
rasterPos3iv/1,rasterPos3sv/1,rasterPos4dv/1,rasterPos4fv/1,rasterPos4iv/1,
rasterPos4sv/1,rectd/4,rectf/4,recti/4,rects/4,rectdv/2,rectfv/2,rectiv/2,
rectsv/2,vertexPointer/4,normalPointer/3,colorPointer/4,indexPointer/3,
texCoordPointer/4,edgeFlagPointer/2,arrayElement/1,drawArrays/3,drawElements/4,
interleavedArrays/3,shadeModel/1,lightf/3,lighti/3,lightfv/3,lightiv/3,
getLightfv/2,getLightiv/2,lightModelf/2,lightModeli/2,lightModelfv/2,
lightModeliv/2,materialf/3,materiali/3,materialfv/3,materialiv/3,getMaterialfv/2,
getMaterialiv/2,colorMaterial/2,pixelZoom/2,pixelStoref/2,pixelStorei/2,
pixelTransferf/2,pixelTransferi/2,pixelMapfv/3,pixelMapuiv/3,pixelMapusv/3,
getPixelMapfv/2,getPixelMapuiv/2,getPixelMapusv/2,bitmap/7,readPixels/7,
drawPixels/5,copyPixels/5,stencilFunc/3,stencilMask/1,stencilOp/3,
clearStencil/1,texGend/3,texGenf/3,texGeni/3,texGendv/3,texGenfv/3,
texGeniv/3,getTexGendv/2,getTexGenfv/2,getTexGeniv/2,texEnvf/3,texEnvi/3,
texEnvfv/3,texEnviv/3,getTexEnvfv/2,getTexEnviv/2,texParameterf/3,
texParameteri/3,texParameterfv/3,texParameteriv/3,getTexParameterfv/2,
getTexParameteriv/2,getTexLevelParameterfv/3,getTexLevelParameteriv/3,
texImage1D/8,texImage2D/9,getTexImage/5,genTextures/1,deleteTextures/1,
bindTexture/2,prioritizeTextures/2,areTexturesResident/1,isTexture/1,
texSubImage1D/7,texSubImage2D/9,copyTexImage1D/7,copyTexImage2D/8,
copyTexSubImage1D/6,copyTexSubImage2D/8,map1d/6,map1f/6,map2d/10,map2f/10,
getMapdv/3,getMapfv/3,getMapiv/3,evalCoord1d/1,evalCoord1f/1,evalCoord1dv/1,
evalCoord1fv/1,evalCoord2d/2,evalCoord2f/2,evalCoord2dv/1,evalCoord2fv/1,
mapGrid1d/3,mapGrid1f/3,mapGrid2d/6,mapGrid2f/6,evalPoint1/1,evalPoint2/2,
evalMesh1/3,evalMesh2/5,fogf/2,fogi/2,fogfv/2,fogiv/2,feedbackBuffer/3,
passThrough/1,selectBuffer/2,initNames/0,loadName/1,pushName/1,popName/0,
blendColor/4,blendEquation/1,drawRangeElements/6,texImage3D/10,texSubImage3D/11,
copyTexSubImage3D/9,colorTable/6,colorTableParameterfv/3,colorTableParameteriv/3,
copyColorTable/5,getColorTable/4,getColorTableParameterfv/2,getColorTableParameteriv/2,
colorSubTable/6,copyColorSubTable/5,convolutionFilter1D/6,convolutionFilter2D/7,
convolutionParameterf/3,convolutionParameterfv/3,convolutionParameteri/3,
convolutionParameteriv/3,copyConvolutionFilter1D/5,copyConvolutionFilter2D/6,
getConvolutionFilter/4,getConvolutionParameterfv/2,getConvolutionParameteriv/2,
separableFilter2D/8,getHistogram/5,getHistogramParameterfv/2,getHistogramParameteriv/2,
getMinmax/5,getMinmaxParameterfv/2,getMinmaxParameteriv/2,histogram/4,
minmax/3,resetHistogram/1,resetMinmax/1,activeTexture/1,sampleCoverage/2,
compressedTexImage3D/9,compressedTexImage2D/8,compressedTexImage1D/7,
compressedTexSubImage3D/11,compressedTexSubImage2D/9,compressedTexSubImage1D/7,
getCompressedTexImage/3,clientActiveTexture/1,multiTexCoord1d/2,
multiTexCoord1dv/2,multiTexCoord1f/2,multiTexCoord1fv/2,multiTexCoord1i/2,
multiTexCoord1iv/2,multiTexCoord1s/2,multiTexCoord1sv/2,multiTexCoord2d/3,
multiTexCoord2dv/2,multiTexCoord2f/3,multiTexCoord2fv/2,multiTexCoord2i/3,
multiTexCoord2iv/2,multiTexCoord2s/3,multiTexCoord2sv/2,multiTexCoord3d/4,
multiTexCoord3dv/2,multiTexCoord3f/4,multiTexCoord3fv/2,multiTexCoord3i/4,
multiTexCoord3iv/2,multiTexCoord3s/4,multiTexCoord3sv/2,multiTexCoord4d/5,
multiTexCoord4dv/2,multiTexCoord4f/5,multiTexCoord4fv/2,multiTexCoord4i/5,
multiTexCoord4iv/2,multiTexCoord4s/5,multiTexCoord4sv/2,loadTransposeMatrixf/1,
loadTransposeMatrixd/1,multTransposeMatrixf/1,multTransposeMatrixd/1,
blendFuncSeparate/4,multiDrawArrays/3,pointParameterf/2,pointParameterfv/2,
pointParameteri/2,pointParameteriv/2,fogCoordf/1,fogCoordfv/1,fogCoordd/1,
fogCoorddv/1,fogCoordPointer/3,secondaryColor3b/3,secondaryColor3bv/1,
secondaryColor3d/3,secondaryColor3dv/1,secondaryColor3f/3,secondaryColor3fv/1,
secondaryColor3i/3,secondaryColor3iv/1,secondaryColor3s/3,secondaryColor3sv/1,
secondaryColor3ub/3,secondaryColor3ubv/1,secondaryColor3ui/3,secondaryColor3uiv/1,
secondaryColor3us/3,secondaryColor3usv/1,secondaryColorPointer/4,
windowPos2d/2,windowPos2dv/1,windowPos2f/2,windowPos2fv/1,windowPos2i/2,
windowPos2iv/1,windowPos2s/2,windowPos2sv/1,windowPos3d/3,windowPos3dv/1,
windowPos3f/3,windowPos3fv/1,windowPos3i/3,windowPos3iv/1,windowPos3s/3,
windowPos3sv/1,genQueries/1,deleteQueries/1,isQuery/1,beginQuery/2,
endQuery/1,getQueryiv/2,getQueryObjectiv/2,getQueryObjectuiv/2,bindBuffer/2,
deleteBuffers/1,genBuffers/1,isBuffer/1,bufferData/4,bufferSubData/4,
getBufferSubData/4,getBufferParameteriv/2,blendEquationSeparate/2,
drawBuffers/1,stencilOpSeparate/4,stencilFuncSeparate/4,stencilMaskSeparate/2,
attachShader/2,bindAttribLocation/3,compileShader/1,createProgram/0,
createShader/1,deleteProgram/1,deleteShader/1,detachShader/2,disableVertexAttribArray/1,
enableVertexAttribArray/1,getActiveAttrib/3,getActiveUniform/3,getAttachedShaders/2,
getAttribLocation/2,getProgramiv/2,getProgramInfoLog/2,getShaderiv/2,
getShaderInfoLog/2,getShaderSource/2,getUniformLocation/2,getUniformfv/2,
getUniformiv/2,getVertexAttribdv/2,getVertexAttribfv/2,getVertexAttribiv/2,
isProgram/1,isShader/1,linkProgram/1,shaderSource/2,useProgram/1,uniform1f/2,
uniform2f/3,uniform3f/4,uniform4f/5,uniform1i/2,uniform2i/3,uniform3i/4,
uniform4i/5,uniform1fv/2,uniform2fv/2,uniform3fv/2,uniform4fv/2,uniform1iv/2,
uniform2iv/2,uniform3iv/2,uniform4iv/2,uniformMatrix2fv/3,uniformMatrix3fv/3,
uniformMatrix4fv/3,validateProgram/1,vertexAttrib1d/2,vertexAttrib1dv/2,
vertexAttrib1f/2,vertexAttrib1fv/2,vertexAttrib1s/2,vertexAttrib1sv/2,
vertexAttrib2d/3,vertexAttrib2dv/2,vertexAttrib2f/3,vertexAttrib2fv/2,
vertexAttrib2s/3,vertexAttrib2sv/2,vertexAttrib3d/4,vertexAttrib3dv/2,
vertexAttrib3f/4,vertexAttrib3fv/2,vertexAttrib3s/4,vertexAttrib3sv/2,
vertexAttrib4Nbv/2,vertexAttrib4Niv/2,vertexAttrib4Nsv/2,vertexAttrib4Nub/5,
vertexAttrib4Nubv/2,vertexAttrib4Nuiv/2,vertexAttrib4Nusv/2,vertexAttrib4bv/2,
vertexAttrib4d/5,vertexAttrib4dv/2,vertexAttrib4f/5,vertexAttrib4fv/2,
vertexAttrib4iv/2,vertexAttrib4s/5,vertexAttrib4sv/2,vertexAttrib4ubv/2,
vertexAttrib4uiv/2,vertexAttrib4usv/2,vertexAttribPointer/6,uniformMatrix2x3fv/3,
uniformMatrix3x2fv/3,uniformMatrix2x4fv/3,uniformMatrix4x2fv/3,uniformMatrix3x4fv/3,
uniformMatrix4x3fv/3,colorMaski/5,getBooleani_v/2,getIntegeri_v/2,
enablei/2,disablei/2,isEnabledi/2,beginTransformFeedback/1,endTransformFeedback/0,
bindBufferRange/5,bindBufferBase/3,transformFeedbackVaryings/3,getTransformFeedbackVarying/3,
clampColor/2,beginConditionalRender/2,endConditionalRender/0,vertexAttribIPointer/5,
getVertexAttribIiv/2,getVertexAttribIuiv/2,vertexAttribI1i/2,vertexAttribI2i/3,
vertexAttribI3i/4,vertexAttribI4i/5,vertexAttribI1ui/2,vertexAttribI2ui/3,
vertexAttribI3ui/4,vertexAttribI4ui/5,vertexAttribI1iv/2,vertexAttribI2iv/2,
vertexAttribI3iv/2,vertexAttribI4iv/2,vertexAttribI1uiv/2,vertexAttribI2uiv/2,
vertexAttribI3uiv/2,vertexAttribI4uiv/2,vertexAttribI4bv/2,vertexAttribI4sv/2,
vertexAttribI4ubv/2,vertexAttribI4usv/2,getUniformuiv/2,bindFragDataLocation/3,
getFragDataLocation/2,uniform1ui/2,uniform2ui/3,uniform3ui/4,uniform4ui/5,
uniform1uiv/2,uniform2uiv/2,uniform3uiv/2,uniform4uiv/2,texParameterIiv/3,
texParameterIuiv/3,getTexParameterIiv/2,getTexParameterIuiv/2,clearBufferiv/3,
clearBufferuiv/3,clearBufferfv/3,clearBufferfi/4,getStringi/2,drawArraysInstanced/4,
drawElementsInstanced/5,texBuffer/3,primitiveRestartIndex/1,getInteger64i_v/2,
getBufferParameteri64v/2,framebufferTexture/4,vertexAttribDivisor/2,
minSampleShading/1,blendEquationi/2,blendEquationSeparatei/3,blendFunci/3,
blendFuncSeparatei/5,loadTransposeMatrixfARB/1,loadTransposeMatrixdARB/1,
multTransposeMatrixfARB/1,multTransposeMatrixdARB/1,weightbvARB/1,
weightsvARB/1,weightivARB/1,weightfvARB/1,weightdvARB/1,weightubvARB/1,
weightusvARB/1,weightuivARB/1,vertexBlendARB/1,currentPaletteMatrixARB/1,
matrixIndexubvARB/1,matrixIndexusvARB/1,matrixIndexuivARB/1,programStringARB/3,
bindProgramARB/2,deleteProgramsARB/1,genProgramsARB/1,programEnvParameter4dARB/6,
programEnvParameter4dvARB/3,programEnvParameter4fARB/6,programEnvParameter4fvARB/3,
programLocalParameter4dARB/6,programLocalParameter4dvARB/3,programLocalParameter4fARB/6,
programLocalParameter4fvARB/3,getProgramEnvParameterdvARB/2,getProgramEnvParameterfvARB/2,
getProgramLocalParameterdvARB/2,getProgramLocalParameterfvARB/2,
getProgramStringARB/3,getBufferParameterivARB/2,deleteObjectARB/1,
getHandleARB/1,detachObjectARB/2,createShaderObjectARB/1,shaderSourceARB/2,
compileShaderARB/1,createProgramObjectARB/0,attachObjectARB/2,linkProgramARB/1,
useProgramObjectARB/1,validateProgramARB/1,getObjectParameterfvARB/2,
getObjectParameterivARB/2,getInfoLogARB/2,getAttachedObjectsARB/2,
getUniformLocationARB/2,getActiveUniformARB/3,getUniformfvARB/2,
getUniformivARB/2,getShaderSourceARB/2,bindAttribLocationARB/3,getActiveAttribARB/3,
getAttribLocationARB/2,isRenderbuffer/1,bindRenderbuffer/2,deleteRenderbuffers/1,
genRenderbuffers/1,renderbufferStorage/4,getRenderbufferParameteriv/2,
isFramebuffer/1,bindFramebuffer/2,deleteFramebuffers/1,genFramebuffers/1,
checkFramebufferStatus/1,framebufferTexture1D/5,framebufferTexture2D/5,
framebufferTexture3D/6,framebufferRenderbuffer/4,getFramebufferAttachmentParameteriv/3,
generateMipmap/1,blitFramebuffer/10,renderbufferStorageMultisample/5,
framebufferTextureLayer/5,framebufferTextureFaceARB/5,flushMappedBufferRange/3,
bindVertexArray/1,deleteVertexArrays/1,genVertexArrays/1,isVertexArray/1,
getUniformIndices/2,getActiveUniformsiv/3,getActiveUniformName/3,
getUniformBlockIndex/2,getActiveUniformBlockiv/4,getActiveUniformBlockName/3,
uniformBlockBinding/3,copyBufferSubData/5,drawElementsBaseVertex/5,
drawRangeElementsBaseVertex/7,drawElementsInstancedBaseVertex/6,
provokingVertex/1,fenceSync/2,isSync/1,deleteSync/1,clientWaitSync/3,
waitSync/3,getInteger64v/1,getSynciv/3,texImage2DMultisample/6,texImage3DMultisample/7,
getMultisamplefv/2,sampleMaski/2,namedStringARB/3,deleteNamedStringARB/1,
compileShaderIncludeARB/2,isNamedStringARB/1,getNamedStringARB/2,
getNamedStringivARB/2,bindFragDataLocationIndexed/4,getFragDataIndex/2,
genSamplers/1,deleteSamplers/1,isSampler/1,bindSampler/2,samplerParameteri/3,
samplerParameteriv/3,samplerParameterf/3,samplerParameterfv/3,samplerParameterIiv/3,
samplerParameterIuiv/3,getSamplerParameteriv/2,getSamplerParameterIiv/2,
getSamplerParameterfv/2,getSamplerParameterIuiv/2,queryCounter/2,
getQueryObjecti64v/2,getQueryObjectui64v/2,drawArraysIndirect/2,
drawElementsIndirect/3,uniform1d/2,uniform2d/3,uniform3d/4,uniform4d/5,
uniform1dv/2,uniform2dv/2,uniform3dv/2,uniform4dv/2,uniformMatrix2dv/3,
uniformMatrix3dv/3,uniformMatrix4dv/3,uniformMatrix2x3dv/3,uniformMatrix2x4dv/3,
uniformMatrix3x2dv/3,uniformMatrix3x4dv/3,uniformMatrix4x2dv/3,uniformMatrix4x3dv/3,
getUniformdv/2,getSubroutineUniformLocation/3,getSubroutineIndex/3,
getActiveSubroutineUniformName/4,getActiveSubroutineName/4,uniformSubroutinesuiv/2,
getUniformSubroutineuiv/2,getProgramStageiv/3,patchParameteri/2,
patchParameterfv/2,bindTransformFeedback/2,deleteTransformFeedbacks/1,
genTransformFeedbacks/1,isTransformFeedback/1,pauseTransformFeedback/0,
resumeTransformFeedback/0,drawTransformFeedback/2,drawTransformFeedbackStream/3,
beginQueryIndexed/3,endQueryIndexed/2,getQueryIndexediv/3,releaseShaderCompiler/0,
shaderBinary/3,getShaderPrecisionFormat/2,depthRangef/2,clearDepthf/1,
getProgramBinary/2,programBinary/3,programParameteri/3,useProgramStages/3,
activeShaderProgram/2,createShaderProgramv/2,bindProgramPipeline/1,
deleteProgramPipelines/1,genProgramPipelines/1,isProgramPipeline/1,
getProgramPipelineiv/2,programUniform1i/3,programUniform1iv/3,programUniform1f/3,
programUniform1fv/3,programUniform1d/3,programUniform1dv/3,programUniform1ui/3,
programUniform1uiv/3,programUniform2i/4,programUniform2iv/3,programUniform2f/4,
programUniform2fv/3,programUniform2d/4,programUniform2dv/3,programUniform2ui/4,
programUniform2uiv/3,programUniform3i/5,programUniform3iv/3,programUniform3f/5,
programUniform3fv/3,programUniform3d/5,programUniform3dv/3,programUniform3ui/5,
programUniform3uiv/3,programUniform4i/6,programUniform4iv/3,programUniform4f/6,
programUniform4fv/3,programUniform4d/6,programUniform4dv/3,programUniform4ui/6,
programUniform4uiv/3,programUniformMatrix2fv/4,programUniformMatrix3fv/4,
programUniformMatrix4fv/4,programUniformMatrix2dv/4,programUniformMatrix3dv/4,
programUniformMatrix4dv/4,programUniformMatrix2x3fv/4,programUniformMatrix3x2fv/4,
programUniformMatrix2x4fv/4,programUniformMatrix4x2fv/4,programUniformMatrix3x4fv/4,
programUniformMatrix4x3fv/4,programUniformMatrix2x3dv/4,programUniformMatrix3x2dv/4,
programUniformMatrix2x4dv/4,programUniformMatrix4x2dv/4,programUniformMatrix3x4dv/4,
programUniformMatrix4x3dv/4,validateProgramPipeline/1,getProgramPipelineInfoLog/2,
vertexAttribL1d/2,vertexAttribL2d/3,vertexAttribL3d/4,vertexAttribL4d/5,
vertexAttribL1dv/2,vertexAttribL2dv/2,vertexAttribL3dv/2,vertexAttribL4dv/2,
vertexAttribLPointer/5,getVertexAttribLdv/2,viewportArrayv/2,viewportIndexedf/5,
viewportIndexedfv/2,scissorArrayv/2,scissorIndexed/5,scissorIndexedv/2,
depthRangeArrayv/2,depthRangeIndexed/3,getFloati_v/2,getDoublei_v/2,
debugMessageControlARB/5,debugMessageInsertARB/5,getDebugMessageLogARB/2,
getGraphicsResetStatusARB/0,drawArraysInstancedBaseInstance/5,drawElementsInstancedBaseInstance/6,
drawElementsInstancedBaseVertexBaseInstance/7,drawTransformFeedbackInstanced/3,
drawTransformFeedbackStreamInstanced/4,getInternalformativ/4,bindImageTexture/7,
memoryBarrier/1,texStorage1D/4,texStorage2D/5,texStorage3D/6,depthBoundsEXT/2,
stencilClearTagEXT/2]).
-export([call/2, cast/2, send_bin/1]).
%% @hidden
call(Op, Args) ->
Port = get(opengl_port),
_ = erlang:port_control(Port,Op,Args),
rec().
%% @hidden
cast(Op, Args) ->
Port = get(opengl_port),
_ = erlang:port_control(Port,Op,Args),
ok.
%% @hidden
rec() ->
receive
{'_egl_result_', Res} -> Res;
{'_egl_error_', Op, Res} -> error({error,Res,Op})
end.
%% @hidden
send_bin(Bin) when is_binary(Bin) ->
Port = get(opengl_port),
erlang:port_command(Port,Bin);
send_bin(Tuple) when is_tuple(Tuple) ->
Port = get(opengl_port),
case element(2, Tuple) of
Bin when is_binary(Bin) ->
erlang:port_command(Port,Bin)
end.
%% API
%% @doc Specify the clear value for the color index buffers
%%
%% ``gl:clearIndex'' specifies the index used by {@link gl:clear/1} to clear the color index
%% buffers. `C' is not clamped. Rather, `C' is converted to a fixed-point value
%% with unspecified precision to the right of the binary point. The integer part of this
%% value is then masked with 2 m-1, where m is the number of bits in a color index stored
%% in the frame buffer.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearIndex.xml">external</a> documentation.
-spec clearIndex(C) -> ok when C :: float().
clearIndex(C) ->
cast(5037, <<C:?GLfloat>>).
%% @doc Specify clear values for the color buffers
%%
%% ``gl:clearColor'' specifies the red, green, blue, and alpha values used by {@link gl:clear/1}
%% to clear the color buffers. Values specified by ``gl:clearColor'' are clamped to the
%% range [0 1].
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearColor.xml">external</a> documentation.
-spec clearColor(Red, Green, Blue, Alpha) -> ok when Red :: clamp(),Green :: clamp(),Blue :: clamp(),Alpha :: clamp().
clearColor(Red,Green,Blue,Alpha) ->
cast(5038, <<Red:?GLclampf,Green:?GLclampf,Blue:?GLclampf,Alpha:?GLclampf>>).
%% @doc Clear buffers to preset values
%%
%% ``gl:clear'' sets the bitplane area of the window to values previously selected by ``gl:clearColor''
%% , ``gl:clearDepth'', and ``gl:clearStencil''. Multiple color buffers can be cleared
%% simultaneously by selecting more than one buffer at a time using {@link gl:drawBuffer/1} .
%%
%% The pixel ownership test, the scissor test, dithering, and the buffer writemasks affect
%% the operation of ``gl:clear''. The scissor box bounds the cleared region. Alpha function,
%% blend function, logical operation, stenciling, texture mapping, and depth-buffering are
%% ignored by ``gl:clear''.
%%
%% ``gl:clear'' takes a single argument that is the bitwise OR of several values indicating
%% which buffer is to be cleared.
%%
%% The values are as follows:
%%
%% `?GL_COLOR_BUFFER_BIT': Indicates the buffers currently enabled for color writing.
%%
%% `?GL_DEPTH_BUFFER_BIT': Indicates the depth buffer.
%%
%% `?GL_STENCIL_BUFFER_BIT': Indicates the stencil buffer.
%%
%% The value to which each buffer is cleared depends on the setting of the clear value for
%% that buffer.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClear.xml">external</a> documentation.
-spec clear(Mask) -> ok when Mask :: integer().
clear(Mask) ->
cast(5039, <<Mask:?GLbitfield>>).
%% @doc Control the writing of individual bits in the color index buffers
%%
%% ``gl:indexMask'' controls the writing of individual bits in the color index buffers.
%% The least significant n bits of `Mask' , where n is the number of bits in a color
%% index buffer, specify a mask. Where a 1 (one) appears in the mask, it's possible to write
%% to the corresponding bit in the color index buffer (or buffers). Where a 0 (zero) appears,
%% the corresponding bit is write-protected.
%%
%% This mask is used only in color index mode, and it affects only the buffers currently
%% selected for writing (see {@link gl:drawBuffer/1} ). Initially, all bits are enabled for
%% writing.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIndexMask.xml">external</a> documentation.
-spec indexMask(Mask) -> ok when Mask :: integer().
indexMask(Mask) ->
cast(5040, <<Mask:?GLuint>>).
%% @doc Enable and disable writing of frame buffer color components
%%
%% ``gl:colorMask'' and ``gl:colorMaski'' specify whether the individual color components
%% in the frame buffer can or cannot be written. ``gl:colorMaski'' sets the mask for a
%% specific draw buffer, whereas ``gl:colorMask'' sets the mask for all draw buffers. If `Red'
%% is `?GL_FALSE', for example, no change is made to the red component of any pixel
%% in any of the color buffers, regardless of the drawing operation attempted.
%%
%% Changes to individual bits of components cannot be controlled. Rather, changes are either
%% enabled or disabled for entire color components.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorMask.xml">external</a> documentation.
-spec colorMask(Red, Green, Blue, Alpha) -> ok when Red :: 0|1,Green :: 0|1,Blue :: 0|1,Alpha :: 0|1.
colorMask(Red,Green,Blue,Alpha) ->
cast(5041, <<Red:?GLboolean,Green:?GLboolean,Blue:?GLboolean,Alpha:?GLboolean>>).
%% @doc Specify the alpha test function
%%
%% The alpha test discards fragments depending on the outcome of a comparison between an
%% incoming fragment's alpha value and a constant reference value. ``gl:alphaFunc'' specifies
%% the reference value and the comparison function. The comparison is performed only if alpha
%% testing is enabled. By default, it is not enabled. (See {@link gl:enable/1} and {@link gl:enable/1}
%% of `?GL_ALPHA_TEST'.)
%%
%% `Func' and `Ref' specify the conditions under which the pixel is drawn. The
%% incoming alpha value is compared to `Ref' using the function specified by `Func' .
%% If the value passes the comparison, the incoming fragment is drawn if it also passes subsequent
%% stencil and depth buffer tests. If the value fails the comparison, no change is made to
%% the frame buffer at that pixel location. The comparison functions are as follows:
%%
%% `?GL_NEVER': Never passes.
%%
%% `?GL_LESS': Passes if the incoming alpha value is less than the reference value.
%%
%% `?GL_EQUAL': Passes if the incoming alpha value is equal to the reference value.
%%
%% `?GL_LEQUAL': Passes if the incoming alpha value is less than or equal to the reference
%% value.
%%
%% `?GL_GREATER': Passes if the incoming alpha value is greater than the reference
%% value.
%%
%% `?GL_NOTEQUAL': Passes if the incoming alpha value is not equal to the reference
%% value.
%%
%% `?GL_GEQUAL': Passes if the incoming alpha value is greater than or equal to the
%% reference value.
%%
%% `?GL_ALWAYS': Always passes (initial value).
%%
%% ``gl:alphaFunc'' operates on all pixel write operations, including those resulting from
%% the scan conversion of points, lines, polygons, and bitmaps, and from pixel draw and copy
%% operations. ``gl:alphaFunc'' does not affect screen clear operations.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glAlphaFunc.xml">external</a> documentation.
-spec alphaFunc(Func, Ref) -> ok when Func :: enum(),Ref :: clamp().
alphaFunc(Func,Ref) ->
cast(5042, <<Func:?GLenum,Ref:?GLclampf>>).
%% @doc Specify pixel arithmetic
%%
%% Pixels can be drawn using a function that blends the incoming (source) RGBA values with
%% the RGBA values that are already in the frame buffer (the destination values). Blending
%% is initially disabled. Use {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_BLEND'
%% to enable and disable blending.
%%
%% ``gl:blendFunc'' defines the operation of blending for all draw buffers when it is enabled.
%% ``gl:blendFunci'' defines the operation of blending for a single draw buffer specified
%% by `Buf' when enabled for that draw buffer. `Sfactor' specifies which method
%% is used to scale the source color components. `Dfactor' specifies which method is
%% used to scale the destination color components. Both parameters must be one of the following
%% symbolic constants: `?GL_ZERO', `?GL_ONE', `?GL_SRC_COLOR', `?GL_ONE_MINUS_SRC_COLOR'
%% , `?GL_DST_COLOR', `?GL_ONE_MINUS_DST_COLOR', `?GL_SRC_ALPHA', `?GL_ONE_MINUS_SRC_ALPHA'
%% , `?GL_DST_ALPHA', `?GL_ONE_MINUS_DST_ALPHA', `?GL_CONSTANT_COLOR', `?GL_ONE_MINUS_CONSTANT_COLOR'
%% , `?GL_CONSTANT_ALPHA', `?GL_ONE_MINUS_CONSTANT_ALPHA', `?GL_SRC_ALPHA_SATURATE'
%% , `?GL_SRC1_COLOR', `?GL_ONE_MINUS_SRC1_COLOR', `?GL_SRC1_ALPHA', and `?GL_ONE_MINUS_SRC1_ALPHA'
%% . The possible methods are described in the following table. Each method defines four
%% scale factors, one each for red, green, blue, and alpha. In the table and in subsequent
%% equations, first source, second source and destination color components are referred to
%% as (R s0 G s0 B s0 A s0), (R s1 G s1 B s1 A s1) and (R d G d B d A d), respectively. The color specified by {@link gl:blendColor/4} is referred to
%% as (R c G c B c A c). They are understood to have integer values between 0 and (k R k G k B k A), where
%%
%% k c=2(m c)-1
%%
%% and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes.
%%
%% Source and destination scale factors are referred to as (s R s G s B s A) and (d R d G d B d A). The scale factors described
%% in the table, denoted (f R f G f B f A), represent either source or destination factors. All scale factors
%% have range [0 1].
%%
%% <table><tbody><tr><td>` Parameter '</td><td>(f R f G f B f A)</td></tr></tbody><tbody><tr><td>`?GL_ZERO'
%% </td><td>(0 0 0 0)</td></tr><tr><td>`?GL_ONE'</td><td>(1 1 1 1)</td></tr><tr><td>`?GL_SRC_COLOR'</td>
%% <td>(R s0 k/R G s0 k/G B s0 k/B A s0 k/A)</td></tr><tr><td>`?GL_ONE_MINUS_SRC_COLOR'</td><td>(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B
%% A s0 k/A)</td></tr><tr><td>`?GL_DST_COLOR'
%% </td><td>(R d k/R G d k/G B d k/B A d k/A)</td></tr><tr><td>`?GL_ONE_MINUS_DST_COLOR'</td><td>(1 1 1 1)-(R d k/R G d k/G B d k/B
%% A d k/A)</td></tr><tr><td>`?GL_SRC_ALPHA'
%% </td><td>(A s0 k/A A s0 k/A A s0 k/A A s0 k/A)</td></tr><tr><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td>(1 1 1 1)-(A s0 k/A A s0 k/A A s0
%% k/A A s0 k/A)</td></tr><tr><td>`?GL_DST_ALPHA'
%% </td><td>(A d k/A A d k/A A d k/A A d k/A)</td></tr><tr><td>`?GL_ONE_MINUS_DST_ALPHA'</td><td>(1 1 1 1)-(A d k/A A d k/A A d k/A
%% A d k/A)</td></tr><tr><td>`?GL_CONSTANT_COLOR'
%% </td><td>(R c G c B c A c)</td></tr><tr><td>`?GL_ONE_MINUS_CONSTANT_COLOR'</td><td>(1 1 1 1)-(R c G c B c A c)</td></tr><tr><td>
%% `?GL_CONSTANT_ALPHA'</td><td>(A c A c A c A c)</td></tr><tr><td>`?GL_ONE_MINUS_CONSTANT_ALPHA'</td>
%% <td>(1 1 1 1)-(A c A c A c A c)</td></tr><tr><td>`?GL_SRC_ALPHA_SATURATE'</td><td>(i i i 1)</td></tr><tr><td>`?GL_SRC1_COLOR'
%% </td><td>(R s1 k/R G s1 k/G B s1 k/B A s1 k/A)</td></tr><tr><td>`?GL_ONE_MINUS_SRC1_COLOR'</td><td>(1 1 1 1)-(R s1 k/R G s1 k/G B
%% s1 k/B A s1 k/A)</td></tr><tr><td>`?GL_SRC1_ALPHA'
%% </td><td>(A s1 k/A A s1 k/A A s1 k/A A s1 k/A)</td></tr><tr><td>`?GL_ONE_MINUS_SRC1_ALPHA'</td><td>(1 1 1 1)-(A s1 k/A A s1 k/A A
%% s1 k/A A s1 k/A)</td></tr></tbody></table>
%%
%%
%% In the table,
%%
%% i=min(A s k A-A d) k/A
%%
%% To determine the blended RGBA values of a pixel, the system uses the following equations:
%%
%%
%% R d=min(k R R s s R+R d d R) G d=min(k G G s s G+G d d G) B d=min(k B B s s B+B d d B) A d=min(k A A s s A+A d d A)
%%
%% Despite the apparent precision of the above equations, blending arithmetic is not exactly
%% specified, because blending operates with imprecise integer color values. However, a blend
%% factor that should be equal to 1 is guaranteed not to modify its multiplicand, and a blend
%% factor equal to 0 reduces its multiplicand to 0. For example, when `Sfactor' is `?GL_SRC_ALPHA'
%% , `Dfactor' is `?GL_ONE_MINUS_SRC_ALPHA', and A s is equal to k A, the equations
%% reduce to simple replacement:
%%
%% R d=R s G d=G s B d=B s A d=A s
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlendFunc.xml">external</a> documentation.
-spec blendFunc(Sfactor, Dfactor) -> ok when Sfactor :: enum(),Dfactor :: enum().
blendFunc(Sfactor,Dfactor) ->
cast(5043, <<Sfactor:?GLenum,Dfactor:?GLenum>>).
%% @doc Specify a logical pixel operation for rendering
%%
%% ``gl:logicOp'' specifies a logical operation that, when enabled, is applied between
%% the incoming RGBA color and the RGBA color at the corresponding location in the frame
%% buffer. To enable or disable the logical operation, call {@link gl:enable/1} and {@link gl:enable/1}
%% using the symbolic constant `?GL_COLOR_LOGIC_OP'. The initial value is disabled.
%%
%% <table><tbody><tr><td>` Opcode '</td><td>` Resulting Operation '</td></tr></tbody>
%% <tbody><tr><td>`?GL_CLEAR'</td><td> 0 </td></tr><tr><td>`?GL_SET'</td><td> 1 </td>
%% </tr><tr><td>`?GL_COPY'</td><td> s </td></tr><tr><td>`?GL_COPY_INVERTED'</td><td>
%% ~s </td></tr><tr><td>`?GL_NOOP'</td><td> d </td></tr><tr><td>`?GL_INVERT'</td><td>
%% ~d </td></tr><tr><td>`?GL_AND'</td><td> s & d </td></tr><tr><td>`?GL_NAND'</td>
%% <td> ~(s & d) </td></tr><tr><td>`?GL_OR'</td><td> s | d </td></tr><tr><td>`?GL_NOR'
%% </td><td> ~(s | d) </td></tr><tr><td>`?GL_XOR'</td><td> s ^ d </td></tr><tr><td>`?GL_EQUIV'
%% </td><td> ~(s ^ d) </td></tr><tr><td>`?GL_AND_REVERSE'</td><td> s & ~d </td></tr>
%% <tr><td>`?GL_AND_INVERTED'</td><td> ~s & d </td></tr><tr><td>`?GL_OR_REVERSE'
%% </td><td> s | ~d </td></tr><tr><td>`?GL_OR_INVERTED'</td><td> ~s | d </td></tr></tbody>
%% </table>
%%
%% `Opcode' is a symbolic constant chosen from the list above. In the explanation of
%% the logical operations, `s' represents the incoming color and `d' represents
%% the color in the frame buffer. Standard C-language operators are used. As these bitwise
%% operators suggest, the logical operation is applied independently to each bit pair of
%% the source and destination colors.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLogicOp.xml">external</a> documentation.
-spec logicOp(Opcode) -> ok when Opcode :: enum().
logicOp(Opcode) ->
cast(5044, <<Opcode:?GLenum>>).
%% @doc Specify whether front- or back-facing facets can be culled
%%
%% ``gl:cullFace'' specifies whether front- or back-facing facets are culled (as specified
%% by `mode') when facet culling is enabled. Facet culling is initially disabled. To
%% enable and disable facet culling, call the {@link gl:enable/1} and {@link gl:enable/1}
%% commands with the argument `?GL_CULL_FACE'. Facets include triangles, quadrilaterals,
%% polygons, and rectangles.
%%
%% {@link gl:frontFace/1} specifies which of the clockwise and counterclockwise facets are
%% front-facing and back-facing. See {@link gl:frontFace/1} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCullFace.xml">external</a> documentation.
-spec cullFace(Mode) -> ok when Mode :: enum().
cullFace(Mode) ->
cast(5045, <<Mode:?GLenum>>).
%% @doc Define front- and back-facing polygons
%%
%% In a scene composed entirely of opaque closed surfaces, back-facing polygons are never
%% visible. Eliminating these invisible polygons has the obvious benefit of speeding up the
%% rendering of the image. To enable and disable elimination of back-facing polygons, call {@link gl:enable/1}
%% and {@link gl:enable/1} with argument `?GL_CULL_FACE'.
%%
%% The projection of a polygon to window coordinates is said to have clockwise winding if
%% an imaginary object following the path from its first vertex, its second vertex, and so
%% on, to its last vertex, and finally back to its first vertex, moves in a clockwise direction
%% about the interior of the polygon. The polygon's winding is said to be counterclockwise
%% if the imaginary object following the same path moves in a counterclockwise direction
%% about the interior of the polygon. ``gl:frontFace'' specifies whether polygons with
%% clockwise winding in window coordinates, or counterclockwise winding in window coordinates,
%% are taken to be front-facing. Passing `?GL_CCW' to `Mode' selects counterclockwise
%% polygons as front-facing; `?GL_CW' selects clockwise polygons as front-facing. By
%% default, counterclockwise polygons are taken to be front-facing.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFrontFace.xml">external</a> documentation.
-spec frontFace(Mode) -> ok when Mode :: enum().
frontFace(Mode) ->
cast(5046, <<Mode:?GLenum>>).
%% @doc Specify the diameter of rasterized points
%%
%% ``gl:pointSize'' specifies the rasterized diameter of points. If point size mode is
%% disabled (see {@link gl:enable/1} with parameter `?GL_PROGRAM_POINT_SIZE'), this value
%% will be used to rasterize points. Otherwise, the value written to the shading language
%% built-in variable gl_PointSize will be used.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPointSize.xml">external</a> documentation.
-spec pointSize(Size) -> ok when Size :: float().
pointSize(Size) ->
cast(5047, <<Size:?GLfloat>>).
%% @doc Specify the width of rasterized lines
%%
%% ``gl:lineWidth'' specifies the rasterized width of both aliased and antialiased lines.
%% Using a line width other than 1 has different effects, depending on whether line antialiasing
%% is enabled. To enable and disable line antialiasing, call {@link gl:enable/1} and {@link gl:enable/1}
%% with argument `?GL_LINE_SMOOTH'. Line antialiasing is initially disabled.
%%
%% If line antialiasing is disabled, the actual width is determined by rounding the supplied
%% width to the nearest integer. (If the rounding results in the value 0, it is as if the
%% line width were 1.) If |&Delta; x|>=|&Delta; y|, `i' pixels are filled in each column that is rasterized,
%% where `i' is the rounded value of `Width' . Otherwise, `i' pixels are filled
%% in each row that is rasterized.
%%
%% If antialiasing is enabled, line rasterization produces a fragment for each pixel square
%% that intersects the region lying within the rectangle having width equal to the current
%% line width, length equal to the actual length of the line, and centered on the mathematical
%% line segment. The coverage value for each fragment is the window coordinate area of the
%% intersection of the rectangular region with the corresponding pixel square. This value
%% is saved and used in the final rasterization step.
%%
%% Not all widths can be supported when line antialiasing is enabled. If an unsupported
%% width is requested, the nearest supported width is used. Only width 1 is guaranteed to
%% be supported; others depend on the implementation. Likewise, there is a range for aliased
%% line widths as well. To query the range of supported widths and the size difference between
%% supported widths within the range, call {@link gl:getBooleanv/1} with arguments `?GL_ALIASED_LINE_WIDTH_RANGE'
%% , `?GL_SMOOTH_LINE_WIDTH_RANGE', and `?GL_SMOOTH_LINE_WIDTH_GRANULARITY'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml">external</a> documentation.
-spec lineWidth(Width) -> ok when Width :: float().
lineWidth(Width) ->
cast(5048, <<Width:?GLfloat>>).
%% @doc Specify the line stipple pattern
%%
%% Line stippling masks out certain fragments produced by rasterization; those fragments
%% will not be drawn. The masking is achieved by using three parameters: the 16-bit line
%% stipple pattern `Pattern' , the repeat count `Factor' , and an integer stipple
%% counter s.
%%
%% Counter s is reset to 0 whenever {@link gl:'begin'/1} is called and before each line segment
%% of a {@link gl:'begin'/1} (`?GL_LINES')/ {@link gl:'begin'/1} sequence is generated. It is
%% incremented after each fragment of a unit width aliased line segment is generated or after
%% each i fragments of an i width line segment are generated. The i fragments associated
%% with count s are masked out if
%%
%% `Pattern' bit (s/factor)% 16
%%
%% is 0, otherwise these fragments are sent to the frame buffer. Bit zero of `Pattern'
%% is the least significant bit.
%%
%% Antialiased lines are treated as a sequence of 1×width rectangles for purposes of stippling.
%% Whether rectangle s is rasterized or not depends on the fragment rule described for
%% aliased lines, counting rectangles rather than groups of fragments.
%%
%% To enable and disable line stippling, call {@link gl:enable/1} and {@link gl:enable/1}
%% with argument `?GL_LINE_STIPPLE'. When enabled, the line stipple pattern is applied
%% as described above. When disabled, it is as if the pattern were all 1's. Initially, line
%% stippling is disabled.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLineStipple.xml">external</a> documentation.
-spec lineStipple(Factor, Pattern) -> ok when Factor :: integer(),Pattern :: integer().
lineStipple(Factor,Pattern) ->
cast(5049, <<Factor:?GLint,Pattern:?GLushort>>).
%% @doc Select a polygon rasterization mode
%%
%% ``gl:polygonMode'' controls the interpretation of polygons for rasterization. `Face'
%% describes which polygons `Mode' applies to: both front and back-facing polygons (`?GL_FRONT_AND_BACK'
%% ). The polygon mode affects only the final rasterization of polygons. In particular, a
%% polygon's vertices are lit and the polygon is clipped and possibly culled before these
%% modes are applied.
%%
%% Three modes are defined and can be specified in `Mode' :
%%
%% `?GL_POINT': Polygon vertices that are marked as the start of a boundary edge are
%% drawn as points. Point attributes such as `?GL_POINT_SIZE' and `?GL_POINT_SMOOTH'
%% control the rasterization of the points. Polygon rasterization attributes other than `?GL_POLYGON_MODE'
%% have no effect.
%%
%% `?GL_LINE': Boundary edges of the polygon are drawn as line segments. Line attributes
%% such as `?GL_LINE_WIDTH' and `?GL_LINE_SMOOTH' control the rasterization of
%% the lines. Polygon rasterization attributes other than `?GL_POLYGON_MODE' have no
%% effect.
%%
%% `?GL_FILL': The interior of the polygon is filled. Polygon attributes such as `?GL_POLYGON_SMOOTH'
%% control the rasterization of the polygon.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPolygonMode.xml">external</a> documentation.
-spec polygonMode(Face, Mode) -> ok when Face :: enum(),Mode :: enum().
polygonMode(Face,Mode) ->
cast(5050, <<Face:?GLenum,Mode:?GLenum>>).
%% @doc Set the scale and units used to calculate depth values
%%
%% When `?GL_POLYGON_OFFSET_FILL', `?GL_POLYGON_OFFSET_LINE', or `?GL_POLYGON_OFFSET_POINT'
%% is enabled, each fragment's `depth' value will be offset after it is interpolated
%% from the `depth' values of the appropriate vertices. The value of the offset is
%% factor×DZ+r×units, where DZ is a measurement of the change in depth relative to the
%% screen area of the polygon, and r is the smallest value that is guaranteed to produce
%% a resolvable offset for a given implementation. The offset is added before the depth test
%% is performed and before the value is written into the depth buffer.
%%
%% ``gl:polygonOffset'' is useful for rendering hidden-line images, for applying decals
%% to surfaces, and for rendering solids with highlighted edges.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPolygonOffset.xml">external</a> documentation.
-spec polygonOffset(Factor, Units) -> ok when Factor :: float(),Units :: float().
polygonOffset(Factor,Units) ->
cast(5051, <<Factor:?GLfloat,Units:?GLfloat>>).
%% @doc Set the polygon stippling pattern
%%
%% Polygon stippling, like line stippling (see {@link gl:lineStipple/2} ), masks out certain
%% fragments produced by rasterization, creating a pattern. Stippling is independent of polygon
%% antialiasing.
%%
%% `Pattern' is a pointer to a 32×32 stipple pattern that is stored in memory just
%% like the pixel data supplied to a {@link gl:drawPixels/5} call with height and `width'
%% both equal to 32, a pixel format of `?GL_COLOR_INDEX', and data type of `?GL_BITMAP'
%% . That is, the stipple pattern is represented as a 32×32 array of 1-bit color indices
%% packed in unsigned bytes. {@link gl:pixelStoref/2} parameters like `?GL_UNPACK_SWAP_BYTES'
%% and `?GL_UNPACK_LSB_FIRST' affect the assembling of the bits into a stipple pattern.
%% Pixel transfer operations (shift, offset, pixel map) are not applied to the stipple image,
%% however.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a stipple pattern is specified, `Pattern' is
%% treated as a byte offset into the buffer object's data store.
%%
%% To enable and disable polygon stippling, call {@link gl:enable/1} and {@link gl:enable/1}
%% with argument `?GL_POLYGON_STIPPLE'. Polygon stippling is initially disabled. If
%% it's enabled, a rasterized polygon fragment with window coordinates x w and y w is
%% sent to the next stage of the GL if and only if the ( x w% 32)th bit in the ( y w% 32)th
%% row of the stipple pattern is 1 (one). When polygon stippling is disabled, it is as if
%% the stipple pattern consists of all 1's.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPolygonStipple.xml">external</a> documentation.
-spec polygonStipple(Mask) -> ok when Mask :: binary().
polygonStipple(Mask) ->
send_bin(Mask),
cast(5052, <<>>).
%% @doc Return the polygon stipple pattern
%%
%% ``gl:getPolygonStipple'' returns to `Pattern' a 32×32 polygon stipple pattern.
%% The pattern is packed into memory as if {@link gl:readPixels/7} with both `height'
%% and `width' of 32, `type' of `?GL_BITMAP', and `format' of `?GL_COLOR_INDEX'
%% were called, and the stipple pattern were stored in an internal 32×32 color index buffer.
%% Unlike {@link gl:readPixels/7} , however, pixel transfer operations (shift, offset, pixel
%% map) are not applied to the returned stipple image.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a polygon stipple pattern is requested, `Pattern'
%% is treated as a byte offset into the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetPolygonStipple.xml">external</a> documentation.
-spec getPolygonStipple() -> binary().
getPolygonStipple() ->
call(5053, <<>>).
%% @doc Flag edges as either boundary or nonboundary
%%
%% Each vertex of a polygon, separate triangle, or separate quadrilateral specified between
%% a {@link gl:'begin'/1} / {@link gl:'begin'/1} pair is marked as the start of either a boundary or
%% nonboundary edge. If the current edge flag is true when the vertex is specified, the vertex
%% is marked as the start of a boundary edge. Otherwise, the vertex is marked as the start
%% of a nonboundary edge. ``gl:edgeFlag'' sets the edge flag bit to `?GL_TRUE' if `Flag'
%% is `?GL_TRUE' and to `?GL_FALSE' otherwise.
%%
%% The vertices of connected triangles and connected quadrilaterals are always marked as
%% boundary, regardless of the value of the edge flag.
%%
%% Boundary and nonboundary edge flags on vertices are significant only if `?GL_POLYGON_MODE'
%% is set to `?GL_POINT' or `?GL_LINE'. See {@link gl:polygonMode/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEdgeFlag.xml">external</a> documentation.
-spec edgeFlag(Flag) -> ok when Flag :: 0|1.
edgeFlag(Flag) ->
cast(5054, <<Flag:?GLboolean>>).
%% @equiv edgeFlag(Flag)
-spec edgeFlagv(Flag) -> ok when Flag :: {Flag :: 0|1}.
edgeFlagv({Flag}) -> edgeFlag(Flag).
%% @doc Define the scissor box
%%
%% ``gl:scissor'' defines a rectangle, called the scissor box, in window coordinates. The
%% first two arguments, `X' and `Y' , specify the lower left corner of the box. `Width'
%% and `Height' specify the width and height of the box.
%%
%% To enable and disable the scissor test, call {@link gl:enable/1} and {@link gl:enable/1}
%% with argument `?GL_SCISSOR_TEST'. The test is initially disabled. While the test
%% is enabled, only pixels that lie within the scissor box can be modified by drawing commands.
%% Window coordinates have integer values at the shared corners of frame buffer pixels. glScissor(0,0,1,1)
%% allows modification of only the lower left pixel in the window, and glScissor(0,0,0,0)
%% doesn't allow modification of any pixels in the window.
%%
%% When the scissor test is disabled, it is as though the scissor box includes the entire
%% window.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glScissor.xml">external</a> documentation.
-spec scissor(X, Y, Width, Height) -> ok when X :: integer(),Y :: integer(),Width :: integer(),Height :: integer().
scissor(X,Y,Width,Height) ->
cast(5055, <<X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei>>).
%% @doc Specify a plane against which all geometry is clipped
%%
%% Geometry is always clipped against the boundaries of a six-plane frustum in `x', `y'
%% , and `z'. ``gl:clipPlane'' allows the specification of additional planes, not
%% necessarily perpendicular to the `x', `y', or `z' axis, against which all
%% geometry is clipped. To determine the maximum number of additional clipping planes, call {@link gl:getBooleanv/1}
%% with argument `?GL_MAX_CLIP_PLANES'. All implementations support at least six such
%% clipping planes. Because the resulting clipping region is the intersection of the defined
%% half-spaces, it is always convex.
%%
%% ``gl:clipPlane'' specifies a half-space using a four-component plane equation. When ``gl:clipPlane''
%% is called, `Equation' is transformed by the inverse of the modelview matrix and
%% stored in the resulting eye coordinates. Subsequent changes to the modelview matrix have
%% no effect on the stored plane-equation components. If the dot product of the eye coordinates
%% of a vertex with the stored plane equation components is positive or zero, the vertex is `in'
%% with respect to that clipping plane. Otherwise, it is `out'.
%%
%% To enable and disable clipping planes, call {@link gl:enable/1} and {@link gl:enable/1}
%% with the argument `?GL_CLIP_PLANE'`i', where `i' is the plane number.
%%
%% All clipping planes are initially defined as (0, 0, 0, 0) in eye coordinates and are
%% disabled.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClipPlane.xml">external</a> documentation.
-spec clipPlane(Plane, Equation) -> ok when Plane :: enum(),Equation :: {float(),float(),float(),float()}.
clipPlane(Plane,{E1,E2,E3,E4}) ->
cast(5056, <<Plane:?GLenum,0:32,E1:?GLdouble,E2:?GLdouble,E3:?GLdouble,E4:?GLdouble>>).
%% @doc Return the coefficients of the specified clipping plane
%%
%% ``gl:getClipPlane'' returns in `Equation' the four coefficients of the plane equation
%% for `Plane' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetClipPlane.xml">external</a> documentation.
-spec getClipPlane(Plane) -> {float(),float(),float(),float()} when Plane :: enum().
getClipPlane(Plane) ->
call(5057, <<Plane:?GLenum>>).
%% @doc Specify which color buffers are to be drawn into
%%
%% When colors are written to the frame buffer, they are written into the color buffers
%% specified by ``gl:drawBuffer''. The specifications are as follows:
%%
%% `?GL_NONE': No color buffers are written.
%%
%% `?GL_FRONT_LEFT': Only the front left color buffer is written.
%%
%% `?GL_FRONT_RIGHT': Only the front right color buffer is written.
%%
%% `?GL_BACK_LEFT': Only the back left color buffer is written.
%%
%% `?GL_BACK_RIGHT': Only the back right color buffer is written.
%%
%% `?GL_FRONT': Only the front left and front right color buffers are written. If there
%% is no front right color buffer, only the front left color buffer is written.
%%
%% `?GL_BACK': Only the back left and back right color buffers are written. If there
%% is no back right color buffer, only the back left color buffer is written.
%%
%% `?GL_LEFT': Only the front left and back left color buffers are written. If there
%% is no back left color buffer, only the front left color buffer is written.
%%
%% `?GL_RIGHT': Only the front right and back right color buffers are written. If there
%% is no back right color buffer, only the front right color buffer is written.
%%
%% `?GL_FRONT_AND_BACK': All the front and back color buffers (front left, front right,
%% back left, back right) are written. If there are no back color buffers, only the front
%% left and front right color buffers are written. If there are no right color buffers, only
%% the front left and back left color buffers are written. If there are no right or back
%% color buffers, only the front left color buffer is written.
%%
%% If more than one color buffer is selected for drawing, then blending or logical operations
%% are computed and applied independently for each color buffer and can produce different
%% results in each buffer.
%%
%% Monoscopic contexts include only `left' buffers, and stereoscopic contexts include
%% both `left' and `right' buffers. Likewise, single-buffered contexts include
%% only `front' buffers, and double-buffered contexts include both `front' and `back'
%% buffers. The context is selected at GL initialization.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawBuffer.xml">external</a> documentation.
-spec drawBuffer(Mode) -> ok when Mode :: enum().
drawBuffer(Mode) ->
cast(5058, <<Mode:?GLenum>>).
%% @doc Select a color buffer source for pixels
%%
%% ``gl:readBuffer'' specifies a color buffer as the source for subsequent {@link gl:readPixels/7}
%% , {@link gl:copyTexImage1D/7} , {@link gl:copyTexImage2D/8} , {@link gl:copyTexSubImage1D/6} , {@link gl:copyTexSubImage2D/8}
%% , and {@link gl:copyTexSubImage3D/9} commands. `Mode' accepts one of twelve or more
%% predefined values. In a fully configured system, `?GL_FRONT', `?GL_LEFT', and `?GL_FRONT_LEFT'
%% all name the front left buffer, `?GL_FRONT_RIGHT' and `?GL_RIGHT' name the
%% front right buffer, and `?GL_BACK_LEFT' and `?GL_BACK' name the back left buffer.
%% Further more, the constants `?GL_COLOR_ATTACHMENT'`i' may be used to indicate
%% the `i'th color attachment where `i' ranges from zero to the value of `?GL_MAX_COLOR_ATTACHMENTS'
%% minus one.
%%
%% Nonstereo double-buffered configurations have only a front left and a back left buffer.
%% Single-buffered configurations have a front left and a front right buffer if stereo, and
%% only a front left buffer if nonstereo. It is an error to specify a nonexistent buffer to ``gl:readBuffer''
%% .
%%
%% `Mode' is initially `?GL_FRONT' in single-buffered configurations and `?GL_BACK'
%% in double-buffered configurations.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glReadBuffer.xml">external</a> documentation.
-spec readBuffer(Mode) -> ok when Mode :: enum().
readBuffer(Mode) ->
cast(5059, <<Mode:?GLenum>>).
%% @doc Enable or disable server-side GL capabilities
%%
%% ``gl:enable'' and {@link gl:enable/1} enable and disable various capabilities. Use {@link gl:isEnabled/1}
%% or {@link gl:getBooleanv/1} to determine the current setting of any capability. The initial value
%% for each capability with the exception of `?GL_DITHER' and `?GL_MULTISAMPLE'
%% is `?GL_FALSE'. The initial value for `?GL_DITHER' and `?GL_MULTISAMPLE'
%% is `?GL_TRUE'.
%%
%% Both ``gl:enable'' and {@link gl:enable/1} take a single argument, `Cap' , which
%% can assume one of the following values:
%%
%% Some of the GL's capabilities are indexed. ``gl:enablei'' and ``gl:disablei'' enable
%% and disable indexed capabilities.
%%
%% `?GL_BLEND': If enabled, blend the computed fragment color values with the values
%% in the color buffers. See {@link gl:blendFunc/2} .
%%
%% `?GL_CLIP_DISTANCE'`i': If enabled, clip geometry against user-defined half
%% space `i'.
%%
%% `?GL_COLOR_LOGIC_OP': If enabled, apply the currently selected logical operation
%% to the computed fragment color and color buffer values. See {@link gl:logicOp/1} .
%%
%% `?GL_CULL_FACE': If enabled, cull polygons based on their winding in window coordinates.
%% See {@link gl:cullFace/1} .
%%
%% `?GL_DEPTH_CLAMP': If enabled, the -w c&le; z c&le; w c plane equation is
%% ignored by view volume clipping (effectively, there is no near or far plane clipping).
%% See {@link gl:depthRange/2} .
%%
%% `?GL_DEPTH_TEST': If enabled, do depth comparisons and update the depth buffer.
%% Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer
%% is not updated if the depth test is disabled. See {@link gl:depthFunc/1} and {@link gl:depthRange/2}
%% .
%%
%% `?GL_DITHER': If enabled, dither color components or indices before they are written
%% to the color buffer.
%%
%% `?GL_FRAMEBUFFER_SRGB': If enabled and the value of `?GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING'
%% for the framebuffer attachment corresponding to the destination buffer is `?GL_SRGB',
%% the R, G, and B destination color values (after conversion from fixed-point to floating-point)
%% are considered to be encoded for the sRGB color space and hence are linearized prior to
%% their use in blending.
%%
%% `?GL_LINE_SMOOTH': If enabled, draw lines with correct filtering. Otherwise, draw
%% aliased lines. See {@link gl:lineWidth/1} .
%%
%% `?GL_MULTISAMPLE': If enabled, use multiple fragment samples in computing the final
%% color of a pixel. See {@link gl:sampleCoverage/2} .
%%
%% `?GL_POLYGON_OFFSET_FILL': If enabled, and if the polygon is rendered in `?GL_FILL'
%% mode, an offset is added to depth values of a polygon's fragments before the depth comparison
%% is performed. See {@link gl:polygonOffset/2} .
%%
%% `?GL_POLYGON_OFFSET_LINE': If enabled, and if the polygon is rendered in `?GL_LINE'
%% mode, an offset is added to depth values of a polygon's fragments before the depth comparison
%% is performed. See {@link gl:polygonOffset/2} .
%%
%% `?GL_POLYGON_OFFSET_POINT': If enabled, an offset is added to depth values of a
%% polygon's fragments before the depth comparison is performed, if the polygon is rendered
%% in `?GL_POINT' mode. See {@link gl:polygonOffset/2} .
%%
%% `?GL_POLYGON_SMOOTH': If enabled, draw polygons with proper filtering. Otherwise,
%% draw aliased polygons. For correct antialiased polygons, an alpha buffer is needed and
%% the polygons must be sorted front to back.
%%
%% `?GL_PRIMITIVE_RESTART': Enables primitive restarting. If enabled, any one of the
%% draw commands which transfers a set of generic attribute array elements to the GL will
%% restart the primitive when the index of the vertex is equal to the primitive restart
%% index. See {@link gl:primitiveRestartIndex/1} .
%%
%% `?GL_SAMPLE_ALPHA_TO_COVERAGE': If enabled, compute a temporary coverage value where
%% each bit is determined by the alpha value at the corresponding sample location. The temporary
%% coverage value is then ANDed with the fragment coverage value.
%%
%% `?GL_SAMPLE_ALPHA_TO_ONE': If enabled, each sample alpha value is replaced by the
%% maximum representable alpha value.
%%
%% `?GL_SAMPLE_COVERAGE': If enabled, the fragment's coverage is ANDed with the temporary
%% coverage value. If `?GL_SAMPLE_COVERAGE_INVERT' is set to `?GL_TRUE', invert
%% the coverage value. See {@link gl:sampleCoverage/2} .
%%
%% `?GL_SAMPLE_SHADING': If enabled, the active fragment shader is run once for each
%% covered sample, or at fraction of this rate as determined by the current value of `?GL_MIN_SAMPLE_SHADING_VALUE'
%% . See {@link gl:minSampleShading/1} .
%%
%% `?GL_SAMPLE_MASK': If enabled, the sample coverage mask generated for a fragment
%% during rasterization will be ANDed with the value of `?GL_SAMPLE_MASK_VALUE' before
%% shading occurs. See {@link gl:sampleMaski/2} .
%%
%% `?GL_SCISSOR_TEST': If enabled, discard fragments that are outside the scissor rectangle.
%% See {@link gl:scissor/4} .
%%
%% `?GL_STENCIL_TEST': If enabled, do stencil testing and update the stencil buffer.
%% See {@link gl:stencilFunc/3} and {@link gl:stencilOp/3} .
%%
%% `?GL_TEXTURE_CUBE_MAP_SEAMLESS': If enabled, cubemap textures are sampled such that
%% when linearly sampling from the border between two adjacent faces, texels from both faces
%% are used to generate the final sample value. When disabled, texels from only a single
%% face are used to construct the final sample value.
%%
%% `?GL_PROGRAM_POINT_SIZE': If enabled and a vertex or geometry shader is active,
%% then the derived point size is taken from the (potentially clipped) shader builtin `?gl_PointSize'
%% and clamped to the implementation-dependent point size range.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEnable.xml">external</a> documentation.
-spec enable(Cap) -> ok when Cap :: enum().
enable(Cap) ->
cast(5060, <<Cap:?GLenum>>).
%% @doc
%% See {@link enable/1}
-spec disable(Cap) -> ok when Cap :: enum().
disable(Cap) ->
cast(5061, <<Cap:?GLenum>>).
%% @doc Test whether a capability is enabled
%%
%% ``gl:isEnabled'' returns `?GL_TRUE' if `Cap' is an enabled capability and
%% returns `?GL_FALSE' otherwise. Boolean states that are indexed may be tested with ``gl:isEnabledi''
%% . For ``gl:isEnabledi'', `Index' specifies the index of the capability to test. `Index'
%% must be between zero and the count of indexed capabilities for `Cap' . Initially
%% all capabilities except `?GL_DITHER' are disabled; `?GL_DITHER' is initially
%% enabled.
%%
%% The following capabilities are accepted for `Cap' : <table><tbody><tr><td>` Constant '
%% </td><td>` See '</td></tr></tbody><tbody><tr><td>`?GL_BLEND'</td><td> {@link gl:blendFunc/2}
%% , {@link gl:logicOp/1} </td></tr><tr><td>`?GL_CLIP_DISTANCE'`i'</td><td> {@link gl:enable/1}
%% </td></tr><tr><td>`?GL_COLOR_LOGIC_OP'</td><td> {@link gl:logicOp/1} </td></tr><tr><td>`?GL_CULL_FACE'
%% </td><td> {@link gl:cullFace/1} </td></tr><tr><td>`?GL_DEPTH_CLAMP'</td><td> {@link gl:enable/1}
%% </td></tr><tr><td>`?GL_DEPTH_TEST'</td><td> {@link gl:depthFunc/1} , {@link gl:depthRange/2}
%% </td></tr><tr><td>`?GL_DITHER'</td><td> {@link gl:enable/1} </td></tr><tr><td>`?GL_FRAMEBUFFER_SRGB'
%% </td><td> {@link gl:enable/1} </td></tr><tr><td>`?GL_LINE_SMOOTH'</td><td> {@link gl:lineWidth/1}
%% </td></tr><tr><td>`?GL_MULTISAMPLE'</td><td> {@link gl:sampleCoverage/2} </td></tr><tr><td>
%% `?GL_POLYGON_SMOOTH'</td><td> {@link gl:polygonMode/2} </td></tr><tr><td>`?GL_POLYGON_OFFSET_FILL'
%% </td><td> {@link gl:polygonOffset/2} </td></tr><tr><td>`?GL_POLYGON_OFFSET_LINE'</td><td>
%% {@link gl:polygonOffset/2} </td></tr><tr><td>`?GL_POLYGON_OFFSET_POINT'</td><td> {@link gl:polygonOffset/2}
%% </td></tr><tr><td>`?GL_PROGRAM_POINT_SIZE'</td><td> {@link gl:enable/1} </td></tr><tr><td>
%% `?GL_PRIMITIVE_RESTART'</td><td> {@link gl:enable/1} , {@link gl:primitiveRestartIndex/1} </td>
%% </tr><tr><td>`?GL_SAMPLE_ALPHA_TO_COVERAGE'</td><td> {@link gl:sampleCoverage/2} </td></tr>
%% <tr><td>`?GL_SAMPLE_ALPHA_TO_ONE'</td><td> {@link gl:sampleCoverage/2} </td></tr><tr><td>
%% `?GL_SAMPLE_COVERAGE'</td><td> {@link gl:sampleCoverage/2} </td></tr><tr><td>`?GL_SAMPLE_MASK'
%% </td><td> {@link gl:enable/1} </td></tr><tr><td>`?GL_SCISSOR_TEST'</td><td> {@link gl:scissor/4}
%% </td></tr><tr><td>`?GL_STENCIL_TEST'</td><td> {@link gl:stencilFunc/3} , {@link gl:stencilOp/3}
%% </td></tr><tr><td>`?GL_TEXTURE_CUBEMAP_SEAMLESS'</td><td> {@link gl:enable/1} </td></tr>
%% </tbody></table>
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsEnabled.xml">external</a> documentation.
-spec isEnabled(Cap) -> 0|1 when Cap :: enum().
isEnabled(Cap) ->
call(5062, <<Cap:?GLenum>>).
%% @doc Enable or disable client-side capability
%%
%% ``gl:enableClientState'' and {@link gl:enableClientState/1} enable or disable individual
%% client-side capabilities. By default, all client-side capabilities are disabled. Both ``gl:enableClientState''
%% and {@link gl:enableClientState/1} take a single argument, `Cap' , which can assume
%% one of the following values:
%%
%% `?GL_COLOR_ARRAY': If enabled, the color array is enabled for writing and used during
%% rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4} ,
%% {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:colorPointer/4} .
%%
%% `?GL_EDGE_FLAG_ARRAY': If enabled, the edge flag array is enabled for writing and
%% used during rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4}
%% , {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:edgeFlagPointer/2} .
%%
%% `?GL_FOG_COORD_ARRAY': If enabled, the fog coordinate array is enabled for writing
%% and used during rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4}
%% , {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:fogCoordPointer/3} .
%%
%% `?GL_INDEX_ARRAY': If enabled, the index array is enabled for writing and used during
%% rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4} ,
%% {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:indexPointer/3} .
%%
%% `?GL_NORMAL_ARRAY': If enabled, the normal array is enabled for writing and used
%% during rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4}
%% , {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:normalPointer/3} .
%%
%% `?GL_SECONDARY_COLOR_ARRAY': If enabled, the secondary color array is enabled for
%% writing and used during rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4}
%% , {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:colorPointer/4} .
%%
%% `?GL_TEXTURE_COORD_ARRAY': If enabled, the texture coordinate array is enabled for
%% writing and used during rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4}
%% , {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:texCoordPointer/4} .
%%
%% `?GL_VERTEX_ARRAY': If enabled, the vertex array is enabled for writing and used
%% during rendering when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:drawElements/4}
%% , {@link gl:drawRangeElements/6} {@link gl:multiDrawArrays/3} , or see `glMultiDrawElements'
%% is called. See {@link gl:vertexPointer/4} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEnableClientState.xml">external</a> documentation.
-spec enableClientState(Cap) -> ok when Cap :: enum().
enableClientState(Cap) ->
cast(5063, <<Cap:?GLenum>>).
%% @doc
%% See {@link enableClientState/1}
-spec disableClientState(Cap) -> ok when Cap :: enum().
disableClientState(Cap) ->
cast(5064, <<Cap:?GLenum>>).
%% @doc Return the value or values of a selected parameter
%%
%% These four commands return values for simple state variables in GL. `Pname' is a
%% symbolic constant indicating the state variable to be returned, and `Params' is a
%% pointer to an array of the indicated type in which to place the returned data.
%%
%% Type conversion is performed if `Params' has a different type than the state variable
%% value being requested. If ``gl:getBooleanv'' is called, a floating-point (or integer)
%% value is converted to `?GL_FALSE' if and only if it is 0.0 (or 0). Otherwise, it
%% is converted to `?GL_TRUE'. If ``gl:getIntegerv'' is called, boolean values are
%% returned as `?GL_TRUE' or `?GL_FALSE', and most floating-point values are rounded
%% to the nearest integer value. Floating-point colors and normals, however, are returned
%% with a linear mapping that maps 1.0 to the most positive representable integer value and
%% -1.0 to the most negative representable integer value. If ``gl:getFloatv'' or ``gl:getDoublev''
%% is called, boolean values are returned as `?GL_TRUE' or `?GL_FALSE', and integer
%% values are converted to floating-point values.
%%
%% The following symbolic constants are accepted by `Pname' :
%%
%% `?GL_ACTIVE_TEXTURE': `Params' returns a single value indicating the active
%% multitexture unit. The initial value is `?GL_TEXTURE0'. See {@link gl:activeTexture/1} .
%%
%%
%% `?GL_ALIASED_LINE_WIDTH_RANGE': `Params' returns a pair of values indicating
%% the range of widths supported for aliased lines. See {@link gl:lineWidth/1} .
%%
%% `?GL_ARRAY_BUFFER_BINDING': `Params' returns a single value, the name of the
%% buffer object currently bound to the target `?GL_ARRAY_BUFFER'. If no buffer object
%% is bound to this target, 0 is returned. The initial value is 0. See {@link gl:bindBuffer/2} .
%%
%%
%% `?GL_BLEND': `Params' returns a single boolean value indicating whether blending
%% is enabled. The initial value is `?GL_FALSE'. See {@link gl:blendFunc/2} .
%%
%% `?GL_BLEND_COLOR': `Params' returns four values, the red, green, blue, and alpha
%% values which are the components of the blend color. See {@link gl:blendColor/4} .
%%
%% `?GL_BLEND_DST_ALPHA': `Params' returns one value, the symbolic constant identifying
%% the alpha destination blend function. The initial value is `?GL_ZERO'. See {@link gl:blendFunc/2}
%% and {@link gl:blendFuncSeparate/4} .
%%
%% `?GL_BLEND_DST_RGB': `Params' returns one value, the symbolic constant identifying
%% the RGB destination blend function. The initial value is `?GL_ZERO'. See {@link gl:blendFunc/2}
%% and {@link gl:blendFuncSeparate/4} .
%%
%% `?GL_BLEND_EQUATION_RGB': `Params' returns one value, a symbolic constant indicating
%% whether the RGB blend equation is `?GL_FUNC_ADD', `?GL_FUNC_SUBTRACT', `?GL_FUNC_REVERSE_SUBTRACT'
%% , `?GL_MIN' or `?GL_MAX'. See {@link gl:blendEquationSeparate/2} .
%%
%% `?GL_BLEND_EQUATION_ALPHA': `Params' returns one value, a symbolic constant
%% indicating whether the Alpha blend equation is `?GL_FUNC_ADD', `?GL_FUNC_SUBTRACT'
%% , `?GL_FUNC_REVERSE_SUBTRACT', `?GL_MIN' or `?GL_MAX'. See {@link gl:blendEquationSeparate/2}
%% .
%%
%% `?GL_BLEND_SRC_ALPHA': `Params' returns one value, the symbolic constant identifying
%% the alpha source blend function. The initial value is `?GL_ONE'. See {@link gl:blendFunc/2}
%% and {@link gl:blendFuncSeparate/4} .
%%
%% `?GL_BLEND_SRC_RGB': `Params' returns one value, the symbolic constant identifying
%% the RGB source blend function. The initial value is `?GL_ONE'. See {@link gl:blendFunc/2}
%% and {@link gl:blendFuncSeparate/4} .
%%
%% `?GL_COLOR_CLEAR_VALUE': `Params' returns four values: the red, green, blue,
%% and alpha values used to clear the color buffers. Integer values, if requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 returns the most
%% positive representable integer value, and -1.0 returns the most negative representable
%% integer value. The initial value is (0, 0, 0, 0). See {@link gl:clearColor/4} .
%%
%% `?GL_COLOR_LOGIC_OP': `Params' returns a single boolean value indicating whether
%% a fragment's RGBA color values are merged into the framebuffer using a logical operation.
%% The initial value is `?GL_FALSE'. See {@link gl:logicOp/1} .
%%
%% `?GL_COLOR_WRITEMASK': `Params' returns four boolean values: the red, green,
%% blue, and alpha write enables for the color buffers. The initial value is (`?GL_TRUE',
%% `?GL_TRUE', `?GL_TRUE', `?GL_TRUE'). See {@link gl:colorMask/4} .
%%
%% `?GL_COMPRESSED_TEXTURE_FORMATS': `Params' returns a list of symbolic constants
%% of length `?GL_NUM_COMPRESSED_TEXTURE_FORMATS' indicating which compressed texture
%% formats are available. See {@link gl:compressedTexImage2D/8} .
%%
%% `?GL_CONTEXT_FLAGS': `Params' returns one value, the flags with which the context
%% was created (such as debugging functionality).
%%
%% `?GL_CULL_FACE': `Params' returns a single boolean value indicating whether
%% polygon culling is enabled. The initial value is `?GL_FALSE'. See {@link gl:cullFace/1}
%% .
%%
%% `?GL_CURRENT_PROGRAM': `Params' returns one value, the name of the program object
%% that is currently active, or 0 if no program object is active. See {@link gl:useProgram/1} .
%%
%%
%% `?GL_DEPTH_CLEAR_VALUE': `Params' returns one value, the value that is used
%% to clear the depth buffer. Integer values, if requested, are linearly mapped from the
%% internal floating-point representation such that 1.0 returns the most positive representable
%% integer value, and -1.0 returns the most negative representable integer value. The initial
%% value is 1. See {@link gl:clearDepth/1} .
%%
%% `?GL_DEPTH_FUNC': `Params' returns one value, the symbolic constant that indicates
%% the depth comparison function. The initial value is `?GL_LESS'. See {@link gl:depthFunc/1}
%% .
%%
%% `?GL_DEPTH_RANGE': `Params' returns two values: the near and far mapping limits
%% for the depth buffer. Integer values, if requested, are linearly mapped from the internal
%% floating-point representation such that 1.0 returns the most positive representable integer
%% value, and -1.0 returns the most negative representable integer value. The initial value
%% is (0, 1). See {@link gl:depthRange/2} .
%%
%% `?GL_DEPTH_TEST': `Params' returns a single boolean value indicating whether
%% depth testing of fragments is enabled. The initial value is `?GL_FALSE'. See {@link gl:depthFunc/1}
%% and {@link gl:depthRange/2} .
%%
%% `?GL_DEPTH_WRITEMASK': `Params' returns a single boolean value indicating if
%% the depth buffer is enabled for writing. The initial value is `?GL_TRUE'. See {@link gl:depthMask/1}
%% .
%%
%% `?GL_DITHER': `Params' returns a single boolean value indicating whether dithering
%% of fragment colors and indices is enabled. The initial value is `?GL_TRUE'.
%%
%% `?GL_DOUBLEBUFFER': `Params' returns a single boolean value indicating whether
%% double buffering is supported.
%%
%% `?GL_DRAW_BUFFER': `Params' returns one value, a symbolic constant indicating
%% which buffers are being drawn to. See {@link gl:drawBuffer/1} . The initial value is `?GL_BACK'
%% if there are back buffers, otherwise it is `?GL_FRONT'.
%%
%% `?GL_DRAW_BUFFER'`i': `Params' returns one value, a symbolic constant indicating
%% which buffers are being drawn to by the corresponding output color. See {@link gl:drawBuffers/1}
%% . The initial value of `?GL_DRAW_BUFFER0' is `?GL_BACK' if there are back buffers,
%% otherwise it is `?GL_FRONT'. The initial values of draw buffers for all other output
%% colors is `?GL_NONE'.
%%
%% `?GL_DRAW_FRAMEBUFFER_BINDING': `Params' returns one value, the name of the
%% framebuffer object currently bound to the `?GL_DRAW_FRAMEBUFFER' target. If the default
%% framebuffer is bound, this value will be zero. The initial value is zero. See {@link gl:bindFramebuffer/2}
%% .
%%
%% `?GL_READ_FRAMEBUFFER_BINDING': `Params' returns one value, the name of the
%% framebuffer object currently bound to the `?GL_READ_FRAMEBUFFER' target. If the default
%% framebuffer is bound, this value will be zero. The initial value is zero. See {@link gl:bindFramebuffer/2}
%% .
%%
%% `?GL_ELEMENT_ARRAY_BUFFER_BINDING': `Params' returns a single value, the name
%% of the buffer object currently bound to the target `?GL_ELEMENT_ARRAY_BUFFER'. If
%% no buffer object is bound to this target, 0 is returned. The initial value is 0. See {@link gl:bindBuffer/2}
%% .
%%
%% `?GL_FRAGMENT_SHADER_DERIVATIVE_HINT': `Params' returns one value, a symbolic
%% constant indicating the mode of the derivative accuracy hint for fragment shaders. The
%% initial value is `?GL_DONT_CARE'. See {@link gl:hint/2} .
%%
%% `?GL_IMPLEMENTATION_COLOR_READ_FORMAT': `Params' returns a single GLenum value
%% indicating the implementation's preferred pixel data format. See {@link gl:readPixels/7} .
%%
%% `?GL_IMPLEMENTATION_COLOR_READ_TYPE': `Params' returns a single GLenum value
%% indicating the implementation's preferred pixel data type. See {@link gl:readPixels/7} .
%%
%% `?GL_LINE_SMOOTH': `Params' returns a single boolean value indicating whether
%% antialiasing of lines is enabled. The initial value is `?GL_FALSE'. See {@link gl:lineWidth/1}
%% .
%%
%% `?GL_LINE_SMOOTH_HINT': `Params' returns one value, a symbolic constant indicating
%% the mode of the line antialiasing hint. The initial value is `?GL_DONT_CARE'. See {@link gl:hint/2}
%% .
%%
%% `?GL_LINE_WIDTH': `Params' returns one value, the line width as specified with {@link gl:lineWidth/1}
%% . The initial value is 1.
%%
%% `?GL_LAYER_PROVOKING_VERTEX': `Params' returns one value, the implementation
%% dependent specifc vertex of a primitive that is used to select the rendering layer. If
%% the value returned is equivalent to `?GL_PROVOKING_VERTEX', then the vertex selection
%% follows the convention specified by {@link gl:provokingVertex/1} . If the value returned
%% is equivalent to `?GL_FIRST_VERTEX_CONVENTION', then the selection is always taken
%% from the first vertex in the primitive. If the value returned is equivalent to `?GL_LAST_VERTEX_CONVENTION'
%% , then the selection is always taken from the last vertex in the primitive. If the value
%% returned is equivalent to `?GL_UNDEFINED_VERTEX', then the selection is not guaranteed
%% to be taken from any specific vertex in the primitive.
%%
%% `?GL_LINE_WIDTH_GRANULARITY': `Params' returns one value, the width difference
%% between adjacent supported widths for antialiased lines. See {@link gl:lineWidth/1} .
%%
%% `?GL_LINE_WIDTH_RANGE': `Params' returns two values: the smallest and largest
%% supported widths for antialiased lines. See {@link gl:lineWidth/1} .
%%
%% `?GL_LOGIC_OP_MODE': `Params' returns one value, a symbolic constant indicating
%% the selected logic operation mode. The initial value is `?GL_COPY'. See {@link gl:logicOp/1}
%% .
%%
%% `?GL_MAJOR_VERSION': `Params' returns one value, the major version number of
%% the OpenGL API supported by the current context.
%%
%% `?GL_MAX_3D_TEXTURE_SIZE': `Params' returns one value, a rough estimate of the
%% largest 3D texture that the GL can handle. The value must be at least 64. Use `?GL_PROXY_TEXTURE_3D'
%% to determine if a texture is too large. See {@link gl:texImage3D/10} .
%%
%% `?GL_MAX_ARRAY_TEXTURE_LAYERS': `Params' returns one value. The value indicates
%% the maximum number of layers allowed in an array texture, and must be at least 256. See {@link gl:texImage2D/9}
%% .
%%
%% `?GL_MAX_CLIP_DISTANCES': `Params' returns one value, the maximum number of
%% application-defined clipping distances. The value must be at least 8.
%%
%% `?GL_MAX_COLOR_TEXTURE_SAMPLES': `Params' returns one value, the maximum number
%% of samples in a color multisample texture.
%%
%% `?GL_MAX_COMBINED_ATOMIC_COUNTERS': `Params' returns a single value, the maximum
%% number of atomic counters available to all active shaders.
%%
%% `?GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS': `Params' returns one value,
%% the number of words for fragment shader uniform variables in all uniform blocks (including
%% default). The value must be at least 1. See {@link gl:uniform1f/2} .
%%
%% `?GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS': `Params' returns one value,
%% the number of words for geometry shader uniform variables in all uniform blocks (including
%% default). The value must be at least 1. See {@link gl:uniform1f/2} .
%%
%% `?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS': `Params' returns one value, the maximum
%% supported texture image units that can be used to access texture maps from the vertex
%% shader and the fragment processor combined. If both the vertex shader and the fragment
%% processing stage access the same texture image unit, then that counts as using two texture
%% image units against this limit. The value must be at least 48. See {@link gl:activeTexture/1}
%% .
%%
%% `?GL_MAX_COMBINED_UNIFORM_BLOCKS': `Params' returns one value, the maximum number
%% of uniform blocks per program. The value must be at least 36. See {@link gl:uniformBlockBinding/3}
%% .
%%
%% `?GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS': `Params' returns one value, the
%% number of words for vertex shader uniform variables in all uniform blocks (including default).
%% The value must be at least 1. See {@link gl:uniform1f/2} .
%%
%% `?GL_MAX_CUBE_MAP_TEXTURE_SIZE': `Params' returns one value. The value gives
%% a rough estimate of the largest cube-map texture that the GL can handle. The value must
%% be at least 1024. Use `?GL_PROXY_TEXTURE_CUBE_MAP' to determine if a texture is too
%% large. See {@link gl:texImage2D/9} .
%%
%% `?GL_MAX_DEPTH_TEXTURE_SAMPLES': `Params' returns one value, the maximum number
%% of samples in a multisample depth or depth-stencil texture.
%%
%% `?GL_MAX_DRAW_BUFFERS': `Params' returns one value, the maximum number of simultaneous
%% outputs that may be written in a fragment shader. The value must be at least 8. See {@link gl:drawBuffers/1}
%% .
%%
%% `?GL_MAX_DUALSOURCE_DRAW_BUFFERS': `Params' returns one value, the maximum number
%% of active draw buffers when using dual-source blending. The value must be at least 1.
%% See {@link gl:blendFunc/2} and {@link gl:blendFuncSeparate/4} .
%%
%% `?GL_MAX_ELEMENTS_INDICES': `Params' returns one value, the recommended maximum
%% number of vertex array indices. See {@link gl:drawRangeElements/6} .
%%
%% `?GL_MAX_ELEMENTS_VERTICES': `Params' returns one value, the recommended maximum
%% number of vertex array vertices. See {@link gl:drawRangeElements/6} .
%%
%% `?GL_MAX_FRAGMENT_ATOMIC_COUNTERS': `Params' returns a single value, the maximum
%% number of atomic counters available to fragment shaders.
%%
%% `?GL_MAX_FRAGMENT_INPUT_COMPONENTS': `Params' returns one value, the maximum
%% number of components of the inputs read by the fragment shader, which must be at least
%% 128.
%%
%% `?GL_MAX_FRAGMENT_UNIFORM_COMPONENTS': `Params' returns one value, the maximum
%% number of individual floating-point, integer, or boolean values that can be held in uniform
%% variable storage for a fragment shader. The value must be at least 1024. See {@link gl:uniform1f/2}
%% .
%%
%% `?GL_MAX_FRAGMENT_UNIFORM_VECTORS': `Params' returns one value, the maximum
%% number of individual 4-vectors of floating-point, integer, or boolean values that can
%% be held in uniform variable storage for a fragment shader. The value is equal to the value
%% of `?GL_MAX_FRAGMENT_UNIFORM_COMPONENTS' divided by 4 and must be at least 256. See {@link gl:uniform1f/2}
%% .
%%
%% `?GL_MAX_FRAGMENT_UNIFORM_BLOCKS': `Params' returns one value, the maximum number
%% of uniform blocks per fragment shader. The value must be at least 12. See {@link gl:uniformBlockBinding/3}
%% .
%%
%% `?GL_MAX_GEOMETRY_ATOMIC_COUNTERS': `Params' returns a single value, the maximum
%% number of atomic counters available to geometry shaders.
%%
%% `?GL_MAX_GEOMETRY_INPUT_COMPONENTS': `Params' returns one value, the maximum
%% number of components of inputs read by a geometry shader, which must be at least 64.
%%
%% `?GL_MAX_GEOMETRY_OUTPUT_COMPONENTS': `Params' returns one value, the maximum
%% number of components of outputs written by a geometry shader, which must be at least 128.
%%
%%
%% `?GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS': `Params' returns one value, the maximum
%% supported texture image units that can be used to access texture maps from the geometry
%% shader. The value must be at least 16. See {@link gl:activeTexture/1} .
%%
%% `?GL_MAX_GEOMETRY_UNIFORM_BLOCKS': `Params' returns one value, the maximum number
%% of uniform blocks per geometry shader. The value must be at least 12. See {@link gl:uniformBlockBinding/3}
%% .
%%
%% `?GL_MAX_GEOMETRY_UNIFORM_COMPONENTS': `Params' returns one value, the maximum
%% number of individual floating-point, integer, or boolean values that can be held in uniform
%% variable storage for a geometry shader. The value must be at least 1024. See {@link gl:uniform1f/2}
%% .
%%
%% `?GL_MAX_INTEGER_SAMPLES': `Params' returns one value, the maximum number of
%% samples supported in integer format multisample buffers.
%%
%% `?GL_MIN_MAP_BUFFER_ALIGNMENT': `Params' returns one value, the minimum alignment
%% in basic machine units of pointers returned fromsee `glMapBuffer' and see `glMapBufferRange'
%% . This value must be a power of two and must be at least 64.
%%
%% `?GL_MAX_PROGRAM_TEXEL_OFFSET': `Params' returns one value, the maximum texel
%% offset allowed in a texture lookup, which must be at least 7.
%%
%% `?GL_MIN_PROGRAM_TEXEL_OFFSET': `Params' returns one value, the minimum texel
%% offset allowed in a texture lookup, which must be at most -8.
%%
%% `?GL_MAX_RECTANGLE_TEXTURE_SIZE': `Params' returns one value. The value gives
%% a rough estimate of the largest rectangular texture that the GL can handle. The value
%% must be at least 1024. Use `?GL_PROXY_RECTANGLE_TEXTURE' to determine if a texture
%% is too large. See {@link gl:texImage2D/9} .
%%
%% `?GL_MAX_RENDERBUFFER_SIZE': `Params' returns one value. The value indicates
%% the maximum supported size for renderbuffers. See {@link gl:framebufferRenderbuffer/4} .
%%
%% `?GL_MAX_SAMPLE_MASK_WORDS': `Params' returns one value, the maximum number
%% of sample mask words.
%%
%% `?GL_MAX_SERVER_WAIT_TIMEOUT': `Params' returns one value, the maximum {@link gl:waitSync/3}
%% timeout interval.
%%
%% `?GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS': `Params' returns a single value, the
%% maximum number of atomic counters available to tessellation control shaders.
%%
%% `?GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS': `Params' returns a single value,
%% the maximum number of atomic counters available to tessellation evaluation shaders.
%%
%% `?GL_MAX_TEXTURE_BUFFER_SIZE': `Params' returns one value. The value gives the
%% maximum number of texels allowed in the texel array of a texture buffer object. Value
%% must be at least 65536.
%%
%% `?GL_MAX_TEXTURE_IMAGE_UNITS': `Params' returns one value, the maximum supported
%% texture image units that can be used to access texture maps from the fragment shader.
%% The value must be at least 16. See {@link gl:activeTexture/1} .
%%
%% `?GL_MAX_TEXTURE_LOD_BIAS': `Params' returns one value, the maximum, absolute
%% value of the texture level-of-detail bias. The value must be at least 2.0.
%%
%% `?GL_MAX_TEXTURE_SIZE': `Params' returns one value. The value gives a rough
%% estimate of the largest texture that the GL can handle. The value must be at least 1024.
%% Use a proxy texture target such as `?GL_PROXY_TEXTURE_1D' or `?GL_PROXY_TEXTURE_2D'
%% to determine if a texture is too large. See {@link gl:texImage1D/8} and {@link gl:texImage2D/9}
%% .
%%
%% `?GL_MAX_UNIFORM_BUFFER_BINDINGS': `Params' returns one value, the maximum number
%% of uniform buffer binding points on the context, which must be at least 36.
%%
%% `?GL_MAX_UNIFORM_BLOCK_SIZE': `Params' returns one value, the maximum size in
%% basic machine units of a uniform block, which must be at least 16384.
%%
%% `?GL_MAX_VARYING_COMPONENTS': `Params' returns one value, the number components
%% for varying variables, which must be at least 60.
%%
%% `?GL_MAX_VARYING_VECTORS': `Params' returns one value, the number 4-vectors
%% for varying variables, which is equal to the value of `?GL_MAX_VARYING_COMPONENTS'
%% and must be at least 15.
%%
%% `?GL_MAX_VARYING_FLOATS': `Params' returns one value, the maximum number of
%% interpolators available for processing varying variables used by vertex and fragment shaders.
%% This value represents the number of individual floating-point values that can be interpolated;
%% varying variables declared as vectors, matrices, and arrays will all consume multiple
%% interpolators. The value must be at least 32.
%%
%% `?GL_MAX_VERTEX_ATOMIC_COUNTERS': `Params' returns a single value, the maximum
%% number of atomic counters available to vertex shaders.
%%
%% `?GL_MAX_VERTEX_ATTRIBS': `Params' returns one value, the maximum number of
%% 4-component generic vertex attributes accessible to a vertex shader. The value must be
%% at least 16. See {@link gl:vertexAttrib1d/2} .
%%
%% `?GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS': `Params' returns one value, the maximum
%% supported texture image units that can be used to access texture maps from the vertex
%% shader. The value may be at least 16. See {@link gl:activeTexture/1} .
%%
%% `?GL_MAX_VERTEX_UNIFORM_COMPONENTS': `Params' returns one value, the maximum
%% number of individual floating-point, integer, or boolean values that can be held in uniform
%% variable storage for a vertex shader. The value must be at least 1024. See {@link gl:uniform1f/2}
%% .
%%
%% `?GL_MAX_VERTEX_UNIFORM_VECTORS': `Params' returns one value, the maximum number
%% of 4-vectors that may be held in uniform variable storage for the vertex shader. The value
%% of `?GL_MAX_VERTEX_UNIFORM_VECTORS' is equal to the value of `?GL_MAX_VERTEX_UNIFORM_COMPONENTS'
%% and must be at least 256.
%%
%% `?GL_MAX_VERTEX_OUTPUT_COMPONENTS': `Params' returns one value, the maximum
%% number of components of output written by a vertex shader, which must be at least 64.
%%
%% `?GL_MAX_VERTEX_UNIFORM_BLOCKS': `Params' returns one value, the maximum number
%% of uniform blocks per vertex shader. The value must be at least 12. See {@link gl:uniformBlockBinding/3}
%% .
%%
%% `?GL_MAX_VIEWPORT_DIMS': `Params' returns two values: the maximum supported
%% width and height of the viewport. These must be at least as large as the visible dimensions
%% of the display being rendered to. See {@link gl:viewport/4} .
%%
%% `?GL_MAX_VIEWPORTS': `Params' returns one value, the maximum number of simultaneous
%% viewports that are supported. The value must be at least 16. See {@link gl:viewportIndexedf/5}
%% .
%%
%% `?GL_MINOR_VERSION': `Params' returns one value, the minor version number of
%% the OpenGL API supported by the current context.
%%
%% `?GL_NUM_COMPRESSED_TEXTURE_FORMATS': `Params' returns a single integer value
%% indicating the number of available compressed texture formats. The minimum value is 4.
%% See {@link gl:compressedTexImage2D/8} .
%%
%% `?GL_NUM_EXTENSIONS': `Params' returns one value, the number of extensions supported
%% by the GL implementation for the current context. See {@link gl:getString/1} .
%%
%% `?GL_NUM_PROGRAM_BINARY_FORMATS': `Params' returns one value, the number of
%% program binary formats supported by the implementation.
%%
%% `?GL_NUM_SHADER_BINARY_FORMATS': `Params' returns one value, the number of binary
%% shader formats supported by the implementation. If this value is greater than zero, then
%% the implementation supports loading binary shaders. If it is zero, then the loading of
%% binary shaders by the implementation is not supported.
%%
%% `?GL_PACK_ALIGNMENT': `Params' returns one value, the byte alignment used for
%% writing pixel data to memory. The initial value is 4. See {@link gl:pixelStoref/2} .
%%
%% `?GL_PACK_IMAGE_HEIGHT': `Params' returns one value, the image height used for
%% writing pixel data to memory. The initial value is 0. See {@link gl:pixelStoref/2} .
%%
%% `?GL_PACK_LSB_FIRST': `Params' returns a single boolean value indicating whether
%% single-bit pixels being written to memory are written first to the least significant bit
%% of each unsigned byte. The initial value is `?GL_FALSE'. See {@link gl:pixelStoref/2} .
%%
%%
%% `?GL_PACK_ROW_LENGTH': `Params' returns one value, the row length used for writing
%% pixel data to memory. The initial value is 0. See {@link gl:pixelStoref/2} .
%%
%% `?GL_PACK_SKIP_IMAGES': `Params' returns one value, the number of pixel images
%% skipped before the first pixel is written into memory. The initial value is 0. See {@link gl:pixelStoref/2}
%% .
%%
%% `?GL_PACK_SKIP_PIXELS': `Params' returns one value, the number of pixel locations
%% skipped before the first pixel is written into memory. The initial value is 0. See {@link gl:pixelStoref/2}
%% .
%%
%% `?GL_PACK_SKIP_ROWS': `Params' returns one value, the number of rows of pixel
%% locations skipped before the first pixel is written into memory. The initial value is
%% 0. See {@link gl:pixelStoref/2} .
%%
%% `?GL_PACK_SWAP_BYTES': `Params' returns a single boolean value indicating whether
%% the bytes of two-byte and four-byte pixel indices and components are swapped before being
%% written to memory. The initial value is `?GL_FALSE'. See {@link gl:pixelStoref/2} .
%%
%% `?GL_PIXEL_PACK_BUFFER_BINDING': `Params' returns a single value, the name of
%% the buffer object currently bound to the target `?GL_PIXEL_PACK_BUFFER'. If no buffer
%% object is bound to this target, 0 is returned. The initial value is 0. See {@link gl:bindBuffer/2}
%% .
%%
%% `?GL_PIXEL_UNPACK_BUFFER_BINDING': `Params' returns a single value, the name
%% of the buffer object currently bound to the target `?GL_PIXEL_UNPACK_BUFFER'. If
%% no buffer object is bound to this target, 0 is returned. The initial value is 0. See {@link gl:bindBuffer/2}
%% .
%%
%% `?GL_POINT_FADE_THRESHOLD_SIZE': `Params' returns one value, the point size
%% threshold for determining the point size. See {@link gl:pointParameterf/2} .
%%
%% `?GL_PRIMITIVE_RESTART_INDEX': `Params' returns one value, the current primitive
%% restart index. The initial value is 0. See {@link gl:primitiveRestartIndex/1} .
%%
%% `?GL_PROGRAM_BINARY_FORMATS': `Params' an array of `?GL_NUM_PROGRAM_BINARY_FORMATS'
%% values, indicating the proram binary formats supported by the implementation.
%%
%% `?GL_PROGRAM_PIPELINE_BINDING': `Params' a single value, the name of the currently
%% bound program pipeline object, or zero if no program pipeline object is bound. See {@link gl:bindProgramPipeline/1}
%% .
%%
%% `?GL_PROVOKING_VERTEX': `Params' returns one value, the currently selected provoking
%% vertex convention. The initial value is `?GL_LAST_VERTEX_CONVENTION'. See {@link gl:provokingVertex/1}
%% .
%%
%% `?GL_POINT_SIZE': `Params' returns one value, the point size as specified by {@link gl:pointSize/1}
%% . The initial value is 1.
%%
%% `?GL_POINT_SIZE_GRANULARITY': `Params' returns one value, the size difference
%% between adjacent supported sizes for antialiased points. See {@link gl:pointSize/1} .
%%
%% `?GL_POINT_SIZE_RANGE': `Params' returns two values: the smallest and largest
%% supported sizes for antialiased points. The smallest size must be at most 1, and the largest
%% size must be at least 1. See {@link gl:pointSize/1} .
%%
%% `?GL_POLYGON_OFFSET_FACTOR': `Params' returns one value, the scaling factor
%% used to determine the variable offset that is added to the depth value of each fragment
%% generated when a polygon is rasterized. The initial value is 0. See {@link gl:polygonOffset/2}
%% .
%%
%% `?GL_POLYGON_OFFSET_UNITS': `Params' returns one value. This value is multiplied
%% by an implementation-specific value and then added to the depth value of each fragment
%% generated when a polygon is rasterized. The initial value is 0. See {@link gl:polygonOffset/2}
%% .
%%
%% `?GL_POLYGON_OFFSET_FILL': `Params' returns a single boolean value indicating
%% whether polygon offset is enabled for polygons in fill mode. The initial value is `?GL_FALSE'
%% . See {@link gl:polygonOffset/2} .
%%
%% `?GL_POLYGON_OFFSET_LINE': `Params' returns a single boolean value indicating
%% whether polygon offset is enabled for polygons in line mode. The initial value is `?GL_FALSE'
%% . See {@link gl:polygonOffset/2} .
%%
%% `?GL_POLYGON_OFFSET_POINT': `Params' returns a single boolean value indicating
%% whether polygon offset is enabled for polygons in point mode. The initial value is `?GL_FALSE'
%% . See {@link gl:polygonOffset/2} .
%%
%% `?GL_POLYGON_SMOOTH': `Params' returns a single boolean value indicating whether
%% antialiasing of polygons is enabled. The initial value is `?GL_FALSE'. See {@link gl:polygonMode/2}
%% .
%%
%% `?GL_POLYGON_SMOOTH_HINT': `Params' returns one value, a symbolic constant indicating
%% the mode of the polygon antialiasing hint. The initial value is `?GL_DONT_CARE'.
%% See {@link gl:hint/2} .
%%
%% `?GL_READ_BUFFER': `Params' returns one value, a symbolic constant indicating
%% which color buffer is selected for reading. The initial value is `?GL_BACK' if there
%% is a back buffer, otherwise it is `?GL_FRONT'. See {@link gl:readPixels/7} .
%%
%% `?GL_RENDERBUFFER_BINDING': `Params' returns a single value, the name of the
%% renderbuffer object currently bound to the target `?GL_RENDERBUFFER'. If no renderbuffer
%% object is bound to this target, 0 is returned. The initial value is 0. See {@link gl:bindRenderbuffer/2}
%% .
%%
%% `?GL_SAMPLE_BUFFERS': `Params' returns a single integer value indicating the
%% number of sample buffers associated with the framebuffer. See {@link gl:sampleCoverage/2} .
%%
%%
%% `?GL_SAMPLE_COVERAGE_VALUE': `Params' returns a single positive floating-point
%% value indicating the current sample coverage value. See {@link gl:sampleCoverage/2} .
%%
%% `?GL_SAMPLE_COVERAGE_INVERT': `Params' returns a single boolean value indicating
%% if the temporary coverage value should be inverted. See {@link gl:sampleCoverage/2} .
%%
%% `?GL_SAMPLER_BINDING': `Params' returns a single value, the name of the sampler
%% object currently bound to the active texture unit. The initial value is 0. See {@link gl:bindSampler/2}
%% .
%%
%% `?GL_SAMPLES': `Params' returns a single integer value indicating the coverage
%% mask size. See {@link gl:sampleCoverage/2} .
%%
%% `?GL_SCISSOR_BOX': `Params' returns four values: the x and y window coordinates
%% of the scissor box, followed by its width and height. Initially the x and y window
%% coordinates are both 0 and the width and height are set to the size of the window. See {@link gl:scissor/4}
%% .
%%
%% `?GL_SCISSOR_TEST': `Params' returns a single boolean value indicating whether
%% scissoring is enabled. The initial value is `?GL_FALSE'. See {@link gl:scissor/4} .
%%
%% `?GL_SHADER_COMPILER': `Params' returns a single boolean value indicating whether
%% an online shader compiler is present in the implementation. All desktop OpenGL implementations
%% must support online shader compilations, and therefore the value of `?GL_SHADER_COMPILER'
%% will always be `?GL_TRUE'.
%%
%% `?GL_SMOOTH_LINE_WIDTH_RANGE': `Params' returns a pair of values indicating
%% the range of widths supported for smooth (antialiased) lines. See {@link gl:lineWidth/1} .
%%
%% `?GL_SMOOTH_LINE_WIDTH_GRANULARITY': `Params' returns a single value indicating
%% the level of quantization applied to smooth line width parameters.
%%
%% `?GL_STENCIL_BACK_FAIL': `Params' returns one value, a symbolic constant indicating
%% what action is taken for back-facing polygons when the stencil test fails. The initial
%% value is `?GL_KEEP'. See {@link gl:stencilOpSeparate/4} .
%%
%% `?GL_STENCIL_BACK_FUNC': `Params' returns one value, a symbolic constant indicating
%% what function is used for back-facing polygons to compare the stencil reference value
%% with the stencil buffer value. The initial value is `?GL_ALWAYS'. See {@link gl:stencilFuncSeparate/4}
%% .
%%
%% `?GL_STENCIL_BACK_PASS_DEPTH_FAIL': `Params' returns one value, a symbolic constant
%% indicating what action is taken for back-facing polygons when the stencil test passes,
%% but the depth test fails. The initial value is `?GL_KEEP'. See {@link gl:stencilOpSeparate/4}
%% .
%%
%% `?GL_STENCIL_BACK_PASS_DEPTH_PASS': `Params' returns one value, a symbolic constant
%% indicating what action is taken for back-facing polygons when the stencil test passes
%% and the depth test passes. The initial value is `?GL_KEEP'. See {@link gl:stencilOpSeparate/4}
%% .
%%
%% `?GL_STENCIL_BACK_REF': `Params' returns one value, the reference value that
%% is compared with the contents of the stencil buffer for back-facing polygons. The initial
%% value is 0. See {@link gl:stencilFuncSeparate/4} .
%%
%% `?GL_STENCIL_BACK_VALUE_MASK': `Params' returns one value, the mask that is
%% used for back-facing polygons to mask both the stencil reference value and the stencil
%% buffer value before they are compared. The initial value is all 1's. See {@link gl:stencilFuncSeparate/4}
%% .
%%
%% `?GL_STENCIL_BACK_WRITEMASK': `Params' returns one value, the mask that controls
%% writing of the stencil bitplanes for back-facing polygons. The initial value is all 1's.
%% See {@link gl:stencilMaskSeparate/2} .
%%
%% `?GL_STENCIL_CLEAR_VALUE': `Params' returns one value, the index to which the
%% stencil bitplanes are cleared. The initial value is 0. See {@link gl:clearStencil/1} .
%%
%% `?GL_STENCIL_FAIL': `Params' returns one value, a symbolic constant indicating
%% what action is taken when the stencil test fails. The initial value is `?GL_KEEP'.
%% See {@link gl:stencilOp/3} . This stencil state only affects non-polygons and front-facing
%% polygons. Back-facing polygons use separate stencil state. See {@link gl:stencilOpSeparate/4}
%% .
%%
%% `?GL_STENCIL_FUNC': `Params' returns one value, a symbolic constant indicating
%% what function is used to compare the stencil reference value with the stencil buffer value.
%% The initial value is `?GL_ALWAYS'. See {@link gl:stencilFunc/3} . This stencil state
%% only affects non-polygons and front-facing polygons. Back-facing polygons use separate
%% stencil state. See {@link gl:stencilFuncSeparate/4} .
%%
%% `?GL_STENCIL_PASS_DEPTH_FAIL': `Params' returns one value, a symbolic constant
%% indicating what action is taken when the stencil test passes, but the depth test fails.
%% The initial value is `?GL_KEEP'. See {@link gl:stencilOp/3} . This stencil state only
%% affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil
%% state. See {@link gl:stencilOpSeparate/4} .
%%
%% `?GL_STENCIL_PASS_DEPTH_PASS': `Params' returns one value, a symbolic constant
%% indicating what action is taken when the stencil test passes and the depth test passes.
%% The initial value is `?GL_KEEP'. See {@link gl:stencilOp/3} . This stencil state only
%% affects non-polygons and front-facing polygons. Back-facing polygons use separate stencil
%% state. See {@link gl:stencilOpSeparate/4} .
%%
%% `?GL_STENCIL_REF': `Params' returns one value, the reference value that is compared
%% with the contents of the stencil buffer. The initial value is 0. See {@link gl:stencilFunc/3}
%% . This stencil state only affects non-polygons and front-facing polygons. Back-facing
%% polygons use separate stencil state. See {@link gl:stencilFuncSeparate/4} .
%%
%% `?GL_STENCIL_TEST': `Params' returns a single boolean value indicating whether
%% stencil testing of fragments is enabled. The initial value is `?GL_FALSE'. See {@link gl:stencilFunc/3}
%% and {@link gl:stencilOp/3} .
%%
%% `?GL_STENCIL_VALUE_MASK': `Params' returns one value, the mask that is used
%% to mask both the stencil reference value and the stencil buffer value before they are
%% compared. The initial value is all 1's. See {@link gl:stencilFunc/3} . This stencil state
%% only affects non-polygons and front-facing polygons. Back-facing polygons use separate
%% stencil state. See {@link gl:stencilFuncSeparate/4} .
%%
%% `?GL_STENCIL_WRITEMASK': `Params' returns one value, the mask that controls
%% writing of the stencil bitplanes. The initial value is all 1's. See {@link gl:stencilMask/1}
%% . This stencil state only affects non-polygons and front-facing polygons. Back-facing
%% polygons use separate stencil state. See {@link gl:stencilMaskSeparate/2} .
%%
%% `?GL_STEREO': `Params' returns a single boolean value indicating whether stereo
%% buffers (left and right) are supported.
%%
%% `?GL_SUBPIXEL_BITS': `Params' returns one value, an estimate of the number of
%% bits of subpixel resolution that are used to position rasterized geometry in window coordinates.
%% The value must be at least 4.
%%
%% `?GL_TEXTURE_BINDING_1D': `Params' returns a single value, the name of the texture
%% currently bound to the target `?GL_TEXTURE_1D'. The initial value is 0. See {@link gl:bindTexture/2}
%% .
%%
%% `?GL_TEXTURE_BINDING_1D_ARRAY': `Params' returns a single value, the name of
%% the texture currently bound to the target `?GL_TEXTURE_1D_ARRAY'. The initial value
%% is 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_BINDING_2D': `Params' returns a single value, the name of the texture
%% currently bound to the target `?GL_TEXTURE_2D'. The initial value is 0. See {@link gl:bindTexture/2}
%% .
%%
%% `?GL_TEXTURE_BINDING_2D_ARRAY': `Params' returns a single value, the name of
%% the texture currently bound to the target `?GL_TEXTURE_2D_ARRAY'. The initial value
%% is 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_BINDING_2D_MULTISAMPLE': `Params' returns a single value, the name
%% of the texture currently bound to the target `?GL_TEXTURE_2D_MULTISAMPLE'. The initial
%% value is 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY': `Params' returns a single value,
%% the name of the texture currently bound to the target `?GL_TEXTURE_2D_MULTISAMPLE_ARRAY'
%% . The initial value is 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_BINDING_3D': `Params' returns a single value, the name of the texture
%% currently bound to the target `?GL_TEXTURE_3D'. The initial value is 0. See {@link gl:bindTexture/2}
%% .
%%
%% `?GL_TEXTURE_BINDING_BUFFER': `Params' returns a single value, the name of the
%% texture currently bound to the target `?GL_TEXTURE_BUFFER'. The initial value is
%% 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_BINDING_CUBE_MAP': `Params' returns a single value, the name of
%% the texture currently bound to the target `?GL_TEXTURE_CUBE_MAP'. The initial value
%% is 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_BINDING_RECTANGLE': `Params' returns a single value, the name of
%% the texture currently bound to the target `?GL_TEXTURE_RECTANGLE'. The initial value
%% is 0. See {@link gl:bindTexture/2} .
%%
%% `?GL_TEXTURE_COMPRESSION_HINT': `Params' returns a single value indicating the
%% mode of the texture compression hint. The initial value is `?GL_DONT_CARE'.
%%
%% `?GL_TEXTURE_BUFFER_BINDING': `Params' returns a single value, the name of the
%% texture buffer object currently bound. The initial value is 0. See {@link gl:bindBuffer/2} .
%%
%%
%% `?GL_TIMESTAMP': `Params' returns a single value, the 64-bit value of the current
%% GL time. See {@link gl:queryCounter/2} .
%%
%% `?GL_TRANSFORM_FEEDBACK_BUFFER_BINDING': When used with non-indexed variants of ``gl:get''
%% (such as ``gl:getIntegerv''), `Params' returns a single value, the name of the
%% buffer object currently bound to the target `?GL_TRANSFORM_FEEDBACK_BUFFER'. If no
%% buffer object is bound to this target, 0 is returned. When used with indexed variants of ``gl:get''
%% (such as ``gl:getIntegeri_v''), `Params' returns a single value, the name of the
%% buffer object bound to the indexed transform feedback attribute stream. The initial value
%% is 0 for all targets. See {@link gl:bindBuffer/2} , {@link gl:bindBufferBase/3} , and {@link gl:bindBufferRange/5}
%% .
%%
%% `?GL_TRANSFORM_FEEDBACK_BUFFER_START': When used with indexed variants of ``gl:get''
%% (such as ``gl:getInteger64i_v''), `Params' returns a single value, the start offset
%% of the binding range for each transform feedback attribute stream. The initial value is
%% 0 for all streams. See {@link gl:bindBufferRange/5} .
%%
%% `?GL_TRANSFORM_FEEDBACK_BUFFER_SIZE': When used with indexed variants of ``gl:get''
%% (such as ``gl:getInteger64i_v''), `Params' returns a single value, the size of
%% the binding range for each transform feedback attribute stream. The initial value is 0
%% for all streams. See {@link gl:bindBufferRange/5} .
%%
%% `?GL_UNIFORM_BUFFER_BINDING': When used with non-indexed variants of ``gl:get''
%% (such as ``gl:getIntegerv''), `Params' returns a single value, the name of the
%% buffer object currently bound to the target `?GL_UNIFORM_BUFFER'. If no buffer object
%% is bound to this target, 0 is returned. When used with indexed variants of ``gl:get''
%% (such as ``gl:getIntegeri_v''), `Params' returns a single value, the name of the
%% buffer object bound to the indexed uniform buffer binding point. The initial value is
%% 0 for all targets. See {@link gl:bindBuffer/2} , {@link gl:bindBufferBase/3} , and {@link gl:bindBufferRange/5}
%% .
%%
%% `?GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT': `Params' returns a single value, the
%% minimum required alignment for uniform buffer sizes and offset. The initial value is 1.
%% See {@link gl:uniformBlockBinding/3} .
%%
%% `?GL_UNIFORM_BUFFER_SIZE': When used with indexed variants of ``gl:get'' (such
%% as ``gl:getInteger64i_v''), `Params' returns a single value, the size of the binding
%% range for each indexed uniform buffer binding. The initial value is 0 for all bindings.
%% See {@link gl:bindBufferRange/5} .
%%
%% `?GL_UNIFORM_BUFFER_START': When used with indexed variants of ``gl:get'' (such
%% as ``gl:getInteger64i_v''), `Params' returns a single value, the start offset of
%% the binding range for each indexed uniform buffer binding. The initial value is 0 for
%% all bindings. See {@link gl:bindBufferRange/5} .
%%
%% `?GL_UNPACK_ALIGNMENT': `Params' returns one value, the byte alignment used
%% for reading pixel data from memory. The initial value is 4. See {@link gl:pixelStoref/2} .
%%
%% `?GL_UNPACK_IMAGE_HEIGHT': `Params' returns one value, the image height used
%% for reading pixel data from memory. The initial is 0. See {@link gl:pixelStoref/2} .
%%
%% `?GL_UNPACK_LSB_FIRST': `Params' returns a single boolean value indicating whether
%% single-bit pixels being read from memory are read first from the least significant bit
%% of each unsigned byte. The initial value is `?GL_FALSE'. See {@link gl:pixelStoref/2} .
%%
%%
%% `?GL_UNPACK_ROW_LENGTH': `Params' returns one value, the row length used for
%% reading pixel data from memory. The initial value is 0. See {@link gl:pixelStoref/2} .
%%
%% `?GL_UNPACK_SKIP_IMAGES': `Params' returns one value, the number of pixel images
%% skipped before the first pixel is read from memory. The initial value is 0. See {@link gl:pixelStoref/2}
%% .
%%
%% `?GL_UNPACK_SKIP_PIXELS': `Params' returns one value, the number of pixel locations
%% skipped before the first pixel is read from memory. The initial value is 0. See {@link gl:pixelStoref/2}
%% .
%%
%% `?GL_UNPACK_SKIP_ROWS': `Params' returns one value, the number of rows of pixel
%% locations skipped before the first pixel is read from memory. The initial value is 0.
%% See {@link gl:pixelStoref/2} .
%%
%% `?GL_UNPACK_SWAP_BYTES': `Params' returns a single boolean value indicating
%% whether the bytes of two-byte and four-byte pixel indices and components are swapped after
%% being read from memory. The initial value is `?GL_FALSE'. See {@link gl:pixelStoref/2} .
%%
%%
%% `?GL_VERTEX_PROGRAM_POINT_SIZE': `Params' returns a single boolean value indicating
%% whether vertex program point size mode is enabled. If enabled, and a vertex shader is
%% active, then the point size is taken from the shader built-in gl_PointSize. If disabled,
%% and a vertex shader is active, then the point size is taken from the point state as specified
%% by {@link gl:pointSize/1} . The initial value is `?GL_FALSE'.
%%
%% `?GL_VIEWPORT': When used with non-indexed variants of ``gl:get'' (such as ``gl:getIntegerv''
%% ), `Params' returns four values: the x and y window coordinates of the viewport,
%% followed by its width and height. Initially the x and y window coordinates are both
%% set to 0, and the width and height are set to the width and height of the window into
%% which the GL will do its rendering. See {@link gl:viewport/4} . When used with indexed
%% variants of ``gl:get'' (such as ``gl:getIntegeri_v''), `Params' returns four
%% values: the x and y window coordinates of the indexed viewport, followed by its width
%% and height. Initially the x and y window coordinates are both set to 0, and the width
%% and height are set to the width and height of the window into which the GL will do its
%% rendering. See {@link gl:viewportIndexedf/5} .
%%
%% `?GL_VIEWPORT_BOUNDS_RANGE': `Params' returns two values, the minimum and maximum
%% viewport bounds range. The minimum range should be at least [-32768, 32767].
%%
%% `?GL_VIEWPORT_INDEX_PROVOKING_VERTEX': `Params' returns one value, the implementation
%% dependent specifc vertex of a primitive that is used to select the viewport index. If
%% the value returned is equivalent to `?GL_PROVOKING_VERTEX', then the vertex selection
%% follows the convention specified by {@link gl:provokingVertex/1} . If the value returned
%% is equivalent to `?GL_FIRST_VERTEX_CONVENTION', then the selection is always taken
%% from the first vertex in the primitive. If the value returned is equivalent to `?GL_LAST_VERTEX_CONVENTION'
%% , then the selection is always taken from the last vertex in the primitive. If the value
%% returned is equivalent to `?GL_UNDEFINED_VERTEX', then the selection is not guaranteed
%% to be taken from any specific vertex in the primitive.
%%
%% `?GL_VIEWPORT_SUBPIXEL_BITS': `Params' returns a single value, the number of
%% bits of sub-pixel precision which the GL uses to interpret the floating point viewport
%% bounds. The minimum value is 0.
%%
%% Many of the boolean parameters can also be queried more easily using {@link gl:isEnabled/1}
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGet.xml">external</a> documentation.
-spec getBooleanv(Pname) -> [0|1] when Pname :: enum().
getBooleanv(Pname) ->
call(5065, <<Pname:?GLenum>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getDoublev(Pname) -> [float()] when Pname :: enum().
getDoublev(Pname) ->
call(5066, <<Pname:?GLenum>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getFloatv(Pname) -> [float()] when Pname :: enum().
getFloatv(Pname) ->
call(5067, <<Pname:?GLenum>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getIntegerv(Pname) -> [integer()] when Pname :: enum().
getIntegerv(Pname) ->
call(5068, <<Pname:?GLenum>>).
%% @doc Push and pop the server attribute stack
%%
%% ``gl:pushAttrib'' takes one argument, a mask that indicates which groups of state variables
%% to save on the attribute stack. Symbolic constants are used to set bits in the mask. `Mask'
%% is typically constructed by specifying the bitwise-or of several of these constants
%% together. The special mask `?GL_ALL_ATTRIB_BITS' can be used to save all stackable
%% states.
%%
%% The symbolic mask constants and their associated GL state are as follows (the second
%% column lists which attributes are saved):
%%
%% <table><tbody><tr><td>`?GL_ACCUM_BUFFER_BIT'</td><td> Accumulation buffer clear value
%% </td></tr><tr><td>`?GL_COLOR_BUFFER_BIT'</td><td>`?GL_ALPHA_TEST' enable bit </td>
%% </tr><tr><td></td><td> Alpha test function and reference value </td></tr><tr><td></td><td>
%% `?GL_BLEND' enable bit </td></tr><tr><td></td><td> Blending source and destination
%% functions </td></tr><tr><td></td><td> Constant blend color </td></tr><tr><td></td><td>
%% Blending equation </td></tr><tr><td></td><td>`?GL_DITHER' enable bit </td></tr><tr><td>
%% </td><td>`?GL_DRAW_BUFFER' setting </td></tr><tr><td></td><td>`?GL_COLOR_LOGIC_OP'
%% enable bit </td></tr><tr><td></td><td>`?GL_INDEX_LOGIC_OP' enable bit </td></tr><tr>
%% <td></td><td> Logic op function </td></tr><tr><td></td><td> Color mode and index mode
%% clear values </td></tr><tr><td></td><td> Color mode and index mode writemasks </td></tr><tr>
%% <td>`?GL_CURRENT_BIT'</td><td> Current RGBA color </td></tr><tr><td></td><td> Current
%% color index </td></tr><tr><td></td><td> Current normal vector </td></tr><tr><td></td><td>
%% Current texture coordinates </td></tr><tr><td></td><td> Current raster position </td></tr>
%% <tr><td></td><td>`?GL_CURRENT_RASTER_POSITION_VALID' flag </td></tr><tr><td></td><td>
%% RGBA color associated with current raster position </td></tr><tr><td></td><td> Color
%% index associated with current raster position </td></tr><tr><td></td><td> Texture coordinates
%% associated with current raster position </td></tr><tr><td></td><td>`?GL_EDGE_FLAG'
%% flag </td></tr><tr><td>`?GL_DEPTH_BUFFER_BIT'</td><td>`?GL_DEPTH_TEST' enable
%% bit </td></tr><tr><td></td><td> Depth buffer test function </td></tr><tr><td></td><td>
%% Depth buffer clear value </td></tr><tr><td></td><td>`?GL_DEPTH_WRITEMASK' enable
%% bit </td></tr><tr><td>`?GL_ENABLE_BIT'</td><td>`?GL_ALPHA_TEST' flag </td></tr><tr>
%% <td></td><td>`?GL_AUTO_NORMAL' flag </td></tr><tr><td></td><td>`?GL_BLEND' flag
%% </td></tr><tr><td></td><td> Enable bits for the user-definable clipping planes </td></tr><tr>
%% <td></td><td>`?GL_COLOR_MATERIAL'</td></tr><tr><td></td><td>`?GL_CULL_FACE'
%% flag </td></tr><tr><td></td><td>`?GL_DEPTH_TEST' flag </td></tr><tr><td></td><td>`?GL_DITHER'
%% flag </td></tr><tr><td></td><td>`?GL_FOG' flag </td></tr><tr><td></td><td>`?GL_LIGHT'
%% `i' where `?0' <= `i' < `?GL_MAX_LIGHTS'</td></tr>
%% <tr><td></td><td>`?GL_LIGHTING' flag </td></tr><tr><td></td><td>`?GL_LINE_SMOOTH'
%% flag </td></tr><tr><td></td><td>`?GL_LINE_STIPPLE' flag </td></tr><tr><td></td><td>`?GL_COLOR_LOGIC_OP'
%% flag </td></tr><tr><td></td><td>`?GL_INDEX_LOGIC_OP' flag </td></tr><tr><td></td><td>
%% `?GL_MAP1_'`x' where `x' is a map type </td></tr><tr><td></td><td>`?GL_MAP2_'
%% `x' where `x' is a map type </td></tr><tr><td></td><td>`?GL_MULTISAMPLE'
%% flag </td></tr><tr><td></td><td>`?GL_NORMALIZE' flag </td></tr><tr><td></td><td>`?GL_POINT_SMOOTH'
%% flag </td></tr><tr><td></td><td>`?GL_POLYGON_OFFSET_LINE' flag </td></tr><tr><td></td>
%% <td>`?GL_POLYGON_OFFSET_FILL' flag </td></tr><tr><td></td><td>`?GL_POLYGON_OFFSET_POINT'
%% flag </td></tr><tr><td></td><td>`?GL_POLYGON_SMOOTH' flag </td></tr><tr><td></td><td>
%% `?GL_POLYGON_STIPPLE' flag </td></tr><tr><td></td><td>`?GL_SAMPLE_ALPHA_TO_COVERAGE'
%% flag </td></tr><tr><td></td><td>`?GL_SAMPLE_ALPHA_TO_ONE' flag </td></tr><tr><td></td>
%% <td>`?GL_SAMPLE_COVERAGE' flag </td></tr><tr><td></td><td>`?GL_SCISSOR_TEST'
%% flag </td></tr><tr><td></td><td>`?GL_STENCIL_TEST' flag </td></tr><tr><td></td><td>`?GL_TEXTURE_1D'
%% flag </td></tr><tr><td></td><td>`?GL_TEXTURE_2D' flag </td></tr><tr><td></td><td>`?GL_TEXTURE_3D'
%% flag </td></tr><tr><td></td><td> Flags `?GL_TEXTURE_GEN_'`x' where `x'
%% is S, T, R, or Q </td></tr><tr><td>`?GL_EVAL_BIT'</td><td>`?GL_MAP1_'`x'
%% enable bits, where `x' is a map type </td></tr><tr><td></td><td>`?GL_MAP2_'`x'
%% enable bits, where `x' is a map type </td></tr><tr><td></td><td> 1D grid endpoints
%% and divisions </td></tr><tr><td></td><td> 2D grid endpoints and divisions </td></tr><tr><td>
%% </td><td>`?GL_AUTO_NORMAL' enable bit </td></tr><tr><td>`?GL_FOG_BIT'</td><td>`?GL_FOG'
%% enable bit </td></tr><tr><td></td><td> Fog color </td></tr><tr><td></td><td> Fog density
%% </td></tr><tr><td></td><td> Linear fog start </td></tr><tr><td></td><td> Linear fog end </td>
%% </tr><tr><td></td><td> Fog index </td></tr><tr><td></td><td>`?GL_FOG_MODE' value </td>
%% </tr><tr><td>`?GL_HINT_BIT'</td><td>`?GL_PERSPECTIVE_CORRECTION_HINT' setting </td>
%% </tr><tr><td></td><td>`?GL_POINT_SMOOTH_HINT' setting </td></tr><tr><td></td><td>`?GL_LINE_SMOOTH_HINT'
%% setting </td></tr><tr><td></td><td>`?GL_POLYGON_SMOOTH_HINT' setting </td></tr><tr><td>
%% </td><td>`?GL_FOG_HINT' setting </td></tr><tr><td></td><td>`?GL_GENERATE_MIPMAP_HINT'
%% setting </td></tr><tr><td></td><td>`?GL_TEXTURE_COMPRESSION_HINT' setting </td></tr>
%% <tr><td>`?GL_LIGHTING_BIT'</td><td>`?GL_COLOR_MATERIAL' enable bit </td></tr><tr>
%% <td></td><td>`?GL_COLOR_MATERIAL_FACE' value </td></tr><tr><td></td><td> Color material
%% parameters that are tracking the current color </td></tr><tr><td></td><td> Ambient scene
%% color </td></tr><tr><td></td><td>`?GL_LIGHT_MODEL_LOCAL_VIEWER' value </td></tr><tr><td>
%% </td><td>`?GL_LIGHT_MODEL_TWO_SIDE' setting </td></tr><tr><td></td><td>`?GL_LIGHTING'
%% enable bit </td></tr><tr><td></td><td> Enable bit for each light </td></tr><tr><td></td><td>
%% Ambient, diffuse, and specular intensity for each light </td></tr><tr><td></td><td> Direction,
%% position, exponent, and cutoff angle for each light </td></tr><tr><td></td><td> Constant,
%% linear, and quadratic attenuation factors for each light </td></tr><tr><td></td><td> Ambient,
%% diffuse, specular, and emissive color for each material </td></tr><tr><td></td><td> Ambient,
%% diffuse, and specular color indices for each material </td></tr><tr><td></td><td> Specular
%% exponent for each material </td></tr><tr><td></td><td>`?GL_SHADE_MODEL' setting </td>
%% </tr><tr><td>`?GL_LINE_BIT'</td><td>`?GL_LINE_SMOOTH' flag </td></tr><tr><td></td>
%% <td>`?GL_LINE_STIPPLE' enable bit </td></tr><tr><td></td><td> Line stipple pattern
%% and repeat counter </td></tr><tr><td></td><td> Line width </td></tr><tr><td>`?GL_LIST_BIT'
%% </td><td>`?GL_LIST_BASE' setting </td></tr><tr><td>`?GL_MULTISAMPLE_BIT'</td><td>
%% `?GL_MULTISAMPLE' flag </td></tr><tr><td></td><td>`?GL_SAMPLE_ALPHA_TO_COVERAGE'
%% flag </td></tr><tr><td></td><td>`?GL_SAMPLE_ALPHA_TO_ONE' flag </td></tr><tr><td></td>
%% <td>`?GL_SAMPLE_COVERAGE' flag </td></tr><tr><td></td><td>`?GL_SAMPLE_COVERAGE_VALUE'
%% value </td></tr><tr><td></td><td>`?GL_SAMPLE_COVERAGE_INVERT' value </td></tr><tr><td>
%% `?GL_PIXEL_MODE_BIT'</td><td>`?GL_RED_BIAS' and `?GL_RED_SCALE' settings </td>
%% </tr><tr><td></td><td>`?GL_GREEN_BIAS' and `?GL_GREEN_SCALE' values </td></tr><tr>
%% <td></td><td>`?GL_BLUE_BIAS' and `?GL_BLUE_SCALE'</td></tr><tr><td></td><td>`?GL_ALPHA_BIAS'
%% and `?GL_ALPHA_SCALE'</td></tr><tr><td></td><td>`?GL_DEPTH_BIAS' and `?GL_DEPTH_SCALE'
%% </td></tr><tr><td></td><td>`?GL_INDEX_OFFSET' and `?GL_INDEX_SHIFT' values </td>
%% </tr><tr><td></td><td>`?GL_MAP_COLOR' and `?GL_MAP_STENCIL' flags </td></tr><tr>
%% <td></td><td>`?GL_ZOOM_X' and `?GL_ZOOM_Y' factors </td></tr><tr><td></td><td>`?GL_READ_BUFFER'
%% setting </td></tr><tr><td>`?GL_POINT_BIT'</td><td>`?GL_POINT_SMOOTH' flag </td>
%% </tr><tr><td></td><td> Point size </td></tr><tr><td>`?GL_POLYGON_BIT'</td><td>`?GL_CULL_FACE'
%% enable bit </td></tr><tr><td></td><td>`?GL_CULL_FACE_MODE' value </td></tr><tr><td></td>
%% <td>`?GL_FRONT_FACE' indicator </td></tr><tr><td></td><td>`?GL_POLYGON_MODE'
%% setting </td></tr><tr><td></td><td>`?GL_POLYGON_SMOOTH' flag </td></tr><tr><td></td><td>
%% `?GL_POLYGON_STIPPLE' enable bit </td></tr><tr><td></td><td>`?GL_POLYGON_OFFSET_FILL'
%% flag </td></tr><tr><td></td><td>`?GL_POLYGON_OFFSET_LINE' flag </td></tr><tr><td></td>
%% <td>`?GL_POLYGON_OFFSET_POINT' flag </td></tr><tr><td></td><td>`?GL_POLYGON_OFFSET_FACTOR'
%% </td></tr><tr><td></td><td>`?GL_POLYGON_OFFSET_UNITS'</td></tr><tr><td>`?GL_POLYGON_STIPPLE_BIT'
%% </td><td> Polygon stipple image </td></tr><tr><td>`?GL_SCISSOR_BIT'</td><td>`?GL_SCISSOR_TEST'
%% flag </td></tr><tr><td></td><td> Scissor box </td></tr><tr><td>`?GL_STENCIL_BUFFER_BIT'
%% </td><td>`?GL_STENCIL_TEST' enable bit </td></tr><tr><td></td><td> Stencil function
%% and reference value </td></tr><tr><td></td><td> Stencil value mask </td></tr><tr><td></td>
%% <td> Stencil fail, pass, and depth buffer pass actions </td></tr><tr><td></td><td> Stencil
%% buffer clear value </td></tr><tr><td></td><td> Stencil buffer writemask </td></tr><tr><td>
%% `?GL_TEXTURE_BIT'</td><td> Enable bits for the four texture coordinates </td></tr><tr>
%% <td></td><td> Border color for each texture image </td></tr><tr><td></td><td> Minification
%% function for each texture image </td></tr><tr><td></td><td> Magnification function for
%% each texture image </td></tr><tr><td></td><td> Texture coordinates and wrap mode for each
%% texture image </td></tr><tr><td></td><td> Color and mode for each texture environment </td>
%% </tr><tr><td></td><td> Enable bits `?GL_TEXTURE_GEN_'`x', `x' is S, T,
%% R, and Q </td></tr><tr><td></td><td>`?GL_TEXTURE_GEN_MODE' setting for S, T, R, and
%% Q </td></tr><tr><td></td><td> {@link gl:texGend/3} plane equations for S, T, R, and Q </td></tr>
%% <tr><td></td><td> Current texture bindings (for example, `?GL_TEXTURE_BINDING_2D') </td>
%% </tr><tr><td>`?GL_TRANSFORM_BIT'</td><td> Coefficients of the six clipping planes </td>
%% </tr><tr><td></td><td> Enable bits for the user-definable clipping planes </td></tr><tr><td>
%% </td><td>`?GL_MATRIX_MODE' value </td></tr><tr><td></td><td>`?GL_NORMALIZE'
%% flag </td></tr><tr><td></td><td>`?GL_RESCALE_NORMAL' flag </td></tr><tr><td>`?GL_VIEWPORT_BIT'
%% </td><td> Depth range (near and far) </td></tr><tr><td></td><td> Viewport origin and extent
%% </td></tr></tbody></table>
%%
%% {@link gl:pushAttrib/1} restores the values of the state variables saved with the last ``gl:pushAttrib''
%% command. Those not saved are left unchanged.
%%
%% It is an error to push attributes onto a full stack or to pop attributes off an empty
%% stack. In either case, the error flag is set and no other change is made to GL state.
%%
%% Initially, the attribute stack is empty.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPushAttrib.xml">external</a> documentation.
-spec pushAttrib(Mask) -> ok when Mask :: integer().
pushAttrib(Mask) ->
cast(5069, <<Mask:?GLbitfield>>).
%% @doc
%% See {@link pushAttrib/1}
-spec popAttrib() -> ok.
popAttrib() ->
cast(5070, <<>>).
%% @doc Push and pop the client attribute stack
%%
%% ``gl:pushClientAttrib'' takes one argument, a mask that indicates which groups of client-state
%% variables to save on the client attribute stack. Symbolic constants are used to set bits
%% in the mask. `Mask' is typically constructed by specifying the bitwise-or of several
%% of these constants together. The special mask `?GL_CLIENT_ALL_ATTRIB_BITS' can
%% be used to save all stackable client state.
%%
%% The symbolic mask constants and their associated GL client state are as follows (the
%% second column lists which attributes are saved):
%%
%% `?GL_CLIENT_PIXEL_STORE_BIT' Pixel storage modes `?GL_CLIENT_VERTEX_ARRAY_BIT'
%% Vertex arrays (and enables)
%%
%% {@link gl:pushClientAttrib/1} restores the values of the client-state variables saved with
%% the last ``gl:pushClientAttrib''. Those not saved are left unchanged.
%%
%% It is an error to push attributes onto a full client attribute stack or to pop attributes
%% off an empty stack. In either case, the error flag is set, and no other change is made
%% to GL state.
%%
%% Initially, the client attribute stack is empty.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPushClientAttrib.xml">external</a> documentation.
-spec pushClientAttrib(Mask) -> ok when Mask :: integer().
pushClientAttrib(Mask) ->
cast(5071, <<Mask:?GLbitfield>>).
%% @doc
%% See {@link pushClientAttrib/1}
-spec popClientAttrib() -> ok.
popClientAttrib() ->
cast(5072, <<>>).
%% @doc Set rasterization mode
%%
%% ``gl:renderMode'' sets the rasterization mode. It takes one argument, `Mode' , which
%% can assume one of three predefined values:
%%
%% `?GL_RENDER': Render mode. Primitives are rasterized, producing pixel fragments,
%% which are written into the frame buffer. This is the normal mode and also the default
%% mode.
%%
%% `?GL_SELECT': Selection mode. No pixel fragments are produced, and no change to
%% the frame buffer contents is made. Instead, a record of the names of primitives that would
%% have been drawn if the render mode had been `?GL_RENDER' is returned in a select
%% buffer, which must be created (see {@link gl:selectBuffer/2} ) before selection mode is
%% entered.
%%
%% `?GL_FEEDBACK': Feedback mode. No pixel fragments are produced, and no change to
%% the frame buffer contents is made. Instead, the coordinates and attributes of vertices
%% that would have been drawn if the render mode had been `?GL_RENDER' is returned in
%% a feedback buffer, which must be created (see {@link gl:feedbackBuffer/3} ) before feedback
%% mode is entered.
%%
%% The return value of ``gl:renderMode'' is determined by the render mode at the time ``gl:renderMode''
%% is called, rather than by `Mode' . The values returned for the three render modes
%% are as follows:
%%
%% `?GL_RENDER': 0.
%%
%% `?GL_SELECT': The number of hit records transferred to the select buffer.
%%
%% `?GL_FEEDBACK': The number of values (not vertices) transferred to the feedback
%% buffer.
%%
%% See the {@link gl:selectBuffer/2} and {@link gl:feedbackBuffer/3} reference pages for more
%% details concerning selection and feedback operation.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glRenderMode.xml">external</a> documentation.
-spec renderMode(Mode) -> integer() when Mode :: enum().
renderMode(Mode) ->
call(5073, <<Mode:?GLenum>>).
%% @doc Return error information
%%
%% ``gl:getError'' returns the value of the error flag. Each detectable error is assigned
%% a numeric code and symbolic name. When an error occurs, the error flag is set to the appropriate
%% error code value. No other errors are recorded until ``gl:getError'' is called, the
%% error code is returned, and the flag is reset to `?GL_NO_ERROR'. If a call to ``gl:getError''
%% returns `?GL_NO_ERROR', there has been no detectable error since the last call to ``gl:getError''
%% , or since the GL was initialized.
%%
%% To allow for distributed implementations, there may be several error flags. If any single
%% error flag has recorded an error, the value of that flag is returned and that flag is
%% reset to `?GL_NO_ERROR' when ``gl:getError'' is called. If more than one flag has
%% recorded an error, ``gl:getError'' returns and clears an arbitrary error flag value.
%% Thus, ``gl:getError'' should always be called in a loop, until it returns `?GL_NO_ERROR'
%% , if all error flags are to be reset.
%%
%% Initially, all error flags are set to `?GL_NO_ERROR'.
%%
%% The following errors are currently defined:
%%
%% `?GL_NO_ERROR': No error has been recorded. The value of this symbolic constant
%% is guaranteed to be 0.
%%
%% `?GL_INVALID_ENUM': An unacceptable value is specified for an enumerated argument.
%% The offending command is ignored and has no other side effect than to set the error flag.
%%
%%
%% `?GL_INVALID_VALUE': A numeric argument is out of range. The offending command is
%% ignored and has no other side effect than to set the error flag.
%%
%% `?GL_INVALID_OPERATION': The specified operation is not allowed in the current state.
%% The offending command is ignored and has no other side effect than to set the error flag.
%%
%%
%% `?GL_INVALID_FRAMEBUFFER_OPERATION': The framebuffer object is not complete. The
%% offending command is ignored and has no other side effect than to set the error flag.
%%
%% `?GL_OUT_OF_MEMORY': There is not enough memory left to execute the command. The
%% state of the GL is undefined, except for the state of the error flags, after this error
%% is recorded.
%%
%% When an error flag is set, results of a GL operation are undefined only if `?GL_OUT_OF_MEMORY'
%% has occurred. In all other cases, the command generating the error is ignored and has
%% no effect on the GL state or frame buffer contents. If the generating command returns
%% a value, it returns 0. If ``gl:getError'' itself generates an error, it returns 0.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetError.xml">external</a> documentation.
-spec getError() -> enum().
getError() ->
call(5074, <<>>).
%% @doc Return a string describing the current GL connection
%%
%% ``gl:getString'' returns a pointer to a static string describing some aspect of the
%% current GL connection. `Name' can be one of the following:
%%
%% `?GL_VENDOR': Returns the company responsible for this GL implementation. This name
%% does not change from release to release.
%%
%% `?GL_RENDERER': Returns the name of the renderer. This name is typically specific
%% to a particular configuration of a hardware platform. It does not change from release
%% to release.
%%
%% `?GL_VERSION': Returns a version or release number.
%%
%% `?GL_SHADING_LANGUAGE_VERSION': Returns a version or release number for the shading
%% language.
%%
%% ``gl:getStringi'' returns a pointer to a static string indexed by `Index' . `Name'
%% can be one of the following:
%%
%% `?GL_EXTENSIONS': For ``gl:getStringi'' only, returns the extension string supported
%% by the implementation at `Index' .
%%
%% Strings `?GL_VENDOR' and `?GL_RENDERER' together uniquely specify a platform.
%% They do not change from release to release and should be used by platform-recognition
%% algorithms.
%%
%% The `?GL_VERSION' and `?GL_SHADING_LANGUAGE_VERSION' strings begin with a version
%% number. The version number uses one of these forms:
%%
%% `major_number.minor_number'`major_number.minor_number.release_number'
%%
%% Vendor-specific information may follow the version number. Its format depends on the
%% implementation, but a space always separates the version number and the vendor-specific
%% information.
%%
%% All strings are null-terminated.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetString.xml">external</a> documentation.
-spec getString(Name) -> string() when Name :: enum().
getString(Name) ->
call(5075, <<Name:?GLenum>>).
%% @doc Block until all GL execution is complete
%%
%% ``gl:finish'' does not return until the effects of all previously called GL commands
%% are complete. Such effects include all changes to GL state, all changes to connection
%% state, and all changes to the frame buffer contents.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFinish.xml">external</a> documentation.
-spec finish() -> ok.
finish() ->
cast(5076, <<>>).
%% @doc Force execution of GL commands in finite time
%%
%% Different GL implementations buffer commands in several different locations, including
%% network buffers and the graphics accelerator itself. ``gl:flush'' empties all of these
%% buffers, causing all issued commands to be executed as quickly as they are accepted by
%% the actual rendering engine. Though this execution may not be completed in any particular
%% time period, it does complete in finite time.
%%
%% Because any GL program might be executed over a network, or on an accelerator that buffers
%% commands, all programs should call ``gl:flush'' whenever they count on having all of
%% their previously issued commands completed. For example, call ``gl:flush'' before waiting
%% for user input that depends on the generated image.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFlush.xml">external</a> documentation.
-spec flush() -> ok.
flush() ->
cast(5077, <<>>).
%% @doc Specify implementation-specific hints
%%
%% Certain aspects of GL behavior, when there is room for interpretation, can be controlled
%% with hints. A hint is specified with two arguments. `Target' is a symbolic constant
%% indicating the behavior to be controlled, and `Mode' is another symbolic constant
%% indicating the desired behavior. The initial value for each `Target' is `?GL_DONT_CARE'
%% . `Mode' can be one of the following:
%%
%% `?GL_FASTEST': The most efficient option should be chosen.
%%
%% `?GL_NICEST': The most correct, or highest quality, option should be chosen.
%%
%% `?GL_DONT_CARE': No preference.
%%
%% Though the implementation aspects that can be hinted are well defined, the interpretation
%% of the hints depends on the implementation. The hint aspects that can be specified with `Target'
%% , along with suggested semantics, are as follows:
%%
%% `?GL_FRAGMENT_SHADER_DERIVATIVE_HINT': Indicates the accuracy of the derivative
%% calculation for the GL shading language fragment processing built-in functions: `?dFdx'
%% , `?dFdy', and `?fwidth'.
%%
%% `?GL_LINE_SMOOTH_HINT': Indicates the sampling quality of antialiased lines. If
%% a larger filter function is applied, hinting `?GL_NICEST' can result in more pixel
%% fragments being generated during rasterization.
%%
%% `?GL_POLYGON_SMOOTH_HINT': Indicates the sampling quality of antialiased polygons.
%% Hinting `?GL_NICEST' can result in more pixel fragments being generated during rasterization,
%% if a larger filter function is applied.
%%
%% `?GL_TEXTURE_COMPRESSION_HINT': Indicates the quality and performance of the compressing
%% texture images. Hinting `?GL_FASTEST' indicates that texture images should be compressed
%% as quickly as possible, while `?GL_NICEST' indicates that texture images should be
%% compressed with as little image quality loss as possible. `?GL_NICEST' should be
%% selected if the texture is to be retrieved by {@link gl:getCompressedTexImage/3} for reuse.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glHint.xml">external</a> documentation.
-spec hint(Target, Mode) -> ok when Target :: enum(),Mode :: enum().
hint(Target,Mode) ->
cast(5078, <<Target:?GLenum,Mode:?GLenum>>).
%% @doc Specify the clear value for the depth buffer
%%
%% ``gl:clearDepth'' specifies the depth value used by {@link gl:clear/1} to clear the depth
%% buffer. Values specified by ``gl:clearDepth'' are clamped to the range [0 1].
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearDepth.xml">external</a> documentation.
-spec clearDepth(Depth) -> ok when Depth :: clamp().
clearDepth(Depth) ->
cast(5079, <<Depth:?GLclampd>>).
%% @doc Specify the value used for depth buffer comparisons
%%
%% ``gl:depthFunc'' specifies the function used to compare each incoming pixel depth value
%% with the depth value present in the depth buffer. The comparison is performed only if
%% depth testing is enabled. (See {@link gl:enable/1} and {@link gl:enable/1} of `?GL_DEPTH_TEST'
%% .)
%%
%% `Func' specifies the conditions under which the pixel will be drawn. The comparison
%% functions are as follows:
%%
%% `?GL_NEVER': Never passes.
%%
%% `?GL_LESS': Passes if the incoming depth value is less than the stored depth value.
%%
%%
%% `?GL_EQUAL': Passes if the incoming depth value is equal to the stored depth value.
%%
%%
%% `?GL_LEQUAL': Passes if the incoming depth value is less than or equal to the stored
%% depth value.
%%
%% `?GL_GREATER': Passes if the incoming depth value is greater than the stored depth
%% value.
%%
%% `?GL_NOTEQUAL': Passes if the incoming depth value is not equal to the stored depth
%% value.
%%
%% `?GL_GEQUAL': Passes if the incoming depth value is greater than or equal to the
%% stored depth value.
%%
%% `?GL_ALWAYS': Always passes.
%%
%% The initial value of `Func' is `?GL_LESS'. Initially, depth testing is disabled.
%% If depth testing is disabled or if no depth buffer exists, it is as if the depth test
%% always passes.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDepthFunc.xml">external</a> documentation.
-spec depthFunc(Func) -> ok when Func :: enum().
depthFunc(Func) ->
cast(5080, <<Func:?GLenum>>).
%% @doc Enable or disable writing into the depth buffer
%%
%% ``gl:depthMask'' specifies whether the depth buffer is enabled for writing. If `Flag'
%% is `?GL_FALSE', depth buffer writing is disabled. Otherwise, it is enabled. Initially,
%% depth buffer writing is enabled.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDepthMask.xml">external</a> documentation.
-spec depthMask(Flag) -> ok when Flag :: 0|1.
depthMask(Flag) ->
cast(5081, <<Flag:?GLboolean>>).
%% @doc Specify mapping of depth values from normalized device coordinates to window coordinates
%%
%% After clipping and division by `w', depth coordinates range from -1 to 1, corresponding
%% to the near and far clipping planes. ``gl:depthRange'' specifies a linear mapping of
%% the normalized depth coordinates in this range to window depth coordinates. Regardless
%% of the actual depth buffer implementation, window coordinate depth values are treated
%% as though they range from 0 through 1 (like color components). Thus, the values accepted
%% by ``gl:depthRange'' are both clamped to this range before they are accepted.
%%
%% The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this mapping,
%% the depth buffer range is fully utilized.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDepthRange.xml">external</a> documentation.
-spec depthRange(Near_val, Far_val) -> ok when Near_val :: clamp(),Far_val :: clamp().
depthRange(Near_val,Far_val) ->
cast(5082, <<Near_val:?GLclampd,Far_val:?GLclampd>>).
%% @doc Specify clear values for the accumulation buffer
%%
%% ``gl:clearAccum'' specifies the red, green, blue, and alpha values used by {@link gl:clear/1}
%% to clear the accumulation buffer.
%%
%% Values specified by ``gl:clearAccum'' are clamped to the range [-1 1].
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearAccum.xml">external</a> documentation.
-spec clearAccum(Red, Green, Blue, Alpha) -> ok when Red :: float(),Green :: float(),Blue :: float(),Alpha :: float().
clearAccum(Red,Green,Blue,Alpha) ->
cast(5083, <<Red:?GLfloat,Green:?GLfloat,Blue:?GLfloat,Alpha:?GLfloat>>).
%% @doc Operate on the accumulation buffer
%%
%% The accumulation buffer is an extended-range color buffer. Images are not rendered into
%% it. Rather, images rendered into one of the color buffers are added to the contents of
%% the accumulation buffer after rendering. Effects such as antialiasing (of points, lines,
%% and polygons), motion blur, and depth of field can be created by accumulating images generated
%% with different transformation matrices.
%%
%% Each pixel in the accumulation buffer consists of red, green, blue, and alpha values.
%% The number of bits per component in the accumulation buffer depends on the implementation.
%% You can examine this number by calling {@link gl:getBooleanv/1} four times, with arguments
%% `?GL_ACCUM_RED_BITS', `?GL_ACCUM_GREEN_BITS', `?GL_ACCUM_BLUE_BITS', and `?GL_ACCUM_ALPHA_BITS'
%% . Regardless of the number of bits per component, the range of values stored by each component
%% is [-1 1]. The accumulation buffer pixels are mapped one-to-one with frame buffer pixels.
%%
%% ``gl:accum'' operates on the accumulation buffer. The first argument, `Op' , is
%% a symbolic constant that selects an accumulation buffer operation. The second argument, `Value'
%% , is a floating-point value to be used in that operation. Five operations are specified: `?GL_ACCUM'
%% , `?GL_LOAD', `?GL_ADD', `?GL_MULT', and `?GL_RETURN'.
%%
%% All accumulation buffer operations are limited to the area of the current scissor box
%% and applied identically to the red, green, blue, and alpha components of each pixel. If
%% a ``gl:accum'' operation results in a value outside the range [-1 1], the contents of an
%% accumulation buffer pixel component are undefined.
%%
%% The operations are as follows:
%%
%% `?GL_ACCUM': Obtains R, G, B, and A values from the buffer currently selected for
%% reading (see {@link gl:readBuffer/1} ). Each component value is divided by 2 n-1, where
%% n is the number of bits allocated to each color component in the currently selected buffer.
%% The result is a floating-point value in the range [0 1], which is multiplied by `Value'
%% and added to the corresponding pixel component in the accumulation buffer, thereby updating
%% the accumulation buffer.
%%
%% `?GL_LOAD': Similar to `?GL_ACCUM', except that the current value in the accumulation
%% buffer is not used in the calculation of the new value. That is, the R, G, B, and A values
%% from the currently selected buffer are divided by 2 n-1, multiplied by `Value' ,
%% and then stored in the corresponding accumulation buffer cell, overwriting the current
%% value.
%%
%% `?GL_ADD': Adds `Value' to each R, G, B, and A in the accumulation buffer.
%%
%% `?GL_MULT': Multiplies each R, G, B, and A in the accumulation buffer by `Value'
%% and returns the scaled component to its corresponding accumulation buffer location.
%%
%% `?GL_RETURN': Transfers accumulation buffer values to the color buffer or buffers
%% currently selected for writing. Each R, G, B, and A component is multiplied by `Value'
%% , then multiplied by 2 n-1, clamped to the range [0 2 n-1], and stored in the corresponding
%% display buffer cell. The only fragment operations that are applied to this transfer are
%% pixel ownership, scissor, dithering, and color writemasks.
%%
%% To clear the accumulation buffer, call {@link gl:clearAccum/4} with R, G, B, and A values
%% to set it to, then call {@link gl:clear/1} with the accumulation buffer enabled.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glAccum.xml">external</a> documentation.
-spec accum(Op, Value) -> ok when Op :: enum(),Value :: float().
accum(Op,Value) ->
cast(5084, <<Op:?GLenum,Value:?GLfloat>>).
%% @doc Specify which matrix is the current matrix
%%
%% ``gl:matrixMode'' sets the current matrix mode. `Mode' can assume one of four values:
%%
%%
%% `?GL_MODELVIEW': Applies subsequent matrix operations to the modelview matrix stack.
%%
%%
%% `?GL_PROJECTION': Applies subsequent matrix operations to the projection matrix
%% stack.
%%
%% `?GL_TEXTURE': Applies subsequent matrix operations to the texture matrix stack.
%%
%% `?GL_COLOR': Applies subsequent matrix operations to the color matrix stack.
%%
%% To find out which matrix stack is currently the target of all matrix operations, call {@link gl:getBooleanv/1}
%% with argument `?GL_MATRIX_MODE'. The initial value is `?GL_MODELVIEW'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMatrixMode.xml">external</a> documentation.
-spec matrixMode(Mode) -> ok when Mode :: enum().
matrixMode(Mode) ->
cast(5085, <<Mode:?GLenum>>).
%% @doc Multiply the current matrix with an orthographic matrix
%%
%% ``gl:ortho'' describes a transformation that produces a parallel projection. The current
%% matrix (see {@link gl:matrixMode/1} ) is multiplied by this matrix and the result replaces
%% the current matrix, as if {@link gl:multMatrixd/1} were called with the following matrix
%% as its argument:
%%
%% ((2/(right-left)) 0 0(t x) 0(2/(top-bottom)) 0(t y) 0 0(-2/(farVal-nearVal))(t z) 0 0 0 1)
%%
%% where t x=-((right+left)/(right-left)) t y=-((top+bottom)/(top-bottom)) t z=-((farVal+nearVal)/(farVal-nearVal))
%%
%% Typically, the matrix mode is `?GL_PROJECTION', and (left bottom-nearVal) and (right top-nearVal) specify the points on
%% the near clipping plane that are mapped to the lower left and upper right corners of the
%% window, respectively, assuming that the eye is located at (0, 0, 0). -farVal specifies
%% the location of the far clipping plane. Both `NearVal' and `FarVal' can be either
%% positive or negative.
%%
%% Use {@link gl:pushMatrix/0} and {@link gl:pushMatrix/0} to save and restore the current
%% matrix stack.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml">external</a> documentation.
-spec ortho(Left, Right, Bottom, Top, Near_val, Far_val) -> ok when Left :: float(),Right :: float(),Bottom :: float(),Top :: float(),Near_val :: float(),Far_val :: float().
ortho(Left,Right,Bottom,Top,Near_val,Far_val) ->
cast(5086, <<Left:?GLdouble,Right:?GLdouble,Bottom:?GLdouble,Top:?GLdouble,Near_val:?GLdouble,Far_val:?GLdouble>>).
%% @doc Multiply the current matrix by a perspective matrix
%%
%% ``gl:frustum'' describes a perspective matrix that produces a perspective projection.
%% The current matrix (see {@link gl:matrixMode/1} ) is multiplied by this matrix and the result
%% replaces the current matrix, as if {@link gl:multMatrixd/1} were called with the following
%% matrix as its argument:
%%
%% [((2 nearVal)/(right-left)) 0 A 0 0((2 nearVal)/(top-bottom)) B 0 0 0 C D 0 0 -1 0]
%%
%% A=(right+left)/(right-left)
%%
%% B=(top+bottom)/(top-bottom)
%%
%% C=-((farVal+nearVal)/(farVal-nearVal))
%%
%% D=-((2 farVal nearVal)/(farVal-nearVal))
%%
%% Typically, the matrix mode is `?GL_PROJECTION', and (left bottom-nearVal) and (right top-nearVal) specify the points on
%% the near clipping plane that are mapped to the lower left and upper right corners of the
%% window, assuming that the eye is located at (0, 0, 0). -farVal specifies the location
%% of the far clipping plane. Both `NearVal' and `FarVal' must be positive.
%%
%% Use {@link gl:pushMatrix/0} and {@link gl:pushMatrix/0} to save and restore the current
%% matrix stack.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFrustum.xml">external</a> documentation.
-spec frustum(Left, Right, Bottom, Top, Near_val, Far_val) -> ok when Left :: float(),Right :: float(),Bottom :: float(),Top :: float(),Near_val :: float(),Far_val :: float().
frustum(Left,Right,Bottom,Top,Near_val,Far_val) ->
cast(5087, <<Left:?GLdouble,Right:?GLdouble,Bottom:?GLdouble,Top:?GLdouble,Near_val:?GLdouble,Far_val:?GLdouble>>).
%% @doc Set the viewport
%%
%% ``gl:viewport'' specifies the affine transformation of x and y from normalized device
%% coordinates to window coordinates. Let (x nd y nd) be normalized device coordinates. Then the window
%% coordinates (x w y w) are computed as follows:
%%
%% x w=(x nd+1) (width/2)+x
%%
%% y w=(y nd+1) (height/2)+y
%%
%% Viewport width and height are silently clamped to a range that depends on the implementation.
%% To query this range, call {@link gl:getBooleanv/1} with argument `?GL_MAX_VIEWPORT_DIMS'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glViewport.xml">external</a> documentation.
-spec viewport(X, Y, Width, Height) -> ok when X :: integer(),Y :: integer(),Width :: integer(),Height :: integer().
viewport(X,Y,Width,Height) ->
cast(5088, <<X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei>>).
%% @doc Push and pop the current matrix stack
%%
%% There is a stack of matrices for each of the matrix modes. In `?GL_MODELVIEW' mode,
%% the stack depth is at least 32. In the other modes, `?GL_COLOR', `?GL_PROJECTION'
%% , and `?GL_TEXTURE', the depth is at least 2. The current matrix in any mode is the
%% matrix on the top of the stack for that mode.
%%
%% ``gl:pushMatrix'' pushes the current matrix stack down by one, duplicating the current
%% matrix. That is, after a ``gl:pushMatrix'' call, the matrix on top of the stack is identical
%% to the one below it.
%%
%% {@link gl:pushMatrix/0} pops the current matrix stack, replacing the current matrix with
%% the one below it on the stack.
%%
%% Initially, each of the stacks contains one matrix, an identity matrix.
%%
%% It is an error to push a full matrix stack or to pop a matrix stack that contains only
%% a single matrix. In either case, the error flag is set and no other change is made to
%% GL state.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPushMatrix.xml">external</a> documentation.
-spec pushMatrix() -> ok.
pushMatrix() ->
cast(5089, <<>>).
%% @doc
%% See {@link pushMatrix/0}
-spec popMatrix() -> ok.
popMatrix() ->
cast(5090, <<>>).
%% @doc Replace the current matrix with the identity matrix
%%
%% ``gl:loadIdentity'' replaces the current matrix with the identity matrix. It is semantically
%% equivalent to calling {@link gl:loadMatrixd/1} with the identity matrix
%%
%% ((1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1))
%%
%% but in some cases it is more efficient.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLoadIdentity.xml">external</a> documentation.
-spec loadIdentity() -> ok.
loadIdentity() ->
cast(5091, <<>>).
%% @doc Replace the current matrix with the specified matrix
%%
%% ``gl:loadMatrix'' replaces the current matrix with the one whose elements are specified
%% by `M' . The current matrix is the projection matrix, modelview matrix, or texture
%% matrix, depending on the current matrix mode (see {@link gl:matrixMode/1} ).
%%
%% The current matrix, M, defines a transformation of coordinates. For instance, assume
%% M refers to the modelview matrix. If v=(v[0] v[1] v[2] v[3]) is the set of object coordinates of a vertex,
%% and `M' points to an array of 16 single- or double-precision floating-point values
%% m={m[0] m[1] ... m[15]}, then the modelview transformation M(v) does the following:
%%
%% M(v)=(m[0] m[4] m[8] m[12] m[1] m[5] m[9] m[13] m[2] m[6] m[10] m[14] m[3] m[7] m[11] m[15])×(v[0] v[1] v[2] v[3])
%%
%% Projection and texture transformations are similarly defined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml">external</a> documentation.
-spec loadMatrixd(M) -> ok when M :: matrix().
loadMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5092, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,M13:?GLdouble,M14:?GLdouble,M15:?GLdouble,M16:?GLdouble>>);
loadMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5092, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,0:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,0:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,0:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,1:?GLdouble>>).
%% @doc
%% See {@link loadMatrixd/1}
-spec loadMatrixf(M) -> ok when M :: matrix().
loadMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5093, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,M13:?GLfloat,M14:?GLfloat,M15:?GLfloat,M16:?GLfloat>>);
loadMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5093, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,0:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,0:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,0:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,1:?GLfloat>>).
%% @doc Multiply the current matrix with the specified matrix
%%
%% ``gl:multMatrix'' multiplies the current matrix with the one specified using `M' ,
%% and replaces the current matrix with the product.
%%
%% The current matrix is determined by the current matrix mode (see {@link gl:matrixMode/1} ).
%% It is either the projection matrix, modelview matrix, or the texture matrix.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMultMatrix.xml">external</a> documentation.
-spec multMatrixd(M) -> ok when M :: matrix().
multMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5094, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,M13:?GLdouble,M14:?GLdouble,M15:?GLdouble,M16:?GLdouble>>);
multMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5094, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,0:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,0:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,0:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,1:?GLdouble>>).
%% @doc
%% See {@link multMatrixd/1}
-spec multMatrixf(M) -> ok when M :: matrix().
multMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5095, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,M13:?GLfloat,M14:?GLfloat,M15:?GLfloat,M16:?GLfloat>>);
multMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5095, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,0:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,0:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,0:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,1:?GLfloat>>).
%% @doc Multiply the current matrix by a rotation matrix
%%
%% ``gl:rotate'' produces a rotation of `Angle' degrees around the vector (x y z). The current
%% matrix (see {@link gl:matrixMode/1} ) is multiplied by a rotation matrix with the product
%% replacing the current matrix, as if {@link gl:multMatrixd/1} were called with the following
%% matrix as its argument:
%%
%% (x 2(1-c)+c x y(1-c)-z s x z(1-c)+y s 0 y x(1-c)+z s y 2(1-c)+c y z(1-c)-x s 0 x z(1-c)-y s y z(1-c)+x s z 2(1-c)+c 0 0 0 0
%% 1)
%%
%% Where c=cos(angle), s=sin(angle), and ||(x y z)||=1 (if not, the GL will normalize this vector).
%%
%% If the matrix mode is either `?GL_MODELVIEW' or `?GL_PROJECTION', all objects
%% drawn after ``gl:rotate'' is called are rotated. Use {@link gl:pushMatrix/0} and {@link gl:pushMatrix/0}
%% to save and restore the unrotated coordinate system.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glRotate.xml">external</a> documentation.
-spec rotated(Angle, X, Y, Z) -> ok when Angle :: float(),X :: float(),Y :: float(),Z :: float().
rotated(Angle,X,Y,Z) ->
cast(5096, <<Angle:?GLdouble,X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc
%% See {@link rotated/4}
-spec rotatef(Angle, X, Y, Z) -> ok when Angle :: float(),X :: float(),Y :: float(),Z :: float().
rotatef(Angle,X,Y,Z) ->
cast(5097, <<Angle:?GLfloat,X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @doc Multiply the current matrix by a general scaling matrix
%%
%% ``gl:scale'' produces a nonuniform scaling along the `x', `y', and `z'
%% axes. The three parameters indicate the desired scale factor along each of the three axes.
%%
%%
%% The current matrix (see {@link gl:matrixMode/1} ) is multiplied by this scale matrix, and
%% the product replaces the current matrix as if {@link gl:multMatrixd/1} were called with
%% the following matrix as its argument:
%%
%% (x 0 0 0 0 y 0 0 0 0 z 0 0 0 0 1)
%%
%% If the matrix mode is either `?GL_MODELVIEW' or `?GL_PROJECTION', all objects
%% drawn after ``gl:scale'' is called are scaled.
%%
%% Use {@link gl:pushMatrix/0} and {@link gl:pushMatrix/0} to save and restore the unscaled
%% coordinate system.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glScale.xml">external</a> documentation.
-spec scaled(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
scaled(X,Y,Z) ->
cast(5098, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc
%% See {@link scaled/3}
-spec scalef(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
scalef(X,Y,Z) ->
cast(5099, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @doc Multiply the current matrix by a translation matrix
%%
%% ``gl:translate'' produces a translation by (x y z). The current matrix (see {@link gl:matrixMode/1}
%% ) is multiplied by this translation matrix, with the product replacing the current matrix,
%% as if {@link gl:multMatrixd/1} were called with the following matrix for its argument:
%%
%% (1 0 0 x 0 1 0 y 0 0 1 z 0 0 0 1)
%%
%% If the matrix mode is either `?GL_MODELVIEW' or `?GL_PROJECTION', all objects
%% drawn after a call to ``gl:translate'' are translated.
%%
%% Use {@link gl:pushMatrix/0} and {@link gl:pushMatrix/0} to save and restore the untranslated
%% coordinate system.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTranslate.xml">external</a> documentation.
-spec translated(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
translated(X,Y,Z) ->
cast(5100, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc
%% See {@link translated/3}
-spec translatef(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
translatef(X,Y,Z) ->
cast(5101, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @doc Determine if a name corresponds to a display list
%%
%% ``gl:isList'' returns `?GL_TRUE' if `List' is the name of a display list and
%% returns `?GL_FALSE' if it is not, or if an error occurs.
%%
%% A name returned by {@link gl:genLists/1} , but not yet associated with a display list by
%% calling {@link gl:newList/2} , is not the name of a display list.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsList.xml">external</a> documentation.
-spec isList(List) -> 0|1 when List :: integer().
isList(List) ->
call(5102, <<List:?GLuint>>).
%% @doc Delete a contiguous group of display lists
%%
%% ``gl:deleteLists'' causes a contiguous group of display lists to be deleted. `List'
%% is the name of the first display list to be deleted, and `Range' is the number of
%% display lists to delete. All display lists d with list<= d<= list+range-1 are
%% deleted.
%%
%% All storage locations allocated to the specified display lists are freed, and the names
%% are available for reuse at a later time. Names within the range that do not have an associated
%% display list are ignored. If `Range' is 0, nothing happens.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteLists.xml">external</a> documentation.
-spec deleteLists(List, Range) -> ok when List :: integer(),Range :: integer().
deleteLists(List,Range) ->
cast(5103, <<List:?GLuint,Range:?GLsizei>>).
%% @doc Generate a contiguous set of empty display lists
%%
%% ``gl:genLists'' has one argument, `Range' . It returns an integer `n' such
%% that `Range' contiguous empty display lists, named n, n+1, ..., n+range-1,
%% are created. If `Range' is 0, if there is no group of `Range' contiguous names
%% available, or if any error is generated, no display lists are generated, and 0 is returned.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenLists.xml">external</a> documentation.
-spec genLists(Range) -> integer() when Range :: integer().
genLists(Range) ->
call(5104, <<Range:?GLsizei>>).
%% @doc Create or replace a display list
%%
%% Display lists are groups of GL commands that have been stored for subsequent execution.
%% Display lists are created with ``gl:newList''. All subsequent commands are placed in
%% the display list, in the order issued, until {@link gl:endList/0} is called.
%%
%% ``gl:newList'' has two arguments. The first argument, `List' , is a positive integer
%% that becomes the unique name for the display list. Names can be created and reserved with
%% {@link gl:genLists/1} and tested for uniqueness with {@link gl:isList/1} . The second argument,
%% `Mode' , is a symbolic constant that can assume one of two values:
%%
%% `?GL_COMPILE': Commands are merely compiled.
%%
%% `?GL_COMPILE_AND_EXECUTE': Commands are executed as they are compiled into the display
%% list.
%%
%% Certain commands are not compiled into the display list but are executed immediately,
%% regardless of the display-list mode. These commands are {@link gl:areTexturesResident/1} , {@link gl:colorPointer/4}
%% , {@link gl:deleteLists/2} , {@link gl:deleteTextures/1} , {@link gl:enableClientState/1} , {@link gl:edgeFlagPointer/2}
%% , {@link gl:enableClientState/1} , {@link gl:feedbackBuffer/3} , {@link gl:finish/0} , {@link gl:flush/0}
%% , {@link gl:genLists/1} , {@link gl:genTextures/1} , {@link gl:indexPointer/3} , {@link gl:interleavedArrays/3}
%% , {@link gl:isEnabled/1} , {@link gl:isList/1} , {@link gl:isTexture/1} , {@link gl:normalPointer/3}
%% , {@link gl:pushClientAttrib/1} , {@link gl:pixelStoref/2} , {@link gl:pushClientAttrib/1} , {@link gl:readPixels/7}
%% , {@link gl:renderMode/1} , {@link gl:selectBuffer/2} , {@link gl:texCoordPointer/4} , {@link gl:vertexPointer/4}
%% , and all of the {@link gl:getBooleanv/1} commands.
%%
%% Similarly, {@link gl:texImage1D/8} , {@link gl:texImage2D/9} , and {@link gl:texImage3D/10}
%% are executed immediately and not compiled into the display list when their first argument
%% is `?GL_PROXY_TEXTURE_1D', `?GL_PROXY_TEXTURE_1D', or `?GL_PROXY_TEXTURE_3D'
%% , respectively.
%%
%% When the ARB_imaging extension is supported, {@link gl:histogram/4} executes immediately
%% when its argument is `?GL_PROXY_HISTOGRAM'. Similarly, {@link gl:colorTable/6} executes
%% immediately when its first argument is `?GL_PROXY_COLOR_TABLE', `?GL_PROXY_POST_CONVOLUTION_COLOR_TABLE'
%% , or `?GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE'.
%%
%% For OpenGL versions 1.3 and greater, or when the ARB_multitexture extension is supported,
%% {@link gl:clientActiveTexture/1} is not compiled into display lists, but executed immediately.
%%
%%
%% When {@link gl:endList/0} is encountered, the display-list definition is completed by
%% associating the list with the unique name `List' (specified in the ``gl:newList''
%% command). If a display list with name `List' already exists, it is replaced only
%% when {@link gl:endList/0} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glNewList.xml">external</a> documentation.
-spec newList(List, Mode) -> ok when List :: integer(),Mode :: enum().
newList(List,Mode) ->
cast(5105, <<List:?GLuint,Mode:?GLenum>>).
%% @doc glBeginList
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBeginList.xml">external</a> documentation.
-spec endList() -> ok.
endList() ->
cast(5106, <<>>).
%% @doc Execute a display list
%%
%% ``gl:callList'' causes the named display list to be executed. The commands saved in
%% the display list are executed in order, just as if they were called without using a display
%% list. If `List' has not been defined as a display list, ``gl:callList'' is ignored.
%%
%%
%% ``gl:callList'' can appear inside a display list. To avoid the possibility of infinite
%% recursion resulting from display lists calling one another, a limit is placed on the nesting
%% level of display lists during display-list execution. This limit is at least 64, and it
%% depends on the implementation.
%%
%% GL state is not saved and restored across a call to ``gl:callList''. Thus, changes
%% made to GL state during the execution of a display list remain after execution of the
%% display list is completed. Use {@link gl:pushAttrib/1} , {@link gl:pushAttrib/1} , {@link gl:pushMatrix/0}
%% , and {@link gl:pushMatrix/0} to preserve GL state across ``gl:callList'' calls.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCallList.xml">external</a> documentation.
-spec callList(List) -> ok when List :: integer().
callList(List) ->
cast(5107, <<List:?GLuint>>).
%% @doc Execute a list of display lists
%%
%% ``gl:callLists'' causes each display list in the list of names passed as `Lists'
%% to be executed. As a result, the commands saved in each display list are executed in order,
%% just as if they were called without using a display list. Names of display lists that
%% have not been defined are ignored.
%%
%% ``gl:callLists'' provides an efficient means for executing more than one display list. `Type'
%% allows lists with various name formats to be accepted. The formats are as follows:
%%
%% `?GL_BYTE': `Lists' is treated as an array of signed bytes, each in the range
%% -128 through 127.
%%
%% `?GL_UNSIGNED_BYTE': `Lists' is treated as an array of unsigned bytes, each
%% in the range 0 through 255.
%%
%% `?GL_SHORT': `Lists' is treated as an array of signed two-byte integers, each
%% in the range -32768 through 32767.
%%
%% `?GL_UNSIGNED_SHORT': `Lists' is treated as an array of unsigned two-byte integers,
%% each in the range 0 through 65535.
%%
%% `?GL_INT': `Lists' is treated as an array of signed four-byte integers.
%%
%% `?GL_UNSIGNED_INT': `Lists' is treated as an array of unsigned four-byte integers.
%%
%%
%% `?GL_FLOAT': `Lists' is treated as an array of four-byte floating-point values.
%%
%%
%% `?GL_2_BYTES': `Lists' is treated as an array of unsigned bytes. Each pair of
%% bytes specifies a single display-list name. The value of the pair is computed as 256 times
%% the unsigned value of the first byte plus the unsigned value of the second byte.
%%
%% `?GL_3_BYTES': `Lists' is treated as an array of unsigned bytes. Each triplet
%% of bytes specifies a single display-list name. The value of the triplet is computed as
%% 65536 times the unsigned value of the first byte, plus 256 times the unsigned value of
%% the second byte, plus the unsigned value of the third byte.
%%
%% `?GL_4_BYTES': `Lists' is treated as an array of unsigned bytes. Each quadruplet
%% of bytes specifies a single display-list name. The value of the quadruplet is computed
%% as 16777216 times the unsigned value of the first byte, plus 65536 times the unsigned
%% value of the second byte, plus 256 times the unsigned value of the third byte, plus the
%% unsigned value of the fourth byte.
%%
%% The list of display-list names is not null-terminated. Rather, `N' specifies how
%% many names are to be taken from `Lists' .
%%
%% An additional level of indirection is made available with the {@link gl:listBase/1} command,
%% which specifies an unsigned offset that is added to each display-list name specified in `Lists'
%% before that display list is executed.
%%
%% ``gl:callLists'' can appear inside a display list. To avoid the possibility of infinite
%% recursion resulting from display lists calling one another, a limit is placed on the nesting
%% level of display lists during display-list execution. This limit must be at least 64,
%% and it depends on the implementation.
%%
%% GL state is not saved and restored across a call to ``gl:callLists''. Thus, changes
%% made to GL state during the execution of the display lists remain after execution is completed.
%% Use {@link gl:pushAttrib/1} , {@link gl:pushAttrib/1} , {@link gl:pushMatrix/0} , and {@link gl:pushMatrix/0}
%% to preserve GL state across ``gl:callLists'' calls.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCallLists.xml">external</a> documentation.
-spec callLists(Lists) -> ok when Lists :: [integer()].
callLists(Lists) ->
cast(5108, <<(length(Lists)):?GLuint,
(<< <<C:?GLuint>> || C <- Lists>>)/binary,0:(((1+length(Lists)) rem 2)*32)>>).
%% @doc set the display-list base for
%%
%% {@link gl:callLists/1}
%%
%% {@link gl:callLists/1} specifies an array of offsets. Display-list names are generated
%% by adding `Base' to each offset. Names that reference valid display lists are executed;
%% the others are ignored.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glListBase.xml">external</a> documentation.
-spec listBase(Base) -> ok when Base :: integer().
listBase(Base) ->
cast(5109, <<Base:?GLuint>>).
%% @doc Delimit the vertices of a primitive or a group of like primitives
%%
%% ``gl:'begin''' and {@link gl:'begin'/1} delimit the vertices that define a primitive or a group
%% of like primitives. ``gl:'begin''' accepts a single argument that specifies in which of
%% ten ways the vertices are interpreted. Taking n as an integer count starting at one,
%% and N as the total number of vertices specified, the interpretations are as follows:
%%
%% `?GL_POINTS': Treats each vertex as a single point. Vertex n defines point n.
%% N points are drawn.
%%
%% `?GL_LINES': Treats each pair of vertices as an independent line segment. Vertices
%% 2 n-1 and 2 n define line n. N/2 lines are drawn.
%%
%% `?GL_LINE_STRIP': Draws a connected group of line segments from the first vertex
%% to the last. Vertices n and n+1 define line n. N-1 lines are drawn.
%%
%% `?GL_LINE_LOOP': Draws a connected group of line segments from the first vertex
%% to the last, then back to the first. Vertices n and n+1 define line n. The last
%% line, however, is defined by vertices N and 1. N lines are drawn.
%%
%% `?GL_TRIANGLES': Treats each triplet of vertices as an independent triangle. Vertices
%% 3 n-2, 3 n-1, and 3 n define triangle n. N/3 triangles are drawn.
%%
%% `?GL_TRIANGLE_STRIP': Draws a connected group of triangles. One triangle is defined
%% for each vertex presented after the first two vertices. For odd n, vertices n, n+1,
%% and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle
%% n. N-2 triangles are drawn.
%%
%% `?GL_TRIANGLE_FAN': Draws a connected group of triangles. One triangle is defined
%% for each vertex presented after the first two vertices. Vertices 1, n+1, and n+2
%% define triangle n. N-2 triangles are drawn.
%%
%% `?GL_QUADS': Treats each group of four vertices as an independent quadrilateral.
%% Vertices 4 n-3, 4 n-2, 4 n-1, and 4 n define quadrilateral n. N/4 quadrilaterals
%% are drawn.
%%
%% `?GL_QUAD_STRIP': Draws a connected group of quadrilaterals. One quadrilateral is
%% defined for each pair of vertices presented after the first pair. Vertices 2 n-1, 2
%% n, 2 n+2, and 2 n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note
%% that the order in which vertices are used to construct a quadrilateral from strip data
%% is different from that used with independent data.
%%
%% `?GL_POLYGON': Draws a single, convex polygon. Vertices 1 through N define this
%% polygon.
%%
%% Only a subset of GL commands can be used between ``gl:'begin''' and {@link gl:'begin'/1} .
%% The commands are {@link gl:vertex2d/2} , {@link gl:color3b/3} , {@link gl:secondaryColor3b/3} , {@link gl:indexd/1}
%% , {@link gl:normal3b/3} , {@link gl:fogCoordf/1} , {@link gl:texCoord1d/1} , {@link gl:multiTexCoord1d/2}
%% , {@link gl:vertexAttrib1d/2} , {@link gl:evalCoord1d/1} , {@link gl:evalPoint1/1} , {@link gl:arrayElement/1}
%% , {@link gl:materialf/3} , and {@link gl:edgeFlag/1} . Also, it is acceptable to use {@link gl:callList/1}
%% or {@link gl:callLists/1} to execute display lists that include only the preceding commands.
%% If any other GL command is executed between ``gl:'begin''' and {@link gl:'begin'/1} , the error
%% flag is set and the command is ignored.
%%
%% Regardless of the value chosen for `Mode' , there is no limit to the number of vertices
%% that can be defined between ``gl:'begin''' and {@link gl:'begin'/1} . Lines, triangles, quadrilaterals,
%% and polygons that are incompletely specified are not drawn. Incomplete specification results
%% when either too few vertices are provided to specify even a single primitive or when an
%% incorrect multiple of vertices is specified. The incomplete primitive is ignored; the
%% rest are drawn.
%%
%% The minimum specification of vertices for each primitive is as follows: 1 for a point,
%% 2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a polygon. Modes that
%% require a certain multiple of vertices are `?GL_LINES' (2), `?GL_TRIANGLES'
%% (3), `?GL_QUADS' (4), and `?GL_QUAD_STRIP' (2).
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBegin.xml">external</a> documentation.
-spec 'begin'(Mode) -> ok when Mode :: enum().
'begin'(Mode) ->
cast(5110, <<Mode:?GLenum>>).
%% @doc
%% See {@link 'begin'/1}
-spec 'end'() -> ok.
'end'() ->
cast(5111, <<>>).
%% @doc Specify a vertex
%%
%% ``gl:vertex'' commands are used within {@link gl:'begin'/1} / {@link gl:'begin'/1} pairs to specify
%% point, line, and polygon vertices. The current color, normal, texture coordinates, and
%% fog coordinate are associated with the vertex when ``gl:vertex'' is called.
%%
%% When only x and y are specified, z defaults to 0 and w defaults to 1. When x,
%% y, and z are specified, w defaults to 1.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertex.xml">external</a> documentation.
-spec vertex2d(X, Y) -> ok when X :: float(),Y :: float().
vertex2d(X,Y) ->
cast(5112, <<X:?GLdouble,Y:?GLdouble>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex2f(X, Y) -> ok when X :: float(),Y :: float().
vertex2f(X,Y) ->
cast(5113, <<X:?GLfloat,Y:?GLfloat>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex2i(X, Y) -> ok when X :: integer(),Y :: integer().
vertex2i(X,Y) ->
cast(5114, <<X:?GLint,Y:?GLint>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex2s(X, Y) -> ok when X :: integer(),Y :: integer().
vertex2s(X,Y) ->
cast(5115, <<X:?GLshort,Y:?GLshort>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex3d(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
vertex3d(X,Y,Z) ->
cast(5116, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex3f(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
vertex3f(X,Y,Z) ->
cast(5117, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex3i(X, Y, Z) -> ok when X :: integer(),Y :: integer(),Z :: integer().
vertex3i(X,Y,Z) ->
cast(5118, <<X:?GLint,Y:?GLint,Z:?GLint>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex3s(X, Y, Z) -> ok when X :: integer(),Y :: integer(),Z :: integer().
vertex3s(X,Y,Z) ->
cast(5119, <<X:?GLshort,Y:?GLshort,Z:?GLshort>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex4d(X, Y, Z, W) -> ok when X :: float(),Y :: float(),Z :: float(),W :: float().
vertex4d(X,Y,Z,W) ->
cast(5120, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex4f(X, Y, Z, W) -> ok when X :: float(),Y :: float(),Z :: float(),W :: float().
vertex4f(X,Y,Z,W) ->
cast(5121, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat,W:?GLfloat>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex4i(X, Y, Z, W) -> ok when X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
vertex4i(X,Y,Z,W) ->
cast(5122, <<X:?GLint,Y:?GLint,Z:?GLint,W:?GLint>>).
%% @doc
%% See {@link vertex2d/2}
-spec vertex4s(X, Y, Z, W) -> ok when X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
vertex4s(X,Y,Z,W) ->
cast(5123, <<X:?GLshort,Y:?GLshort,Z:?GLshort,W:?GLshort>>).
%% @equiv vertex2d(X,Y)
-spec vertex2dv(V) -> ok when V :: {X :: float(),Y :: float()}.
vertex2dv({X,Y}) -> vertex2d(X,Y).
%% @equiv vertex2f(X,Y)
-spec vertex2fv(V) -> ok when V :: {X :: float(),Y :: float()}.
vertex2fv({X,Y}) -> vertex2f(X,Y).
%% @equiv vertex2i(X,Y)
-spec vertex2iv(V) -> ok when V :: {X :: integer(),Y :: integer()}.
vertex2iv({X,Y}) -> vertex2i(X,Y).
%% @equiv vertex2s(X,Y)
-spec vertex2sv(V) -> ok when V :: {X :: integer(),Y :: integer()}.
vertex2sv({X,Y}) -> vertex2s(X,Y).
%% @equiv vertex3d(X,Y,Z)
-spec vertex3dv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
vertex3dv({X,Y,Z}) -> vertex3d(X,Y,Z).
%% @equiv vertex3f(X,Y,Z)
-spec vertex3fv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
vertex3fv({X,Y,Z}) -> vertex3f(X,Y,Z).
%% @equiv vertex3i(X,Y,Z)
-spec vertex3iv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
vertex3iv({X,Y,Z}) -> vertex3i(X,Y,Z).
%% @equiv vertex3s(X,Y,Z)
-spec vertex3sv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
vertex3sv({X,Y,Z}) -> vertex3s(X,Y,Z).
%% @equiv vertex4d(X,Y,Z,W)
-spec vertex4dv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
vertex4dv({X,Y,Z,W}) -> vertex4d(X,Y,Z,W).
%% @equiv vertex4f(X,Y,Z,W)
-spec vertex4fv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
vertex4fv({X,Y,Z,W}) -> vertex4f(X,Y,Z,W).
%% @equiv vertex4i(X,Y,Z,W)
-spec vertex4iv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
vertex4iv({X,Y,Z,W}) -> vertex4i(X,Y,Z,W).
%% @equiv vertex4s(X,Y,Z,W)
-spec vertex4sv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
vertex4sv({X,Y,Z,W}) -> vertex4s(X,Y,Z,W).
%% @doc Set the current normal vector
%%
%% The current normal is set to the given coordinates whenever ``gl:normal'' is issued.
%% Byte, short, or integer arguments are converted to floating-point format with a linear
%% mapping that maps the most positive representable integer value to 1.0 and the most negative
%% representable integer value to -1.0.
%%
%% Normals specified with ``gl:normal'' need not have unit length. If `?GL_NORMALIZE'
%% is enabled, then normals of any length specified with ``gl:normal'' are normalized after
%% transformation. If `?GL_RESCALE_NORMAL' is enabled, normals are scaled by a scaling
%% factor derived from the modelview matrix. `?GL_RESCALE_NORMAL' requires that the
%% originally specified normals were of unit length, and that the modelview matrix contain
%% only uniform scales for proper results. To enable and disable normalization, call {@link gl:enable/1}
%% and {@link gl:enable/1} with either `?GL_NORMALIZE' or `?GL_RESCALE_NORMAL'.
%% Normalization is initially disabled.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glNormal.xml">external</a> documentation.
-spec normal3b(Nx, Ny, Nz) -> ok when Nx :: integer(),Ny :: integer(),Nz :: integer().
normal3b(Nx,Ny,Nz) ->
cast(5124, <<Nx:?GLbyte,Ny:?GLbyte,Nz:?GLbyte>>).
%% @doc
%% See {@link normal3b/3}
-spec normal3d(Nx, Ny, Nz) -> ok when Nx :: float(),Ny :: float(),Nz :: float().
normal3d(Nx,Ny,Nz) ->
cast(5125, <<Nx:?GLdouble,Ny:?GLdouble,Nz:?GLdouble>>).
%% @doc
%% See {@link normal3b/3}
-spec normal3f(Nx, Ny, Nz) -> ok when Nx :: float(),Ny :: float(),Nz :: float().
normal3f(Nx,Ny,Nz) ->
cast(5126, <<Nx:?GLfloat,Ny:?GLfloat,Nz:?GLfloat>>).
%% @doc
%% See {@link normal3b/3}
-spec normal3i(Nx, Ny, Nz) -> ok when Nx :: integer(),Ny :: integer(),Nz :: integer().
normal3i(Nx,Ny,Nz) ->
cast(5127, <<Nx:?GLint,Ny:?GLint,Nz:?GLint>>).
%% @doc
%% See {@link normal3b/3}
-spec normal3s(Nx, Ny, Nz) -> ok when Nx :: integer(),Ny :: integer(),Nz :: integer().
normal3s(Nx,Ny,Nz) ->
cast(5128, <<Nx:?GLshort,Ny:?GLshort,Nz:?GLshort>>).
%% @equiv normal3b(Nx,Ny,Nz)
-spec normal3bv(V) -> ok when V :: {Nx :: integer(),Ny :: integer(),Nz :: integer()}.
normal3bv({Nx,Ny,Nz}) -> normal3b(Nx,Ny,Nz).
%% @equiv normal3d(Nx,Ny,Nz)
-spec normal3dv(V) -> ok when V :: {Nx :: float(),Ny :: float(),Nz :: float()}.
normal3dv({Nx,Ny,Nz}) -> normal3d(Nx,Ny,Nz).
%% @equiv normal3f(Nx,Ny,Nz)
-spec normal3fv(V) -> ok when V :: {Nx :: float(),Ny :: float(),Nz :: float()}.
normal3fv({Nx,Ny,Nz}) -> normal3f(Nx,Ny,Nz).
%% @equiv normal3i(Nx,Ny,Nz)
-spec normal3iv(V) -> ok when V :: {Nx :: integer(),Ny :: integer(),Nz :: integer()}.
normal3iv({Nx,Ny,Nz}) -> normal3i(Nx,Ny,Nz).
%% @equiv normal3s(Nx,Ny,Nz)
-spec normal3sv(V) -> ok when V :: {Nx :: integer(),Ny :: integer(),Nz :: integer()}.
normal3sv({Nx,Ny,Nz}) -> normal3s(Nx,Ny,Nz).
%% @doc Set the current color index
%%
%% ``gl:index'' updates the current (single-valued) color index. It takes one argument,
%% the new value for the current color index.
%%
%% The current index is stored as a floating-point value. Integer values are converted directly
%% to floating-point values, with no special mapping. The initial value is 1.
%%
%% Index values outside the representable range of the color index buffer are not clamped.
%% However, before an index is dithered (if enabled) and written to the frame buffer, it
%% is converted to fixed-point format. Any bits in the integer portion of the resulting fixed-point
%% value that do not correspond to bits in the frame buffer are masked out.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIndex.xml">external</a> documentation.
-spec indexd(C) -> ok when C :: float().
indexd(C) ->
cast(5129, <<C:?GLdouble>>).
%% @doc
%% See {@link indexd/1}
-spec indexf(C) -> ok when C :: float().
indexf(C) ->
cast(5130, <<C:?GLfloat>>).
%% @doc
%% See {@link indexd/1}
-spec indexi(C) -> ok when C :: integer().
indexi(C) ->
cast(5131, <<C:?GLint>>).
%% @doc
%% See {@link indexd/1}
-spec indexs(C) -> ok when C :: integer().
indexs(C) ->
cast(5132, <<C:?GLshort>>).
%% @doc
%% See {@link indexd/1}
-spec indexub(C) -> ok when C :: integer().
indexub(C) ->
cast(5133, <<C:?GLubyte>>).
%% @equiv indexd(C)
-spec indexdv(C) -> ok when C :: {C :: float()}.
indexdv({C}) -> indexd(C).
%% @equiv indexf(C)
-spec indexfv(C) -> ok when C :: {C :: float()}.
indexfv({C}) -> indexf(C).
%% @equiv indexi(C)
-spec indexiv(C) -> ok when C :: {C :: integer()}.
indexiv({C}) -> indexi(C).
%% @equiv indexs(C)
-spec indexsv(C) -> ok when C :: {C :: integer()}.
indexsv({C}) -> indexs(C).
%% @equiv indexub(C)
-spec indexubv(C) -> ok when C :: {C :: integer()}.
indexubv({C}) -> indexub(C).
%% @doc Set the current color
%%
%% The GL stores both a current single-valued color index and a current four-valued RGBA
%% color. ``gl:color'' sets a new four-valued RGBA color. ``gl:color'' has two major
%% variants: ``gl:color3'' and ``gl:color4''. ``gl:color3'' variants specify new red,
%% green, and blue values explicitly and set the current alpha value to 1.0 (full intensity)
%% implicitly. ``gl:color4'' variants specify all four color components explicitly.
%%
%% ``gl:color3b'', ``gl:color4b'', ``gl:color3s'', ``gl:color4s'', ``gl:color3i'',
%% and ``gl:color4i'' take three or four signed byte, short, or long integers as arguments.
%% When `v' is appended to the name, the color commands can take a pointer to an array
%% of such values.
%%
%% Current color values are stored in floating-point format, with unspecified mantissa and
%% exponent sizes. Unsigned integer color components, when specified, are linearly mapped
%% to floating-point values such that the largest representable value maps to 1.0 (full intensity),
%% and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are
%% linearly mapped to floating-point values such that the most positive representable value
%% maps to 1.0, and the most negative representable value maps to -1.0. (Note that this
%% mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly.
%%
%% Neither floating-point nor signed integer values are clamped to the range [0 1] before the
%% current color is updated. However, color components are clamped to this range before they
%% are interpolated or written into a color buffer.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColor.xml">external</a> documentation.
-spec color3b(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
color3b(Red,Green,Blue) ->
cast(5134, <<Red:?GLbyte,Green:?GLbyte,Blue:?GLbyte>>).
%% @doc
%% See {@link color3b/3}
-spec color3d(Red, Green, Blue) -> ok when Red :: float(),Green :: float(),Blue :: float().
color3d(Red,Green,Blue) ->
cast(5135, <<Red:?GLdouble,Green:?GLdouble,Blue:?GLdouble>>).
%% @doc
%% See {@link color3b/3}
-spec color3f(Red, Green, Blue) -> ok when Red :: float(),Green :: float(),Blue :: float().
color3f(Red,Green,Blue) ->
cast(5136, <<Red:?GLfloat,Green:?GLfloat,Blue:?GLfloat>>).
%% @doc
%% See {@link color3b/3}
-spec color3i(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
color3i(Red,Green,Blue) ->
cast(5137, <<Red:?GLint,Green:?GLint,Blue:?GLint>>).
%% @doc
%% See {@link color3b/3}
-spec color3s(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
color3s(Red,Green,Blue) ->
cast(5138, <<Red:?GLshort,Green:?GLshort,Blue:?GLshort>>).
%% @doc
%% See {@link color3b/3}
-spec color3ub(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
color3ub(Red,Green,Blue) ->
cast(5139, <<Red:?GLubyte,Green:?GLubyte,Blue:?GLubyte>>).
%% @doc
%% See {@link color3b/3}
-spec color3ui(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
color3ui(Red,Green,Blue) ->
cast(5140, <<Red:?GLuint,Green:?GLuint,Blue:?GLuint>>).
%% @doc
%% See {@link color3b/3}
-spec color3us(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
color3us(Red,Green,Blue) ->
cast(5141, <<Red:?GLushort,Green:?GLushort,Blue:?GLushort>>).
%% @doc
%% See {@link color3b/3}
-spec color4b(Red, Green, Blue, Alpha) -> ok when Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer().
color4b(Red,Green,Blue,Alpha) ->
cast(5142, <<Red:?GLbyte,Green:?GLbyte,Blue:?GLbyte,Alpha:?GLbyte>>).
%% @doc
%% See {@link color3b/3}
-spec color4d(Red, Green, Blue, Alpha) -> ok when Red :: float(),Green :: float(),Blue :: float(),Alpha :: float().
color4d(Red,Green,Blue,Alpha) ->
cast(5143, <<Red:?GLdouble,Green:?GLdouble,Blue:?GLdouble,Alpha:?GLdouble>>).
%% @doc
%% See {@link color3b/3}
-spec color4f(Red, Green, Blue, Alpha) -> ok when Red :: float(),Green :: float(),Blue :: float(),Alpha :: float().
color4f(Red,Green,Blue,Alpha) ->
cast(5144, <<Red:?GLfloat,Green:?GLfloat,Blue:?GLfloat,Alpha:?GLfloat>>).
%% @doc
%% See {@link color3b/3}
-spec color4i(Red, Green, Blue, Alpha) -> ok when Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer().
color4i(Red,Green,Blue,Alpha) ->
cast(5145, <<Red:?GLint,Green:?GLint,Blue:?GLint,Alpha:?GLint>>).
%% @doc
%% See {@link color3b/3}
-spec color4s(Red, Green, Blue, Alpha) -> ok when Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer().
color4s(Red,Green,Blue,Alpha) ->
cast(5146, <<Red:?GLshort,Green:?GLshort,Blue:?GLshort,Alpha:?GLshort>>).
%% @doc
%% See {@link color3b/3}
-spec color4ub(Red, Green, Blue, Alpha) -> ok when Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer().
color4ub(Red,Green,Blue,Alpha) ->
cast(5147, <<Red:?GLubyte,Green:?GLubyte,Blue:?GLubyte,Alpha:?GLubyte>>).
%% @doc
%% See {@link color3b/3}
-spec color4ui(Red, Green, Blue, Alpha) -> ok when Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer().
color4ui(Red,Green,Blue,Alpha) ->
cast(5148, <<Red:?GLuint,Green:?GLuint,Blue:?GLuint,Alpha:?GLuint>>).
%% @doc
%% See {@link color3b/3}
-spec color4us(Red, Green, Blue, Alpha) -> ok when Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer().
color4us(Red,Green,Blue,Alpha) ->
cast(5149, <<Red:?GLushort,Green:?GLushort,Blue:?GLushort,Alpha:?GLushort>>).
%% @equiv color3b(Red,Green,Blue)
-spec color3bv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
color3bv({Red,Green,Blue}) -> color3b(Red,Green,Blue).
%% @equiv color3d(Red,Green,Blue)
-spec color3dv(V) -> ok when V :: {Red :: float(),Green :: float(),Blue :: float()}.
color3dv({Red,Green,Blue}) -> color3d(Red,Green,Blue).
%% @equiv color3f(Red,Green,Blue)
-spec color3fv(V) -> ok when V :: {Red :: float(),Green :: float(),Blue :: float()}.
color3fv({Red,Green,Blue}) -> color3f(Red,Green,Blue).
%% @equiv color3i(Red,Green,Blue)
-spec color3iv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
color3iv({Red,Green,Blue}) -> color3i(Red,Green,Blue).
%% @equiv color3s(Red,Green,Blue)
-spec color3sv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
color3sv({Red,Green,Blue}) -> color3s(Red,Green,Blue).
%% @equiv color3ub(Red,Green,Blue)
-spec color3ubv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
color3ubv({Red,Green,Blue}) -> color3ub(Red,Green,Blue).
%% @equiv color3ui(Red,Green,Blue)
-spec color3uiv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
color3uiv({Red,Green,Blue}) -> color3ui(Red,Green,Blue).
%% @equiv color3us(Red,Green,Blue)
-spec color3usv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
color3usv({Red,Green,Blue}) -> color3us(Red,Green,Blue).
%% @equiv color4b(Red,Green,Blue,Alpha)
-spec color4bv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer()}.
color4bv({Red,Green,Blue,Alpha}) -> color4b(Red,Green,Blue,Alpha).
%% @equiv color4d(Red,Green,Blue,Alpha)
-spec color4dv(V) -> ok when V :: {Red :: float(),Green :: float(),Blue :: float(),Alpha :: float()}.
color4dv({Red,Green,Blue,Alpha}) -> color4d(Red,Green,Blue,Alpha).
%% @equiv color4f(Red,Green,Blue,Alpha)
-spec color4fv(V) -> ok when V :: {Red :: float(),Green :: float(),Blue :: float(),Alpha :: float()}.
color4fv({Red,Green,Blue,Alpha}) -> color4f(Red,Green,Blue,Alpha).
%% @equiv color4i(Red,Green,Blue,Alpha)
-spec color4iv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer()}.
color4iv({Red,Green,Blue,Alpha}) -> color4i(Red,Green,Blue,Alpha).
%% @equiv color4s(Red,Green,Blue,Alpha)
-spec color4sv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer()}.
color4sv({Red,Green,Blue,Alpha}) -> color4s(Red,Green,Blue,Alpha).
%% @equiv color4ub(Red,Green,Blue,Alpha)
-spec color4ubv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer()}.
color4ubv({Red,Green,Blue,Alpha}) -> color4ub(Red,Green,Blue,Alpha).
%% @equiv color4ui(Red,Green,Blue,Alpha)
-spec color4uiv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer()}.
color4uiv({Red,Green,Blue,Alpha}) -> color4ui(Red,Green,Blue,Alpha).
%% @equiv color4us(Red,Green,Blue,Alpha)
-spec color4usv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer(),Alpha :: integer()}.
color4usv({Red,Green,Blue,Alpha}) -> color4us(Red,Green,Blue,Alpha).
%% @doc Set the current texture coordinates
%%
%% ``gl:texCoord'' specifies texture coordinates in one, two, three, or four dimensions. ``gl:texCoord1''
%% sets the current texture coordinates to (s 0 0 1); a call to ``gl:texCoord2'' sets them to (s t
%% 0 1).
%% Similarly, ``gl:texCoord3'' specifies the texture coordinates as (s t r 1), and ``gl:texCoord4''
%% defines all four components explicitly as (s t r q).
%%
%% The current texture coordinates are part of the data that is associated with each vertex
%% and with the current raster position. Initially, the values for `s', `t', `r'
%% , and `q' are (0, 0, 0, 1).
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexCoord.xml">external</a> documentation.
-spec texCoord1d(S) -> ok when S :: float().
texCoord1d(S) ->
cast(5150, <<S:?GLdouble>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord1f(S) -> ok when S :: float().
texCoord1f(S) ->
cast(5151, <<S:?GLfloat>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord1i(S) -> ok when S :: integer().
texCoord1i(S) ->
cast(5152, <<S:?GLint>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord1s(S) -> ok when S :: integer().
texCoord1s(S) ->
cast(5153, <<S:?GLshort>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord2d(S, T) -> ok when S :: float(),T :: float().
texCoord2d(S,T) ->
cast(5154, <<S:?GLdouble,T:?GLdouble>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord2f(S, T) -> ok when S :: float(),T :: float().
texCoord2f(S,T) ->
cast(5155, <<S:?GLfloat,T:?GLfloat>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord2i(S, T) -> ok when S :: integer(),T :: integer().
texCoord2i(S,T) ->
cast(5156, <<S:?GLint,T:?GLint>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord2s(S, T) -> ok when S :: integer(),T :: integer().
texCoord2s(S,T) ->
cast(5157, <<S:?GLshort,T:?GLshort>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord3d(S, T, R) -> ok when S :: float(),T :: float(),R :: float().
texCoord3d(S,T,R) ->
cast(5158, <<S:?GLdouble,T:?GLdouble,R:?GLdouble>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord3f(S, T, R) -> ok when S :: float(),T :: float(),R :: float().
texCoord3f(S,T,R) ->
cast(5159, <<S:?GLfloat,T:?GLfloat,R:?GLfloat>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord3i(S, T, R) -> ok when S :: integer(),T :: integer(),R :: integer().
texCoord3i(S,T,R) ->
cast(5160, <<S:?GLint,T:?GLint,R:?GLint>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord3s(S, T, R) -> ok when S :: integer(),T :: integer(),R :: integer().
texCoord3s(S,T,R) ->
cast(5161, <<S:?GLshort,T:?GLshort,R:?GLshort>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord4d(S, T, R, Q) -> ok when S :: float(),T :: float(),R :: float(),Q :: float().
texCoord4d(S,T,R,Q) ->
cast(5162, <<S:?GLdouble,T:?GLdouble,R:?GLdouble,Q:?GLdouble>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord4f(S, T, R, Q) -> ok when S :: float(),T :: float(),R :: float(),Q :: float().
texCoord4f(S,T,R,Q) ->
cast(5163, <<S:?GLfloat,T:?GLfloat,R:?GLfloat,Q:?GLfloat>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord4i(S, T, R, Q) -> ok when S :: integer(),T :: integer(),R :: integer(),Q :: integer().
texCoord4i(S,T,R,Q) ->
cast(5164, <<S:?GLint,T:?GLint,R:?GLint,Q:?GLint>>).
%% @doc
%% See {@link texCoord1d/1}
-spec texCoord4s(S, T, R, Q) -> ok when S :: integer(),T :: integer(),R :: integer(),Q :: integer().
texCoord4s(S,T,R,Q) ->
cast(5165, <<S:?GLshort,T:?GLshort,R:?GLshort,Q:?GLshort>>).
%% @equiv texCoord1d(S)
-spec texCoord1dv(V) -> ok when V :: {S :: float()}.
texCoord1dv({S}) -> texCoord1d(S).
%% @equiv texCoord1f(S)
-spec texCoord1fv(V) -> ok when V :: {S :: float()}.
texCoord1fv({S}) -> texCoord1f(S).
%% @equiv texCoord1i(S)
-spec texCoord1iv(V) -> ok when V :: {S :: integer()}.
texCoord1iv({S}) -> texCoord1i(S).
%% @equiv texCoord1s(S)
-spec texCoord1sv(V) -> ok when V :: {S :: integer()}.
texCoord1sv({S}) -> texCoord1s(S).
%% @equiv texCoord2d(S,T)
-spec texCoord2dv(V) -> ok when V :: {S :: float(),T :: float()}.
texCoord2dv({S,T}) -> texCoord2d(S,T).
%% @equiv texCoord2f(S,T)
-spec texCoord2fv(V) -> ok when V :: {S :: float(),T :: float()}.
texCoord2fv({S,T}) -> texCoord2f(S,T).
%% @equiv texCoord2i(S,T)
-spec texCoord2iv(V) -> ok when V :: {S :: integer(),T :: integer()}.
texCoord2iv({S,T}) -> texCoord2i(S,T).
%% @equiv texCoord2s(S,T)
-spec texCoord2sv(V) -> ok when V :: {S :: integer(),T :: integer()}.
texCoord2sv({S,T}) -> texCoord2s(S,T).
%% @equiv texCoord3d(S,T,R)
-spec texCoord3dv(V) -> ok when V :: {S :: float(),T :: float(),R :: float()}.
texCoord3dv({S,T,R}) -> texCoord3d(S,T,R).
%% @equiv texCoord3f(S,T,R)
-spec texCoord3fv(V) -> ok when V :: {S :: float(),T :: float(),R :: float()}.
texCoord3fv({S,T,R}) -> texCoord3f(S,T,R).
%% @equiv texCoord3i(S,T,R)
-spec texCoord3iv(V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer()}.
texCoord3iv({S,T,R}) -> texCoord3i(S,T,R).
%% @equiv texCoord3s(S,T,R)
-spec texCoord3sv(V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer()}.
texCoord3sv({S,T,R}) -> texCoord3s(S,T,R).
%% @equiv texCoord4d(S,T,R,Q)
-spec texCoord4dv(V) -> ok when V :: {S :: float(),T :: float(),R :: float(),Q :: float()}.
texCoord4dv({S,T,R,Q}) -> texCoord4d(S,T,R,Q).
%% @equiv texCoord4f(S,T,R,Q)
-spec texCoord4fv(V) -> ok when V :: {S :: float(),T :: float(),R :: float(),Q :: float()}.
texCoord4fv({S,T,R,Q}) -> texCoord4f(S,T,R,Q).
%% @equiv texCoord4i(S,T,R,Q)
-spec texCoord4iv(V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer(),Q :: integer()}.
texCoord4iv({S,T,R,Q}) -> texCoord4i(S,T,R,Q).
%% @equiv texCoord4s(S,T,R,Q)
-spec texCoord4sv(V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer(),Q :: integer()}.
texCoord4sv({S,T,R,Q}) -> texCoord4s(S,T,R,Q).
%% @doc Specify the raster position for pixel operations
%%
%% The GL maintains a 3D position in window coordinates. This position, called the raster
%% position, is used to position pixel and bitmap write operations. It is maintained with
%% subpixel accuracy. See {@link gl:bitmap/7} , {@link gl:drawPixels/5} , and {@link gl:copyPixels/5}
%% .
%%
%% The current raster position consists of three window coordinates ( x, y, z), a clip
%% coordinate value ( w), an eye coordinate distance, a valid bit, and associated color
%% data and texture coordinates. The w coordinate is a clip coordinate, because w is
%% not projected to window coordinates. ``gl:rasterPos4'' specifies object coordinates x,
%% y, z, and w explicitly. ``gl:rasterPos3'' specifies object coordinate x, y, and
%% z explicitly, while w is implicitly set to 1. ``gl:rasterPos2'' uses the argument
%% values for x and y while implicitly setting z and w to 0 and 1.
%%
%% The object coordinates presented by ``gl:rasterPos'' are treated just like those of a {@link gl:vertex2d/2}
%% command: They are transformed by the current modelview and projection matrices and passed
%% to the clipping stage. If the vertex is not culled, then it is projected and scaled to
%% window coordinates, which become the new current raster position, and the `?GL_CURRENT_RASTER_POSITION_VALID'
%% flag is set. If the vertex `is' culled, then the valid bit is cleared and the current
%% raster position and associated color and texture coordinates are undefined.
%%
%% The current raster position also includes some associated color data and texture coordinates.
%% If lighting is enabled, then `?GL_CURRENT_RASTER_COLOR' (in RGBA mode) or `?GL_CURRENT_RASTER_INDEX'
%% (in color index mode) is set to the color produced by the lighting calculation (see {@link gl:lightf/3}
%% , {@link gl:lightModelf/2} , and {@link gl:shadeModel/1} ). If lighting is disabled, current
%% color (in RGBA mode, state variable `?GL_CURRENT_COLOR') or color index (in color
%% index mode, state variable `?GL_CURRENT_INDEX') is used to update the current raster
%% color. `?GL_CURRENT_RASTER_SECONDARY_COLOR' (in RGBA mode) is likewise updated.
%%
%% Likewise, `?GL_CURRENT_RASTER_TEXTURE_COORDS' is updated as a function of `?GL_CURRENT_TEXTURE_COORDS'
%% , based on the texture matrix and the texture generation functions (see {@link gl:texGend/3} ).
%% Finally, the distance from the origin of the eye coordinate system to the vertex as transformed
%% by only the modelview matrix replaces `?GL_CURRENT_RASTER_DISTANCE'.
%%
%% Initially, the current raster position is (0, 0, 0, 1), the current raster distance is
%% 0, the valid bit is set, the associated RGBA color is (1, 1, 1, 1), the associated color
%% index is 1, and the associated texture coordinates are (0, 0, 0, 1). In RGBA mode, `?GL_CURRENT_RASTER_INDEX'
%% is always 1; in color index mode, the current raster RGBA color always maintains its
%% initial value.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glRasterPos.xml">external</a> documentation.
-spec rasterPos2d(X, Y) -> ok when X :: float(),Y :: float().
rasterPos2d(X,Y) ->
cast(5166, <<X:?GLdouble,Y:?GLdouble>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos2f(X, Y) -> ok when X :: float(),Y :: float().
rasterPos2f(X,Y) ->
cast(5167, <<X:?GLfloat,Y:?GLfloat>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos2i(X, Y) -> ok when X :: integer(),Y :: integer().
rasterPos2i(X,Y) ->
cast(5168, <<X:?GLint,Y:?GLint>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos2s(X, Y) -> ok when X :: integer(),Y :: integer().
rasterPos2s(X,Y) ->
cast(5169, <<X:?GLshort,Y:?GLshort>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos3d(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
rasterPos3d(X,Y,Z) ->
cast(5170, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos3f(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
rasterPos3f(X,Y,Z) ->
cast(5171, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos3i(X, Y, Z) -> ok when X :: integer(),Y :: integer(),Z :: integer().
rasterPos3i(X,Y,Z) ->
cast(5172, <<X:?GLint,Y:?GLint,Z:?GLint>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos3s(X, Y, Z) -> ok when X :: integer(),Y :: integer(),Z :: integer().
rasterPos3s(X,Y,Z) ->
cast(5173, <<X:?GLshort,Y:?GLshort,Z:?GLshort>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos4d(X, Y, Z, W) -> ok when X :: float(),Y :: float(),Z :: float(),W :: float().
rasterPos4d(X,Y,Z,W) ->
cast(5174, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos4f(X, Y, Z, W) -> ok when X :: float(),Y :: float(),Z :: float(),W :: float().
rasterPos4f(X,Y,Z,W) ->
cast(5175, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat,W:?GLfloat>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos4i(X, Y, Z, W) -> ok when X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
rasterPos4i(X,Y,Z,W) ->
cast(5176, <<X:?GLint,Y:?GLint,Z:?GLint,W:?GLint>>).
%% @doc
%% See {@link rasterPos2d/2}
-spec rasterPos4s(X, Y, Z, W) -> ok when X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
rasterPos4s(X,Y,Z,W) ->
cast(5177, <<X:?GLshort,Y:?GLshort,Z:?GLshort,W:?GLshort>>).
%% @equiv rasterPos2d(X,Y)
-spec rasterPos2dv(V) -> ok when V :: {X :: float(),Y :: float()}.
rasterPos2dv({X,Y}) -> rasterPos2d(X,Y).
%% @equiv rasterPos2f(X,Y)
-spec rasterPos2fv(V) -> ok when V :: {X :: float(),Y :: float()}.
rasterPos2fv({X,Y}) -> rasterPos2f(X,Y).
%% @equiv rasterPos2i(X,Y)
-spec rasterPos2iv(V) -> ok when V :: {X :: integer(),Y :: integer()}.
rasterPos2iv({X,Y}) -> rasterPos2i(X,Y).
%% @equiv rasterPos2s(X,Y)
-spec rasterPos2sv(V) -> ok when V :: {X :: integer(),Y :: integer()}.
rasterPos2sv({X,Y}) -> rasterPos2s(X,Y).
%% @equiv rasterPos3d(X,Y,Z)
-spec rasterPos3dv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
rasterPos3dv({X,Y,Z}) -> rasterPos3d(X,Y,Z).
%% @equiv rasterPos3f(X,Y,Z)
-spec rasterPos3fv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
rasterPos3fv({X,Y,Z}) -> rasterPos3f(X,Y,Z).
%% @equiv rasterPos3i(X,Y,Z)
-spec rasterPos3iv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
rasterPos3iv({X,Y,Z}) -> rasterPos3i(X,Y,Z).
%% @equiv rasterPos3s(X,Y,Z)
-spec rasterPos3sv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
rasterPos3sv({X,Y,Z}) -> rasterPos3s(X,Y,Z).
%% @equiv rasterPos4d(X,Y,Z,W)
-spec rasterPos4dv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
rasterPos4dv({X,Y,Z,W}) -> rasterPos4d(X,Y,Z,W).
%% @equiv rasterPos4f(X,Y,Z,W)
-spec rasterPos4fv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
rasterPos4fv({X,Y,Z,W}) -> rasterPos4f(X,Y,Z,W).
%% @equiv rasterPos4i(X,Y,Z,W)
-spec rasterPos4iv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
rasterPos4iv({X,Y,Z,W}) -> rasterPos4i(X,Y,Z,W).
%% @equiv rasterPos4s(X,Y,Z,W)
-spec rasterPos4sv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
rasterPos4sv({X,Y,Z,W}) -> rasterPos4s(X,Y,Z,W).
%% @doc Draw a rectangle
%%
%% ``gl:rect'' supports efficient specification of rectangles as two corner points. Each
%% rectangle command takes four arguments, organized either as two consecutive pairs of (x y)
%% coordinates or as two pointers to arrays, each containing an (x y) pair. The resulting rectangle
%% is defined in the z=0 plane.
%%
%% ``gl:rect''( `X1' , `Y1' , `X2' , `Y2' ) is exactly equivalent to the
%% following sequence: glBegin(`?GL_POLYGON'); glVertex2( `X1' , `Y1' ); glVertex2(
%% `X2' , `Y1' ); glVertex2( `X2' , `Y2' ); glVertex2( `X1' , `Y2' );
%% glEnd(); Note that if the second vertex is above and to the right of the first vertex,
%% the rectangle is constructed with a counterclockwise winding.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glRect.xml">external</a> documentation.
-spec rectd(X1, Y1, X2, Y2) -> ok when X1 :: float(),Y1 :: float(),X2 :: float(),Y2 :: float().
rectd(X1,Y1,X2,Y2) ->
cast(5178, <<X1:?GLdouble,Y1:?GLdouble,X2:?GLdouble,Y2:?GLdouble>>).
%% @doc
%% See {@link rectd/4}
-spec rectf(X1, Y1, X2, Y2) -> ok when X1 :: float(),Y1 :: float(),X2 :: float(),Y2 :: float().
rectf(X1,Y1,X2,Y2) ->
cast(5179, <<X1:?GLfloat,Y1:?GLfloat,X2:?GLfloat,Y2:?GLfloat>>).
%% @doc
%% See {@link rectd/4}
-spec recti(X1, Y1, X2, Y2) -> ok when X1 :: integer(),Y1 :: integer(),X2 :: integer(),Y2 :: integer().
recti(X1,Y1,X2,Y2) ->
cast(5180, <<X1:?GLint,Y1:?GLint,X2:?GLint,Y2:?GLint>>).
%% @doc
%% See {@link rectd/4}
-spec rects(X1, Y1, X2, Y2) -> ok when X1 :: integer(),Y1 :: integer(),X2 :: integer(),Y2 :: integer().
rects(X1,Y1,X2,Y2) ->
cast(5181, <<X1:?GLshort,Y1:?GLshort,X2:?GLshort,Y2:?GLshort>>).
%% @doc
%% See {@link rectd/4}
-spec rectdv(V1, V2) -> ok when V1 :: {float(),float()},V2 :: {float(),float()}.
rectdv({V1,V2},{V1,V2}) ->
cast(5182, <<V1:?GLdouble,V2:?GLdouble,V1:?GLdouble,V2:?GLdouble>>).
%% @doc
%% See {@link rectd/4}
-spec rectfv(V1, V2) -> ok when V1 :: {float(),float()},V2 :: {float(),float()}.
rectfv({V1,V2},{V1,V2}) ->
cast(5183, <<V1:?GLfloat,V2:?GLfloat,V1:?GLfloat,V2:?GLfloat>>).
%% @doc
%% See {@link rectd/4}
-spec rectiv(V1, V2) -> ok when V1 :: {integer(),integer()},V2 :: {integer(),integer()}.
rectiv({V1,V2},{V1,V2}) ->
cast(5184, <<V1:?GLint,V2:?GLint,V1:?GLint,V2:?GLint>>).
%% @doc
%% See {@link rectd/4}
-spec rectsv(V1, V2) -> ok when V1 :: {integer(),integer()},V2 :: {integer(),integer()}.
rectsv({V1,V2},{V1,V2}) ->
cast(5185, <<V1:?GLshort,V2:?GLshort,V1:?GLshort,V2:?GLshort>>).
%% @doc Define an array of vertex data
%%
%% ``gl:vertexPointer'' specifies the location and data format of an array of vertex coordinates
%% to use when rendering. `Size' specifies the number of coordinates per vertex, and
%% must be 2, 3, or 4. `Type' specifies the data type of each coordinate, and `Stride'
%% specifies the byte stride from one vertex to the next, allowing vertices and attributes
%% to be packed into a single array or stored in separate arrays. (Single-array storage may
%% be more efficient on some implementations; see {@link gl:interleavedArrays/3} .)
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a vertex array is specified, `Pointer' is treated as a byte offset into the
%% buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as vertex array client-side state (`?GL_VERTEX_ARRAY_BUFFER_BINDING').
%%
%% When a vertex array is specified, `Size' , `Type' , `Stride' , and `Pointer'
%% are saved as client-side state, in addition to the current vertex array buffer object
%% binding.
%%
%% To enable and disable the vertex array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_VERTEX_ARRAY'. If enabled, the vertex array is used when {@link gl:arrayElement/1}
%% , {@link gl:drawArrays/3} , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements'
%% , or {@link gl:drawRangeElements/6} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexPointer.xml">external</a> documentation.
-spec vertexPointer(Size, Type, Stride, Ptr) -> ok when Size :: integer(),Type :: enum(),Stride :: integer(),Ptr :: offset()|mem().
vertexPointer(Size,Type,Stride,Ptr) when is_integer(Ptr) ->
cast(5186, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei,Ptr:?GLuint>>);
vertexPointer(Size,Type,Stride,Ptr) ->
send_bin(Ptr),
cast(5187, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei>>).
%% @doc Define an array of normals
%%
%% ``gl:normalPointer'' specifies the location and data format of an array of normals to
%% use when rendering. `Type' specifies the data type of each normal coordinate, and `Stride'
%% specifies the byte stride from one normal to the next, allowing vertices and attributes
%% to be packed into a single array or stored in separate arrays. (Single-array storage may
%% be more efficient on some implementations; see {@link gl:interleavedArrays/3} .)
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a normal array is specified, `Pointer' is treated as a byte offset into the
%% buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as normal vertex array client-side state (`?GL_NORMAL_ARRAY_BUFFER_BINDING'
%% ).
%%
%% When a normal array is specified, `Type' , `Stride' , and `Pointer' are
%% saved as client-side state, in addition to the current vertex array buffer object binding.
%%
%%
%% To enable and disable the normal array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_NORMAL_ARRAY'. If enabled, the normal array is used when {@link gl:drawArrays/3}
%% , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements', {@link gl:drawRangeElements/6}
%% , or {@link gl:arrayElement/1} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glNormalPointer.xml">external</a> documentation.
-spec normalPointer(Type, Stride, Ptr) -> ok when Type :: enum(),Stride :: integer(),Ptr :: offset()|mem().
normalPointer(Type,Stride,Ptr) when is_integer(Ptr) ->
cast(5188, <<Type:?GLenum,Stride:?GLsizei,Ptr:?GLuint>>);
normalPointer(Type,Stride,Ptr) ->
send_bin(Ptr),
cast(5189, <<Type:?GLenum,Stride:?GLsizei>>).
%% @doc Define an array of colors
%%
%% ``gl:colorPointer'' specifies the location and data format of an array of color components
%% to use when rendering. `Size' specifies the number of components per color, and must
%% be 3 or 4. `Type' specifies the data type of each color component, and `Stride'
%% specifies the byte stride from one color to the next, allowing vertices and attributes
%% to be packed into a single array or stored in separate arrays. (Single-array storage may
%% be more efficient on some implementations; see {@link gl:interleavedArrays/3} .)
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a color array is specified, `Pointer' is treated as a byte offset into the
%% buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as color vertex array client-side state (`?GL_COLOR_ARRAY_BUFFER_BINDING').
%%
%%
%% When a color array is specified, `Size' , `Type' , `Stride' , and `Pointer'
%% are saved as client-side state, in addition to the current vertex array buffer object
%% binding.
%%
%% To enable and disable the color array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_COLOR_ARRAY'. If enabled, the color array is used when {@link gl:drawArrays/3}
%% , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements', {@link gl:drawRangeElements/6}
%% , or {@link gl:arrayElement/1} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorPointer.xml">external</a> documentation.
-spec colorPointer(Size, Type, Stride, Ptr) -> ok when Size :: integer(),Type :: enum(),Stride :: integer(),Ptr :: offset()|mem().
colorPointer(Size,Type,Stride,Ptr) when is_integer(Ptr) ->
cast(5190, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei,Ptr:?GLuint>>);
colorPointer(Size,Type,Stride,Ptr) ->
send_bin(Ptr),
cast(5191, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei>>).
%% @doc Define an array of color indexes
%%
%% ``gl:indexPointer'' specifies the location and data format of an array of color indexes
%% to use when rendering. `Type' specifies the data type of each color index and `Stride'
%% specifies the byte stride from one color index to the next, allowing vertices and attributes
%% to be packed into a single array or stored in separate arrays.
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a color index array is specified, `Pointer' is treated as a byte offset into
%% the buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as color index vertex array client-side state (`?GL_INDEX_ARRAY_BUFFER_BINDING'
%% ).
%%
%% When a color index array is specified, `Type' , `Stride' , and `Pointer'
%% are saved as client-side state, in addition to the current vertex array buffer object
%% binding.
%%
%% To enable and disable the color index array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_INDEX_ARRAY'. If enabled, the color index array is used when
%% {@link gl:drawArrays/3} , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements'
%% , {@link gl:drawRangeElements/6} , or {@link gl:arrayElement/1} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIndexPointer.xml">external</a> documentation.
-spec indexPointer(Type, Stride, Ptr) -> ok when Type :: enum(),Stride :: integer(),Ptr :: offset()|mem().
indexPointer(Type,Stride,Ptr) when is_integer(Ptr) ->
cast(5192, <<Type:?GLenum,Stride:?GLsizei,Ptr:?GLuint>>);
indexPointer(Type,Stride,Ptr) ->
send_bin(Ptr),
cast(5193, <<Type:?GLenum,Stride:?GLsizei>>).
%% @doc Define an array of texture coordinates
%%
%% ``gl:texCoordPointer'' specifies the location and data format of an array of texture
%% coordinates to use when rendering. `Size' specifies the number of coordinates per
%% texture coordinate set, and must be 1, 2, 3, or 4. `Type' specifies the data type
%% of each texture coordinate, and `Stride' specifies the byte stride from one texture
%% coordinate set to the next, allowing vertices and attributes to be packed into a single
%% array or stored in separate arrays. (Single-array storage may be more efficient on some
%% implementations; see {@link gl:interleavedArrays/3} .)
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a texture coordinate array is specified, `Pointer' is treated as a byte offset
%% into the buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as texture coordinate vertex array client-side state (`?GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING'
%% ).
%%
%% When a texture coordinate array is specified, `Size' , `Type' , `Stride' ,
%% and `Pointer' are saved as client-side state, in addition to the current vertex array
%% buffer object binding.
%%
%% To enable and disable a texture coordinate array, call {@link gl:enableClientState/1}
%% and {@link gl:enableClientState/1} with the argument `?GL_TEXTURE_COORD_ARRAY'. If
%% enabled, the texture coordinate array is used when {@link gl:arrayElement/1} , {@link gl:drawArrays/3}
%% , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements',
%% or {@link gl:drawRangeElements/6} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml">external</a> documentation.
-spec texCoordPointer(Size, Type, Stride, Ptr) -> ok when Size :: integer(),Type :: enum(),Stride :: integer(),Ptr :: offset()|mem().
texCoordPointer(Size,Type,Stride,Ptr) when is_integer(Ptr) ->
cast(5194, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei,Ptr:?GLuint>>);
texCoordPointer(Size,Type,Stride,Ptr) ->
send_bin(Ptr),
cast(5195, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei>>).
%% @doc Define an array of edge flags
%%
%% ``gl:edgeFlagPointer'' specifies the location and data format of an array of boolean
%% edge flags to use when rendering. `Stride' specifies the byte stride from one edge
%% flag to the next, allowing vertices and attributes to be packed into a single array or
%% stored in separate arrays.
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while an edge flag array is specified, `Pointer' is treated as a byte offset into
%% the buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as edge flag vertex array client-side state (`?GL_EDGE_FLAG_ARRAY_BUFFER_BINDING'
%% ).
%%
%% When an edge flag array is specified, `Stride' and `Pointer' are saved as client-side
%% state, in addition to the current vertex array buffer object binding.
%%
%% To enable and disable the edge flag array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_EDGE_FLAG_ARRAY'. If enabled, the edge flag array is used
%% when {@link gl:drawArrays/3} , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements'
%% , {@link gl:drawRangeElements/6} , or {@link gl:arrayElement/1} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEdgeFlagPointer.xml">external</a> documentation.
-spec edgeFlagPointer(Stride, Ptr) -> ok when Stride :: integer(),Ptr :: offset()|mem().
edgeFlagPointer(Stride,Ptr) when is_integer(Ptr) ->
cast(5196, <<Stride:?GLsizei,Ptr:?GLuint>>);
edgeFlagPointer(Stride,Ptr) ->
send_bin(Ptr),
cast(5197, <<Stride:?GLsizei>>).
%% @doc Render a vertex using the specified vertex array element
%%
%% ``gl:arrayElement'' commands are used within {@link gl:'begin'/1} / {@link gl:'begin'/1} pairs
%% to specify vertex and attribute data for point, line, and polygon primitives. If `?GL_VERTEX_ARRAY'
%% is enabled when ``gl:arrayElement'' is called, a single vertex is drawn, using vertex
%% and attribute data taken from location `I' of the enabled arrays. If `?GL_VERTEX_ARRAY'
%% is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays
%% are modified.
%%
%% Use ``gl:arrayElement'' to construct primitives by indexing vertex data, rather than
%% by streaming through arrays of data in first-to-last order. Because each call specifies
%% only a single vertex, it is possible to explicitly specify per-primitive attributes such
%% as a single normal for each triangle.
%%
%% Changes made to array data between the execution of {@link gl:'begin'/1} and the corresponding
%% execution of {@link gl:'begin'/1} may affect calls to ``gl:arrayElement'' that are made within
%% the same {@link gl:'begin'/1} / {@link gl:'begin'/1} period in nonsequential ways. That is, a call
%% to ``gl:arrayElement'' that precedes a change to array data may access the changed data,
%% and a call that follows a change to array data may access original data.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glArrayElement.xml">external</a> documentation.
-spec arrayElement(I) -> ok when I :: integer().
arrayElement(I) ->
cast(5198, <<I:?GLint>>).
%% @doc Render primitives from array data
%%
%% ``gl:drawArrays'' specifies multiple geometric primitives with very few subroutine calls.
%% Instead of calling a GL procedure to pass each individual vertex, normal, texture coordinate,
%% edge flag, or color, you can prespecify separate arrays of vertices, normals, and colors
%% and use them to construct a sequence of primitives with a single call to ``gl:drawArrays''
%% .
%%
%% When ``gl:drawArrays'' is called, it uses `Count' sequential elements from each
%% enabled array to construct a sequence of geometric primitives, beginning with element `First'
%% . `Mode' specifies what kind of primitives are constructed and how the array elements
%% construct those primitives.
%%
%% Vertex attributes that are modified by ``gl:drawArrays'' have an unspecified value
%% after ``gl:drawArrays'' returns. Attributes that aren't modified remain well defined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawArrays.xml">external</a> documentation.
-spec drawArrays(Mode, First, Count) -> ok when Mode :: enum(),First :: integer(),Count :: integer().
drawArrays(Mode,First,Count) ->
cast(5199, <<Mode:?GLenum,First:?GLint,Count:?GLsizei>>).
%% @doc Render primitives from array data
%%
%% ``gl:drawElements'' specifies multiple geometric primitives with very few subroutine
%% calls. Instead of calling a GL function to pass each individual vertex, normal, texture
%% coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals,
%% and so on, and use them to construct a sequence of primitives with a single call to ``gl:drawElements''
%% .
%%
%% When ``gl:drawElements'' is called, it uses `Count' sequential elements from an
%% enabled array, starting at `Indices' to construct a sequence of geometric primitives.
%% `Mode' specifies what kind of primitives are constructed and how the array elements
%% construct these primitives. If more than one array is enabled, each is used.
%%
%% Vertex attributes that are modified by ``gl:drawElements'' have an unspecified value
%% after ``gl:drawElements'' returns. Attributes that aren't modified maintain their previous
%% values.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElements.xml">external</a> documentation.
-spec drawElements(Mode, Count, Type, Indices) -> ok when Mode :: enum(),Count :: integer(),Type :: enum(),Indices :: offset()|mem().
drawElements(Mode,Count,Type,Indices) when is_integer(Indices) ->
cast(5200, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Indices:?GLuint>>);
drawElements(Mode,Count,Type,Indices) ->
send_bin(Indices),
cast(5201, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum>>).
%% @doc Simultaneously specify and enable several interleaved arrays
%%
%% ``gl:interleavedArrays'' lets you specify and enable individual color, normal, texture
%% and vertex arrays whose elements are part of a larger aggregate array element. For some
%% implementations, this is more efficient than specifying the arrays separately.
%%
%% If `Stride' is 0, the aggregate elements are stored consecutively. Otherwise, `Stride'
%% bytes occur between the beginning of one aggregate array element and the beginning of
%% the next aggregate array element.
%%
%% `Format' serves as a ``key'' describing the extraction of individual arrays from
%% the aggregate array. If `Format' contains a T, then texture coordinates are extracted
%% from the interleaved array. If C is present, color values are extracted. If N is present,
%% normal coordinates are extracted. Vertex coordinates are always extracted.
%%
%% The digits 2, 3, and 4 denote how many values are extracted. F indicates that values
%% are extracted as floating-point values. Colors may also be extracted as 4 unsigned bytes
%% if 4UB follows the C. If a color is extracted as 4 unsigned bytes, the vertex array element
%% which follows is located at the first possible floating-point aligned address.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glInterleavedArrays.xml">external</a> documentation.
-spec interleavedArrays(Format, Stride, Pointer) -> ok when Format :: enum(),Stride :: integer(),Pointer :: offset()|mem().
interleavedArrays(Format,Stride,Pointer) when is_integer(Pointer) ->
cast(5202, <<Format:?GLenum,Stride:?GLsizei,Pointer:?GLuint>>);
interleavedArrays(Format,Stride,Pointer) ->
send_bin(Pointer),
cast(5203, <<Format:?GLenum,Stride:?GLsizei>>).
%% @doc Select flat or smooth shading
%%
%% GL primitives can have either flat or smooth shading. Smooth shading, the default, causes
%% the computed colors of vertices to be interpolated as the primitive is rasterized, typically
%% assigning different colors to each resulting pixel fragment. Flat shading selects the
%% computed color of just one vertex and assigns it to all the pixel fragments generated
%% by rasterizing a single primitive. In either case, the computed color of a vertex is the
%% result of lighting if lighting is enabled, or it is the current color at the time the
%% vertex was specified if lighting is disabled.
%%
%% Flat and smooth shading are indistinguishable for points. Starting when {@link gl:'begin'/1}
%% is issued and counting vertices and primitives from 1, the GL gives each flat-shaded line
%% segment i the computed color of vertex i+1, its second vertex. Counting similarly
%% from 1, the GL gives each flat-shaded polygon the computed color of the vertex listed
%% in the following table. This is the last vertex to specify the polygon in all cases except
%% single polygons, where the first vertex specifies the flat-shaded color.
%%
%% <table><tbody><tr><td>` Primitive Type of Polygon ' i</td><td>` Vertex '</td></tr>
%% </tbody><tbody><tr><td> Single polygon ( i== 1) </td><td> 1 </td></tr><tr><td> Triangle
%% strip </td><td> i+2</td></tr><tr><td> Triangle fan </td><td> i+2</td></tr><tr><td> Independent
%% triangle </td><td> 3 i</td></tr><tr><td> Quad strip </td><td> 2 i+2</td></tr><tr><td>
%% Independent quad </td><td> 4 i</td></tr></tbody></table>
%%
%% Flat and smooth shading are specified by ``gl:shadeModel'' with `Mode' set to `?GL_FLAT'
%% and `?GL_SMOOTH', respectively.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glShadeModel.xml">external</a> documentation.
-spec shadeModel(Mode) -> ok when Mode :: enum().
shadeModel(Mode) ->
cast(5204, <<Mode:?GLenum>>).
%% @doc Set light source parameters
%%
%% ``gl:light'' sets the values of individual light source parameters. `Light' names
%% the light and is a symbolic name of the form `?GL_LIGHT' i, where i ranges from 0
%% to the value of `?GL_MAX_LIGHTS' - 1. `Pname' specifies one of ten light source
%% parameters, again by symbolic name. `Params' is either a single value or a pointer
%% to an array that contains the new values.
%%
%% To enable and disable lighting calculation, call {@link gl:enable/1} and {@link gl:enable/1}
%% with argument `?GL_LIGHTING'. Lighting is initially disabled. When it is enabled,
%% light sources that are enabled contribute to the lighting calculation. Light source i
%% is enabled and disabled using {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_LIGHT'
%% i.
%%
%% The ten light parameters are as follows:
%%
%% `?GL_AMBIENT': `Params' contains four integer or floating-point values that
%% specify the ambient RGBA intensity of the light. Integer values are mapped linearly such
%% that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial ambient light intensity is (0, 0, 0, 1).
%%
%% `?GL_DIFFUSE': `Params' contains four integer or floating-point values that
%% specify the diffuse RGBA intensity of the light. Integer values are mapped linearly such
%% that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial value for `?GL_LIGHT0' is (1, 1, 1, 1); for other
%% lights, the initial value is (0, 0, 0, 1).
%%
%% `?GL_SPECULAR': `Params' contains four integer or floating-point values that
%% specify the specular RGBA intensity of the light. Integer values are mapped linearly such
%% that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial value for `?GL_LIGHT0' is (1, 1, 1, 1); for other
%% lights, the initial value is (0, 0, 0, 1).
%%
%% `?GL_POSITION': `Params' contains four integer or floating-point values that
%% specify the position of the light in homogeneous object coordinates. Both integer and
%% floating-point values are mapped directly. Neither integer nor floating-point values are
%% clamped.
%%
%% The position is transformed by the modelview matrix when ``gl:light'' is called (just
%% as if it were a point), and it is stored in eye coordinates. If the w component of the
%% position is 0, the light is treated as a directional source. Diffuse and specular lighting
%% calculations take the light's direction, but not its actual position, into account, and
%% attenuation is disabled. Otherwise, diffuse and specular lighting calculations are based
%% on the actual location of the light in eye coordinates, and attenuation is enabled. The
%% initial position is (0, 0, 1, 0); thus, the initial light source is directional, parallel
%% to, and in the direction of the -z axis.
%%
%% `?GL_SPOT_DIRECTION': `Params' contains three integer or floating-point values
%% that specify the direction of the light in homogeneous object coordinates. Both integer
%% and floating-point values are mapped directly. Neither integer nor floating-point values
%% are clamped.
%%
%% The spot direction is transformed by the upper 3x3 of the modelview matrix when ``gl:light''
%% is called, and it is stored in eye coordinates. It is significant only when `?GL_SPOT_CUTOFF'
%% is not 180, which it is initially. The initial direction is (0 0 -1).
%%
%% `?GL_SPOT_EXPONENT': `Params' is a single integer or floating-point value that
%% specifies the intensity distribution of the light. Integer and floating-point values are
%% mapped directly. Only values in the range [0 128] are accepted.
%%
%% Effective light intensity is attenuated by the cosine of the angle between the direction
%% of the light and the direction from the light to the vertex being lighted, raised to the
%% power of the spot exponent. Thus, higher spot exponents result in a more focused light
%% source, regardless of the spot cutoff angle (see `?GL_SPOT_CUTOFF', next paragraph).
%% The initial spot exponent is 0, resulting in uniform light distribution.
%%
%% `?GL_SPOT_CUTOFF': `Params' is a single integer or floating-point value that
%% specifies the maximum spread angle of a light source. Integer and floating-point values
%% are mapped directly. Only values in the range [0 90] and the special value 180 are accepted.
%% If the angle between the direction of the light and the direction from the light to the
%% vertex being lighted is greater than the spot cutoff angle, the light is completely masked.
%% Otherwise, its intensity is controlled by the spot exponent and the attenuation factors.
%% The initial spot cutoff is 180, resulting in uniform light distribution.
%%
%% `?GL_CONSTANT_ATTENUATION'
%%
%% `?GL_LINEAR_ATTENUATION'
%%
%% `?GL_QUADRATIC_ATTENUATION': `Params' is a single integer or floating-point
%% value that specifies one of the three light attenuation factors. Integer and floating-point
%% values are mapped directly. Only nonnegative values are accepted. If the light is positional,
%% rather than directional, its intensity is attenuated by the reciprocal of the sum of the
%% constant factor, the linear factor times the distance between the light and the vertex
%% being lighted, and the quadratic factor times the square of the same distance. The initial
%% attenuation factors are (1, 0, 0), resulting in no attenuation.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLight.xml">external</a> documentation.
-spec lightf(Light, Pname, Param) -> ok when Light :: enum(),Pname :: enum(),Param :: float().
lightf(Light,Pname,Param) ->
cast(5205, <<Light:?GLenum,Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link lightf/3}
-spec lighti(Light, Pname, Param) -> ok when Light :: enum(),Pname :: enum(),Param :: integer().
lighti(Light,Pname,Param) ->
cast(5206, <<Light:?GLenum,Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link lightf/3}
-spec lightfv(Light, Pname, Params) -> ok when Light :: enum(),Pname :: enum(),Params :: {float()}.
lightfv(Light,Pname,Params) ->
cast(5207, <<Light:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link lightf/3}
-spec lightiv(Light, Pname, Params) -> ok when Light :: enum(),Pname :: enum(),Params :: {integer()}.
lightiv(Light,Pname,Params) ->
cast(5208, <<Light:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc Return light source parameter values
%%
%% ``gl:getLight'' returns in `Params' the value or values of a light source parameter.
%% `Light' names the light and is a symbolic name of the form `?GL_LIGHT' i where
%% i ranges from 0 to the value of `?GL_MAX_LIGHTS' - 1. `?GL_MAX_LIGHTS' is an
%% implementation dependent constant that is greater than or equal to eight. `Pname'
%% specifies one of ten light source parameters, again by symbolic name.
%%
%% The following parameters are defined:
%%
%% `?GL_AMBIENT': `Params' returns four integer or floating-point values representing
%% the ambient intensity of the light source. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value is (0, 0, 0, 1).
%%
%% `?GL_DIFFUSE': `Params' returns four integer or floating-point values representing
%% the diffuse intensity of the light source. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value for `?GL_LIGHT0' is (1, 1, 1, 1); for
%% other lights, the initial value is (0, 0, 0, 0).
%%
%% `?GL_SPECULAR': `Params' returns four integer or floating-point values representing
%% the specular intensity of the light source. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value for `?GL_LIGHT0' is (1, 1, 1, 1); for
%% other lights, the initial value is (0, 0, 0, 0).
%%
%% `?GL_POSITION': `Params' returns four integer or floating-point values representing
%% the position of the light source. Integer values, when requested, are computed by rounding
%% the internal floating-point values to the nearest integer value. The returned values are
%% those maintained in eye coordinates. They will not be equal to the values specified using
%% {@link gl:lightf/3} , unless the modelview matrix was identity at the time {@link gl:lightf/3}
%% was called. The initial value is (0, 0, 1, 0).
%%
%% `?GL_SPOT_DIRECTION': `Params' returns three integer or floating-point values
%% representing the direction of the light source. Integer values, when requested, are computed
%% by rounding the internal floating-point values to the nearest integer value. The returned
%% values are those maintained in eye coordinates. They will not be equal to the values specified
%% using {@link gl:lightf/3} , unless the modelview matrix was identity at the time {@link gl:lightf/3}
%% was called. Although spot direction is normalized before being used in the lighting equation,
%% the returned values are the transformed versions of the specified values prior to normalization.
%% The initial value is (0 0 -1).
%%
%% `?GL_SPOT_EXPONENT': `Params' returns a single integer or floating-point value
%% representing the spot exponent of the light. An integer value, when requested, is computed
%% by rounding the internal floating-point representation to the nearest integer. The initial
%% value is 0.
%%
%% `?GL_SPOT_CUTOFF': `Params' returns a single integer or floating-point value
%% representing the spot cutoff angle of the light. An integer value, when requested, is
%% computed by rounding the internal floating-point representation to the nearest integer.
%% The initial value is 180.
%%
%% `?GL_CONSTANT_ATTENUATION': `Params' returns a single integer or floating-point
%% value representing the constant (not distance-related) attenuation of the light. An integer
%% value, when requested, is computed by rounding the internal floating-point representation
%% to the nearest integer. The initial value is 1.
%%
%% `?GL_LINEAR_ATTENUATION': `Params' returns a single integer or floating-point
%% value representing the linear attenuation of the light. An integer value, when requested,
%% is computed by rounding the internal floating-point representation to the nearest integer.
%% The initial value is 0.
%%
%% `?GL_QUADRATIC_ATTENUATION': `Params' returns a single integer or floating-point
%% value representing the quadratic attenuation of the light. An integer value, when requested,
%% is computed by rounding the internal floating-point representation to the nearest integer.
%% The initial value is 0.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetLight.xml">external</a> documentation.
-spec getLightfv(Light, Pname) -> {float(),float(),float(),float()} when Light :: enum(),Pname :: enum().
getLightfv(Light,Pname) ->
call(5209, <<Light:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getLightfv/2}
-spec getLightiv(Light, Pname) -> {integer(),integer(),integer(),integer()} when Light :: enum(),Pname :: enum().
getLightiv(Light,Pname) ->
call(5210, <<Light:?GLenum,Pname:?GLenum>>).
%% @doc Set the lighting model parameters
%%
%% ``gl:lightModel'' sets the lighting model parameter. `Pname' names a parameter
%% and `Params' gives the new value. There are three lighting model parameters:
%%
%% `?GL_LIGHT_MODEL_AMBIENT': `Params' contains four integer or floating-point
%% values that specify the ambient RGBA intensity of the entire scene. Integer values are
%% mapped linearly such that the most positive representable value maps to 1.0, and the most
%% negative representable value maps to -1.0. Floating-point values are mapped directly.
%% Neither integer nor floating-point values are clamped. The initial ambient scene intensity
%% is (0.2, 0.2, 0.2, 1.0).
%%
%% `?GL_LIGHT_MODEL_COLOR_CONTROL': `Params' must be either `?GL_SEPARATE_SPECULAR_COLOR'
%% or `?GL_SINGLE_COLOR'. `?GL_SINGLE_COLOR' specifies that a single color is
%% generated from the lighting computation for a vertex. `?GL_SEPARATE_SPECULAR_COLOR'
%% specifies that the specular color computation of lighting be stored separately from the
%% remainder of the lighting computation. The specular color is summed into the generated
%% fragment's color after the application of texture mapping (if enabled). The initial value
%% is `?GL_SINGLE_COLOR'.
%%
%% `?GL_LIGHT_MODEL_LOCAL_VIEWER': `Params' is a single integer or floating-point
%% value that specifies how specular reflection angles are computed. If `Params' is
%% 0 (or 0.0), specular reflection angles take the view direction to be parallel to and in
%% the direction of the -`z' axis, regardless of the location of the vertex in eye coordinates.
%% Otherwise, specular reflections are computed from the origin of the eye coordinate system.
%% The initial value is 0.
%%
%% `?GL_LIGHT_MODEL_TWO_SIDE': `Params' is a single integer or floating-point value
%% that specifies whether one- or two-sided lighting calculations are done for polygons.
%% It has no effect on the lighting calculations for points, lines, or bitmaps. If `Params'
%% is 0 (or 0.0), one-sided lighting is specified, and only the `front' material parameters
%% are used in the lighting equation. Otherwise, two-sided lighting is specified. In this
%% case, vertices of back-facing polygons are lighted using the `back' material parameters
%% and have their normals reversed before the lighting equation is evaluated. Vertices of
%% front-facing polygons are always lighted using the `front' material parameters, with
%% no change to their normals. The initial value is 0.
%%
%% In RGBA mode, the lighted color of a vertex is the sum of the material emission intensity,
%% the product of the material ambient reflectance and the lighting model full-scene ambient
%% intensity, and the contribution of each enabled light source. Each light source contributes
%% the sum of three terms: ambient, diffuse, and specular. The ambient light source contribution
%% is the product of the material ambient reflectance and the light's ambient intensity.
%% The diffuse light source contribution is the product of the material diffuse reflectance,
%% the light's diffuse intensity, and the dot product of the vertex's normal with the normalized
%% vector from the vertex to the light source. The specular light source contribution is
%% the product of the material specular reflectance, the light's specular intensity, and
%% the dot product of the normalized vertex-to-eye and vertex-to-light vectors, raised to
%% the power of the shininess of the material. All three light source contributions are attenuated
%% equally based on the distance from the vertex to the light source and on light source
%% direction, spread exponent, and spread cutoff angle. All dot products are replaced with
%% 0 if they evaluate to a negative value.
%%
%% The alpha component of the resulting lighted color is set to the alpha value of the material
%% diffuse reflectance.
%%
%% In color index mode, the value of the lighted index of a vertex ranges from the ambient
%% to the specular values passed to {@link gl:materialf/3} using `?GL_COLOR_INDEXES'.
%% Diffuse and specular coefficients, computed with a (.30, .59, .11) weighting of the lights'
%% colors, the shininess of the material, and the same reflection and attenuation equations
%% as in the RGBA case, determine how much above ambient the resulting index is.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLightModel.xml">external</a> documentation.
-spec lightModelf(Pname, Param) -> ok when Pname :: enum(),Param :: float().
lightModelf(Pname,Param) ->
cast(5211, <<Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link lightModelf/2}
-spec lightModeli(Pname, Param) -> ok when Pname :: enum(),Param :: integer().
lightModeli(Pname,Param) ->
cast(5212, <<Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link lightModelf/2}
-spec lightModelfv(Pname, Params) -> ok when Pname :: enum(),Params :: {float()}.
lightModelfv(Pname,Params) ->
cast(5213, <<Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((0+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link lightModelf/2}
-spec lightModeliv(Pname, Params) -> ok when Pname :: enum(),Params :: {integer()}.
lightModeliv(Pname,Params) ->
cast(5214, <<Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((0+size(Params)) rem 2)*32)>>).
%% @doc Specify material parameters for the lighting model
%%
%% ``gl:material'' assigns values to material parameters. There are two matched sets of
%% material parameters. One, the `front-facing' set, is used to shade points, lines,
%% bitmaps, and all polygons (when two-sided lighting is disabled), or just front-facing
%% polygons (when two-sided lighting is enabled). The other set, `back-facing', is used
%% to shade back-facing polygons only when two-sided lighting is enabled. Refer to the {@link gl:lightModelf/2}
%% reference page for details concerning one- and two-sided lighting calculations.
%%
%% ``gl:material'' takes three arguments. The first, `Face' , specifies whether the `?GL_FRONT'
%% materials, the `?GL_BACK' materials, or both `?GL_FRONT_AND_BACK' materials
%% will be modified. The second, `Pname' , specifies which of several parameters in one
%% or both sets will be modified. The third, `Params' , specifies what value or values
%% will be assigned to the specified parameter.
%%
%% Material parameters are used in the lighting equation that is optionally applied to each
%% vertex. The equation is discussed in the {@link gl:lightModelf/2} reference page. The parameters
%% that can be specified using ``gl:material'', and their interpretations by the lighting
%% equation, are as follows:
%%
%% `?GL_AMBIENT': `Params' contains four integer or floating-point values that
%% specify the ambient RGBA reflectance of the material. Integer values are mapped linearly
%% such that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial ambient reflectance for both front- and back-facing materials
%% is (0.2, 0.2, 0.2, 1.0).
%%
%% `?GL_DIFFUSE': `Params' contains four integer or floating-point values that
%% specify the diffuse RGBA reflectance of the material. Integer values are mapped linearly
%% such that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial diffuse reflectance for both front- and back-facing materials
%% is (0.8, 0.8, 0.8, 1.0).
%%
%% `?GL_SPECULAR': `Params' contains four integer or floating-point values that
%% specify the specular RGBA reflectance of the material. Integer values are mapped linearly
%% such that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial specular reflectance for both front- and back-facing materials
%% is (0, 0, 0, 1).
%%
%% `?GL_EMISSION': `Params' contains four integer or floating-point values that
%% specify the RGBA emitted light intensity of the material. Integer values are mapped linearly
%% such that the most positive representable value maps to 1.0, and the most negative representable
%% value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point
%% values are clamped. The initial emission intensity for both front- and back-facing materials
%% is (0, 0, 0, 1).
%%
%% `?GL_SHININESS': `Params' is a single integer or floating-point value that specifies
%% the RGBA specular exponent of the material. Integer and floating-point values are mapped
%% directly. Only values in the range [0 128] are accepted. The initial specular exponent for both
%% front- and back-facing materials is 0.
%%
%% `?GL_AMBIENT_AND_DIFFUSE': Equivalent to calling ``gl:material'' twice with the
%% same parameter values, once with `?GL_AMBIENT' and once with `?GL_DIFFUSE'.
%%
%% `?GL_COLOR_INDEXES': `Params' contains three integer or floating-point values
%% specifying the color indices for ambient, diffuse, and specular lighting. These three
%% values, and `?GL_SHININESS', are the only material values used by the color index
%% mode lighting equation. Refer to the {@link gl:lightModelf/2} reference page for a discussion
%% of color index lighting.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMaterial.xml">external</a> documentation.
-spec materialf(Face, Pname, Param) -> ok when Face :: enum(),Pname :: enum(),Param :: float().
materialf(Face,Pname,Param) ->
cast(5215, <<Face:?GLenum,Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link materialf/3}
-spec materiali(Face, Pname, Param) -> ok when Face :: enum(),Pname :: enum(),Param :: integer().
materiali(Face,Pname,Param) ->
cast(5216, <<Face:?GLenum,Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link materialf/3}
-spec materialfv(Face, Pname, Params) -> ok when Face :: enum(),Pname :: enum(),Params :: {float()}.
materialfv(Face,Pname,Params) ->
cast(5217, <<Face:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link materialf/3}
-spec materialiv(Face, Pname, Params) -> ok when Face :: enum(),Pname :: enum(),Params :: {integer()}.
materialiv(Face,Pname,Params) ->
cast(5218, <<Face:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc Return material parameters
%%
%% ``gl:getMaterial'' returns in `Params' the value or values of parameter `Pname'
%% of material `Face' . Six parameters are defined:
%%
%% `?GL_AMBIENT': `Params' returns four integer or floating-point values representing
%% the ambient reflectance of the material. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value is (0.2, 0.2, 0.2, 1.0)
%%
%% `?GL_DIFFUSE': `Params' returns four integer or floating-point values representing
%% the diffuse reflectance of the material. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value is (0.8, 0.8, 0.8, 1.0).
%%
%% `?GL_SPECULAR': `Params' returns four integer or floating-point values representing
%% the specular reflectance of the material. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value is (0, 0, 0, 1).
%%
%% `?GL_EMISSION': `Params' returns four integer or floating-point values representing
%% the emitted light intensity of the material. Integer values, when requested, are linearly
%% mapped from the internal floating-point representation such that 1.0 maps to the most
%% positive representable integer value, and -1.0 maps to the most negative representable
%% integer value. If the internal value is outside the range [-1 1], the corresponding integer
%% return value is undefined. The initial value is (0, 0, 0, 1).
%%
%% `?GL_SHININESS': `Params' returns one integer or floating-point value representing
%% the specular exponent of the material. Integer values, when requested, are computed by
%% rounding the internal floating-point value to the nearest integer value. The initial value
%% is 0.
%%
%% `?GL_COLOR_INDEXES': `Params' returns three integer or floating-point values
%% representing the ambient, diffuse, and specular indices of the material. These indices
%% are used only for color index lighting. (All the other parameters are used only for RGBA
%% lighting.) Integer values, when requested, are computed by rounding the internal floating-point
%% values to the nearest integer values.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetMaterial.xml">external</a> documentation.
-spec getMaterialfv(Face, Pname) -> {float(),float(),float(),float()} when Face :: enum(),Pname :: enum().
getMaterialfv(Face,Pname) ->
call(5219, <<Face:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getMaterialfv/2}
-spec getMaterialiv(Face, Pname) -> {integer(),integer(),integer(),integer()} when Face :: enum(),Pname :: enum().
getMaterialiv(Face,Pname) ->
call(5220, <<Face:?GLenum,Pname:?GLenum>>).
%% @doc Cause a material color to track the current color
%%
%% ``gl:colorMaterial'' specifies which material parameters track the current color. When `?GL_COLOR_MATERIAL'
%% is enabled, the material parameter or parameters specified by `Mode' , of the material
%% or materials specified by `Face' , track the current color at all times.
%%
%% To enable and disable `?GL_COLOR_MATERIAL', call {@link gl:enable/1} and {@link gl:enable/1}
%% with argument `?GL_COLOR_MATERIAL'. `?GL_COLOR_MATERIAL' is initially disabled.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorMaterial.xml">external</a> documentation.
-spec colorMaterial(Face, Mode) -> ok when Face :: enum(),Mode :: enum().
colorMaterial(Face,Mode) ->
cast(5221, <<Face:?GLenum,Mode:?GLenum>>).
%% @doc Specify the pixel zoom factors
%%
%% ``gl:pixelZoom'' specifies values for the x and y zoom factors. During the execution
%% of {@link gl:drawPixels/5} or {@link gl:copyPixels/5} , if ( xr, yr) is the current raster
%% position, and a given element is in the mth row and nth column of the pixel rectangle,
%% then pixels whose centers are in the rectangle with corners at
%%
%% ( xr+n. xfactor, yr+m. yfactor)
%%
%% ( xr+(n+1). xfactor, yr+(m+1). yfactor)
%%
%% are candidates for replacement. Any pixel whose center lies on the bottom or left edge
%% of this rectangular region is also modified.
%%
%% Pixel zoom factors are not limited to positive values. Negative zoom factors reflect
%% the resulting image about the current raster position.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPixelZoom.xml">external</a> documentation.
-spec pixelZoom(Xfactor, Yfactor) -> ok when Xfactor :: float(),Yfactor :: float().
pixelZoom(Xfactor,Yfactor) ->
cast(5222, <<Xfactor:?GLfloat,Yfactor:?GLfloat>>).
%% @doc Set pixel storage modes
%%
%% ``gl:pixelStore'' sets pixel storage modes that affect the operation of subsequent {@link gl:readPixels/7}
%% as well as the unpacking of texture patterns (see {@link gl:texImage1D/8} , {@link gl:texImage2D/9}
%% , {@link gl:texImage3D/10} , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7}
%% ), {@link gl:compressedTexImage1D/7} , {@link gl:compressedTexImage2D/8} , {@link gl:compressedTexImage3D/9}
%% , {@link gl:compressedTexSubImage1D/7} , {@link gl:compressedTexSubImage2D/9} or {@link gl:compressedTexSubImage1D/7}
%% .
%%
%% `Pname' is a symbolic constant indicating the parameter to be set, and `Param'
%% is the new value. Six of the twelve storage parameters affect how pixel data is returned
%% to client memory. They are as follows:
%%
%% `?GL_PACK_SWAP_BYTES': If true, byte ordering for multibyte color components, depth
%% components, or stencil indices is reversed. That is, if a four-byte component consists
%% of bytes b 0, b 1, b 2, b 3, it is stored in memory as b 3, b 2, b 1, b 0 if `?GL_PACK_SWAP_BYTES'
%% is true. `?GL_PACK_SWAP_BYTES' has no effect on the memory order of components within
%% a pixel, only on the order of bytes within components or indices. For example, the three
%% components of a `?GL_RGB' format pixel are always stored with red first, green second,
%% and blue third, regardless of the value of `?GL_PACK_SWAP_BYTES'.
%%
%% `?GL_PACK_LSB_FIRST': If true, bits are ordered within a byte from least significant
%% to most significant; otherwise, the first bit in each byte is the most significant one.
%%
%% `?GL_PACK_ROW_LENGTH': If greater than 0, `?GL_PACK_ROW_LENGTH' defines the
%% number of pixels in a row. If the first pixel of a row is placed at location p in memory,
%% then the location of the first pixel of the next row is obtained by skipping
%%
%% k={n l(a/s) |(s n l)/a| s>= a s< a)
%%
%% components or indices, where n is the number of components or indices in a pixel, l
%% is the number of pixels in a row (`?GL_PACK_ROW_LENGTH' if it is greater than 0,
%% the width argument to the pixel routine otherwise), a is the value of `?GL_PACK_ALIGNMENT'
%% , and s is the size, in bytes, of a single component (if a< s, then it is as if a=
%% s). In the case of 1-bit values, the location of the next row is obtained by skipping
%%
%% k=8 a |(n l)/(8 a)|
%%
%% components or indices.
%%
%% The word `component' in this description refers to the nonindex values red, green,
%% blue, alpha, and depth. Storage format `?GL_RGB', for example, has three components
%% per pixel: first red, then green, and finally blue.
%%
%% `?GL_PACK_IMAGE_HEIGHT': If greater than 0, `?GL_PACK_IMAGE_HEIGHT' defines
%% the number of pixels in an image three-dimensional texture volume, where ``image'' is
%% defined by all pixels sharing the same third dimension index. If the first pixel of a
%% row is placed at location p in memory, then the location of the first pixel of the next
%% row is obtained by skipping
%%
%% k={n l h(a/s) |(s n l h)/a| s>= a s< a)
%%
%% components or indices, where n is the number of components or indices in a pixel, l
%% is the number of pixels in a row (`?GL_PACK_ROW_LENGTH' if it is greater than 0,
%% the width argument to {@link gl:texImage3D/10} otherwise), h is the number of rows in
%% a pixel image (`?GL_PACK_IMAGE_HEIGHT' if it is greater than 0, the height argument
%% to the {@link gl:texImage3D/10} routine otherwise), a is the value of `?GL_PACK_ALIGNMENT'
%% , and s is the size, in bytes, of a single component (if a< s, then it is as if
%% a=s).
%%
%% The word `component' in this description refers to the nonindex values red, green,
%% blue, alpha, and depth. Storage format `?GL_RGB', for example, has three components
%% per pixel: first red, then green, and finally blue.
%%
%% `?GL_PACK_SKIP_PIXELS', `?GL_PACK_SKIP_ROWS', and `?GL_PACK_SKIP_IMAGES'
%%
%% These values are provided as a convenience to the programmer; they provide no functionality
%% that cannot be duplicated simply by incrementing the pointer passed to {@link gl:readPixels/7}
%% . Setting `?GL_PACK_SKIP_PIXELS' to i is equivalent to incrementing the pointer
%% by i n components or indices, where n is the number of components or indices in each
%% pixel. Setting `?GL_PACK_SKIP_ROWS' to j is equivalent to incrementing the pointer
%% by j m components or indices, where m is the number of components or indices per
%% row, as just computed in the `?GL_PACK_ROW_LENGTH' section. Setting `?GL_PACK_SKIP_IMAGES'
%% to k is equivalent to incrementing the pointer by k p, where p is the number of
%% components or indices per image, as computed in the `?GL_PACK_IMAGE_HEIGHT' section.
%%
%%
%% `?GL_PACK_ALIGNMENT': Specifies the alignment requirements for the start of each
%% pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered
%% bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries).
%%
%% The other six of the twelve storage parameters affect how pixel data is read from client
%% memory. These values are significant for {@link gl:texImage1D/8} , {@link gl:texImage2D/9} , {@link gl:texImage3D/10}
%% , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7} , and {@link gl:texSubImage1D/7}
%%
%% They are as follows:
%%
%% `?GL_UNPACK_SWAP_BYTES': If true, byte ordering for multibyte color components,
%% depth components, or stencil indices is reversed. That is, if a four-byte component consists
%% of bytes b 0, b 1, b 2, b 3, it is taken from memory as b 3, b 2, b 1, b 0 if `?GL_UNPACK_SWAP_BYTES'
%% is true. `?GL_UNPACK_SWAP_BYTES' has no effect on the memory order of components
%% within a pixel, only on the order of bytes within components or indices. For example,
%% the three components of a `?GL_RGB' format pixel are always stored with red first,
%% green second, and blue third, regardless of the value of `?GL_UNPACK_SWAP_BYTES'.
%%
%% `?GL_UNPACK_LSB_FIRST': If true, bits are ordered within a byte from least significant
%% to most significant; otherwise, the first bit in each byte is the most significant one.
%%
%% `?GL_UNPACK_ROW_LENGTH': If greater than 0, `?GL_UNPACK_ROW_LENGTH' defines
%% the number of pixels in a row. If the first pixel of a row is placed at location p in
%% memory, then the location of the first pixel of the next row is obtained by skipping
%%
%% k={n l(a/s) |(s n l)/a| s>= a s< a)
%%
%% components or indices, where n is the number of components or indices in a pixel, l
%% is the number of pixels in a row (`?GL_UNPACK_ROW_LENGTH' if it is greater than 0,
%% the width argument to the pixel routine otherwise), a is the value of `?GL_UNPACK_ALIGNMENT'
%% , and s is the size, in bytes, of a single component (if a< s, then it is as if a=
%% s). In the case of 1-bit values, the location of the next row is obtained by skipping
%%
%% k=8 a |(n l)/(8 a)|
%%
%% components or indices.
%%
%% The word `component' in this description refers to the nonindex values red, green,
%% blue, alpha, and depth. Storage format `?GL_RGB', for example, has three components
%% per pixel: first red, then green, and finally blue.
%%
%% `?GL_UNPACK_IMAGE_HEIGHT': If greater than 0, `?GL_UNPACK_IMAGE_HEIGHT' defines
%% the number of pixels in an image of a three-dimensional texture volume. Where ``image''
%% is defined by all pixel sharing the same third dimension index. If the first pixel of
%% a row is placed at location p in memory, then the location of the first pixel of the
%% next row is obtained by skipping
%%
%% k={n l h(a/s) |(s n l h)/a| s>= a s< a)
%%
%% components or indices, where n is the number of components or indices in a pixel, l
%% is the number of pixels in a row (`?GL_UNPACK_ROW_LENGTH' if it is greater than 0,
%% the width argument to {@link gl:texImage3D/10} otherwise), h is the number of rows in
%% an image (`?GL_UNPACK_IMAGE_HEIGHT' if it is greater than 0, the height argument
%% to {@link gl:texImage3D/10} otherwise), a is the value of `?GL_UNPACK_ALIGNMENT',
%% and s is the size, in bytes, of a single component (if a< s, then it is as if a=s).
%%
%%
%% The word `component' in this description refers to the nonindex values red, green,
%% blue, alpha, and depth. Storage format `?GL_RGB', for example, has three components
%% per pixel: first red, then green, and finally blue.
%%
%% `?GL_UNPACK_SKIP_PIXELS' and `?GL_UNPACK_SKIP_ROWS'
%%
%% These values are provided as a convenience to the programmer; they provide no functionality
%% that cannot be duplicated by incrementing the pointer passed to {@link gl:texImage1D/8} , {@link gl:texImage2D/9}
%% , {@link gl:texSubImage1D/7} or {@link gl:texSubImage1D/7} . Setting `?GL_UNPACK_SKIP_PIXELS'
%% to i is equivalent to incrementing the pointer by i n components or indices, where
%% n is the number of components or indices in each pixel. Setting `?GL_UNPACK_SKIP_ROWS'
%% to j is equivalent to incrementing the pointer by j k components or indices, where
%% k is the number of components or indices per row, as just computed in the `?GL_UNPACK_ROW_LENGTH'
%% section.
%%
%% `?GL_UNPACK_ALIGNMENT': Specifies the alignment requirements for the start of each
%% pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered
%% bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries).
%%
%% The following table gives the type, initial value, and range of valid values for each
%% storage parameter that can be set with ``gl:pixelStore''.
%%
%% <table><tbody><tr><td> `Pname' </td><td>` Type '</td><td>` Initial Value '</td>
%% <td>` Valid Range '</td></tr></tbody><tbody><tr><td>`?GL_PACK_SWAP_BYTES'</td><td>
%% boolean </td><td> false </td><td> true or false </td></tr><tr><td>`?GL_PACK_LSB_FIRST'
%% </td><td> boolean </td><td> false </td><td> true or false </td></tr><tr><td>`?GL_PACK_ROW_LENGTH'
%% </td><td> integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_PACK_IMAGE_HEIGHT'</td>
%% <td> integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_PACK_SKIP_ROWS'</td><td>
%% integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_PACK_SKIP_PIXELS'</td><td> integer
%% </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_PACK_SKIP_IMAGES'</td><td> integer </td><td>
%% 0 </td><td>[0)</td></tr><tr><td>`?GL_PACK_ALIGNMENT'</td><td> integer </td><td> 4 </td>
%% <td> 1, 2, 4, or 8 </td></tr><tr><td>`?GL_UNPACK_SWAP_BYTES'</td><td> boolean </td><td>
%% false </td><td> true or false </td></tr><tr><td>`?GL_UNPACK_LSB_FIRST'</td><td>
%% boolean </td><td> false </td><td> true or false </td></tr><tr><td>`?GL_UNPACK_ROW_LENGTH'
%% </td><td> integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_UNPACK_IMAGE_HEIGHT'</td>
%% <td> integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_UNPACK_SKIP_ROWS'</td><td>
%% integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_UNPACK_SKIP_PIXELS'</td><td>
%% integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_UNPACK_SKIP_IMAGES'</td><td>
%% integer </td><td> 0 </td><td>[0)</td></tr><tr><td>`?GL_UNPACK_ALIGNMENT'</td><td> integer
%% </td><td> 4 </td><td> 1, 2, 4, or 8 </td></tr></tbody></table>
%%
%% ``gl:pixelStoref'' can be used to set any pixel store parameter. If the parameter type
%% is boolean, then if `Param' is 0, the parameter is false; otherwise it is set to
%% true. If `Pname' is a integer type parameter, `Param' is rounded to the nearest
%% integer.
%%
%% Likewise, ``gl:pixelStorei'' can also be used to set any of the pixel store parameters.
%% Boolean parameters are set to false if `Param' is 0 and true otherwise.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPixelStore.xml">external</a> documentation.
-spec pixelStoref(Pname, Param) -> ok when Pname :: enum(),Param :: float().
pixelStoref(Pname,Param) ->
cast(5223, <<Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link pixelStoref/2}
-spec pixelStorei(Pname, Param) -> ok when Pname :: enum(),Param :: integer().
pixelStorei(Pname,Param) ->
cast(5224, <<Pname:?GLenum,Param:?GLint>>).
%% @doc Set pixel transfer modes
%%
%% ``gl:pixelTransfer'' sets pixel transfer modes that affect the operation of subsequent {@link gl:copyPixels/5}
%% , {@link gl:copyTexImage1D/7} , {@link gl:copyTexImage2D/8} , {@link gl:copyTexSubImage1D/6} , {@link gl:copyTexSubImage2D/8}
%% , {@link gl:copyTexSubImage3D/9} , {@link gl:drawPixels/5} , {@link gl:readPixels/7} , {@link gl:texImage1D/8}
%% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7}
%% , and {@link gl:texSubImage1D/7} commands. Additionally, if the ARB_imaging subset is supported,
%% the routines {@link gl:colorTable/6} , {@link gl:colorSubTable/6} , {@link gl:convolutionFilter1D/6}
%% , {@link gl:convolutionFilter2D/7} , {@link gl:histogram/4} , {@link gl:minmax/3} , and {@link gl:separableFilter2D/8}
%% are also affected. The algorithms that are specified by pixel transfer modes operate
%% on pixels after they are read from the frame buffer ( {@link gl:copyPixels/5} {@link gl:copyTexImage1D/7}
%% , {@link gl:copyTexImage2D/8} , {@link gl:copyTexSubImage1D/6} , {@link gl:copyTexSubImage2D/8} ,
%% {@link gl:copyTexSubImage3D/9} , and {@link gl:readPixels/7} ), or unpacked from client memory
%% ( {@link gl:drawPixels/5} , {@link gl:texImage1D/8} , {@link gl:texImage2D/9} , {@link gl:texImage3D/10}
%% , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7} , and {@link gl:texSubImage1D/7} ).
%% Pixel transfer operations happen in the same order, and in the same manner, regardless
%% of the command that resulted in the pixel operation. Pixel storage modes (see {@link gl:pixelStoref/2}
%% ) control the unpacking of pixels being read from client memory and the packing of pixels
%% being written back into client memory.
%%
%% Pixel transfer operations handle four fundamental pixel types: `color', `color index'
%% , `depth', and `stencil'. `Color' pixels consist of four floating-point
%% values with unspecified mantissa and exponent sizes, scaled such that 0 represents zero
%% intensity and 1 represents full intensity. `Color indices' comprise a single fixed-point
%% value, with unspecified precision to the right of the binary point. `Depth' pixels
%% comprise a single floating-point value, with unspecified mantissa and exponent sizes,
%% scaled such that 0.0 represents the minimum depth buffer value, and 1.0 represents the
%% maximum depth buffer value. Finally, `stencil' pixels comprise a single fixed-point
%% value, with unspecified precision to the right of the binary point.
%%
%% The pixel transfer operations performed on the four basic pixel types are as follows:
%%
%% `Color': Each of the four color components is multiplied by a scale factor, then
%% added to a bias factor. That is, the red component is multiplied by `?GL_RED_SCALE',
%% then added to `?GL_RED_BIAS'; the green component is multiplied by `?GL_GREEN_SCALE'
%% , then added to `?GL_GREEN_BIAS'; the blue component is multiplied by `?GL_BLUE_SCALE'
%% , then added to `?GL_BLUE_BIAS'; and the alpha component is multiplied by `?GL_ALPHA_SCALE'
%% , then added to `?GL_ALPHA_BIAS'. After all four color components are scaled and
%% biased, each is clamped to the range [0 1]. All color, scale, and bias values are specified
%% with ``gl:pixelTransfer''.
%%
%% If `?GL_MAP_COLOR' is true, each color component is scaled by the size of the corresponding
%% color-to-color map, then replaced by the contents of that map indexed by the scaled component.
%% That is, the red component is scaled by `?GL_PIXEL_MAP_R_TO_R_SIZE', then replaced
%% by the contents of `?GL_PIXEL_MAP_R_TO_R' indexed by itself. The green component
%% is scaled by `?GL_PIXEL_MAP_G_TO_G_SIZE', then replaced by the contents of `?GL_PIXEL_MAP_G_TO_G'
%% indexed by itself. The blue component is scaled by `?GL_PIXEL_MAP_B_TO_B_SIZE',
%% then replaced by the contents of `?GL_PIXEL_MAP_B_TO_B' indexed by itself. And the
%% alpha component is scaled by `?GL_PIXEL_MAP_A_TO_A_SIZE', then replaced by the contents
%% of `?GL_PIXEL_MAP_A_TO_A' indexed by itself. All components taken from the maps are
%% then clamped to the range [0 1]. `?GL_MAP_COLOR' is specified with ``gl:pixelTransfer''.
%% The contents of the various maps are specified with {@link gl:pixelMapfv/3} .
%%
%% If the ARB_imaging extension is supported, each of the four color components may be scaled
%% and biased after transformation by the color matrix. That is, the red component is multiplied
%% by `?GL_POST_COLOR_MATRIX_RED_SCALE', then added to `?GL_POST_COLOR_MATRIX_RED_BIAS'
%% ; the green component is multiplied by `?GL_POST_COLOR_MATRIX_GREEN_SCALE', then
%% added to `?GL_POST_COLOR_MATRIX_GREEN_BIAS'; the blue component is multiplied by `?GL_POST_COLOR_MATRIX_BLUE_SCALE'
%% , then added to `?GL_POST_COLOR_MATRIX_BLUE_BIAS'; and the alpha component is multiplied
%% by `?GL_POST_COLOR_MATRIX_ALPHA_SCALE', then added to `?GL_POST_COLOR_MATRIX_ALPHA_BIAS'
%% . After all four color components are scaled and biased, each is clamped to the range [0
%% 1].
%%
%% Similarly, if the ARB_imaging extension is supported, each of the four color components
%% may be scaled and biased after processing by the enabled convolution filter. That is,
%% the red component is multiplied by `?GL_POST_CONVOLUTION_RED_SCALE', then added to `?GL_POST_CONVOLUTION_RED_BIAS'
%% ; the green component is multiplied by `?GL_POST_CONVOLUTION_GREEN_SCALE', then added
%% to `?GL_POST_CONVOLUTION_GREEN_BIAS'; the blue component is multiplied by `?GL_POST_CONVOLUTION_BLUE_SCALE'
%% , then added to `?GL_POST_CONVOLUTION_BLUE_BIAS'; and the alpha component is multiplied
%% by `?GL_POST_CONVOLUTION_ALPHA_SCALE', then added to `?GL_POST_CONVOLUTION_ALPHA_BIAS'
%% . After all four color components are scaled and biased, each is clamped to the range [0
%% 1].
%%
%% `Color index': Each color index is shifted left by `?GL_INDEX_SHIFT' bits;
%% any bits beyond the number of fraction bits carried by the fixed-point index are filled
%% with zeros. If `?GL_INDEX_SHIFT' is negative, the shift is to the right, again zero
%% filled. Then `?GL_INDEX_OFFSET' is added to the index. `?GL_INDEX_SHIFT' and `?GL_INDEX_OFFSET'
%% are specified with ``gl:pixelTransfer''.
%%
%% From this point, operation diverges depending on the required format of the resulting
%% pixels. If the resulting pixels are to be written to a color index buffer, or if they
%% are being read back to client memory in `?GL_COLOR_INDEX' format, the pixels continue
%% to be treated as indices. If `?GL_MAP_COLOR' is true, each index is masked by 2 n-1
%% , where n is `?GL_PIXEL_MAP_I_TO_I_SIZE', then replaced by the contents of `?GL_PIXEL_MAP_I_TO_I'
%% indexed by the masked value. `?GL_MAP_COLOR' is specified with ``gl:pixelTransfer''
%% . The contents of the index map is specified with {@link gl:pixelMapfv/3} .
%%
%% If the resulting pixels are to be written to an RGBA color buffer, or if they are read
%% back to client memory in a format other than `?GL_COLOR_INDEX', the pixels are converted
%% from indices to colors by referencing the four maps `?GL_PIXEL_MAP_I_TO_R', `?GL_PIXEL_MAP_I_TO_G'
%% , `?GL_PIXEL_MAP_I_TO_B', and `?GL_PIXEL_MAP_I_TO_A'. Before being dereferenced,
%% the index is masked by 2 n-1, where n is `?GL_PIXEL_MAP_I_TO_R_SIZE' for the
%% red map, `?GL_PIXEL_MAP_I_TO_G_SIZE' for the green map, `?GL_PIXEL_MAP_I_TO_B_SIZE'
%% for the blue map, and `?GL_PIXEL_MAP_I_TO_A_SIZE' for the alpha map. All components
%% taken from the maps are then clamped to the range [0 1]. The contents of the four maps is
%% specified with {@link gl:pixelMapfv/3} .
%%
%% `Depth': Each depth value is multiplied by `?GL_DEPTH_SCALE', added to `?GL_DEPTH_BIAS'
%% , then clamped to the range [0 1].
%%
%% `Stencil': Each index is shifted `?GL_INDEX_SHIFT' bits just as a color index
%% is, then added to `?GL_INDEX_OFFSET'. If `?GL_MAP_STENCIL' is true, each index
%% is masked by 2 n-1, where n is `?GL_PIXEL_MAP_S_TO_S_SIZE', then replaced by
%% the contents of `?GL_PIXEL_MAP_S_TO_S' indexed by the masked value.
%%
%% The following table gives the type, initial value, and range of valid values for each
%% of the pixel transfer parameters that are set with ``gl:pixelTransfer''.
%%
%% <table><tbody><tr><td> `Pname' </td><td>` Type '</td><td>` Initial Value '</td>
%% <td>` Valid Range '</td></tr></tbody><tbody><tr><td>`?GL_MAP_COLOR'</td><td>
%% boolean </td><td> false </td><td> true/false </td></tr><tr><td>`?GL_MAP_STENCIL'</td>
%% <td> boolean </td><td> false </td><td> true/false </td></tr><tr><td>`?GL_INDEX_SHIFT'</td>
%% <td> integer </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_INDEX_OFFSET'</td><td> integer
%% </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_RED_SCALE'</td><td> float </td><td> 1 </td>
%% <td>(-)</td></tr><tr><td>`?GL_GREEN_SCALE'</td><td> float </td><td> 1 </td><td>(-)</td></tr>
%% <tr><td>`?GL_BLUE_SCALE'</td><td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_ALPHA_SCALE'
%% </td><td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_DEPTH_SCALE'</td><td>
%% float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_RED_BIAS'</td><td> float </td><td>
%% 0 </td><td>(-)</td></tr><tr><td>`?GL_GREEN_BIAS'</td><td> float </td><td> 0 </td><td>(-)</td>
%% </tr><tr><td>`?GL_BLUE_BIAS'</td><td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_ALPHA_BIAS'
%% </td><td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_DEPTH_BIAS'</td><td>
%% float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_RED_SCALE'</td><td>
%% float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_GREEN_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_BLUE_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_ALPHA_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_RED_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_GREEN_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_BLUE_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_COLOR_MATRIX_ALPHA_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_RED_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_GREEN_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_BLUE_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_ALPHA_SCALE'</td>
%% <td> float </td><td> 1 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_RED_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_GREEN_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_BLUE_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr><tr><td>`?GL_POST_CONVOLUTION_ALPHA_BIAS'</td>
%% <td> float </td><td> 0 </td><td>(-)</td></tr></tbody></table>
%%
%% ``gl:pixelTransferf'' can be used to set any pixel transfer parameter. If the parameter
%% type is boolean, 0 implies false and any other value implies true. If `Pname' is
%% an integer parameter, `Param' is rounded to the nearest integer.
%%
%% Likewise, ``gl:pixelTransferi'' can be used to set any of the pixel transfer parameters.
%% Boolean parameters are set to false if `Param' is 0 and to true otherwise. `Param'
%% is converted to floating point before being assigned to real-valued parameters.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPixelTransfer.xml">external</a> documentation.
-spec pixelTransferf(Pname, Param) -> ok when Pname :: enum(),Param :: float().
pixelTransferf(Pname,Param) ->
cast(5225, <<Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link pixelTransferf/2}
-spec pixelTransferi(Pname, Param) -> ok when Pname :: enum(),Param :: integer().
pixelTransferi(Pname,Param) ->
cast(5226, <<Pname:?GLenum,Param:?GLint>>).
%% @doc Set up pixel transfer maps
%%
%% ``gl:pixelMap'' sets up translation tables, or `maps', used by {@link gl:copyPixels/5}
%% , {@link gl:copyTexImage1D/7} , {@link gl:copyTexImage2D/8} , {@link gl:copyTexSubImage1D/6} , {@link gl:copyTexSubImage2D/8}
%% , {@link gl:copyTexSubImage3D/9} , {@link gl:drawPixels/5} , {@link gl:readPixels/7} , {@link gl:texImage1D/8}
%% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7}
%% , and {@link gl:texSubImage1D/7} . Additionally, if the ARB_imaging subset is supported,
%% the routines {@link gl:colorTable/6} , {@link gl:colorSubTable/6} , {@link gl:convolutionFilter1D/6}
%% , {@link gl:convolutionFilter2D/7} , {@link gl:histogram/4} , {@link gl:minmax/3} , and {@link gl:separableFilter2D/8}
%% . Use of these maps is described completely in the {@link gl:pixelTransferf/2} reference
%% page, and partly in the reference pages for the pixel and texture image commands. Only
%% the specification of the maps is described in this reference page.
%%
%% `Map' is a symbolic map name, indicating one of ten maps to set. `Mapsize' specifies
%% the number of entries in the map, and `Values' is a pointer to an array of `Mapsize'
%% map values.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a pixel transfer map is specified, `Values' is
%% treated as a byte offset into the buffer object's data store.
%%
%% The ten maps are as follows:
%%
%% `?GL_PIXEL_MAP_I_TO_I': Maps color indices to color indices.
%%
%% `?GL_PIXEL_MAP_S_TO_S': Maps stencil indices to stencil indices.
%%
%% `?GL_PIXEL_MAP_I_TO_R': Maps color indices to red components.
%%
%% `?GL_PIXEL_MAP_I_TO_G': Maps color indices to green components.
%%
%% `?GL_PIXEL_MAP_I_TO_B': Maps color indices to blue components.
%%
%% `?GL_PIXEL_MAP_I_TO_A': Maps color indices to alpha components.
%%
%% `?GL_PIXEL_MAP_R_TO_R': Maps red components to red components.
%%
%% `?GL_PIXEL_MAP_G_TO_G': Maps green components to green components.
%%
%% `?GL_PIXEL_MAP_B_TO_B': Maps blue components to blue components.
%%
%% `?GL_PIXEL_MAP_A_TO_A': Maps alpha components to alpha components.
%%
%% The entries in a map can be specified as single-precision floating-point numbers, unsigned
%% short integers, or unsigned int integers. Maps that store color component values (all
%% but `?GL_PIXEL_MAP_I_TO_I' and `?GL_PIXEL_MAP_S_TO_S') retain their values in
%% floating-point format, with unspecified mantissa and exponent sizes. Floating-point values
%% specified by ``gl:pixelMapfv'' are converted directly to the internal floating-point
%% format of these maps, then clamped to the range [0,1]. Unsigned integer values specified
%% by ``gl:pixelMapusv'' and ``gl:pixelMapuiv'' are converted linearly such that the
%% largest representable integer maps to 1.0, and 0 maps to 0.0.
%%
%% Maps that store indices, `?GL_PIXEL_MAP_I_TO_I' and `?GL_PIXEL_MAP_S_TO_S',
%% retain their values in fixed-point format, with an unspecified number of bits to the right
%% of the binary point. Floating-point values specified by ``gl:pixelMapfv'' are converted
%% directly to the internal fixed-point format of these maps. Unsigned integer values specified
%% by ``gl:pixelMapusv'' and ``gl:pixelMapuiv'' specify integer values, with all 0's
%% to the right of the binary point.
%%
%% The following table shows the initial sizes and values for each of the maps. Maps that
%% are indexed by either color or stencil indices must have `Mapsize' = 2 n for some
%% n or the results are undefined. The maximum allowable size for each map depends on the
%% implementation and can be determined by calling {@link gl:getBooleanv/1} with argument `?GL_MAX_PIXEL_MAP_TABLE'
%% . The single maximum applies to all maps; it is at least 32. <table><tbody><tr><td> `Map'
%% </td><td>` Lookup Index '</td><td>` Lookup Value '</td><td>` Initial Size '</td>
%% <td>` Initial Value '</td></tr></tbody><tbody><tr><td>`?GL_PIXEL_MAP_I_TO_I'</td>
%% <td> color index </td><td> color index </td><td> 1 </td><td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_S_TO_S'
%% </td><td> stencil index </td><td> stencil index </td><td> 1 </td><td> 0 </td></tr><tr><td>
%% `?GL_PIXEL_MAP_I_TO_R'</td><td> color index </td><td> R </td><td> 1 </td><td> 0 </td>
%% </tr><tr><td>`?GL_PIXEL_MAP_I_TO_G'</td><td> color index </td><td> G </td><td> 1 </td>
%% <td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_I_TO_B'</td><td> color index </td><td> B </td>
%% <td> 1 </td><td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_I_TO_A'</td><td> color index </td>
%% <td> A </td><td> 1 </td><td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_R_TO_R'</td><td> R </td>
%% <td> R </td><td> 1 </td><td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_G_TO_G'</td><td> G </td>
%% <td> G </td><td> 1 </td><td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_B_TO_B'</td><td> B </td>
%% <td> B </td><td> 1 </td><td> 0 </td></tr><tr><td>`?GL_PIXEL_MAP_A_TO_A'</td><td> A </td>
%% <td> A </td><td> 1 </td><td> 0 </td></tr></tbody></table>
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPixelMap.xml">external</a> documentation.
-spec pixelMapfv(Map, Mapsize, Values) -> ok when Map :: enum(),Mapsize :: integer(),Values :: binary().
pixelMapfv(Map,Mapsize,Values) ->
send_bin(Values),
cast(5227, <<Map:?GLenum,Mapsize:?GLsizei>>).
%% @doc
%% See {@link pixelMapfv/3}
-spec pixelMapuiv(Map, Mapsize, Values) -> ok when Map :: enum(),Mapsize :: integer(),Values :: binary().
pixelMapuiv(Map,Mapsize,Values) ->
send_bin(Values),
cast(5228, <<Map:?GLenum,Mapsize:?GLsizei>>).
%% @doc
%% See {@link pixelMapfv/3}
-spec pixelMapusv(Map, Mapsize, Values) -> ok when Map :: enum(),Mapsize :: integer(),Values :: binary().
pixelMapusv(Map,Mapsize,Values) ->
send_bin(Values),
cast(5229, <<Map:?GLenum,Mapsize:?GLsizei>>).
%% @doc Return the specified pixel map
%%
%% See the {@link gl:pixelMapfv/3} reference page for a description of the acceptable values
%% for the `Map' parameter. ``gl:getPixelMap'' returns in `Data' the contents
%% of the pixel map specified in `Map' . Pixel maps are used during the execution of {@link gl:readPixels/7}
%% , {@link gl:drawPixels/5} , {@link gl:copyPixels/5} , {@link gl:texImage1D/8} , {@link gl:texImage2D/9}
%% , {@link gl:texImage3D/10} , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7}
%% , {@link gl:copyTexImage1D/7} , {@link gl:copyTexImage2D/8} , {@link gl:copyTexSubImage1D/6} , {@link gl:copyTexSubImage2D/8}
%% , and {@link gl:copyTexSubImage3D/9} . to map color indices, stencil indices, color components,
%% and depth components to other values.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a pixel map is requested, `Data' is treated as
%% a byte offset into the buffer object's data store.
%%
%% Unsigned integer values, if requested, are linearly mapped from the internal fixed or
%% floating-point representation such that 1.0 maps to the largest representable integer
%% value, and 0.0 maps to 0. Return unsigned integer values are undefined if the map value
%% was not in the range [0,1].
%%
%% To determine the required size of `Map' , call {@link gl:getBooleanv/1} with the appropriate
%% symbolic constant.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetPixelMap.xml">external</a> documentation.
-spec getPixelMapfv(Map, Values) -> ok when Map :: enum(),Values :: mem().
getPixelMapfv(Map,Values) ->
send_bin(Values),
call(5230, <<Map:?GLenum>>).
%% @doc
%% See {@link getPixelMapfv/2}
-spec getPixelMapuiv(Map, Values) -> ok when Map :: enum(),Values :: mem().
getPixelMapuiv(Map,Values) ->
send_bin(Values),
call(5231, <<Map:?GLenum>>).
%% @doc
%% See {@link getPixelMapfv/2}
-spec getPixelMapusv(Map, Values) -> ok when Map :: enum(),Values :: mem().
getPixelMapusv(Map,Values) ->
send_bin(Values),
call(5232, <<Map:?GLenum>>).
%% @doc Draw a bitmap
%%
%% A bitmap is a binary image. When drawn, the bitmap is positioned relative to the current
%% raster position, and frame buffer pixels corresponding to 1's in the bitmap are written
%% using the current raster color or index. Frame buffer pixels corresponding to 0's in the
%% bitmap are not modified.
%%
%% ``gl:bitmap'' takes seven arguments. The first pair specifies the width and height of
%% the bitmap image. The second pair specifies the location of the bitmap origin relative
%% to the lower left corner of the bitmap image. The third pair of arguments specifies `x'
%% and `y' offsets to be added to the current raster position after the bitmap has
%% been drawn. The final argument is a pointer to the bitmap image itself.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a bitmap image is specified, `Bitmap' is treated
%% as a byte offset into the buffer object's data store.
%%
%% The bitmap image is interpreted like image data for the {@link gl:drawPixels/5} command,
%% with `Width' and `Height' corresponding to the width and height arguments of
%% that command, and with `type' set to `?GL_BITMAP' and `format' set to `?GL_COLOR_INDEX'
%% . Modes specified using {@link gl:pixelStoref/2} affect the interpretation of bitmap image
%% data; modes specified using {@link gl:pixelTransferf/2} do not.
%%
%% If the current raster position is invalid, ``gl:bitmap'' is ignored. Otherwise, the
%% lower left corner of the bitmap image is positioned at the window coordinates
%%
%% x w=|x r-x o|
%%
%% y w=|y r-y o|
%%
%% where (x r y r) is the raster position and (x o y o) is the bitmap origin. Fragments are then generated
%% for each pixel corresponding to a 1 (one) in the bitmap image. These fragments are generated
%% using the current raster `z' coordinate, color or color index, and current raster
%% texture coordinates. They are then treated just as if they had been generated by a point,
%% line, or polygon, including texture mapping, fogging, and all per-fragment operations
%% such as alpha and depth testing.
%%
%% After the bitmap has been drawn, the `x' and `y' coordinates of the current
%% raster position are offset by `Xmove' and `Ymove' . No change is made to the `z'
%% coordinate of the current raster position, or to the current raster color, texture coordinates,
%% or index.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBitmap.xml">external</a> documentation.
-spec bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok when Width :: integer(),Height :: integer(),Xorig :: float(),Yorig :: float(),Xmove :: float(),Ymove :: float(),Bitmap :: offset()|mem().
bitmap(Width,Height,Xorig,Yorig,Xmove,Ymove,Bitmap) when is_integer(Bitmap) ->
cast(5233, <<Width:?GLsizei,Height:?GLsizei,Xorig:?GLfloat,Yorig:?GLfloat,Xmove:?GLfloat,Ymove:?GLfloat,Bitmap:?GLuint>>);
bitmap(Width,Height,Xorig,Yorig,Xmove,Ymove,Bitmap) ->
send_bin(Bitmap),
cast(5234, <<Width:?GLsizei,Height:?GLsizei,Xorig:?GLfloat,Yorig:?GLfloat,Xmove:?GLfloat,Ymove:?GLfloat>>).
%% @doc Read a block of pixels from the frame buffer
%%
%% ``gl:readPixels'' returns pixel data from the frame buffer, starting with the pixel
%% whose lower left corner is at location ( `X' , `Y' ), into client memory starting
%% at location `Data' . Several parameters control the processing of the pixel data before
%% it is placed into client memory. These parameters are set with {@link gl:pixelStoref/2} .
%% This reference page describes the effects on ``gl:readPixels'' of most, but not all
%% of the parameters specified by these three commands.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a block of pixels is requested, `Data' is treated
%% as a byte offset into the buffer object's data store rather than a pointer to client memory.
%%
%%
%% ``gl:readPixels'' returns values from each pixel with lower left corner at (x+i y+j) for 0<=
%% i< width and 0<= j< height. This pixel is said to be the ith pixel in the
%% jth row. Pixels are returned in row order from the lowest to the highest row, left to
%% right in each row.
%%
%% `Format' specifies the format for the returned pixel values; accepted values are:
%%
%% `?GL_STENCIL_INDEX': Stencil values are read from the stencil buffer. Each index
%% is converted to fixed point, shifted left or right depending on the value and sign of `?GL_INDEX_SHIFT'
%% , and added to `?GL_INDEX_OFFSET'. If `?GL_MAP_STENCIL' is `?GL_TRUE',
%% indices are replaced by their mappings in the table `?GL_PIXEL_MAP_S_TO_S'.
%%
%% `?GL_DEPTH_COMPONENT': Depth values are read from the depth buffer. Each component
%% is converted to floating point such that the minimum depth value maps to 0 and the maximum
%% value maps to 1. Each component is then multiplied by `?GL_DEPTH_SCALE', added to `?GL_DEPTH_BIAS'
%% , and finally clamped to the range [0 1].
%%
%% `?GL_DEPTH_STENCIL': Values are taken from both the depth and stencil buffers. The `Type'
%% parameter must be `?GL_UNSIGNED_INT_24_8' or `?GL_FLOAT_32_UNSIGNED_INT_24_8_REV'
%% .
%%
%% `?GL_RED'
%%
%% `?GL_GREEN'
%%
%% `?GL_BLUE'
%%
%% `?GL_RGB'
%%
%% `?GL_BGR'
%%
%% `?GL_RGBA'
%%
%% `?GL_BGRA': Finally, the indices or components are converted to the proper format,
%% as specified by `Type' . If `Format' is `?GL_STENCIL_INDEX' and `Type'
%% is not `?GL_FLOAT', each index is masked with the mask value given in the following
%% table. If `Type' is `?GL_FLOAT', then each integer index is converted to single-precision
%% floating-point format.
%%
%% If `Format' is `?GL_RED', `?GL_GREEN', `?GL_BLUE', `?GL_RGB', `?GL_BGR'
%% , `?GL_RGBA', or `?GL_BGRA' and `Type' is not `?GL_FLOAT', each component
%% is multiplied by the multiplier shown in the following table. If type is `?GL_FLOAT',
%% then each component is passed as is (or converted to the client's single-precision floating-point
%% format if it is different from the one used by the GL).
%%
%% <table><tbody><tr><td> `Type' </td><td>` Index Mask '</td><td>` Component Conversion '
%% </td></tr></tbody><tbody><tr><td>`?GL_UNSIGNED_BYTE'</td><td> 2 8-1</td><td>(2 8-1) c</td></tr>
%% <tr><td>`?GL_BYTE'</td><td> 2 7-1</td><td>((2 8-1) c-1)/2</td></tr><tr><td>`?GL_UNSIGNED_SHORT'
%% </td><td> 2 16-1</td><td>(2 16-1) c</td></tr><tr><td>`?GL_SHORT'</td><td> 2 15-1</td><td>((2
%% 16-1)
%% c-1)/2</td>
%% </tr><tr><td>`?GL_UNSIGNED_INT'</td><td> 2 32-1</td><td>(2 32-1) c</td></tr><tr><td>`?GL_INT'
%% </td><td> 2 31-1</td><td>((2 32-1) c-1)/2</td></tr><tr><td>`?GL_HALF_FLOAT'</td><td> none </td><td>
%% c</td></tr><tr><td>`?GL_FLOAT'</td><td> none </td><td> c</td></tr><tr><td>`?GL_UNSIGNED_BYTE_3_3_2'
%% </td><td> 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_BYTE_2_3_3_REV'</td><td>
%% 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_SHORT_5_6_5'</td><td> 2 N-1</td><td>
%% (2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_SHORT_5_6_5_REV'</td><td> 2 N-1</td><td>(2 N-1) c</td></tr>
%% <tr><td>`?GL_UNSIGNED_SHORT_4_4_4_4'</td><td> 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_SHORT_4_4_4_4_REV'
%% </td><td> 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_SHORT_5_5_5_1'</td><td> 2
%% N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_SHORT_1_5_5_5_REV'</td><td> 2 N-1</td>
%% <td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_INT_8_8_8_8'</td><td> 2 N-1</td><td>(2 N-1) c</td></tr>
%% <tr><td>`?GL_UNSIGNED_INT_8_8_8_8_REV'</td><td> 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_INT_10_10_10_2'
%% </td><td> 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_INT_2_10_10_10_REV'</td><td>
%% 2 N-1</td><td>(2 N-1) c</td></tr><tr><td>`?GL_UNSIGNED_INT_24_8'</td><td> 2 N-1</td><td>(2
%% N-1)
%% c</td></tr><tr><td>`?GL_UNSIGNED_INT_10F_11F_11F_REV'</td><td> -- </td><td> Special </td>
%% </tr><tr><td>`?GL_UNSIGNED_INT_5_9_9_9_REV'</td><td> -- </td><td> Special </td></tr><tr>
%% <td>`?GL_FLOAT_32_UNSIGNED_INT_24_8_REV'</td><td> none </td><td> c (Depth Only) </td>
%% </tr></tbody></table>
%%
%% Return values are placed in memory as follows. If `Format' is `?GL_STENCIL_INDEX'
%% , `?GL_DEPTH_COMPONENT', `?GL_RED', `?GL_GREEN', or `?GL_BLUE', a
%% single value is returned and the data for the ith pixel in the jth row is placed in
%% location (j) width+i. `?GL_RGB' and `?GL_BGR' return three values, `?GL_RGBA'
%% and `?GL_BGRA' return four values for each pixel, with all values corresponding
%% to a single pixel occupying contiguous space in `Data' . Storage parameters set by {@link gl:pixelStoref/2}
%% , such as `?GL_PACK_LSB_FIRST' and `?GL_PACK_SWAP_BYTES', affect the way that
%% data is written into memory. See {@link gl:pixelStoref/2} for a description.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glReadPixels.xml">external</a> documentation.
-spec readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok when X :: integer(),Y :: integer(),Width :: integer(),Height :: integer(),Format :: enum(),Type :: enum(),Pixels :: mem().
readPixels(X,Y,Width,Height,Format,Type,Pixels) ->
send_bin(Pixels),
call(5235, <<X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Write a block of pixels to the frame buffer
%%
%% ``gl:drawPixels'' reads pixel data from memory and writes it into the frame buffer relative
%% to the current raster position, provided that the raster position is valid. Use {@link gl:rasterPos2d/2}
%% or {@link gl:windowPos2d/2} to set the current raster position; use {@link gl:getBooleanv/1} with
%% argument `?GL_CURRENT_RASTER_POSITION_VALID' to determine if the specified raster
%% position is valid, and {@link gl:getBooleanv/1} with argument `?GL_CURRENT_RASTER_POSITION'
%% to query the raster position.
%%
%% Several parameters define the encoding of pixel data in memory and control the processing
%% of the pixel data before it is placed in the frame buffer. These parameters are set with
%% four commands: {@link gl:pixelStoref/2} , {@link gl:pixelTransferf/2} , {@link gl:pixelMapfv/3} ,
%% and {@link gl:pixelZoom/2} . This reference page describes the effects on ``gl:drawPixels''
%% of many, but not all, of the parameters specified by these four commands.
%%
%% Data is read from `Data' as a sequence of signed or unsigned bytes, signed or unsigned
%% shorts, signed or unsigned integers, or single-precision floating-point values, depending
%% on `Type' . When `Type' is one of `?GL_UNSIGNED_BYTE', `?GL_BYTE', `?GL_UNSIGNED_SHORT'
%% , `?GL_SHORT', `?GL_UNSIGNED_INT', `?GL_INT', or `?GL_FLOAT' each
%% of these bytes, shorts, integers, or floating-point values is interpreted as one color
%% or depth component, or one index, depending on `Format' . When `Type' is one of `?GL_UNSIGNED_BYTE_3_3_2'
%% , `?GL_UNSIGNED_SHORT_5_6_5', `?GL_UNSIGNED_SHORT_4_4_4_4', `?GL_UNSIGNED_SHORT_5_5_5_1'
%% , `?GL_UNSIGNED_INT_8_8_8_8', or `?GL_UNSIGNED_INT_10_10_10_2', each unsigned
%% value is interpreted as containing all the components for a single pixel, with the color
%% components arranged according to `Format' . When `Type' is one of `?GL_UNSIGNED_BYTE_2_3_3_REV'
%% , `?GL_UNSIGNED_SHORT_5_6_5_REV', `?GL_UNSIGNED_SHORT_4_4_4_4_REV', `?GL_UNSIGNED_SHORT_1_5_5_5_REV'
%% , `?GL_UNSIGNED_INT_8_8_8_8_REV', or `?GL_UNSIGNED_INT_2_10_10_10_REV', each
%% unsigned value is interpreted as containing all color components, specified by `Format'
%% , for a single pixel in a reversed order. Indices are always treated individually. Color
%% components are treated as groups of one, two, three, or four values, again based on `Format'
%% . Both individual indices and groups of components are referred to as pixels. If `Type'
%% is `?GL_BITMAP', the data must be unsigned bytes, and `Format' must be either `?GL_COLOR_INDEX'
%% or `?GL_STENCIL_INDEX'. Each unsigned byte is treated as eight 1-bit pixels, with
%% bit ordering determined by `?GL_UNPACK_LSB_FIRST' (see {@link gl:pixelStoref/2} ).
%%
%% width×height pixels are read from memory, starting at location `Data' . By default,
%% these pixels are taken from adjacent memory locations, except that after all `Width'
%% pixels are read, the read pointer is advanced to the next four-byte boundary. The four-byte
%% row alignment is specified by {@link gl:pixelStoref/2} with argument `?GL_UNPACK_ALIGNMENT'
%% , and it can be set to one, two, four, or eight bytes. Other pixel store parameters specify
%% different read pointer advancements, both before the first pixel is read and after all `Width'
%% pixels are read. See the {@link gl:pixelStoref/2} reference page for details on these options.
%%
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a block of pixels is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% The width×height pixels that are read from memory are each operated on in the same
%% way, based on the values of several parameters specified by {@link gl:pixelTransferf/2}
%% and {@link gl:pixelMapfv/3} . The details of these operations, as well as the target buffer
%% into which the pixels are drawn, are specific to the format of the pixels, as specified
%% by `Format' . `Format' can assume one of 13 symbolic values:
%%
%% `?GL_COLOR_INDEX': Each pixel is a single value, a color index. It is converted
%% to fixed-point format, with an unspecified number of bits to the right of the binary point,
%% regardless of the memory data type. Floating-point values convert to true fixed-point
%% values. Signed and unsigned integer data is converted with all fraction bits set to 0.
%% Bitmap data convert to either 0 or 1.
%%
%% Each fixed-point index is then shifted left by `?GL_INDEX_SHIFT' bits and added to `?GL_INDEX_OFFSET'
%% . If `?GL_INDEX_SHIFT' is negative, the shift is to the right. In either case, zero
%% bits fill otherwise unspecified bit locations in the result.
%%
%% If the GL is in RGBA mode, the resulting index is converted to an RGBA pixel with the
%% help of the `?GL_PIXEL_MAP_I_TO_R', `?GL_PIXEL_MAP_I_TO_G', `?GL_PIXEL_MAP_I_TO_B'
%% , and `?GL_PIXEL_MAP_I_TO_A' tables. If the GL is in color index mode, and if `?GL_MAP_COLOR'
%% is true, the index is replaced with the value that it references in lookup table `?GL_PIXEL_MAP_I_TO_I'
%% . Whether the lookup replacement of the index is done or not, the integer part of the
%% index is then ANDed with 2 b-1, where b is the number of bits in a color index buffer.
%%
%%
%% The GL then converts the resulting indices or RGBA colors to fragments by attaching the
%% current raster position `z' coordinate and texture coordinates to each pixel, then
%% assigning x and y window coordinates to the nth fragment such that x n=x r+n% width
%%
%%
%% y n=y r+|n/width|
%%
%% where (x r y r) is the current raster position. These pixel fragments are then treated just like
%% the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog,
%% and all the fragment operations are applied before the fragments are written to the frame
%% buffer.
%%
%% `?GL_STENCIL_INDEX': Each pixel is a single value, a stencil index. It is converted
%% to fixed-point format, with an unspecified number of bits to the right of the binary point,
%% regardless of the memory data type. Floating-point values convert to true fixed-point
%% values. Signed and unsigned integer data is converted with all fraction bits set to 0.
%% Bitmap data convert to either 0 or 1.
%%
%% Each fixed-point index is then shifted left by `?GL_INDEX_SHIFT' bits, and added
%% to `?GL_INDEX_OFFSET'. If `?GL_INDEX_SHIFT' is negative, the shift is to the
%% right. In either case, zero bits fill otherwise unspecified bit locations in the result.
%% If `?GL_MAP_STENCIL' is true, the index is replaced with the value that it references
%% in lookup table `?GL_PIXEL_MAP_S_TO_S'. Whether the lookup replacement of the index
%% is done or not, the integer part of the index is then ANDed with 2 b-1, where b is
%% the number of bits in the stencil buffer. The resulting stencil indices are then written
%% to the stencil buffer such that the nth index is written to location
%%
%% x n=x r+n% width
%%
%% y n=y r+|n/width|
%%
%% where (x r y r) is the current raster position. Only the pixel ownership test, the scissor test,
%% and the stencil writemask affect these write operations.
%%
%% `?GL_DEPTH_COMPONENT': Each pixel is a single-depth component. Floating-point data
%% is converted directly to an internal floating-point format with unspecified precision.
%% Signed integer data is mapped linearly to the internal floating-point format such that
%% the most positive representable integer value maps to 1.0, and the most negative representable
%% value maps to -1.0. Unsigned integer data is mapped similarly: the largest integer value
%% maps to 1.0, and 0 maps to 0.0. The resulting floating-point depth value is then multiplied
%% by `?GL_DEPTH_SCALE' and added to `?GL_DEPTH_BIAS'. The result is clamped to
%% the range [0 1].
%%
%% The GL then converts the resulting depth components to fragments by attaching the current
%% raster position color or color index and texture coordinates to each pixel, then assigning
%% x and y window coordinates to the nth fragment such that
%%
%% x n=x r+n% width
%%
%% y n=y r+|n/width|
%%
%% where (x r y r) is the current raster position. These pixel fragments are then treated just like
%% the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog,
%% and all the fragment operations are applied before the fragments are written to the frame
%% buffer.
%%
%% `?GL_RGBA'
%%
%% `?GL_BGRA': Each pixel is a four-component group: For `?GL_RGBA', the red component
%% is first, followed by green, followed by blue, followed by alpha; for `?GL_BGRA'
%% the order is blue, green, red and then alpha. Floating-point values are converted directly
%% to an internal floating-point format with unspecified precision. Signed integer values
%% are mapped linearly to the internal floating-point format such that the most positive
%% representable integer value maps to 1.0, and the most negative representable value maps
%% to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Unsigned integer
%% data is mapped similarly: The largest integer value maps to 1.0, and 0 maps to 0.0. The
%% resulting floating-point color values are then multiplied by `?GL_c_SCALE' and added
%% to `?GL_c_BIAS', where `c' is RED, GREEN, BLUE, and ALPHA for the respective
%% color components. The results are clamped to the range [0 1].
%%
%% If `?GL_MAP_COLOR' is true, each color component is scaled by the size of lookup
%% table `?GL_PIXEL_MAP_c_TO_c', then replaced by the value that it references in that
%% table. `c' is R, G, B, or A respectively.
%%
%% The GL then converts the resulting RGBA colors to fragments by attaching the current
%% raster position `z' coordinate and texture coordinates to each pixel, then assigning
%% x and y window coordinates to the nth fragment such that
%%
%% x n=x r+n% width
%%
%% y n=y r+|n/width|
%%
%% where (x r y r) is the current raster position. These pixel fragments are then treated just like
%% the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog,
%% and all the fragment operations are applied before the fragments are written to the frame
%% buffer.
%%
%% `?GL_RED': Each pixel is a single red component. This component is converted to
%% the internal floating-point format in the same way the red component of an RGBA pixel
%% is. It is then converted to an RGBA pixel with green and blue set to 0, and alpha set
%% to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
%%
%%
%% `?GL_GREEN': Each pixel is a single green component. This component is converted
%% to the internal floating-point format in the same way the green component of an RGBA pixel
%% is. It is then converted to an RGBA pixel with red and blue set to 0, and alpha set to
%% 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
%%
%% `?GL_BLUE': Each pixel is a single blue component. This component is converted to
%% the internal floating-point format in the same way the blue component of an RGBA pixel
%% is. It is then converted to an RGBA pixel with red and green set to 0, and alpha set to
%% 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
%%
%% `?GL_ALPHA': Each pixel is a single alpha component. This component is converted
%% to the internal floating-point format in the same way the alpha component of an RGBA pixel
%% is. It is then converted to an RGBA pixel with red, green, and blue set to 0. After this
%% conversion, the pixel is treated as if it had been read as an RGBA pixel.
%%
%% `?GL_RGB'
%%
%% `?GL_BGR': Each pixel is a three-component group: red first, followed by green,
%% followed by blue; for `?GL_BGR', the first component is blue, followed by green and
%% then red. Each component is converted to the internal floating-point format in the same
%% way the red, green, and blue components of an RGBA pixel are. The color triple is converted
%% to an RGBA pixel with alpha set to 1. After this conversion, the pixel is treated as if
%% it had been read as an RGBA pixel.
%%
%% `?GL_LUMINANCE': Each pixel is a single luminance component. This component is converted
%% to the internal floating-point format in the same way the red component of an RGBA pixel
%% is. It is then converted to an RGBA pixel with red, green, and blue set to the converted
%% luminance value, and alpha set to 1. After this conversion, the pixel is treated as if
%% it had been read as an RGBA pixel.
%%
%% `?GL_LUMINANCE_ALPHA': Each pixel is a two-component group: luminance first, followed
%% by alpha. The two components are converted to the internal floating-point format in the
%% same way the red component of an RGBA pixel is. They are then converted to an RGBA pixel
%% with red, green, and blue set to the converted luminance value, and alpha set to the converted
%% alpha value. After this conversion, the pixel is treated as if it had been read as an
%% RGBA pixel.
%%
%% The following table summarizes the meaning of the valid constants for the `type'
%% parameter:
%%
%% <table><tbody><tr><td>` Type '</td><td>` Corresponding Type '</td></tr></tbody><tbody>
%% <tr><td>`?GL_UNSIGNED_BYTE'</td><td> unsigned 8-bit integer </td></tr><tr><td>`?GL_BYTE'
%% </td><td> signed 8-bit integer </td></tr><tr><td>`?GL_BITMAP'</td><td> single bits
%% in unsigned 8-bit integers </td></tr><tr><td>`?GL_UNSIGNED_SHORT'</td><td> unsigned
%% 16-bit integer </td></tr><tr><td>`?GL_SHORT'</td><td> signed 16-bit integer </td></tr>
%% <tr><td>`?GL_UNSIGNED_INT'</td><td> unsigned 32-bit integer </td></tr><tr><td>`?GL_INT'
%% </td><td> 32-bit integer </td></tr><tr><td>`?GL_FLOAT'</td><td> single-precision
%% floating-point </td></tr><tr><td>`?GL_UNSIGNED_BYTE_3_3_2'</td><td> unsigned 8-bit
%% integer </td></tr><tr><td>`?GL_UNSIGNED_BYTE_2_3_3_REV'</td><td> unsigned 8-bit
%% integer with reversed component ordering </td></tr><tr><td>`?GL_UNSIGNED_SHORT_5_6_5'</td>
%% <td> unsigned 16-bit integer </td></tr><tr><td>`?GL_UNSIGNED_SHORT_5_6_5_REV'</td><td>
%% unsigned 16-bit integer with reversed component ordering </td></tr><tr><td>`?GL_UNSIGNED_SHORT_4_4_4_4'
%% </td><td> unsigned 16-bit integer </td></tr><tr><td>`?GL_UNSIGNED_SHORT_4_4_4_4_REV'</td>
%% <td> unsigned 16-bit integer with reversed component ordering </td></tr><tr><td>`?GL_UNSIGNED_SHORT_5_5_5_1'
%% </td><td> unsigned 16-bit integer </td></tr><tr><td>`?GL_UNSIGNED_SHORT_1_5_5_5_REV'</td>
%% <td> unsigned 16-bit integer with reversed component ordering </td></tr><tr><td>`?GL_UNSIGNED_INT_8_8_8_8'
%% </td><td> unsigned 32-bit integer </td></tr><tr><td>`?GL_UNSIGNED_INT_8_8_8_8_REV'</td>
%% <td> unsigned 32-bit integer with reversed component ordering </td></tr><tr><td>`?GL_UNSIGNED_INT_10_10_10_2'
%% </td><td> unsigned 32-bit integer </td></tr><tr><td>`?GL_UNSIGNED_INT_2_10_10_10_REV'</td>
%% <td> unsigned 32-bit integer with reversed component ordering </td></tr></tbody></table>
%%
%% The rasterization described so far assumes pixel zoom factors of 1. If {@link gl:pixelZoom/2}
%% is used to change the x and y pixel zoom factors, pixels are converted to fragments
%% as follows. If (x r y r) is the current raster position, and a given pixel is in the nth column
%% and mth row of the pixel rectangle, then fragments are generated for pixels whose centers
%% are in the rectangle with corners at
%%
%% (x r+(zoom x) n y r+(zoom y) m)
%%
%% (x r+(zoom x)(n+1) y r+(zoom y)(m+1))
%%
%% where zoom x is the value of `?GL_ZOOM_X' and zoom y is the value of `?GL_ZOOM_Y'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawPixels.xml">external</a> documentation.
-spec drawPixels(Width, Height, Format, Type, Pixels) -> ok when Width :: integer(),Height :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
drawPixels(Width,Height,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5236, <<Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
drawPixels(Width,Height,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5237, <<Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Copy pixels in the frame buffer
%%
%% ``gl:copyPixels'' copies a screen-aligned rectangle of pixels from the specified frame
%% buffer location to a region relative to the current raster position. Its operation is
%% well defined only if the entire pixel source region is within the exposed portion of the
%% window. Results of copies from outside the window, or from regions of the window that
%% are not exposed, are hardware dependent and undefined.
%%
%% `X' and `Y' specify the window coordinates of the lower left corner of the rectangular
%% region to be copied. `Width' and `Height' specify the dimensions of the rectangular
%% region to be copied. Both `Width' and `Height' must not be negative.
%%
%% Several parameters control the processing of the pixel data while it is being copied.
%% These parameters are set with three commands: {@link gl:pixelTransferf/2} , {@link gl:pixelMapfv/3}
%% , and {@link gl:pixelZoom/2} . This reference page describes the effects on ``gl:copyPixels''
%% of most, but not all, of the parameters specified by these three commands.
%%
%% ``gl:copyPixels'' copies values from each pixel with the lower left-hand corner at (x+i
%% y+j)
%% for 0<= i< width and 0<= j< height. This pixel is said to be the ith
%% pixel in the jth row. Pixels are copied in row order from the lowest to the highest
%% row, left to right in each row.
%%
%% `Type' specifies whether color, depth, or stencil data is to be copied. The details
%% of the transfer for each data type are as follows:
%%
%% `?GL_COLOR': Indices or RGBA colors are read from the buffer currently specified
%% as the read source buffer (see {@link gl:readBuffer/1} ). If the GL is in color index mode,
%% each index that is read from this buffer is converted to a fixed-point format with an
%% unspecified number of bits to the right of the binary point. Each index is then shifted
%% left by `?GL_INDEX_SHIFT' bits, and added to `?GL_INDEX_OFFSET'. If `?GL_INDEX_SHIFT'
%% is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified
%% bit locations in the result. If `?GL_MAP_COLOR' is true, the index is replaced with
%% the value that it references in lookup table `?GL_PIXEL_MAP_I_TO_I'. Whether the
%% lookup replacement of the index is done or not, the integer part of the index is then
%% ANDed with 2 b-1, where b is the number of bits in a color index buffer.
%%
%% If the GL is in RGBA mode, the red, green, blue, and alpha components of each pixel that
%% is read are converted to an internal floating-point format with unspecified precision.
%% The conversion maps the largest representable component value to 1.0, and component value
%% 0 to 0.0. The resulting floating-point color values are then multiplied by `?GL_c_SCALE'
%% and added to `?GL_c_BIAS', where `c' is RED, GREEN, BLUE, and ALPHA for the
%% respective color components. The results are clamped to the range [0,1]. If `?GL_MAP_COLOR'
%% is true, each color component is scaled by the size of lookup table `?GL_PIXEL_MAP_c_TO_c'
%% , then replaced by the value that it references in that table. `c' is R, G, B, or
%% A.
%%
%% If the ARB_imaging extension is supported, the color values may be additionally processed
%% by color-table lookups, color-matrix transformations, and convolution filters.
%%
%% The GL then converts the resulting indices or RGBA colors to fragments by attaching the
%% current raster position `z' coordinate and texture coordinates to each pixel, then
%% assigning window coordinates (x r+i y r+j), where (x r y r) is the current raster position, and the pixel was
%% the ith pixel in the jth row. These pixel fragments are then treated just like the
%% fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and
%% all the fragment operations are applied before the fragments are written to the frame
%% buffer.
%%
%% `?GL_DEPTH': Depth values are read from the depth buffer and converted directly
%% to an internal floating-point format with unspecified precision. The resulting floating-point
%% depth value is then multiplied by `?GL_DEPTH_SCALE' and added to `?GL_DEPTH_BIAS'
%% . The result is clamped to the range [0,1].
%%
%% The GL then converts the resulting depth components to fragments by attaching the current
%% raster position color or color index and texture coordinates to each pixel, then assigning
%% window coordinates (x r+i y r+j), where (x r y r) is the current raster position, and the pixel was the ith
%% pixel in the jth row. These pixel fragments are then treated just like the fragments
%% generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the
%% fragment operations are applied before the fragments are written to the frame buffer.
%%
%% `?GL_STENCIL': Stencil indices are read from the stencil buffer and converted to
%% an internal fixed-point format with an unspecified number of bits to the right of the
%% binary point. Each fixed-point index is then shifted left by `?GL_INDEX_SHIFT' bits,
%% and added to `?GL_INDEX_OFFSET'. If `?GL_INDEX_SHIFT' is negative, the shift
%% is to the right. In either case, zero bits fill otherwise unspecified bit locations in
%% the result. If `?GL_MAP_STENCIL' is true, the index is replaced with the value that
%% it references in lookup table `?GL_PIXEL_MAP_S_TO_S'. Whether the lookup replacement
%% of the index is done or not, the integer part of the index is then ANDed with 2 b-1,
%% where b is the number of bits in the stencil buffer. The resulting stencil indices are
%% then written to the stencil buffer such that the index read from the ith location of
%% the jth row is written to location (x r+i y r+j), where (x r y r) is the current raster position. Only the
%% pixel ownership test, the scissor test, and the stencil writemask affect these write operations.
%%
%%
%% The rasterization described thus far assumes pixel zoom factors of 1.0. If {@link gl:pixelZoom/2}
%% is used to change the x and y pixel zoom factors, pixels are converted to fragments
%% as follows. If (x r y r) is the current raster position, and a given pixel is in the ith location
%% in the jth row of the source pixel rectangle, then fragments are generated for pixels
%% whose centers are in the rectangle with corners at
%%
%% (x r+(zoom x) i y r+(zoom y) j)
%%
%% and
%%
%% (x r+(zoom x)(i+1) y r+(zoom y)(j+1))
%%
%% where zoom x is the value of `?GL_ZOOM_X' and zoom y is the value of `?GL_ZOOM_Y'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyPixels.xml">external</a> documentation.
-spec copyPixels(X, Y, Width, Height, Type) -> ok when X :: integer(),Y :: integer(),Width :: integer(),Height :: integer(),Type :: enum().
copyPixels(X,Y,Width,Height,Type) ->
cast(5238, <<X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei,Type:?GLenum>>).
%% @doc Set front and back function and reference value for stencil testing
%%
%% Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis.
%% Stencil planes are first drawn into using GL drawing primitives, then geometry and images
%% are rendered using the stencil planes to mask out portions of the screen. Stenciling is
%% typically used in multipass rendering algorithms to achieve special effects, such as decals,
%% outlining, and constructive solid geometry rendering.
%%
%% The stencil test conditionally eliminates a pixel based on the outcome of a comparison
%% between the reference value and the value in the stencil buffer. To enable and disable
%% the test, call {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_STENCIL_TEST'
%% . To specify actions based on the outcome of the stencil test, call {@link gl:stencilOp/3}
%% or {@link gl:stencilOpSeparate/4} .
%%
%% There can be two separate sets of `Func' , `Ref' , and `Mask' parameters;
%% one affects back-facing polygons, and the other affects front-facing polygons as well
%% as other non-polygon primitives. {@link gl:stencilFunc/3} sets both front and back stencil
%% state to the same values. Use {@link gl:stencilFuncSeparate/4} to set front and back stencil
%% state to different values.
%%
%% `Func' is a symbolic constant that determines the stencil comparison function. It
%% accepts one of eight values, shown in the following list. `Ref' is an integer reference
%% value that is used in the stencil comparison. It is clamped to the range [0 2 n-1], where n
%% is the number of bitplanes in the stencil buffer. `Mask' is bitwise ANDed with both
%% the reference value and the stored stencil value, with the ANDed values participating
%% in the comparison.
%%
%% If `stencil' represents the value stored in the corresponding stencil buffer location,
%% the following list shows the effect of each comparison function that can be specified by `Func'
%% . Only if the comparison succeeds is the pixel passed through to the next stage in the
%% rasterization process (see {@link gl:stencilOp/3} ). All tests treat `stencil' values
%% as unsigned integers in the range [0 2 n-1], where n is the number of bitplanes in the stencil
%% buffer.
%%
%% The following values are accepted by `Func' :
%%
%% `?GL_NEVER': Always fails.
%%
%% `?GL_LESS': Passes if ( `Ref' & `Mask' ) < ( `stencil' & `Mask'
%% ).
%%
%% `?GL_LEQUAL': Passes if ( `Ref' & `Mask' ) <= ( `stencil'
%% & `Mask' ).
%%
%% `?GL_GREATER': Passes if ( `Ref' & `Mask' ) > ( `stencil'
%% & `Mask' ).
%%
%% `?GL_GEQUAL': Passes if ( `Ref' & `Mask' ) >= ( `stencil'
%% & `Mask' ).
%%
%% `?GL_EQUAL': Passes if ( `Ref' & `Mask' ) = ( `stencil' & `Mask'
%% ).
%%
%% `?GL_NOTEQUAL': Passes if ( `Ref' & `Mask' ) != ( `stencil' &
%% `Mask' ).
%%
%% `?GL_ALWAYS': Always passes.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilFunc.xml">external</a> documentation.
-spec stencilFunc(Func, Ref, Mask) -> ok when Func :: enum(),Ref :: integer(),Mask :: integer().
stencilFunc(Func,Ref,Mask) ->
cast(5239, <<Func:?GLenum,Ref:?GLint,Mask:?GLuint>>).
%% @doc Control the front and back writing of individual bits in the stencil planes
%%
%% ``gl:stencilMask'' controls the writing of individual bits in the stencil planes. The
%% least significant n bits of `Mask' , where n is the number of bits in the stencil
%% buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding
%% bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected.
%% Initially, all bits are enabled for writing.
%%
%% There can be two separate `Mask' writemasks; one affects back-facing polygons, and
%% the other affects front-facing polygons as well as other non-polygon primitives. {@link gl:stencilMask/1}
%% sets both front and back stencil writemasks to the same values. Use {@link gl:stencilMaskSeparate/2}
%% to set front and back stencil writemasks to different values.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilMask.xml">external</a> documentation.
-spec stencilMask(Mask) -> ok when Mask :: integer().
stencilMask(Mask) ->
cast(5240, <<Mask:?GLuint>>).
%% @doc Set front and back stencil test actions
%%
%% Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis.
%% You draw into the stencil planes using GL drawing primitives, then render geometry and
%% images, using the stencil planes to mask out portions of the screen. Stenciling is typically
%% used in multipass rendering algorithms to achieve special effects, such as decals, outlining,
%% and constructive solid geometry rendering.
%%
%% The stencil test conditionally eliminates a pixel based on the outcome of a comparison
%% between the value in the stencil buffer and a reference value. To enable and disable the
%% test, call {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_STENCIL_TEST'
%% ; to control it, call {@link gl:stencilFunc/3} or {@link gl:stencilFuncSeparate/4} .
%%
%% There can be two separate sets of `Sfail' , `Dpfail' , and `Dppass' parameters;
%% one affects back-facing polygons, and the other affects front-facing polygons as well
%% as other non-polygon primitives. {@link gl:stencilOp/3} sets both front and back stencil
%% state to the same values. Use {@link gl:stencilOpSeparate/4} to set front and back stencil
%% state to different values.
%%
%% ``gl:stencilOp'' takes three arguments that indicate what happens to the stored stencil
%% value while stenciling is enabled. If the stencil test fails, no change is made to the
%% pixel's color or depth buffers, and `Sfail' specifies what happens to the stencil
%% buffer contents. The following eight actions are possible.
%%
%% `?GL_KEEP': Keeps the current value.
%%
%% `?GL_ZERO': Sets the stencil buffer value to 0.
%%
%% `?GL_REPLACE': Sets the stencil buffer value to `ref', as specified by {@link gl:stencilFunc/3}
%% .
%%
%% `?GL_INCR': Increments the current stencil buffer value. Clamps to the maximum representable
%% unsigned value.
%%
%% `?GL_INCR_WRAP': Increments the current stencil buffer value. Wraps stencil buffer
%% value to zero when incrementing the maximum representable unsigned value.
%%
%% `?GL_DECR': Decrements the current stencil buffer value. Clamps to 0.
%%
%% `?GL_DECR_WRAP': Decrements the current stencil buffer value. Wraps stencil buffer
%% value to the maximum representable unsigned value when decrementing a stencil buffer value
%% of zero.
%%
%% `?GL_INVERT': Bitwise inverts the current stencil buffer value.
%%
%% Stencil buffer values are treated as unsigned integers. When incremented and decremented,
%% values are clamped to 0 and 2 n-1, where n is the value returned by querying `?GL_STENCIL_BITS'
%% .
%%
%% The other two arguments to ``gl:stencilOp'' specify stencil buffer actions that depend
%% on whether subsequent depth buffer tests succeed ( `Dppass' ) or fail ( `Dpfail' )
%% (see {@link gl:depthFunc/1} ). The actions are specified using the same eight symbolic constants
%% as `Sfail' . Note that `Dpfail' is ignored when there is no depth buffer, or
%% when the depth buffer is not enabled. In these cases, `Sfail' and `Dppass' specify
%% stencil action when the stencil test fails and passes, respectively.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilOp.xml">external</a> documentation.
-spec stencilOp(Fail, Zfail, Zpass) -> ok when Fail :: enum(),Zfail :: enum(),Zpass :: enum().
stencilOp(Fail,Zfail,Zpass) ->
cast(5241, <<Fail:?GLenum,Zfail:?GLenum,Zpass:?GLenum>>).
%% @doc Specify the clear value for the stencil buffer
%%
%% ``gl:clearStencil'' specifies the index used by {@link gl:clear/1} to clear the stencil
%% buffer. `S' is masked with 2 m-1, where m is the number of bits in the stencil
%% buffer.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearStencil.xml">external</a> documentation.
-spec clearStencil(S) -> ok when S :: integer().
clearStencil(S) ->
cast(5242, <<S:?GLint>>).
%% @doc Control the generation of texture coordinates
%%
%% ``gl:texGen'' selects a texture-coordinate generation function or supplies coefficients
%% for one of the functions. `Coord' names one of the (`s', `t', `r', `q'
%% ) texture coordinates; it must be one of the symbols `?GL_S', `?GL_T', `?GL_R'
%% , or `?GL_Q'. `Pname' must be one of three symbolic constants: `?GL_TEXTURE_GEN_MODE'
%% , `?GL_OBJECT_PLANE', or `?GL_EYE_PLANE'. If `Pname' is `?GL_TEXTURE_GEN_MODE'
%% , then `Params' chooses a mode, one of `?GL_OBJECT_LINEAR', `?GL_EYE_LINEAR'
%% , `?GL_SPHERE_MAP', `?GL_NORMAL_MAP', or `?GL_REFLECTION_MAP'. If `Pname'
%% is either `?GL_OBJECT_PLANE' or `?GL_EYE_PLANE', `Params' contains coefficients
%% for the corresponding texture generation function.
%%
%% If the texture generation function is `?GL_OBJECT_LINEAR', the function
%%
%% g=p 1×x o+p 2×y o+p 3×z o+p 4×w o
%%
%% is used, where g is the value computed for the coordinate named in `Coord' , p 1,
%% p 2, p 3, and p 4 are the four values supplied in `Params' , and x o, y o, z o,
%% and w o are the object coordinates of the vertex. This function can be used, for example,
%% to texture-map terrain using sea level as a reference plane (defined by p 1, p 2, p
%% 3, and p 4). The altitude of a terrain vertex is computed by the `?GL_OBJECT_LINEAR'
%% coordinate generation function as its distance from sea level; that altitude can then
%% be used to index the texture image to map white snow onto peaks and green grass onto foothills.
%%
%%
%% If the texture generation function is `?GL_EYE_LINEAR', the function
%%
%% g=(p 1)"×x e+(p 2)"×y e+(p 3)"×z e+(p 4)"×w e
%%
%% is used, where
%%
%% ((p 1)" (p 2)" (p 3)" (p 4)")=(p 1 p 2 p 3 p 4) M -1
%%
%% and x e, y e, z e, and w e are the eye coordinates of the vertex, p 1, p 2, p 3,
%% and p 4 are the values supplied in `Params' , and M is the modelview matrix when ``gl:texGen''
%% is invoked. If M is poorly conditioned or singular, texture coordinates generated by
%% the resulting function may be inaccurate or undefined.
%%
%% Note that the values in `Params' define a reference plane in eye coordinates. The
%% modelview matrix that is applied to them may not be the same one in effect when the polygon
%% vertices are transformed. This function establishes a field of texture coordinates that
%% can produce dynamic contour lines on moving objects.
%%
%% If the texture generation function is `?GL_SPHERE_MAP' and `Coord' is either `?GL_S'
%% or `?GL_T', s and t texture coordinates are generated as follows. Let `u'
%% be the unit vector pointing from the origin to the polygon vertex (in eye coordinates).
%% Let `n' sup prime be the current normal, after transformation to eye coordinates.
%% Let
%%
%% f=(f x f y f z) T be the reflection vector such that
%%
%% f=u-2 n" (n") T u
%%
%% Finally, let m=2 ((f x) 2+(f y) 2+(f z+1) 2). Then the values assigned to the s and t texture coordinates
%% are
%%
%% s=f x/m+1/2
%%
%% t=f y/m+1/2
%%
%% To enable or disable a texture-coordinate generation function, call {@link gl:enable/1}
%% or {@link gl:enable/1} with one of the symbolic texture-coordinate names (`?GL_TEXTURE_GEN_S'
%% , `?GL_TEXTURE_GEN_T', `?GL_TEXTURE_GEN_R', or `?GL_TEXTURE_GEN_Q') as
%% the argument. When enabled, the specified texture coordinate is computed according to
%% the generating function associated with that coordinate. When disabled, subsequent vertices
%% take the specified texture coordinate from the current set of texture coordinates. Initially,
%% all texture generation functions are set to `?GL_EYE_LINEAR' and are disabled. Both
%% s plane equations are (1, 0, 0, 0), both t plane equations are (0, 1, 0, 0), and all
%% r and q plane equations are (0, 0, 0, 0).
%%
%% When the ARB_multitexture extension is supported, ``gl:texGen'' sets the texture generation
%% parameters for the currently active texture unit, selected with {@link gl:activeTexture/1} .
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexGen.xml">external</a> documentation.
-spec texGend(Coord, Pname, Param) -> ok when Coord :: enum(),Pname :: enum(),Param :: float().
texGend(Coord,Pname,Param) ->
cast(5243, <<Coord:?GLenum,Pname:?GLenum,Param:?GLdouble>>).
%% @doc
%% See {@link texGend/3}
-spec texGenf(Coord, Pname, Param) -> ok when Coord :: enum(),Pname :: enum(),Param :: float().
texGenf(Coord,Pname,Param) ->
cast(5244, <<Coord:?GLenum,Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link texGend/3}
-spec texGeni(Coord, Pname, Param) -> ok when Coord :: enum(),Pname :: enum(),Param :: integer().
texGeni(Coord,Pname,Param) ->
cast(5245, <<Coord:?GLenum,Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link texGend/3}
-spec texGendv(Coord, Pname, Params) -> ok when Coord :: enum(),Pname :: enum(),Params :: {float()}.
texGendv(Coord,Pname,Params) ->
cast(5246, <<Coord:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,0:32,
(<< <<C:?GLdouble>> ||C <- tuple_to_list(Params)>>)/binary>>).
%% @doc
%% See {@link texGend/3}
-spec texGenfv(Coord, Pname, Params) -> ok when Coord :: enum(),Pname :: enum(),Params :: {float()}.
texGenfv(Coord,Pname,Params) ->
cast(5247, <<Coord:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link texGend/3}
-spec texGeniv(Coord, Pname, Params) -> ok when Coord :: enum(),Pname :: enum(),Params :: {integer()}.
texGeniv(Coord,Pname,Params) ->
cast(5248, <<Coord:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc Return texture coordinate generation parameters
%%
%% ``gl:getTexGen'' returns in `Params' selected parameters of a texture coordinate
%% generation function that was specified using {@link gl:texGend/3} . `Coord' names one
%% of the (`s', `t', `r', `q') texture coordinates, using the symbolic
%% constant `?GL_S', `?GL_T', `?GL_R', or `?GL_Q'.
%%
%% `Pname' specifies one of three symbolic names:
%%
%% `?GL_TEXTURE_GEN_MODE': `Params' returns the single-valued texture generation
%% function, a symbolic constant. The initial value is `?GL_EYE_LINEAR'.
%%
%% `?GL_OBJECT_PLANE': `Params' returns the four plane equation coefficients that
%% specify object linear-coordinate generation. Integer values, when requested, are mapped
%% directly from the internal floating-point representation.
%%
%% `?GL_EYE_PLANE': `Params' returns the four plane equation coefficients that
%% specify eye linear-coordinate generation. Integer values, when requested, are mapped directly
%% from the internal floating-point representation. The returned values are those maintained
%% in eye coordinates. They are not equal to the values specified using {@link gl:texGend/3} ,
%% unless the modelview matrix was identity when {@link gl:texGend/3} was called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTexGen.xml">external</a> documentation.
-spec getTexGendv(Coord, Pname) -> {float(),float(),float(),float()} when Coord :: enum(),Pname :: enum().
getTexGendv(Coord,Pname) ->
call(5249, <<Coord:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getTexGendv/2}
-spec getTexGenfv(Coord, Pname) -> {float(),float(),float(),float()} when Coord :: enum(),Pname :: enum().
getTexGenfv(Coord,Pname) ->
call(5250, <<Coord:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getTexGendv/2}
-spec getTexGeniv(Coord, Pname) -> {integer(),integer(),integer(),integer()} when Coord :: enum(),Pname :: enum().
getTexGeniv(Coord,Pname) ->
call(5251, <<Coord:?GLenum,Pname:?GLenum>>).
%% @doc glTexEnvf
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexEnvf.xml">external</a> documentation.
-spec texEnvf(Target, Pname, Param) -> ok when Target :: enum(),Pname :: enum(),Param :: float().
texEnvf(Target,Pname,Param) ->
cast(5252, <<Target:?GLenum,Pname:?GLenum,Param:?GLfloat>>).
%% @doc glTexEnvi
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexEnvi.xml">external</a> documentation.
-spec texEnvi(Target, Pname, Param) -> ok when Target :: enum(),Pname :: enum(),Param :: integer().
texEnvi(Target,Pname,Param) ->
cast(5253, <<Target:?GLenum,Pname:?GLenum,Param:?GLint>>).
%% @doc Set texture environment parameters
%%
%% A texture environment specifies how texture values are interpreted when a fragment is
%% textured. When `Target' is `?GL_TEXTURE_FILTER_CONTROL', `Pname' must be `?GL_TEXTURE_LOD_BIAS'
%% . When `Target' is `?GL_TEXTURE_ENV', `Pname' can be `?GL_TEXTURE_ENV_MODE'
%% , `?GL_TEXTURE_ENV_COLOR', `?GL_COMBINE_RGB', `?GL_COMBINE_ALPHA', `?GL_RGB_SCALE'
%% , `?GL_ALPHA_SCALE', `?GL_SRC0_RGB', `?GL_SRC1_RGB', `?GL_SRC2_RGB', `?GL_SRC0_ALPHA'
%% , `?GL_SRC1_ALPHA', or `?GL_SRC2_ALPHA'.
%%
%% If `Pname' is `?GL_TEXTURE_ENV_MODE', then `Params' is (or points to)
%% the symbolic name of a texture function. Six texture functions may be specified: `?GL_ADD'
%% , `?GL_MODULATE', `?GL_DECAL', `?GL_BLEND', `?GL_REPLACE', or `?GL_COMBINE'
%% .
%%
%% The following table shows the correspondence of filtered texture values R t, G t, B t,
%% A t, L t, I t to texture source components. C s and A s are used by the texture functions
%% described below.
%%
%% <table><tbody><tr><td> Texture Base Internal Format </td><td> C s</td><td> A s</td></tr></tbody>
%% <tbody><tr><td>`?GL_ALPHA'</td><td> (0, 0, 0) </td><td> A t</td></tr><tr><td>`?GL_LUMINANCE'
%% </td><td> ( L t, L t, L t ) </td><td> 1 </td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td>
%% <td> ( L t, L t, L t ) </td><td> A t</td></tr><tr><td>`?GL_INTENSITY'</td><td> (
%% I t, I t, I t ) </td><td> I t</td></tr><tr><td>`?GL_RGB'</td><td> ( R t, G t, B
%% t ) </td><td> 1 </td></tr><tr><td>`?GL_RGBA'</td><td> ( R t, G t, B t ) </td><td>
%% A t</td></tr></tbody></table>
%%
%% A texture function acts on the fragment to be textured using the texture image value
%% that applies to the fragment (see {@link gl:texParameterf/3} ) and produces an RGBA color
%% for that fragment. The following table shows how the RGBA color is produced for each of
%% the first five texture functions that can be chosen. C is a triple of color values (RGB)
%% and A is the associated alpha value. RGBA values extracted from a texture image are in
%% the range [0,1]. The subscript p refers to the color computed from the previous texture
%% stage (or the incoming fragment if processing texture stage 0), the subscript s to the
%% texture source color, the subscript c to the texture environment color, and the subscript
%% v indicates a value produced by the texture function.
%%
%% <table><tbody><tr><td> Texture Base Internal Format </td><td>`?Value'</td><td>`?GL_REPLACE'
%% Function </td><td>`?GL_MODULATE' Function </td><td>`?GL_DECAL' Function </td><td>
%% `?GL_BLEND' Function </td><td>`?GL_ADD' Function </td></tr></tbody><tbody><tr><td>
%% `?GL_ALPHA'</td><td> C v=</td><td> C p</td><td> C p</td><td> undefined </td><td> C p</td>
%% <td> C p</td></tr><tr><td></td><td> A v=</td><td> A s</td><td> A p A s</td><td></td><td>
%% A v=A p A s</td><td> A p A s</td></tr><tr><td>`?GL_LUMINANCE'</td><td> C v=</td><td>
%% C s</td><td> C p C s</td><td> undefined </td><td> C p (1-C s)+C c C s</td><td> C p+C s</td></tr>
%% <tr><td> (or 1) </td><td> A v=</td><td> A p</td><td> A p</td><td></td><td> A p</td><td> A
%% p</td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td> C v=</td><td> C s</td><td> C p C
%% s</td><td> undefined </td><td> C p (1-C s)+C c C s</td><td> C p+C s</td></tr><tr><td> (or 2) </td>
%% <td> A v=</td><td> A s</td><td> A p A s</td><td></td><td> A p A s</td><td> A p A s</td>
%% </tr><tr><td>`?GL_INTENSITY'</td><td> C v=</td><td> C s</td><td> C p C s</td><td>
%% undefined </td><td> C p (1-C s)+C c C s</td><td> C p+C s</td></tr><tr><td></td><td> A v=</td><td>
%% A s</td><td> A p A s</td><td></td><td> A p (1-A s)+A c A s</td><td> A p+A s</td></tr><tr><td>`?GL_RGB'
%% </td><td> C v=</td><td> C s</td><td> C p C s</td><td> C s</td><td> C p (1-C s)+C c C s</td><td>
%% C p+C s</td></tr><tr><td> (or 3) </td><td> A v=</td><td> A p</td><td> A p</td><td> A p</td>
%% <td> A p</td><td> A p</td></tr><tr><td>`?GL_RGBA'</td><td> C v=</td><td> C s</td><td>
%% C p C s</td><td> C p (1-A s)+C s A s</td><td> C p (1-C s)+C c C s</td><td> C p+C s</td></tr><tr><td>
%% (or 4) </td><td> A v=</td><td> A s</td><td> A p A s</td><td> A p</td><td> A p A s</td><td>
%% A p A s</td></tr></tbody></table>
%%
%% If `Pname' is `?GL_TEXTURE_ENV_MODE', and `Params' is `?GL_COMBINE',
%% the form of the texture function depends on the values of `?GL_COMBINE_RGB' and `?GL_COMBINE_ALPHA'
%% .
%%
%% The following describes how the texture sources, as specified by `?GL_SRC0_RGB', `?GL_SRC1_RGB'
%% , `?GL_SRC2_RGB', `?GL_SRC0_ALPHA', `?GL_SRC1_ALPHA', and `?GL_SRC2_ALPHA'
%% , are combined to produce a final texture color. In the following tables, `?GL_SRC0_c'
%% is represented by Arg0, `?GL_SRC1_c' is represented by Arg1, and `?GL_SRC2_c'
%% is represented by Arg2.
%%
%% `?GL_COMBINE_RGB' accepts any of `?GL_REPLACE', `?GL_MODULATE', `?GL_ADD'
%% , `?GL_ADD_SIGNED', `?GL_INTERPOLATE', `?GL_SUBTRACT', `?GL_DOT3_RGB',
%% or `?GL_DOT3_RGBA'.
%%
%% <table><tbody><tr><td>`?GL_COMBINE_RGB'</td><td>` Texture Function '</td></tr></tbody>
%% <tbody><tr><td>`?GL_REPLACE'</td><td> Arg0</td></tr><tr><td>`?GL_MODULATE'</td><td>
%% Arg0×Arg1</td></tr><tr><td>`?GL_ADD'</td><td> Arg0+Arg1</td></tr><tr><td>`?GL_ADD_SIGNED'
%% </td><td> Arg0+Arg1-0.5</td></tr><tr><td>`?GL_INTERPOLATE'</td><td> Arg0×Arg2+Arg1×(1-
%% Arg2)</td>
%% </tr><tr><td>`?GL_SUBTRACT'</td><td> Arg0-Arg1</td></tr><tr><td>`?GL_DOT3_RGB'
%% or `?GL_DOT3_RGBA'</td><td> 4×((((Arg0 r)-0.5)×((Arg1 r)-0.5))+(((Arg0 g)-0.5)×((Arg1 g)-0.5))+(((Arg0 b)-0.5)×((Arg1 b)-0.5)))</td></tr></tbody></table>
%%
%% The scalar results for `?GL_DOT3_RGB' and `?GL_DOT3_RGBA' are placed into each
%% of the 3 (RGB) or 4 (RGBA) components on output.
%%
%% Likewise, `?GL_COMBINE_ALPHA' accepts any of `?GL_REPLACE', `?GL_MODULATE',
%% `?GL_ADD', `?GL_ADD_SIGNED', `?GL_INTERPOLATE', or `?GL_SUBTRACT'.
%% The following table describes how alpha values are combined:
%%
%% <table><tbody><tr><td>`?GL_COMBINE_ALPHA'</td><td>` Texture Function '</td></tr>
%% </tbody><tbody><tr><td>`?GL_REPLACE'</td><td> Arg0</td></tr><tr><td>`?GL_MODULATE'
%% </td><td> Arg0×Arg1</td></tr><tr><td>`?GL_ADD'</td><td> Arg0+Arg1</td></tr><tr><td>`?GL_ADD_SIGNED'
%% </td><td> Arg0+Arg1-0.5</td></tr><tr><td>`?GL_INTERPOLATE'</td><td> Arg0×Arg2+Arg1×(1-
%% Arg2)</td>
%% </tr><tr><td>`?GL_SUBTRACT'</td><td> Arg0-Arg1</td></tr></tbody></table>
%%
%% In the following tables, the value C s represents the color sampled from the currently
%% bound texture, C c represents the constant texture-environment color, C f represents
%% the primary color of the incoming fragment, and C p represents the color computed from
%% the previous texture stage or C f if processing texture stage 0. Likewise, A s, A c,
%% A f, and A p represent the respective alpha values.
%%
%% The following table describes the values assigned to Arg0, Arg1, and Arg2 based upon
%% the RGB sources and operands:
%%
%% <table><tbody><tr><td>`?GL_SRCn_RGB'</td><td>`?GL_OPERANDn_RGB'</td><td>` Argument Value '
%% </td></tr></tbody><tbody><tr><td>`?GL_TEXTURE'</td><td>`?GL_SRC_COLOR'</td><td>(C
%% s)</td>
%% </tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_COLOR'</td><td> 1-(C s)</td></tr><tr><td></td><td>
%% `?GL_SRC_ALPHA'</td><td>(A s)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'</td>
%% <td> 1-(A s)</td></tr><tr><td>`?GL_TEXTUREn'</td><td>`?GL_SRC_COLOR'</td><td>(C s)</td></tr>
%% <tr><td></td><td>`?GL_ONE_MINUS_SRC_COLOR'</td><td> 1-(C s)</td></tr><tr><td></td><td>`?GL_SRC_ALPHA'
%% </td><td>(A s)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td> 1-(A s)</td></tr><tr>
%% <td>`?GL_CONSTANT'</td><td>`?GL_SRC_COLOR'</td><td>(C c)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_COLOR'
%% </td><td> 1-(C c)</td></tr><tr><td></td><td>`?GL_SRC_ALPHA'</td><td>(A c)</td></tr><tr><td></td>
%% <td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td> 1-(A c)</td></tr><tr><td>`?GL_PRIMARY_COLOR'</td>
%% <td>`?GL_SRC_COLOR'</td><td>(C f)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_COLOR'</td>
%% <td> 1-(C f)</td></tr><tr><td></td><td>`?GL_SRC_ALPHA'</td><td>(A f)</td></tr><tr><td></td><td>
%% `?GL_ONE_MINUS_SRC_ALPHA'</td><td> 1-(A f)</td></tr><tr><td>`?GL_PREVIOUS'</td><td>`?GL_SRC_COLOR'
%% </td><td>(C p)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_COLOR'</td><td> 1-(C p)</td></tr><tr>
%% <td></td><td>`?GL_SRC_ALPHA'</td><td>(A p)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'
%% </td><td> 1-(A p)</td></tr></tbody></table>
%%
%% For `?GL_TEXTUREn' sources, C s and A s represent the color and alpha, respectively,
%% produced from texture stage n.
%%
%% The follow table describes the values assigned to Arg0, Arg1, and Arg2 based upon
%% the alpha sources and operands:
%%
%% <table><tbody><tr><td>`?GL_SRCn_ALPHA'</td><td>`?GL_OPERANDn_ALPHA'</td><td>` Argument Value '
%% </td></tr></tbody><tbody><tr><td>`?GL_TEXTURE'</td><td>`?GL_SRC_ALPHA'</td><td>(A
%% s)</td>
%% </tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td> 1-(A s)</td></tr><tr><td>`?GL_TEXTUREn'
%% </td><td>`?GL_SRC_ALPHA'</td><td>(A s)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'
%% </td><td> 1-(A s)</td></tr><tr><td>`?GL_CONSTANT'</td><td>`?GL_SRC_ALPHA'</td><td>(A
%% c)</td>
%% </tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td> 1-(A c)</td></tr><tr><td>`?GL_PRIMARY_COLOR'
%% </td><td>`?GL_SRC_ALPHA'</td><td>(A f)</td></tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'
%% </td><td> 1-(A f)</td></tr><tr><td>`?GL_PREVIOUS'</td><td>`?GL_SRC_ALPHA'</td><td>(A
%% p)</td>
%% </tr><tr><td></td><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td> 1-(A p)</td></tr></tbody></table>
%%
%%
%% The RGB and alpha results of the texture function are multipled by the values of `?GL_RGB_SCALE'
%% and `?GL_ALPHA_SCALE', respectively, and clamped to the range [0 1].
%%
%% If `Pname' is `?GL_TEXTURE_ENV_COLOR', `Params' is a pointer to an array
%% that holds an RGBA color consisting of four values. Integer color components are interpreted
%% linearly such that the most positive integer maps to 1.0, and the most negative integer
%% maps to -1.0. The values are clamped to the range [0,1] when they are specified. C c
%% takes these four values.
%%
%% If `Pname' is `?GL_TEXTURE_LOD_BIAS', the value specified is added to the texture
%% level-of-detail parameter, that selects which mipmap, or mipmaps depending upon the selected
%% `?GL_TEXTURE_MIN_FILTER', will be sampled.
%%
%% `?GL_TEXTURE_ENV_MODE' defaults to `?GL_MODULATE' and `?GL_TEXTURE_ENV_COLOR'
%% defaults to (0, 0, 0, 0).
%%
%% If `Target' is `?GL_POINT_SPRITE' and `Pname' is `?GL_COORD_REPLACE',
%% the boolean value specified is used to either enable or disable point sprite texture coordinate
%% replacement. The default value is `?GL_FALSE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexEnv.xml">external</a> documentation.
-spec texEnvfv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {float()}.
texEnvfv(Target,Pname,Params) ->
cast(5254, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link texEnvfv/3}
-spec texEnviv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {integer()}.
texEnviv(Target,Pname,Params) ->
cast(5255, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc Return texture environment parameters
%%
%% ``gl:getTexEnv'' returns in `Params' selected values of a texture environment that
%% was specified with {@link gl:texEnvfv/3} . `Target' specifies a texture environment.
%%
%% When `Target' is `?GL_TEXTURE_FILTER_CONTROL', `Pname' must be `?GL_TEXTURE_LOD_BIAS'
%% . When `Target' is `?GL_POINT_SPRITE', `Pname' must be `?GL_COORD_REPLACE'
%% . When `Target' is `?GL_TEXTURE_ENV', `Pname' can be `?GL_TEXTURE_ENV_MODE'
%% , `?GL_TEXTURE_ENV_COLOR', `?GL_COMBINE_RGB', `?GL_COMBINE_ALPHA', `?GL_RGB_SCALE'
%% , `?GL_ALPHA_SCALE', `?GL_SRC0_RGB', `?GL_SRC1_RGB', `?GL_SRC2_RGB',
%% `?GL_SRC0_ALPHA', `?GL_SRC1_ALPHA', or `?GL_SRC2_ALPHA'.
%%
%% `Pname' names a specific texture environment parameter, as follows:
%%
%% `?GL_TEXTURE_ENV_MODE': `Params' returns the single-valued texture environment
%% mode, a symbolic constant. The initial value is `?GL_MODULATE'.
%%
%% `?GL_TEXTURE_ENV_COLOR': `Params' returns four integer or floating-point values
%% that are the texture environment color. Integer values, when requested, are linearly mapped
%% from the internal floating-point representation such that 1.0 maps to the most positive
%% representable integer, and -1.0 maps to the most negative representable integer. The
%% initial value is (0, 0, 0, 0).
%%
%% `?GL_TEXTURE_LOD_BIAS': `Params' returns a single floating-point value that
%% is the texture level-of-detail bias. The initial value is 0.
%%
%% `?GL_COMBINE_RGB': `Params' returns a single symbolic constant value representing
%% the current RGB combine mode. The initial value is `?GL_MODULATE'.
%%
%% `?GL_COMBINE_ALPHA': `Params' returns a single symbolic constant value representing
%% the current alpha combine mode. The initial value is `?GL_MODULATE'.
%%
%% `?GL_SRC0_RGB': `Params' returns a single symbolic constant value representing
%% the texture combiner zero's RGB source. The initial value is `?GL_TEXTURE'.
%%
%% `?GL_SRC1_RGB': `Params' returns a single symbolic constant value representing
%% the texture combiner one's RGB source. The initial value is `?GL_PREVIOUS'.
%%
%% `?GL_SRC2_RGB': `Params' returns a single symbolic constant value representing
%% the texture combiner two's RGB source. The initial value is `?GL_CONSTANT'.
%%
%% `?GL_SRC0_ALPHA': `Params' returns a single symbolic constant value representing
%% the texture combiner zero's alpha source. The initial value is `?GL_TEXTURE'.
%%
%% `?GL_SRC1_ALPHA': `Params' returns a single symbolic constant value representing
%% the texture combiner one's alpha source. The initial value is `?GL_PREVIOUS'.
%%
%% `?GL_SRC2_ALPHA': `Params' returns a single symbolic constant value representing
%% the texture combiner two's alpha source. The initial value is `?GL_CONSTANT'.
%%
%% `?GL_OPERAND0_RGB': `Params' returns a single symbolic constant value representing
%% the texture combiner zero's RGB operand. The initial value is `?GL_SRC_COLOR'.
%%
%% `?GL_OPERAND1_RGB': `Params' returns a single symbolic constant value representing
%% the texture combiner one's RGB operand. The initial value is `?GL_SRC_COLOR'.
%%
%% `?GL_OPERAND2_RGB': `Params' returns a single symbolic constant value representing
%% the texture combiner two's RGB operand. The initial value is `?GL_SRC_ALPHA'.
%%
%% `?GL_OPERAND0_ALPHA': `Params' returns a single symbolic constant value representing
%% the texture combiner zero's alpha operand. The initial value is `?GL_SRC_ALPHA'.
%%
%% `?GL_OPERAND1_ALPHA': `Params' returns a single symbolic constant value representing
%% the texture combiner one's alpha operand. The initial value is `?GL_SRC_ALPHA'.
%%
%% `?GL_OPERAND2_ALPHA': `Params' returns a single symbolic constant value representing
%% the texture combiner two's alpha operand. The initial value is `?GL_SRC_ALPHA'.
%%
%% `?GL_RGB_SCALE': `Params' returns a single floating-point value representing
%% the current RGB texture combiner scaling factor. The initial value is 1.0.
%%
%% `?GL_ALPHA_SCALE': `Params' returns a single floating-point value representing
%% the current alpha texture combiner scaling factor. The initial value is 1.0.
%%
%% `?GL_COORD_REPLACE': `Params' returns a single boolean value representing the
%% current point sprite texture coordinate replacement enable state. The initial value is `?GL_FALSE'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTexEnv.xml">external</a> documentation.
-spec getTexEnvfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum().
getTexEnvfv(Target,Pname) ->
call(5256, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getTexEnvfv/2}
-spec getTexEnviv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum().
getTexEnviv(Target,Pname) ->
call(5257, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Set texture parameters
%%
%% ``gl:texParameter'' assigns the value or values in `Params' to the texture parameter
%% specified as `Pname' . `Target' defines the target texture, either `?GL_TEXTURE_1D'
%% , `?GL_TEXTURE_2D', `?GL_TEXTURE_1D_ARRAY', `?GL_TEXTURE_2D_ARRAY', `?GL_TEXTURE_RECTANGLE'
%% , or `?GL_TEXTURE_3D'. The following symbols are accepted in `Pname' :
%%
%% `?GL_TEXTURE_BASE_LEVEL': Specifies the index of the lowest defined mipmap level.
%% This is an integer value. The initial value is 0.
%%
%%
%%
%% `?GL_TEXTURE_BORDER_COLOR': The data in `Params' specifies four values that
%% define the border values that should be used for border texels. If a texel is sampled
%% from the border of the texture, the values of `?GL_TEXTURE_BORDER_COLOR' are interpreted
%% as an RGBA color to match the texture's internal format and substituted for the non-existent
%% texel data. If the texture contains depth components, the first component of `?GL_TEXTURE_BORDER_COLOR'
%% is interpreted as a depth value. The initial value is ( 0.0, 0.0, 0.0, 0.0 ).
%%
%% If the values for `?GL_TEXTURE_BORDER_COLOR' are specified with ``gl:texParameterIiv''
%% or ``gl:texParameterIuiv'', the values are stored unmodified with an internal data
%% type of integer. If specified with ``gl:texParameteriv'', they are converted to floating
%% point with the following equation: f=2 c+1 2 b-/1. If specified with ``gl:texParameterfv''
%% , they are stored unmodified as floating-point values.
%%
%% `?GL_TEXTURE_COMPARE_FUNC': Specifies the comparison operator used when `?GL_TEXTURE_COMPARE_MODE'
%% is set to `?GL_COMPARE_REF_TO_TEXTURE'. Permissible values are: <table><tbody><tr><td>
%% ` Texture Comparison Function '</td><td>` Computed result '</td></tr></tbody><tbody>
%% <tr><td>`?GL_LEQUAL'</td><td> result={1.0 0.0 r<=(D t) r>(D t))</td></tr><tr><td>`?GL_GEQUAL'</td><td>
%% result={1.0 0.0 r>=(D t) r<(D t))</td></tr><tr><td>`?GL_LESS'</td><td> result={1.0 0.0 r<(D t) r>=(D t))</td></tr><tr><td>`?GL_GREATER'
%% </td><td> result={1.0 0.0 r>(D t) r<=(D t))</td></tr><tr><td>`?GL_EQUAL'</td><td> result={1.0 0.0 r=(D t) r&ne;
%% (D t))</td></tr><tr><td>`?GL_NOTEQUAL'
%% </td><td> result={1.0 0.0 r&ne;(D t) r=(D t))</td></tr><tr><td>`?GL_ALWAYS'</td><td> result=1.0</td></tr><tr><td>
%% `?GL_NEVER'</td><td> result=0.0</td></tr></tbody></table> where r is the current
%% interpolated texture coordinate, and D t is the depth texture value sampled from the
%% currently bound depth texture. result is assigned to the the red channel.
%%
%% `?GL_TEXTURE_COMPARE_MODE': Specifies the texture comparison mode for currently
%% bound depth textures. That is, a texture whose internal format is `?GL_DEPTH_COMPONENT_*'
%% ; see {@link gl:texImage2D/9} ) Permissible values are:
%%
%% `?GL_COMPARE_REF_TO_TEXTURE': Specifies that the interpolated and clamped r texture
%% coordinate should be compared to the value in the currently bound depth texture. See the
%% discussion of `?GL_TEXTURE_COMPARE_FUNC' for details of how the comparison is evaluated.
%% The result of the comparison is assigned to the red channel.
%%
%% `?GL_NONE': Specifies that the red channel should be assigned the appropriate value
%% from the currently bound depth texture.
%%
%% `?GL_TEXTURE_LOD_BIAS': `Params' specifies a fixed bias value that is to be
%% added to the level-of-detail parameter for the texture before texture sampling. The specified
%% value is added to the shader-supplied bias value (if any) and subsequently clamped into
%% the implementation-defined range [( - bias max)(bias max)], where bias max is the value of the implementation
%% defined constant `?GL_MAX_TEXTURE_LOD_BIAS'. The initial value is 0.0.
%%
%% `?GL_TEXTURE_MIN_FILTER': The texture minifying function is used whenever the level-of-detail
%% function used when sampling from the texture determines that the texture should be minified.
%% There are six defined minifying functions. Two of them use either the nearest texture
%% elements or a weighted average of multiple texture elements to compute the texture value.
%% The other four use mipmaps.
%%
%% A mipmap is an ordered set of arrays representing the same image at progressively lower
%% resolutions. If the texture has dimensions 2 n×2 m, there are max(n m)+1 mipmaps. The first
%% mipmap is the original texture, with dimensions 2 n×2 m. Each subsequent mipmap has
%% dimensions 2(k-1)×2(l-1), where 2 k×2 l are the dimensions of the previous mipmap, until either
%% k=0 or l=0. At that point, subsequent mipmaps have dimension 1×2(l-1) or 2(k-1)×1 until
%% the final mipmap, which has dimension 1×1. To define the mipmaps, call {@link gl:texImage1D/8}
%% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} , {@link gl:copyTexImage1D/7} , or {@link gl:copyTexImage2D/8}
%% with the `level' argument indicating the order of the mipmaps. Level 0 is the original
%% texture; level max(n m) is the final 1×1 mipmap.
%%
%% `Params' supplies a function for minifying the texture as one of the following:
%%
%% `?GL_NEAREST': Returns the value of the texture element that is nearest (in Manhattan
%% distance) to the specified texture coordinates.
%%
%% `?GL_LINEAR': Returns the weighted average of the four texture elements that are
%% closest to the specified texture coordinates. These can include items wrapped or repeated
%% from other parts of a texture, depending on the values of `?GL_TEXTURE_WRAP_S' and `?GL_TEXTURE_WRAP_T'
%% , and on the exact mapping.
%%
%% `?GL_NEAREST_MIPMAP_NEAREST': Chooses the mipmap that most closely matches the size
%% of the pixel being textured and uses the `?GL_NEAREST' criterion (the texture element
%% closest to the specified texture coordinates) to produce a texture value.
%%
%% `?GL_LINEAR_MIPMAP_NEAREST': Chooses the mipmap that most closely matches the size
%% of the pixel being textured and uses the `?GL_LINEAR' criterion (a weighted average
%% of the four texture elements that are closest to the specified texture coordinates) to
%% produce a texture value.
%%
%% `?GL_NEAREST_MIPMAP_LINEAR': Chooses the two mipmaps that most closely match the
%% size of the pixel being textured and uses the `?GL_NEAREST' criterion (the texture
%% element closest to the specified texture coordinates ) to produce a texture value from
%% each mipmap. The final texture value is a weighted average of those two values.
%%
%% `?GL_LINEAR_MIPMAP_LINEAR': Chooses the two mipmaps that most closely match the
%% size of the pixel being textured and uses the `?GL_LINEAR' criterion (a weighted
%% average of the texture elements that are closest to the specified texture coordinates)
%% to produce a texture value from each mipmap. The final texture value is a weighted average
%% of those two values.
%%
%% As more texture elements are sampled in the minification process, fewer aliasing artifacts
%% will be apparent. While the `?GL_NEAREST' and `?GL_LINEAR' minification functions
%% can be faster than the other four, they sample only one or multiple texture elements to
%% determine the texture value of the pixel being rendered and can produce moire patterns
%% or ragged transitions. The initial value of `?GL_TEXTURE_MIN_FILTER' is `?GL_NEAREST_MIPMAP_LINEAR'
%% .
%%
%%
%%
%% `?GL_TEXTURE_MAG_FILTER': The texture magnification function is used whenever the
%% level-of-detail function used when sampling from the texture determines that the texture
%% should be magified. It sets the texture magnification function to either `?GL_NEAREST'
%% or `?GL_LINEAR' (see below). `?GL_NEAREST' is generally faster than `?GL_LINEAR'
%% , but it can produce textured images with sharper edges because the transition between
%% texture elements is not as smooth. The initial value of `?GL_TEXTURE_MAG_FILTER' is `?GL_LINEAR'
%% .
%%
%% `?GL_NEAREST': Returns the value of the texture element that is nearest (in Manhattan
%% distance) to the specified texture coordinates.
%%
%% `?GL_LINEAR': Returns the weighted average of the texture elements that are closest
%% to the specified texture coordinates. These can include items wrapped or repeated from
%% other parts of a texture, depending on the values of `?GL_TEXTURE_WRAP_S' and `?GL_TEXTURE_WRAP_T'
%% , and on the exact mapping.
%%
%%
%%
%% `?GL_TEXTURE_MIN_LOD': Sets the minimum level-of-detail parameter. This floating-point
%% value limits the selection of highest resolution mipmap (lowest mipmap level). The initial
%% value is -1000.
%%
%%
%%
%% `?GL_TEXTURE_MAX_LOD': Sets the maximum level-of-detail parameter. This floating-point
%% value limits the selection of the lowest resolution mipmap (highest mipmap level). The
%% initial value is 1000.
%%
%%
%%
%% `?GL_TEXTURE_MAX_LEVEL': Sets the index of the highest defined mipmap level. This
%% is an integer value. The initial value is 1000.
%%
%%
%%
%% `?GL_TEXTURE_SWIZZLE_R': Sets the swizzle that will be applied to the r component
%% of a texel before it is returned to the shader. Valid values for `Param' are `?GL_RED'
%% , `?GL_GREEN', `?GL_BLUE', `?GL_ALPHA', `?GL_ZERO' and `?GL_ONE'.
%% If `?GL_TEXTURE_SWIZZLE_R' is `?GL_RED', the value for r will be taken from
%% the first channel of the fetched texel. If `?GL_TEXTURE_SWIZZLE_R' is `?GL_GREEN'
%% , the value for r will be taken from the second channel of the fetched texel. If `?GL_TEXTURE_SWIZZLE_R'
%% is `?GL_BLUE', the value for r will be taken from the third channel of the fetched
%% texel. If `?GL_TEXTURE_SWIZZLE_R' is `?GL_ALPHA', the value for r will be taken
%% from the fourth channel of the fetched texel. If `?GL_TEXTURE_SWIZZLE_R' is `?GL_ZERO'
%% , the value for r will be subtituted with 0.0. If `?GL_TEXTURE_SWIZZLE_R' is `?GL_ONE'
%% , the value for r will be subtituted with 1.0. The initial value is `?GL_RED'.
%%
%%
%%
%% `?GL_TEXTURE_SWIZZLE_G': Sets the swizzle that will be applied to the g component
%% of a texel before it is returned to the shader. Valid values for `Param' and their
%% effects are similar to those of `?GL_TEXTURE_SWIZZLE_R'. The initial value is `?GL_GREEN'
%% .
%%
%%
%%
%% `?GL_TEXTURE_SWIZZLE_B': Sets the swizzle that will be applied to the b component
%% of a texel before it is returned to the shader. Valid values for `Param' and their
%% effects are similar to those of `?GL_TEXTURE_SWIZZLE_R'. The initial value is `?GL_BLUE'
%% .
%%
%%
%%
%% `?GL_TEXTURE_SWIZZLE_A': Sets the swizzle that will be applied to the a component
%% of a texel before it is returned to the shader. Valid values for `Param' and their
%% effects are similar to those of `?GL_TEXTURE_SWIZZLE_R'. The initial value is `?GL_ALPHA'
%% .
%%
%%
%%
%% `?GL_TEXTURE_SWIZZLE_RGBA': Sets the swizzles that will be applied to the r, g,
%% b, and a components of a texel before they are returned to the shader. Valid values for `Params'
%% and their effects are similar to those of `?GL_TEXTURE_SWIZZLE_R', except that all
%% channels are specified simultaneously. Setting the value of `?GL_TEXTURE_SWIZZLE_RGBA'
%% is equivalent (assuming no errors are generated) to setting the parameters of each of `?GL_TEXTURE_SWIZZLE_R'
%% , `?GL_TEXTURE_SWIZZLE_G', `?GL_TEXTURE_SWIZZLE_B', and `?GL_TEXTURE_SWIZZLE_A'
%% successively.
%%
%%
%%
%% `?GL_TEXTURE_WRAP_S': Sets the wrap parameter for texture coordinate s to either `?GL_CLAMP_TO_EDGE'
%% , `?GL_CLAMP_TO_BORDER', `?GL_MIRRORED_REPEAT', or `?GL_REPEAT'. `?GL_CLAMP_TO_EDGE'
%% causes s coordinates to be clamped to the range [(1 2/N) 1-(1 2/N)], where N is the size of the texture
%% in the direction of clamping. `?GL_CLAMP_TO_BORDER' evaluates s coordinates in a
%% similar manner to `?GL_CLAMP_TO_EDGE'. However, in cases where clamping would have
%% occurred in `?GL_CLAMP_TO_EDGE' mode, the fetched texel data is substituted with
%% the values specified by `?GL_TEXTURE_BORDER_COLOR'. `?GL_REPEAT' causes the
%% integer part of the s coordinate to be ignored; the GL uses only the fractional part,
%% thereby creating a repeating pattern. `?GL_MIRRORED_REPEAT' causes the s coordinate
%% to be set to the fractional part of the texture coordinate if the integer part of s
%% is even; if the integer part of s is odd, then the s texture coordinate is set to 1-
%% frac(s), where frac(s) represents the fractional part of s. Initially, `?GL_TEXTURE_WRAP_S'
%% is set to `?GL_REPEAT'.
%%
%%
%%
%% `?GL_TEXTURE_WRAP_T': Sets the wrap parameter for texture coordinate t to either `?GL_CLAMP_TO_EDGE'
%% , `?GL_CLAMP_TO_BORDER', `?GL_MIRRORED_REPEAT', or `?GL_REPEAT'. See the
%% discussion under `?GL_TEXTURE_WRAP_S'. Initially, `?GL_TEXTURE_WRAP_T' is set
%% to `?GL_REPEAT'.
%%
%%
%%
%% `?GL_TEXTURE_WRAP_R': Sets the wrap parameter for texture coordinate r to either `?GL_CLAMP_TO_EDGE'
%% , `?GL_CLAMP_TO_BORDER', `?GL_MIRRORED_REPEAT', or `?GL_REPEAT'. See the
%% discussion under `?GL_TEXTURE_WRAP_S'. Initially, `?GL_TEXTURE_WRAP_R' is set
%% to `?GL_REPEAT'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexParameter.xml">external</a> documentation.
-spec texParameterf(Target, Pname, Param) -> ok when Target :: enum(),Pname :: enum(),Param :: float().
texParameterf(Target,Pname,Param) ->
cast(5258, <<Target:?GLenum,Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link texParameterf/3}
-spec texParameteri(Target, Pname, Param) -> ok when Target :: enum(),Pname :: enum(),Param :: integer().
texParameteri(Target,Pname,Param) ->
cast(5259, <<Target:?GLenum,Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link texParameterf/3}
-spec texParameterfv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {float()}.
texParameterfv(Target,Pname,Params) ->
cast(5260, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link texParameterf/3}
-spec texParameteriv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {integer()}.
texParameteriv(Target,Pname,Params) ->
cast(5261, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc Return texture parameter values
%%
%% ``gl:getTexParameter'' returns in `Params' the value or values of the texture parameter
%% specified as `Pname' . `Target' defines the target texture. `?GL_TEXTURE_1D',
%% `?GL_TEXTURE_2D', `?GL_TEXTURE_3D', `?GL_TEXTURE_1D_ARRAY', `?GL_TEXTURE_2D_ARRAY'
%% , `?GL_TEXTURE_RECTANGLE', `?GL_TEXTURE_CUBE_MAP', `?GL_TEXTURE_CUBE_MAP_ARRAY'
%% specify one-, two-, or three-dimensional, one-dimensional array, two-dimensional array,
%% rectangle, cube-mapped or cube-mapped array texturing, respectively. `Pname' accepts
%% the same symbols as {@link gl:texParameterf/3} , with the same interpretations:
%%
%% `?GL_TEXTURE_MAG_FILTER': Returns the single-valued texture magnification filter,
%% a symbolic constant. The initial value is `?GL_LINEAR'.
%%
%% `?GL_TEXTURE_MIN_FILTER': Returns the single-valued texture minification filter,
%% a symbolic constant. The initial value is `?GL_NEAREST_MIPMAP_LINEAR'.
%%
%% `?GL_TEXTURE_MIN_LOD': Returns the single-valued texture minimum level-of-detail
%% value. The initial value is -1000.
%%
%% `?GL_TEXTURE_MAX_LOD': Returns the single-valued texture maximum level-of-detail
%% value. The initial value is 1000.
%%
%% `?GL_TEXTURE_BASE_LEVEL': Returns the single-valued base texture mipmap level. The
%% initial value is 0.
%%
%% `?GL_TEXTURE_MAX_LEVEL': Returns the single-valued maximum texture mipmap array
%% level. The initial value is 1000.
%%
%% `?GL_TEXTURE_SWIZZLE_R': Returns the red component swizzle. The initial value is `?GL_RED'
%% .
%%
%% `?GL_TEXTURE_SWIZZLE_G': Returns the green component swizzle. The initial value is `?GL_GREEN'
%% .
%%
%% `?GL_TEXTURE_SWIZZLE_B': Returns the blue component swizzle. The initial value is `?GL_BLUE'
%% .
%%
%% `?GL_TEXTURE_SWIZZLE_A': Returns the alpha component swizzle. The initial value is `?GL_ALPHA'
%% .
%%
%% `?GL_TEXTURE_SWIZZLE_RGBA': Returns the component swizzle for all channels in a
%% single query.
%%
%% `?GL_TEXTURE_WRAP_S': Returns the single-valued wrapping function for texture coordinate
%% s, a symbolic constant. The initial value is `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_WRAP_T': Returns the single-valued wrapping function for texture coordinate
%% t, a symbolic constant. The initial value is `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_WRAP_R': Returns the single-valued wrapping function for texture coordinate
%% r, a symbolic constant. The initial value is `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_BORDER_COLOR': Returns four integer or floating-point numbers that
%% comprise the RGBA color of the texture border. Floating-point values are returned in the
%% range [0 1]. Integer values are returned as a linear mapping of the internal floating-point
%% representation such that 1.0 maps to the most positive representable integer and -1.0
%% maps to the most negative representable integer. The initial value is (0, 0, 0, 0).
%%
%% `?GL_TEXTURE_COMPARE_MODE': Returns a single-valued texture comparison mode, a symbolic
%% constant. The initial value is `?GL_NONE'. See {@link gl:texParameterf/3} .
%%
%% `?GL_TEXTURE_COMPARE_FUNC': Returns a single-valued texture comparison function,
%% a symbolic constant. The initial value is `?GL_LEQUAL'. See {@link gl:texParameterf/3} .
%%
%%
%% In addition to the parameters that may be set with {@link gl:texParameterf/3} , ``gl:getTexParameter''
%% accepts the following read-only parameters:
%%
%% `?GL_TEXTURE_IMMUTABLE_FORMAT': Returns non-zero if the texture has an immutable
%% format. Textures become immutable if their storage is specified with {@link gl:texStorage1D/4}
%% , {@link gl:texStorage2D/5} or {@link gl:texStorage3D/6} . The initial value is `?GL_FALSE'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTexParameter.xml">external</a> documentation.
-spec getTexParameterfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum().
getTexParameterfv(Target,Pname) ->
call(5262, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getTexParameterfv/2}
-spec getTexParameteriv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum().
getTexParameteriv(Target,Pname) ->
call(5263, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Return texture parameter values for a specific level of detail
%%
%% ``gl:getTexLevelParameter'' returns in `Params' texture parameter values for a
%% specific level-of-detail value, specified as `Level' . `Target' defines the target
%% texture, either `?GL_TEXTURE_1D', `?GL_TEXTURE_2D', `?GL_TEXTURE_3D', `?GL_PROXY_TEXTURE_1D'
%% , `?GL_PROXY_TEXTURE_2D', `?GL_PROXY_TEXTURE_3D', `?GL_TEXTURE_CUBE_MAP_POSITIVE_X'
%% , `?GL_TEXTURE_CUBE_MAP_NEGATIVE_X', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Y', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y'
%% , `?GL_TEXTURE_CUBE_MAP_POSITIVE_Z', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z', or `?GL_PROXY_TEXTURE_CUBE_MAP'
%% .
%%
%% `?GL_MAX_TEXTURE_SIZE', and `?GL_MAX_3D_TEXTURE_SIZE' are not really descriptive
%% enough. It has to report the largest square texture image that can be accommodated with
%% mipmaps and borders, but a long skinny texture, or a texture without mipmaps and borders,
%% may easily fit in texture memory. The proxy targets allow the user to more accurately
%% query whether the GL can accommodate a texture of a given configuration. If the texture
%% cannot be accommodated, the texture state variables, which may be queried with ``gl:getTexLevelParameter''
%% , are set to 0. If the texture can be accommodated, the texture state values will be set
%% as they would be set for a non-proxy target.
%%
%% `Pname' specifies the texture parameter whose value or values will be returned.
%%
%% The accepted parameter names are as follows:
%%
%% `?GL_TEXTURE_WIDTH': `Params' returns a single value, the width of the texture
%% image. This value includes the border of the texture image. The initial value is 0.
%%
%% `?GL_TEXTURE_HEIGHT': `Params' returns a single value, the height of the texture
%% image. This value includes the border of the texture image. The initial value is 0.
%%
%% `?GL_TEXTURE_DEPTH': `Params' returns a single value, the depth of the texture
%% image. This value includes the border of the texture image. The initial value is 0.
%%
%% `?GL_TEXTURE_INTERNAL_FORMAT': `Params' returns a single value, the internal
%% format of the texture image.
%%
%% `?GL_TEXTURE_RED_TYPE',
%%
%% `?GL_TEXTURE_GREEN_TYPE',
%%
%% `?GL_TEXTURE_BLUE_TYPE',
%%
%% `?GL_TEXTURE_ALPHA_TYPE',
%%
%% `?GL_TEXTURE_DEPTH_TYPE': The data type used to store the component. The types `?GL_NONE'
%% , `?GL_SIGNED_NORMALIZED', `?GL_UNSIGNED_NORMALIZED', `?GL_FLOAT', `?GL_INT'
%% , and `?GL_UNSIGNED_INT' may be returned to indicate signed normalized fixed-point,
%% unsigned normalized fixed-point, floating-point, integer unnormalized, and unsigned integer
%% unnormalized components, respectively.
%%
%% `?GL_TEXTURE_RED_SIZE',
%%
%% `?GL_TEXTURE_GREEN_SIZE',
%%
%% `?GL_TEXTURE_BLUE_SIZE',
%%
%% `?GL_TEXTURE_ALPHA_SIZE',
%%
%% `?GL_TEXTURE_DEPTH_SIZE': The internal storage resolution of an individual component.
%% The resolution chosen by the GL will be a close match for the resolution requested by
%% the user with the component argument of {@link gl:texImage1D/8} , {@link gl:texImage2D/9} , {@link gl:texImage3D/10}
%% , {@link gl:copyTexImage1D/7} , and {@link gl:copyTexImage2D/8} . The initial value is 0.
%%
%% `?GL_TEXTURE_COMPRESSED': `Params' returns a single boolean value indicating
%% if the texture image is stored in a compressed internal format. The initiali value is `?GL_FALSE'
%% .
%%
%% `?GL_TEXTURE_COMPRESSED_IMAGE_SIZE': `Params' returns a single integer value,
%% the number of unsigned bytes of the compressed texture image that would be returned from {@link gl:getCompressedTexImage/3}
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTexLevelParameter.xml">external</a> documentation.
-spec getTexLevelParameterfv(Target, Level, Pname) -> {float()} when Target :: enum(),Level :: integer(),Pname :: enum().
getTexLevelParameterfv(Target,Level,Pname) ->
call(5264, <<Target:?GLenum,Level:?GLint,Pname:?GLenum>>).
%% @doc
%% See {@link getTexLevelParameterfv/3}
-spec getTexLevelParameteriv(Target, Level, Pname) -> {integer()} when Target :: enum(),Level :: integer(),Pname :: enum().
getTexLevelParameteriv(Target,Level,Pname) ->
call(5265, <<Target:?GLenum,Level:?GLint,Pname:?GLenum>>).
%% @doc Specify a one-dimensional texture image
%%
%% Texturing maps a portion of a specified texture image onto each graphical primitive for
%% which texturing is enabled. To enable and disable one-dimensional texturing, call {@link gl:enable/1}
%% and {@link gl:enable/1} with argument `?GL_TEXTURE_1D'.
%%
%% Texture images are defined with ``gl:texImage1D''. The arguments describe the parameters
%% of the texture image, such as width, width of the border, level-of-detail number (see {@link gl:texParameterf/3}
%% ), and the internal resolution and format used to store the image. The last three arguments
%% describe how the image is represented in memory.
%%
%% If `Target' is `?GL_PROXY_TEXTURE_1D', no data is read from `Data' , but
%% all of the texture image state is recalculated, checked for consistency, and checked against
%% the implementation's capabilities. If the implementation cannot handle a texture of the
%% requested texture size, it sets all of the image state to 0, but does not generate an
%% error (see {@link gl:getError/0} ). To query for an entire mipmap array, use an image array
%% level greater than or equal to 1.
%%
%% If `Target' is `?GL_TEXTURE_1D', data is read from `Data' as a sequence
%% of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values,
%% depending on `Type' . These values are grouped into sets of one, two, three, or four
%% values, depending on `Format' , to form elements. Each data byte is treated as eight
%% 1-bit elements, with bit ordering determined by `?GL_UNPACK_LSB_FIRST' (see {@link gl:pixelStoref/2}
%% ).
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% The first element corresponds to the left end of the texture array. Subsequent elements
%% progress left-to-right through the remaining texels in the texture array. The final element
%% corresponds to the right end of the texture array.
%%
%% `Format' determines the composition of each element in `Data' . It can assume
%% one of these symbolic values:
%%
%% `?GL_RED': Each element is a single red component. The GL converts it to floating
%% point and assembles it into an RGBA element by attaching 0 for green and blue, and 1 for
%% alpha. Each component is then multiplied by the signed scale factor `?GL_c_SCALE',
%% added to the signed bias `?GL_c_BIAS', and clamped to the range [0,1].
%%
%% `?GL_RG': Each element is a single red/green double The GL converts it to floating
%% point and assembles it into an RGBA element by attaching 0 for blue, and 1 for alpha.
%% Each component is then multiplied by the signed scale factor `?GL_c_SCALE', added
%% to the signed bias `?GL_c_BIAS', and clamped to the range [0,1].
%%
%% `?GL_RGB'
%%
%% `?GL_BGR': Each element is an RGB triple. The GL converts it to floating point and
%% assembles it into an RGBA element by attaching 1 for alpha. Each component is then multiplied
%% by the signed scale factor `?GL_c_SCALE', added to the signed bias `?GL_c_BIAS',
%% and clamped to the range [0,1].
%%
%% `?GL_RGBA'
%%
%% `?GL_BGRA': Each element contains all four components. Each component is multiplied
%% by the signed scale factor `?GL_c_SCALE', added to the signed bias `?GL_c_BIAS',
%% and clamped to the range [0,1].
%%
%% `?GL_DEPTH_COMPONENT': Each element is a single depth value. The GL converts it
%% to floating point, multiplies by the signed scale factor `?GL_DEPTH_SCALE', adds
%% the signed bias `?GL_DEPTH_BIAS', and clamps to the range [0,1].
%%
%% If an application wants to store the texture at a certain resolution or in a certain
%% format, it can request the resolution and format with `InternalFormat' . The GL will
%% choose an internal representation that closely approximates that requested by `InternalFormat'
%% , but it may not match exactly. (The representations specified by `?GL_RED', `?GL_RG'
%% , `?GL_RGB' and `?GL_RGBA' must match exactly.)
%%
%% `InternalFormat' may be one of the base internal formats shown in Table 1, below
%%
%% `InternalFormat' may also be one of the sized internal formats shown in Table 2,
%% below
%%
%% Finally, `InternalFormat' may also be one of the generic or compressed compressed
%% texture formats shown in Table 3 below
%%
%% If the `InternalFormat' parameter is one of the generic compressed formats, `?GL_COMPRESSED_RED'
%% , `?GL_COMPRESSED_RG', `?GL_COMPRESSED_RGB', or `?GL_COMPRESSED_RGBA',
%% the GL will replace the internal format with the symbolic constant for a specific internal
%% format and compress the texture before storage. If no corresponding internal format is
%% available, or the GL can not compress that image for any reason, the internal format is
%% instead replaced with a corresponding base internal format.
%%
%% If the `InternalFormat' parameter is `?GL_SRGB', `?GL_SRGB8', `?GL_SRGB_ALPHA'
%% or `?GL_SRGB8_ALPHA8', the texture is treated as if the red, green, or blue components
%% are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion
%% from the sRGB encoded component c s to a linear component c l is:
%%
%% c l={ c s/12.92if c s&le; 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045
%%
%% Assume c s is the sRGB component in the range [0,1].
%%
%% Use the `?GL_PROXY_TEXTURE_1D' target to try out a resolution and format. The implementation
%% will update and recompute its best match for the requested storage resolution and format.
%% To then query this state, call {@link gl:getTexLevelParameterfv/3} . If the texture cannot
%% be accommodated, texture state is set to 0.
%%
%% A one-component texture image uses only the red component of the RGBA color from `Data'
%% . A two-component image uses the R and A values. A three-component image uses the R, G,
%% and B values. A four-component image uses all of the RGBA components.
%%
%% Image-based shadowing can be enabled by comparing texture r coordinates to depth texture
%% values to generate a boolean result. See {@link gl:texParameterf/3} for details on texture
%% comparison.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexImage1D.xml">external</a> documentation.
-spec texImage1D(Target, Level, InternalFormat, Width, Border, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),InternalFormat :: integer(),Width :: integer(),Border :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
texImage1D(Target,Level,InternalFormat,Width,Border,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5266, <<Target:?GLenum,Level:?GLint,InternalFormat:?GLint,Width:?GLsizei,Border:?GLint,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
texImage1D(Target,Level,InternalFormat,Width,Border,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5267, <<Target:?GLenum,Level:?GLint,InternalFormat:?GLint,Width:?GLsizei,Border:?GLint,Format:?GLenum,Type:?GLenum>>).
%% @doc Specify a two-dimensional texture image
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% To define texture images, call ``gl:texImage2D''. The arguments describe the parameters
%% of the texture image, such as height, width, width of the border, level-of-detail number
%% (see {@link gl:texParameterf/3} ), and number of color components provided. The last three
%% arguments describe how the image is represented in memory.
%%
%% If `Target' is `?GL_PROXY_TEXTURE_2D', `?GL_PROXY_TEXTURE_1D_ARRAY', `?GL_PROXY_TEXTURE_CUBE_MAP'
%% , or `?GL_PROXY_TEXTURE_RECTANGLE', no data is read from `Data' , but all of
%% the texture image state is recalculated, checked for consistency, and checked against
%% the implementation's capabilities. If the implementation cannot handle a texture of the
%% requested texture size, it sets all of the image state to 0, but does not generate an
%% error (see {@link gl:getError/0} ). To query for an entire mipmap array, use an image array
%% level greater than or equal to 1.
%%
%% If `Target' is `?GL_TEXTURE_2D', `?GL_TEXTURE_RECTANGLE' or one of the `?GL_TEXTURE_CUBE_MAP'
%% targets, data is read from `Data' as a sequence of signed or unsigned bytes, shorts,
%% or longs, or single-precision floating-point values, depending on `Type' . These values
%% are grouped into sets of one, two, three, or four values, depending on `Format' ,
%% to form elements. Each data byte is treated as eight 1-bit elements, with bit ordering
%% determined by `?GL_UNPACK_LSB_FIRST' (see {@link gl:pixelStoref/2} ).
%%
%% If `Target' is `?GL_TEXTURE_1D_ARRAY', data is interpreted as an array of one-dimensional
%% images.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% The first element corresponds to the lower left corner of the texture image. Subsequent
%% elements progress left-to-right through the remaining texels in the lowest row of the
%% texture image, and then in successively higher rows of the texture image. The final element
%% corresponds to the upper right corner of the texture image.
%%
%% `Format' determines the composition of each element in `Data' . It can assume
%% one of these symbolic values:
%%
%% `?GL_RED': Each element is a single red component. The GL converts it to floating
%% point and assembles it into an RGBA element by attaching 0 for green and blue, and 1 for
%% alpha. Each component is then multiplied by the signed scale factor `?GL_c_SCALE',
%% added to the signed bias `?GL_c_BIAS', and clamped to the range [0,1].
%%
%% `?GL_RG': Each element is a red/green double. The GL converts it to floating point
%% and assembles it into an RGBA element by attaching 0 for blue, and 1 for alpha. Each component
%% is then multiplied by the signed scale factor `?GL_c_SCALE', added to the signed
%% bias `?GL_c_BIAS', and clamped to the range [0,1].
%%
%% `?GL_RGB'
%%
%% `?GL_BGR': Each element is an RGB triple. The GL converts it to floating point and
%% assembles it into an RGBA element by attaching 1 for alpha. Each component is then multiplied
%% by the signed scale factor `?GL_c_SCALE', added to the signed bias `?GL_c_BIAS',
%% and clamped to the range [0,1].
%%
%% `?GL_RGBA'
%%
%% `?GL_BGRA': Each element contains all four components. Each component is multiplied
%% by the signed scale factor `?GL_c_SCALE', added to the signed bias `?GL_c_BIAS',
%% and clamped to the range [0,1].
%%
%% `?GL_DEPTH_COMPONENT': Each element is a single depth value. The GL converts it
%% to floating point, multiplies by the signed scale factor `?GL_DEPTH_SCALE', adds
%% the signed bias `?GL_DEPTH_BIAS', and clamps to the range [0,1].
%%
%% `?GL_DEPTH_STENCIL': Each element is a pair of depth and stencil values. The depth
%% component of the pair is interpreted as in `?GL_DEPTH_COMPONENT'. The stencil component
%% is interpreted based on specified the depth + stencil internal format.
%%
%% If an application wants to store the texture at a certain resolution or in a certain
%% format, it can request the resolution and format with `InternalFormat' . The GL will
%% choose an internal representation that closely approximates that requested by `InternalFormat'
%% , but it may not match exactly. (The representations specified by `?GL_RED', `?GL_RG'
%% , `?GL_RGB', and `?GL_RGBA' must match exactly.)
%%
%% `InternalFormat' may be one of the base internal formats shown in Table 1, below
%%
%% `InternalFormat' may also be one of the sized internal formats shown in Table 2,
%% below
%%
%% Finally, `InternalFormat' may also be one of the generic or compressed compressed
%% texture formats shown in Table 3 below
%%
%% If the `InternalFormat' parameter is one of the generic compressed formats, `?GL_COMPRESSED_RED'
%% , `?GL_COMPRESSED_RG', `?GL_COMPRESSED_RGB', or `?GL_COMPRESSED_RGBA',
%% the GL will replace the internal format with the symbolic constant for a specific internal
%% format and compress the texture before storage. If no corresponding internal format is
%% available, or the GL can not compress that image for any reason, the internal format is
%% instead replaced with a corresponding base internal format.
%%
%% If the `InternalFormat' parameter is `?GL_SRGB', `?GL_SRGB8', `?GL_SRGB_ALPHA'
%% , or `?GL_SRGB8_ALPHA8', the texture is treated as if the red, green, or blue components
%% are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion
%% from the sRGB encoded component c s to a linear component c l is:
%%
%% c l={ c s/12.92if c s&le; 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045
%%
%% Assume c s is the sRGB component in the range [0,1].
%%
%% Use the `?GL_PROXY_TEXTURE_2D', `?GL_PROXY_TEXTURE_1D_ARRAY', `?GL_PROXY_TEXTURE_RECTANGLE'
%% , or `?GL_PROXY_TEXTURE_CUBE_MAP' target to try out a resolution and format. The
%% implementation will update and recompute its best match for the requested storage resolution
%% and format. To then query this state, call {@link gl:getTexLevelParameterfv/3} . If the texture
%% cannot be accommodated, texture state is set to 0.
%%
%% A one-component texture image uses only the red component of the RGBA color extracted
%% from `Data' . A two-component image uses the R and G values. A three-component image
%% uses the R, G, and B values. A four-component image uses all of the RGBA components.
%%
%% Image-based shadowing can be enabled by comparing texture r coordinates to depth texture
%% values to generate a boolean result. See {@link gl:texParameterf/3} for details on texture
%% comparison.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml">external</a> documentation.
-spec texImage2D(Target, Level, InternalFormat, Width, Height, Border, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),InternalFormat :: integer(),Width :: integer(),Height :: integer(),Border :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
texImage2D(Target,Level,InternalFormat,Width,Height,Border,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5268, <<Target:?GLenum,Level:?GLint,InternalFormat:?GLint,Width:?GLsizei,Height:?GLsizei,Border:?GLint,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
texImage2D(Target,Level,InternalFormat,Width,Height,Border,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5269, <<Target:?GLenum,Level:?GLint,InternalFormat:?GLint,Width:?GLsizei,Height:?GLsizei,Border:?GLint,Format:?GLenum,Type:?GLenum>>).
%% @doc Return a texture image
%%
%% ``gl:getTexImage'' returns a texture image into `Img' . `Target' specifies
%% whether the desired texture image is one specified by {@link gl:texImage1D/8} (`?GL_TEXTURE_1D'
%% ), {@link gl:texImage2D/9} (`?GL_TEXTURE_1D_ARRAY', `?GL_TEXTURE_RECTANGLE', `?GL_TEXTURE_2D'
%% or any of `?GL_TEXTURE_CUBE_MAP_*'), or {@link gl:texImage3D/10} (`?GL_TEXTURE_2D_ARRAY'
%% , `?GL_TEXTURE_3D'). `Level' specifies the level-of-detail number of the desired
%% image. `Format' and `Type' specify the format and type of the desired image
%% array. See the reference page for {@link gl:texImage1D/8} for a description of the acceptable
%% values for the `Format' and `Type' parameters, respectively.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is requested, `Img' is treated
%% as a byte offset into the buffer object's data store.
%%
%% To understand the operation of ``gl:getTexImage'', consider the selected internal four-component
%% texture image to be an RGBA color buffer the size of the image. The semantics of ``gl:getTexImage''
%% are then identical to those of {@link gl:readPixels/7} , with the exception that no pixel
%% transfer operations are performed, when called with the same `Format' and `Type' ,
%% with `x' and `y' set to 0, `width' set to the width of the texture image
%% and `height' set to 1 for 1D images, or to the height of the texture image for 2D
%% images.
%%
%% If the selected texture image does not contain four components, the following mappings
%% are applied. Single-component textures are treated as RGBA buffers with red set to the
%% single-component value, green set to 0, blue set to 0, and alpha set to 1. Two-component
%% textures are treated as RGBA buffers with red set to the value of component zero, alpha
%% set to the value of component one, and green and blue set to 0. Finally, three-component
%% textures are treated as RGBA buffers with red set to component zero, green set to component
%% one, blue set to component two, and alpha set to 1.
%%
%% To determine the required size of `Img' , use {@link gl:getTexLevelParameterfv/3} to
%% determine the dimensions of the internal texture image, then scale the required number
%% of pixels by the storage required for each pixel, based on `Format' and `Type' .
%% Be sure to take the pixel storage parameters into account, especially `?GL_PACK_ALIGNMENT'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTexImage.xml">external</a> documentation.
-spec getTexImage(Target, Level, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),Format :: enum(),Type :: enum(),Pixels :: mem().
getTexImage(Target,Level,Format,Type,Pixels) ->
send_bin(Pixels),
call(5270, <<Target:?GLenum,Level:?GLint,Format:?GLenum,Type:?GLenum>>).
%% @doc Generate texture names
%%
%% ``gl:genTextures'' returns `N' texture names in `Textures' . There is no guarantee
%% that the names form a contiguous set of integers; however, it is guaranteed that none
%% of the returned names was in use immediately before the call to ``gl:genTextures''.
%%
%% The generated textures have no dimensionality; they assume the dimensionality of the
%% texture target to which they are first bound (see {@link gl:bindTexture/2} ).
%%
%% Texture names returned by a call to ``gl:genTextures'' are not returned by subsequent
%% calls, unless they are first deleted with {@link gl:deleteTextures/1} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenTextures.xml">external</a> documentation.
-spec genTextures(N) -> [integer()] when N :: integer().
genTextures(N) ->
call(5271, <<N:?GLsizei>>).
%% @doc Delete named textures
%%
%% ``gl:deleteTextures'' deletes `N' textures named by the elements of the array `Textures'
%% . After a texture is deleted, it has no contents or dimensionality, and its name is free
%% for reuse (for example by {@link gl:genTextures/1} ). If a texture that is currently bound
%% is deleted, the binding reverts to 0 (the default texture).
%%
%% ``gl:deleteTextures'' silently ignores 0's and names that do not correspond to existing
%% textures.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteTextures.xml">external</a> documentation.
-spec deleteTextures(Textures) -> ok when Textures :: [integer()].
deleteTextures(Textures) ->
cast(5272, <<(length(Textures)):?GLuint,
(<< <<C:?GLuint>> || C <- Textures>>)/binary,0:(((1+length(Textures)) rem 2)*32)>>).
%% @doc Bind a named texture to a texturing target
%%
%% ``gl:bindTexture'' lets you create or use a named texture. Calling ``gl:bindTexture''
%% with `Target' set to `?GL_TEXTURE_1D', `?GL_TEXTURE_2D', `?GL_TEXTURE_3D'
%% , or `?GL_TEXTURE_1D_ARRAY', `?GL_TEXTURE_2D_ARRAY', `?GL_TEXTURE_RECTANGLE'
%% , `?GL_TEXTURE_CUBE_MAP', `?GL_TEXTURE_2D_MULTISAMPLE' or `?GL_TEXTURE_2D_MULTISAMPLE_ARRAY'
%% and `Texture' set to the name of the new texture binds the texture name to the target.
%% When a texture is bound to a target, the previous binding for that target is automatically
%% broken.
%%
%% Texture names are unsigned integers. The value zero is reserved to represent the default
%% texture for each texture target. Texture names and the corresponding texture contents
%% are local to the shared object space of the current GL rendering context; two rendering
%% contexts share texture names only if they explicitly enable sharing between contexts through
%% the appropriate GL windows interfaces functions.
%%
%% You must use {@link gl:genTextures/1} to generate a set of new texture names.
%%
%% When a texture is first bound, it assumes the specified target: A texture first bound
%% to `?GL_TEXTURE_1D' becomes one-dimensional texture, a texture first bound to `?GL_TEXTURE_2D'
%% becomes two-dimensional texture, a texture first bound to `?GL_TEXTURE_3D' becomes
%% three-dimensional texture, a texture first bound to `?GL_TEXTURE_1D_ARRAY' becomes
%% one-dimensional array texture, a texture first bound to `?GL_TEXTURE_2D_ARRAY' becomes
%% two-dimensional arary texture, a texture first bound to `?GL_TEXTURE_RECTANGLE' becomes
%% rectangle texture, a, texture first bound to `?GL_TEXTURE_CUBE_MAP' becomes a cube-mapped
%% texture, a texture first bound to `?GL_TEXTURE_2D_MULTISAMPLE' becomes a two-dimensional
%% multisampled texture, and a texture first bound to `?GL_TEXTURE_2D_MULTISAMPLE_ARRAY'
%% becomes a two-dimensional multisampled array texture. The state of a one-dimensional texture
%% immediately after it is first bound is equivalent to the state of the default `?GL_TEXTURE_1D'
%% at GL initialization, and similarly for the other texture types.
%%
%% While a texture is bound, GL operations on the target to which it is bound affect the
%% bound texture, and queries of the target to which it is bound return state from the bound
%% texture. In effect, the texture targets become aliases for the textures currently bound
%% to them, and the texture name zero refers to the default textures that were bound to them
%% at initialization.
%%
%% A texture binding created with ``gl:bindTexture'' remains active until a different
%% texture is bound to the same target, or until the bound texture is deleted with {@link gl:deleteTextures/1}
%% .
%%
%% Once created, a named texture may be re-bound to its same original target as often as
%% needed. It is usually much faster to use ``gl:bindTexture'' to bind an existing named
%% texture to one of the texture targets than it is to reload the texture image using {@link gl:texImage1D/8}
%% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} or another similar function.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindTexture.xml">external</a> documentation.
-spec bindTexture(Target, Texture) -> ok when Target :: enum(),Texture :: integer().
bindTexture(Target,Texture) ->
cast(5273, <<Target:?GLenum,Texture:?GLuint>>).
%% @doc Set texture residence priority
%%
%% ``gl:prioritizeTextures'' assigns the `N' texture priorities given in `Priorities'
%% to the `N' textures named in `Textures' .
%%
%% The GL establishes a ``working set'' of textures that are resident in texture memory.
%% These textures may be bound to a texture target much more efficiently than textures that
%% are not resident. By specifying a priority for each texture, ``gl:prioritizeTextures''
%% allows applications to guide the GL implementation in determining which textures should
%% be resident.
%%
%% The priorities given in `Priorities' are clamped to the range [0 1] before they are
%% assigned. 0 indicates the lowest priority; textures with priority 0 are least likely to
%% be resident. 1 indicates the highest priority; textures with priority 1 are most likely
%% to be resident. However, textures are not guaranteed to be resident until they are used.
%%
%% ``gl:prioritizeTextures'' silently ignores attempts to prioritize texture 0 or any texture
%% name that does not correspond to an existing texture.
%%
%% ``gl:prioritizeTextures'' does not require that any of the textures named by `Textures'
%% be bound to a texture target. {@link gl:texParameterf/3} may also be used to set a texture's
%% priority, but only if the texture is currently bound. This is the only way to set the
%% priority of a default texture.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPrioritizeTextures.xml">external</a> documentation.
-spec prioritizeTextures(Textures, Priorities) -> ok when Textures :: [integer()],Priorities :: [clamp()].
prioritizeTextures(Textures,Priorities) ->
cast(5274, <<(length(Textures)):?GLuint,
(<< <<C:?GLuint>> || C <- Textures>>)/binary,0:(((1+length(Textures)) rem 2)*32),(length(Priorities)):?GLuint,
(<< <<C:?GLclampf>> || C <- Priorities>>)/binary,0:(((1+length(Priorities)) rem 2)*32)>>).
%% @doc Determine if textures are loaded in texture memory
%%
%% GL establishes a ``working set'' of textures that are resident in texture memory. These
%% textures can be bound to a texture target much more efficiently than textures that are
%% not resident.
%%
%% ``gl:areTexturesResident'' queries the texture residence status of the `N' textures
%% named by the elements of `Textures' . If all the named textures are resident, ``gl:areTexturesResident''
%% returns `?GL_TRUE', and the contents of `Residences' are undisturbed. If not
%% all the named textures are resident, ``gl:areTexturesResident'' returns `?GL_FALSE',
%% and detailed status is returned in the `N' elements of `Residences' . If an element
%% of `Residences' is `?GL_TRUE', then the texture named by the corresponding element
%% of `Textures' is resident.
%%
%% The residence status of a single bound texture may also be queried by calling {@link gl:getTexParameterfv/2}
%% with the `target' argument set to the target to which the texture is bound, and
%% the `pname' argument set to `?GL_TEXTURE_RESIDENT'. This is the only way that
%% the residence status of a default texture can be queried.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glAreTexturesResident.xml">external</a> documentation.
-spec areTexturesResident(Textures) -> {0|1,Residences :: [0|1]} when Textures :: [integer()].
areTexturesResident(Textures) ->
call(5275, <<(length(Textures)):?GLuint,
(<< <<C:?GLuint>> || C <- Textures>>)/binary,0:(((1+length(Textures)) rem 2)*32)>>).
%% @doc Determine if a name corresponds to a texture
%%
%% ``gl:isTexture'' returns `?GL_TRUE' if `Texture' is currently the name of
%% a texture. If `Texture' is zero, or is a non-zero value that is not currently the
%% name of a texture, or if an error occurs, ``gl:isTexture'' returns `?GL_FALSE'.
%%
%% A name returned by {@link gl:genTextures/1} , but not yet associated with a texture by
%% calling {@link gl:bindTexture/2} , is not the name of a texture.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsTexture.xml">external</a> documentation.
-spec isTexture(Texture) -> 0|1 when Texture :: integer().
isTexture(Texture) ->
call(5276, <<Texture:?GLuint>>).
%% @doc glTexSubImage
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexSubImage.xml">external</a> documentation.
-spec texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Width :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
texSubImage1D(Target,Level,Xoffset,Width,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5277, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Width:?GLsizei,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
texSubImage1D(Target,Level,Xoffset,Width,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5278, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Width:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc glTexSubImage
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexSubImage.xml">external</a> documentation.
-spec texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Yoffset :: integer(),Width :: integer(),Height :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
texSubImage2D(Target,Level,Xoffset,Yoffset,Width,Height,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5279, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
texSubImage2D(Target,Level,Xoffset,Yoffset,Width,Height,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5280, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Copy pixels into a 1D texture image
%%
%% ``gl:copyTexImage1D'' defines a one-dimensional texture image with pixels from the current
%% `?GL_READ_BUFFER'.
%%
%% The screen-aligned pixel row with left corner at (x y) and with a length of width+2(border) defines
%% the texture array at the mipmap level specified by `Level' . `Internalformat'
%% specifies the internal format of the texture array.
%%
%% The pixels in the row are processed exactly as if {@link gl:readPixels/7} had been called,
%% but the process stops just before final conversion. At this point all pixel component
%% values are clamped to the range [0 1] and then converted to the texture's internal format
%% for storage in the texel array.
%%
%% Pixel ordering is such that lower x screen coordinates correspond to lower texture
%% coordinates.
%%
%% If any of the pixels within the specified row of the current `?GL_READ_BUFFER' are
%% outside the window associated with the current rendering context, then the values obtained
%% for those pixels are undefined.
%%
%% ``gl:copyTexImage1D'' defines a one-dimensional texture image with pixels from the current
%% `?GL_READ_BUFFER'.
%%
%% When `Internalformat' is one of the sRGB types, the GL does not automatically convert
%% the source pixels to the sRGB color space. In this case, the ``gl:pixelMap'' function
%% can be used to accomplish the conversion.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage1D.xml">external</a> documentation.
-spec copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),X :: integer(),Y :: integer(),Width :: integer(),Border :: integer().
copyTexImage1D(Target,Level,Internalformat,X,Y,Width,Border) ->
cast(5281, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,X:?GLint,Y:?GLint,Width:?GLsizei,Border:?GLint>>).
%% @doc Copy pixels into a 2D texture image
%%
%% ``gl:copyTexImage2D'' defines a two-dimensional texture image, or cube-map texture image
%% with pixels from the current `?GL_READ_BUFFER'.
%%
%% The screen-aligned pixel rectangle with lower left corner at ( `X' , `Y' ) and
%% with a width of width+2(border) and a height of height+2(border) defines the texture array at the mipmap
%% level specified by `Level' . `Internalformat' specifies the internal format of
%% the texture array.
%%
%% The pixels in the rectangle are processed exactly as if {@link gl:readPixels/7} had been
%% called, but the process stops just before final conversion. At this point all pixel component
%% values are clamped to the range [0 1] and then converted to the texture's internal format
%% for storage in the texel array.
%%
%% Pixel ordering is such that lower x and y screen coordinates correspond to lower s
%% and t texture coordinates.
%%
%% If any of the pixels within the specified rectangle of the current `?GL_READ_BUFFER'
%% are outside the window associated with the current rendering context, then the values
%% obtained for those pixels are undefined.
%%
%% When `Internalformat' is one of the sRGB types, the GL does not automatically convert
%% the source pixels to the sRGB color space. In this case, the ``gl:pixelMap'' function
%% can be used to accomplish the conversion.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage2D.xml">external</a> documentation.
-spec copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height, Border) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),X :: integer(),Y :: integer(),Width :: integer(),Height :: integer(),Border :: integer().
copyTexImage2D(Target,Level,Internalformat,X,Y,Width,Height,Border) ->
cast(5282, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei,Border:?GLint>>).
%% @doc Copy a one-dimensional texture subimage
%%
%% ``gl:copyTexSubImage1D'' replaces a portion of a one-dimensional texture image with
%% pixels from the current `?GL_READ_BUFFER' (rather than from main memory, as is the
%% case for {@link gl:texSubImage1D/7} ).
%%
%% The screen-aligned pixel row with left corner at ( `X' , `Y' ), and with length `Width'
%% replaces the portion of the texture array with x indices `Xoffset' through xoffset
%% +width-1, inclusive. The destination in the texture array may not include any texels outside
%% the texture array as it was originally specified.
%%
%% The pixels in the row are processed exactly as if {@link gl:readPixels/7} had been called,
%% but the process stops just before final conversion. At this point, all pixel component
%% values are clamped to the range [0 1] and then converted to the texture's internal format
%% for storage in the texel array.
%%
%% It is not an error to specify a subtexture with zero width, but such a specification
%% has no effect. If any of the pixels within the specified row of the current `?GL_READ_BUFFER'
%% are outside the read window associated with the current rendering context, then the values
%% obtained for those pixels are undefined.
%%
%% No change is made to the `internalformat', `width', or `border' parameters
%% of the specified texture array or to texel values outside the specified subregion.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyTexSubImage1D.xml">external</a> documentation.
-spec copyTexSubImage1D(Target, Level, Xoffset, X, Y, Width) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),X :: integer(),Y :: integer(),Width :: integer().
copyTexSubImage1D(Target,Level,Xoffset,X,Y,Width) ->
cast(5283, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,X:?GLint,Y:?GLint,Width:?GLsizei>>).
%% @doc Copy a two-dimensional texture subimage
%%
%% ``gl:copyTexSubImage2D'' replaces a rectangular portion of a two-dimensional texture
%% image or cube-map texture image with pixels from the current `?GL_READ_BUFFER' (rather
%% than from main memory, as is the case for {@link gl:texSubImage1D/7} ).
%%
%% The screen-aligned pixel rectangle with lower left corner at (x y) and with width `Width'
%% and height `Height' replaces the portion of the texture array with x indices `Xoffset'
%% through xoffset+width-1, inclusive, and y indices `Yoffset' through yoffset+height
%% -1, inclusive, at the mipmap level specified by `Level' .
%%
%% The pixels in the rectangle are processed exactly as if {@link gl:readPixels/7} had been
%% called, but the process stops just before final conversion. At this point, all pixel component
%% values are clamped to the range [0 1] and then converted to the texture's internal format
%% for storage in the texel array.
%%
%% The destination rectangle in the texture array may not include any texels outside the
%% texture array as it was originally specified. It is not an error to specify a subtexture
%% with zero width or height, but such a specification has no effect.
%%
%% If any of the pixels within the specified rectangle of the current `?GL_READ_BUFFER'
%% are outside the read window associated with the current rendering context, then the values
%% obtained for those pixels are undefined.
%%
%% No change is made to the `internalformat', `width', `height', or `border'
%% parameters of the specified texture array or to texel values outside the specified subregion.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyTexSubImage2D.xml">external</a> documentation.
-spec copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width, Height) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Yoffset :: integer(),X :: integer(),Y :: integer(),Width :: integer(),Height :: integer().
copyTexSubImage2D(Target,Level,Xoffset,Yoffset,X,Y,Width,Height) ->
cast(5284, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei>>).
%% @doc glMap
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMap.xml">external</a> documentation.
-spec map1d(Target, U1, U2, Stride, Order, Points) -> ok when Target :: enum(),U1 :: float(),U2 :: float(),Stride :: integer(),Order :: integer(),Points :: binary().
map1d(Target,U1,U2,Stride,Order,Points) ->
send_bin(Points),
cast(5285, <<Target:?GLenum,0:32,U1:?GLdouble,U2:?GLdouble,Stride:?GLint,Order:?GLint>>).
%% @doc glMap
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMap.xml">external</a> documentation.
-spec map1f(Target, U1, U2, Stride, Order, Points) -> ok when Target :: enum(),U1 :: float(),U2 :: float(),Stride :: integer(),Order :: integer(),Points :: binary().
map1f(Target,U1,U2,Stride,Order,Points) ->
send_bin(Points),
cast(5286, <<Target:?GLenum,U1:?GLfloat,U2:?GLfloat,Stride:?GLint,Order:?GLint>>).
%% @doc glMap
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMap.xml">external</a> documentation.
-spec map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok when Target :: enum(),U1 :: float(),U2 :: float(),Ustride :: integer(),Uorder :: integer(),V1 :: float(),V2 :: float(),Vstride :: integer(),Vorder :: integer(),Points :: binary().
map2d(Target,U1,U2,Ustride,Uorder,V1,V2,Vstride,Vorder,Points) ->
send_bin(Points),
cast(5287, <<Target:?GLenum,0:32,U1:?GLdouble,U2:?GLdouble,Ustride:?GLint,Uorder:?GLint,V1:?GLdouble,V2:?GLdouble,Vstride:?GLint,Vorder:?GLint>>).
%% @doc glMap
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMap.xml">external</a> documentation.
-spec map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok when Target :: enum(),U1 :: float(),U2 :: float(),Ustride :: integer(),Uorder :: integer(),V1 :: float(),V2 :: float(),Vstride :: integer(),Vorder :: integer(),Points :: binary().
map2f(Target,U1,U2,Ustride,Uorder,V1,V2,Vstride,Vorder,Points) ->
send_bin(Points),
cast(5288, <<Target:?GLenum,U1:?GLfloat,U2:?GLfloat,Ustride:?GLint,Uorder:?GLint,V1:?GLfloat,V2:?GLfloat,Vstride:?GLint,Vorder:?GLint>>).
%% @doc Return evaluator parameters
%%
%% {@link gl:map1d/6} and {@link gl:map1d/6} define evaluators. ``gl:getMap'' returns evaluator
%% parameters. `Target' chooses a map, `Query' selects a specific parameter, and `V'
%% points to storage where the values will be returned.
%%
%% The acceptable values for the `Target' parameter are described in the {@link gl:map1d/6}
%% and {@link gl:map1d/6} reference pages.
%%
%% `Query' can assume the following values:
%%
%% `?GL_COEFF': `V' returns the control points for the evaluator function. One-dimensional
%% evaluators return order control points, and two-dimensional evaluators return uorder×vorder
%% control points. Each control point consists of one, two, three, or four integer, single-precision
%% floating-point, or double-precision floating-point values, depending on the type of the
%% evaluator. The GL returns two-dimensional control points in row-major order, incrementing
%% the uorder index quickly and the vorder index after each row. Integer values, when
%% requested, are computed by rounding the internal floating-point values to the nearest
%% integer values.
%%
%% `?GL_ORDER': `V' returns the order of the evaluator function. One-dimensional
%% evaluators return a single value, order. The initial value is 1. Two-dimensional evaluators
%% return two values, uorder and vorder. The initial value is 1,1.
%%
%% `?GL_DOMAIN': `V' returns the linear u and v mapping parameters. One-dimensional
%% evaluators return two values, u1 and u2, as specified by {@link gl:map1d/6} . Two-dimensional
%% evaluators return four values ( u1, u2, v1, and v2) as specified by {@link gl:map1d/6} .
%% Integer values, when requested, are computed by rounding the internal floating-point values
%% to the nearest integer values.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetMap.xml">external</a> documentation.
-spec getMapdv(Target, Query, V) -> ok when Target :: enum(),Query :: enum(),V :: mem().
getMapdv(Target,Query,V) ->
send_bin(V),
call(5289, <<Target:?GLenum,Query:?GLenum>>).
%% @doc
%% See {@link getMapdv/3}
-spec getMapfv(Target, Query, V) -> ok when Target :: enum(),Query :: enum(),V :: mem().
getMapfv(Target,Query,V) ->
send_bin(V),
call(5290, <<Target:?GLenum,Query:?GLenum>>).
%% @doc
%% See {@link getMapdv/3}
-spec getMapiv(Target, Query, V) -> ok when Target :: enum(),Query :: enum(),V :: mem().
getMapiv(Target,Query,V) ->
send_bin(V),
call(5291, <<Target:?GLenum,Query:?GLenum>>).
%% @doc Evaluate enabled one- and two-dimensional maps
%%
%% ``gl:evalCoord1'' evaluates enabled one-dimensional maps at argument `U' . ``gl:evalCoord2''
%% does the same for two-dimensional maps using two domain values, `U' and `V' .
%% To define a map, call {@link gl:map1d/6} and {@link gl:map1d/6} ; to enable and disable it,
%% call {@link gl:enable/1} and {@link gl:enable/1} .
%%
%% When one of the ``gl:evalCoord'' commands is issued, all currently enabled maps of
%% the indicated dimension are evaluated. Then, for each enabled map, it is as if the corresponding
%% GL command had been issued with the computed value. That is, if `?GL_MAP1_INDEX' or `?GL_MAP2_INDEX'
%% is enabled, a {@link gl:indexd/1} command is simulated. If `?GL_MAP1_COLOR_4' or `?GL_MAP2_COLOR_4'
%% is enabled, a {@link gl:color3b/3} command is simulated. If `?GL_MAP1_NORMAL' or `?GL_MAP2_NORMAL'
%% is enabled, a normal vector is produced, and if any of `?GL_MAP1_TEXTURE_COORD_1', `?GL_MAP1_TEXTURE_COORD_2'
%% , `?GL_MAP1_TEXTURE_COORD_3', `?GL_MAP1_TEXTURE_COORD_4', `?GL_MAP2_TEXTURE_COORD_1'
%% , `?GL_MAP2_TEXTURE_COORD_2', `?GL_MAP2_TEXTURE_COORD_3', or `?GL_MAP2_TEXTURE_COORD_4'
%% is enabled, then an appropriate {@link gl:texCoord1d/1} command is simulated.
%%
%% For color, color index, normal, and texture coordinates the GL uses evaluated values
%% instead of current values for those evaluations that are enabled, and current values otherwise,
%% However, the evaluated values do not update the current values. Thus, if {@link gl:vertex2d/2}
%% commands are interspersed with ``gl:evalCoord'' commands, the color, normal, and texture
%% coordinates associated with the {@link gl:vertex2d/2} commands are not affected by the values
%% generated by the ``gl:evalCoord'' commands, but only by the most recent {@link gl:color3b/3}
%% , {@link gl:indexd/1} , {@link gl:normal3b/3} , and {@link gl:texCoord1d/1} commands.
%%
%% No commands are issued for maps that are not enabled. If more than one texture evaluation
%% is enabled for a particular dimension (for example, `?GL_MAP2_TEXTURE_COORD_1' and `?GL_MAP2_TEXTURE_COORD_2'
%% ), then only the evaluation of the map that produces the larger number of coordinates
%% (in this case, `?GL_MAP2_TEXTURE_COORD_2') is carried out. `?GL_MAP1_VERTEX_4'
%% overrides `?GL_MAP1_VERTEX_3', and `?GL_MAP2_VERTEX_4' overrides `?GL_MAP2_VERTEX_3'
%% , in the same manner. If neither a three- nor a four-component vertex map is enabled for
%% the specified dimension, the ``gl:evalCoord'' command is ignored.
%%
%% If you have enabled automatic normal generation, by calling {@link gl:enable/1} with argument
%% `?GL_AUTO_NORMAL', ``gl:evalCoord2'' generates surface normals analytically, regardless
%% of the contents or enabling of the `?GL_MAP2_NORMAL' map. Let
%%
%% m=((&PartialD; p)/(&PartialD; u))×((&PartialD; p)/(&PartialD; v))
%%
%% Then the generated normal n is n=m/(||m||)
%%
%% If automatic normal generation is disabled, the corresponding normal map `?GL_MAP2_NORMAL'
%% , if enabled, is used to produce a normal. If neither automatic normal generation nor
%% a normal map is enabled, no normal is generated for ``gl:evalCoord2'' commands.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEvalCoord.xml">external</a> documentation.
-spec evalCoord1d(U) -> ok when U :: float().
evalCoord1d(U) ->
cast(5292, <<U:?GLdouble>>).
%% @doc
%% See {@link evalCoord1d/1}
-spec evalCoord1f(U) -> ok when U :: float().
evalCoord1f(U) ->
cast(5293, <<U:?GLfloat>>).
%% @equiv evalCoord1d(U)
-spec evalCoord1dv(U) -> ok when U :: {U :: float()}.
evalCoord1dv({U}) -> evalCoord1d(U).
%% @equiv evalCoord1f(U)
-spec evalCoord1fv(U) -> ok when U :: {U :: float()}.
evalCoord1fv({U}) -> evalCoord1f(U).
%% @doc
%% See {@link evalCoord1d/1}
-spec evalCoord2d(U, V) -> ok when U :: float(),V :: float().
evalCoord2d(U,V) ->
cast(5294, <<U:?GLdouble,V:?GLdouble>>).
%% @doc
%% See {@link evalCoord1d/1}
-spec evalCoord2f(U, V) -> ok when U :: float(),V :: float().
evalCoord2f(U,V) ->
cast(5295, <<U:?GLfloat,V:?GLfloat>>).
%% @equiv evalCoord2d(U,V)
-spec evalCoord2dv(U) -> ok when U :: {U :: float(),V :: float()}.
evalCoord2dv({U,V}) -> evalCoord2d(U,V).
%% @equiv evalCoord2f(U,V)
-spec evalCoord2fv(U) -> ok when U :: {U :: float(),V :: float()}.
evalCoord2fv({U,V}) -> evalCoord2f(U,V).
%% @doc Define a one- or two-dimensional mesh
%%
%% ``gl:mapGrid'' and {@link gl:evalMesh1/3} are used together to efficiently generate and
%% evaluate a series of evenly-spaced map domain values. {@link gl:evalMesh1/3} steps through
%% the integer domain of a one- or two-dimensional grid, whose range is the domain of the
%% evaluation maps specified by {@link gl:map1d/6} and {@link gl:map1d/6} .
%%
%% ``gl:mapGrid1'' and ``gl:mapGrid2'' specify the linear grid mappings between the i
%% (or i and j) integer grid coordinates, to the u (or u and v) floating-point
%% evaluation map coordinates. See {@link gl:map1d/6} and {@link gl:map1d/6} for details of how
%% u and v coordinates are evaluated.
%%
%% ``gl:mapGrid1'' specifies a single linear mapping such that integer grid coordinate
%% 0 maps exactly to `U1' , and integer grid coordinate `Un' maps exactly to `U2'
%% . All other integer grid coordinates i are mapped so that
%%
%% u=i(u2-u1)/un+u1
%%
%% ``gl:mapGrid2'' specifies two such linear mappings. One maps integer grid coordinate
%% i=0 exactly to `U1' , and integer grid coordinate i=un exactly to `U2' . The
%% other maps integer grid coordinate j=0 exactly to `V1' , and integer grid coordinate
%% j=vn exactly to `V2' . Other integer grid coordinates i and j are mapped such
%% that
%%
%% u=i(u2-u1)/un+u1
%%
%% v=j(v2-v1)/vn+v1
%%
%% The mappings specified by ``gl:mapGrid'' are used identically by {@link gl:evalMesh1/3}
%% and {@link gl:evalPoint1/1} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMapGrid.xml">external</a> documentation.
-spec mapGrid1d(Un, U1, U2) -> ok when Un :: integer(),U1 :: float(),U2 :: float().
mapGrid1d(Un,U1,U2) ->
cast(5296, <<Un:?GLint,0:32,U1:?GLdouble,U2:?GLdouble>>).
%% @doc
%% See {@link mapGrid1d/3}
-spec mapGrid1f(Un, U1, U2) -> ok when Un :: integer(),U1 :: float(),U2 :: float().
mapGrid1f(Un,U1,U2) ->
cast(5297, <<Un:?GLint,U1:?GLfloat,U2:?GLfloat>>).
%% @doc
%% See {@link mapGrid1d/3}
-spec mapGrid2d(Un, U1, U2, Vn, V1, V2) -> ok when Un :: integer(),U1 :: float(),U2 :: float(),Vn :: integer(),V1 :: float(),V2 :: float().
mapGrid2d(Un,U1,U2,Vn,V1,V2) ->
cast(5298, <<Un:?GLint,0:32,U1:?GLdouble,U2:?GLdouble,Vn:?GLint,0:32,V1:?GLdouble,V2:?GLdouble>>).
%% @doc
%% See {@link mapGrid1d/3}
-spec mapGrid2f(Un, U1, U2, Vn, V1, V2) -> ok when Un :: integer(),U1 :: float(),U2 :: float(),Vn :: integer(),V1 :: float(),V2 :: float().
mapGrid2f(Un,U1,U2,Vn,V1,V2) ->
cast(5299, <<Un:?GLint,U1:?GLfloat,U2:?GLfloat,Vn:?GLint,V1:?GLfloat,V2:?GLfloat>>).
%% @doc Generate and evaluate a single point in a mesh
%%
%% {@link gl:mapGrid1d/3} and {@link gl:evalMesh1/3} are used in tandem to efficiently generate
%% and evaluate a series of evenly spaced map domain values. ``gl:evalPoint'' can be used
%% to evaluate a single grid point in the same gridspace that is traversed by {@link gl:evalMesh1/3}
%% . Calling ``gl:evalPoint1'' is equivalent to calling glEvalCoord1( i.&Delta; u+u
%% 1 ); where &Delta; u=(u 2-u 1)/n
%%
%% and n, u 1, and u 2 are the arguments to the most recent {@link gl:mapGrid1d/3} command.
%% The one absolute numeric requirement is that if i=n, then the value computed from i.&Delta;
%% u+u 1 is exactly u 2.
%%
%% In the two-dimensional case, ``gl:evalPoint2'', let
%%
%% &Delta; u=(u 2-u 1)/n
%%
%% &Delta; v=(v 2-v 1)/m
%%
%% where n, u 1, u 2, m, v 1, and v 2 are the arguments to the most recent {@link gl:mapGrid1d/3}
%% command. Then the ``gl:evalPoint2'' command is equivalent to calling glEvalCoord2( i.
%% &Delta; u+u 1, j.&Delta; v+v 1 ); The only absolute numeric requirements are
%% that if i=n, then the value computed from i.&Delta; u+u 1 is exactly u 2, and
%% if j=m, then the value computed from j.&Delta; v+v 1 is exactly v 2.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEvalPoint.xml">external</a> documentation.
-spec evalPoint1(I) -> ok when I :: integer().
evalPoint1(I) ->
cast(5300, <<I:?GLint>>).
%% @doc
%% See {@link evalPoint1/1}
-spec evalPoint2(I, J) -> ok when I :: integer(),J :: integer().
evalPoint2(I,J) ->
cast(5301, <<I:?GLint,J:?GLint>>).
%% @doc Compute a one- or two-dimensional grid of points or lines
%%
%% {@link gl:mapGrid1d/3} and ``gl:evalMesh'' are used in tandem to efficiently generate and
%% evaluate a series of evenly-spaced map domain values. ``gl:evalMesh'' steps through
%% the integer domain of a one- or two-dimensional grid, whose range is the domain of the
%% evaluation maps specified by {@link gl:map1d/6} and {@link gl:map1d/6} . `Mode' determines
%% whether the resulting vertices are connected as points, lines, or filled polygons.
%%
%% In the one-dimensional case, ``gl:evalMesh1'', the mesh is generated as if the following
%% code fragment were executed:
%%
%% glBegin( `Type' ); for ( i = `I1' ; i <= `I2' ; i += 1 ) glEvalCoord1(
%% i.&Delta; u+u 1 ); glEnd(); where
%%
%% &Delta; u=(u 2-u 1)/n
%%
%% and n, u 1, and u 2 are the arguments to the most recent {@link gl:mapGrid1d/3} command.
%% `type' is `?GL_POINTS' if `Mode' is `?GL_POINT', or `?GL_LINES'
%% if `Mode' is `?GL_LINE'.
%%
%% The one absolute numeric requirement is that if i=n, then the value computed from i.&Delta;
%% u+u 1 is exactly u 2.
%%
%% In the two-dimensional case, ``gl:evalMesh2'', let .cp &Delta; u=(u 2-u 1)/n
%%
%% &Delta; v=(v 2-v 1)/m
%%
%% where n, u 1, u 2, m, v 1, and v 2 are the arguments to the most recent {@link gl:mapGrid1d/3}
%% command. Then, if `Mode' is `?GL_FILL', the ``gl:evalMesh2'' command is equivalent
%% to:
%%
%% for ( j = `J1' ; j < `J2' ; j += 1 ) { glBegin( GL_QUAD_STRIP ); for ( i = `I1'
%% ; i <= `I2' ; i += 1 ) { glEvalCoord2( i.&Delta; u+u 1, j.&Delta; v+v 1
%% ); glEvalCoord2( i.&Delta; u+u 1,(j+1).&Delta; v+v 1 ); } glEnd(); }
%%
%% If `Mode' is `?GL_LINE', then a call to ``gl:evalMesh2'' is equivalent to:
%%
%% for ( j = `J1' ; j <= `J2' ; j += 1 ) { glBegin( GL_LINE_STRIP ); for ( i = `I1'
%% ; i <= `I2' ; i += 1 ) glEvalCoord2( i.&Delta; u+u 1, j.&Delta; v+v 1
%% ); glEnd(); } for ( i = `I1' ; i <= `I2' ; i += 1 ) { glBegin( GL_LINE_STRIP
%% ); for ( j = `J1' ; j <= `J1' ; j += 1 ) glEvalCoord2( i.&Delta; u+u 1, j.
%% &Delta; v+v 1 ); glEnd(); }
%%
%% And finally, if `Mode' is `?GL_POINT', then a call to ``gl:evalMesh2'' is
%% equivalent to:
%%
%% glBegin( GL_POINTS ); for ( j = `J1' ; j <= `J2' ; j += 1 ) for ( i = `I1'
%% ; i <= `I2' ; i += 1 ) glEvalCoord2( i.&Delta; u+u 1, j.&Delta; v+v 1
%% ); glEnd();
%%
%% In all three cases, the only absolute numeric requirements are that if i=n, then the
%% value computed from i.&Delta; u+u 1 is exactly u 2, and if j=m, then the value
%% computed from j.&Delta; v+v 1 is exactly v 2.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEvalMesh.xml">external</a> documentation.
-spec evalMesh1(Mode, I1, I2) -> ok when Mode :: enum(),I1 :: integer(),I2 :: integer().
evalMesh1(Mode,I1,I2) ->
cast(5302, <<Mode:?GLenum,I1:?GLint,I2:?GLint>>).
%% @doc
%% See {@link evalMesh1/3}
-spec evalMesh2(Mode, I1, I2, J1, J2) -> ok when Mode :: enum(),I1 :: integer(),I2 :: integer(),J1 :: integer(),J2 :: integer().
evalMesh2(Mode,I1,I2,J1,J2) ->
cast(5303, <<Mode:?GLenum,I1:?GLint,I2:?GLint,J1:?GLint,J2:?GLint>>).
%% @doc Specify fog parameters
%%
%% Fog is initially disabled. While enabled, fog affects rasterized geometry, bitmaps, and
%% pixel blocks, but not buffer clear operations. To enable and disable fog, call {@link gl:enable/1}
%% and {@link gl:enable/1} with argument `?GL_FOG'.
%%
%% ``gl:fog'' assigns the value or values in `Params' to the fog parameter specified
%% by `Pname' . The following values are accepted for `Pname' :
%%
%% `?GL_FOG_MODE': `Params' is a single integer or floating-point value that specifies
%% the equation to be used to compute the fog blend factor, f. Three symbolic constants
%% are accepted: `?GL_LINEAR', `?GL_EXP', and `?GL_EXP2'. The equations corresponding
%% to these symbolic constants are defined below. The initial fog mode is `?GL_EXP'.
%%
%% `?GL_FOG_DENSITY': `Params' is a single integer or floating-point value that
%% specifies density, the fog density used in both exponential fog equations. Only nonnegative
%% densities are accepted. The initial fog density is 1.
%%
%% `?GL_FOG_START': `Params' is a single integer or floating-point value that specifies
%% start, the near distance used in the linear fog equation. The initial near distance
%% is 0.
%%
%% `?GL_FOG_END': `Params' is a single integer or floating-point value that specifies
%% end, the far distance used in the linear fog equation. The initial far distance is 1.
%%
%% `?GL_FOG_INDEX': `Params' is a single integer or floating-point value that specifies
%% i f, the fog color index. The initial fog index is 0.
%%
%% `?GL_FOG_COLOR': `Params' contains four integer or floating-point values that
%% specify C f, the fog color. Integer values are mapped linearly such that the most positive
%% representable value maps to 1.0, and the most negative representable value maps to -1.0.
%% Floating-point values are mapped directly. After conversion, all color components are
%% clamped to the range [0 1]. The initial fog color is (0, 0, 0, 0).
%%
%% `?GL_FOG_COORD_SRC': `Params' contains either of the following symbolic constants:
%% `?GL_FOG_COORD' or `?GL_FRAGMENT_DEPTH'. `?GL_FOG_COORD' specifies that
%% the current fog coordinate should be used as distance value in the fog color computation.
%% `?GL_FRAGMENT_DEPTH' specifies that the current fragment depth should be used as
%% distance value in the fog computation.
%%
%% Fog blends a fog color with each rasterized pixel fragment's post-texturing color using
%% a blending factor f. Factor f is computed in one of three ways, depending on the fog
%% mode. Let c be either the distance in eye coordinate from the origin (in the case that
%% the `?GL_FOG_COORD_SRC' is `?GL_FRAGMENT_DEPTH') or the current fog coordinate
%% (in the case that `?GL_FOG_COORD_SRC' is `?GL_FOG_COORD'). The equation for `?GL_LINEAR'
%% fog is f=(end-c)/(end-start)
%%
%% The equation for `?GL_EXP' fog is f=e(-(density. c))
%%
%% The equation for `?GL_EXP2' fog is f=e(-(density. c)) 2
%%
%% Regardless of the fog mode, f is clamped to the range [0 1] after it is computed. Then,
%% if the GL is in RGBA color mode, the fragment's red, green, and blue colors, represented
%% by C r, are replaced by
%%
%% (C r)"=f×C r+(1-f)×C f
%%
%% Fog does not affect a fragment's alpha component.
%%
%% In color index mode, the fragment's color index i r is replaced by
%%
%% (i r)"=i r+(1-f)×i f
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFog.xml">external</a> documentation.
-spec fogf(Pname, Param) -> ok when Pname :: enum(),Param :: float().
fogf(Pname,Param) ->
cast(5304, <<Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link fogf/2}
-spec fogi(Pname, Param) -> ok when Pname :: enum(),Param :: integer().
fogi(Pname,Param) ->
cast(5305, <<Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link fogf/2}
-spec fogfv(Pname, Params) -> ok when Pname :: enum(),Params :: {float()}.
fogfv(Pname,Params) ->
cast(5306, <<Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((0+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link fogf/2}
-spec fogiv(Pname, Params) -> ok when Pname :: enum(),Params :: {integer()}.
fogiv(Pname,Params) ->
cast(5307, <<Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((0+size(Params)) rem 2)*32)>>).
%% @doc Controls feedback mode
%%
%% The ``gl:feedbackBuffer'' function controls feedback. Feedback, like selection, is
%% a GL mode. The mode is selected by calling {@link gl:renderMode/1} with `?GL_FEEDBACK'.
%% When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information
%% about primitives that would have been rasterized is fed back to the application using
%% the GL.
%%
%% ``gl:feedbackBuffer'' has three arguments: `Buffer' is a pointer to an array of
%% floating-point values into which feedback information is placed. `Size' indicates
%% the size of the array. `Type' is a symbolic constant describing the information that
%% is fed back for each vertex. ``gl:feedbackBuffer'' must be issued before feedback mode
%% is enabled (by calling {@link gl:renderMode/1} with argument `?GL_FEEDBACK'). Setting
%% `?GL_FEEDBACK' without establishing the feedback buffer, or calling ``gl:feedbackBuffer''
%% while the GL is in feedback mode, is an error.
%%
%% When {@link gl:renderMode/1} is called while in feedback mode, it returns the number of
%% entries placed in the feedback array and resets the feedback array pointer to the base
%% of the feedback buffer. The returned value never exceeds `Size' . If the feedback
%% data required more room than was available in `Buffer' , {@link gl:renderMode/1} returns
%% a negative value. To take the GL out of feedback mode, call {@link gl:renderMode/1} with
%% a parameter value other than `?GL_FEEDBACK'.
%%
%% While in feedback mode, each primitive, bitmap, or pixel rectangle that would be rasterized
%% generates a block of values that are copied into the feedback array. If doing so would
%% cause the number of entries to exceed the maximum, the block is partially written so as
%% to fill the array (if there is any room left at all), and an overflow flag is set. Each
%% block begins with a code indicating the primitive type, followed by values that describe
%% the primitive's vertices and associated data. Entries are also written for bitmaps and
%% pixel rectangles. Feedback occurs after polygon culling and {@link gl:polygonMode/2} interpretation
%% of polygons has taken place, so polygons that are culled are not returned in the feedback
%% buffer. It can also occur after polygons with more than three edges are broken up into
%% triangles, if the GL implementation renders polygons by performing this decomposition.
%%
%% The {@link gl:passThrough/1} command can be used to insert a marker into the feedback
%% buffer. See {@link gl:passThrough/1} .
%%
%% Following is the grammar for the blocks of values written into the feedback buffer. Each
%% primitive is indicated with a unique identifying value followed by some number of vertices.
%% Polygon entries include an integer value indicating how many vertices follow. A vertex
%% is fed back as some number of floating-point values, as determined by `Type' . Colors
%% are fed back as four values in RGBA mode and one value in color index mode.
%%
%% feedbackList ← feedbackItem feedbackList | feedbackItem
%%
%% feedbackItem ← point | lineSegment | polygon | bitmap | pixelRectangle | passThru
%%
%% point ←`?GL_POINT_TOKEN' vertex
%%
%% lineSegment ←`?GL_LINE_TOKEN' vertex vertex | `?GL_LINE_RESET_TOKEN' vertex
%% vertex
%%
%% polygon ←`?GL_POLYGON_TOKEN' n polySpec
%%
%% polySpec ← polySpec vertex | vertex vertex vertex
%%
%% bitmap ←`?GL_BITMAP_TOKEN' vertex
%%
%% pixelRectangle ←`?GL_DRAW_PIXEL_TOKEN' vertex | `?GL_COPY_PIXEL_TOKEN' vertex
%%
%%
%% passThru ←`?GL_PASS_THROUGH_TOKEN' value
%%
%% vertex ← 2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture
%%
%% 2d ← value value
%%
%% 3d ← value value value
%%
%% 3dColor ← value value value color
%%
%% 3dColorTexture ← value value value color tex
%%
%% 4dColorTexture ← value value value value color tex
%%
%% color ← rgba | index
%%
%% rgba ← value value value value
%%
%% index ← value
%%
%% tex ← value value value value
%%
%% `value' is a floating-point number, and `n' is a floating-point integer giving
%% the number of vertices in the polygon. `?GL_POINT_TOKEN', `?GL_LINE_TOKEN', `?GL_LINE_RESET_TOKEN'
%% , `?GL_POLYGON_TOKEN', `?GL_BITMAP_TOKEN', `?GL_DRAW_PIXEL_TOKEN', `?GL_COPY_PIXEL_TOKEN'
%% and `?GL_PASS_THROUGH_TOKEN' are symbolic floating-point constants. `?GL_LINE_RESET_TOKEN'
%% is returned whenever the line stipple pattern is reset. The data returned as a vertex
%% depends on the feedback `Type' .
%%
%% The following table gives the correspondence between `Type' and the number of values
%% per vertex. `k' is 1 in color index mode and 4 in RGBA mode.
%%
%% <table><tbody><tr><td>` Type '</td><td>` Coordinates '</td><td>` Color '</td>
%% <td>` Texture '</td><td>` Total Number of Values '</td></tr></tbody><tbody><tr><td>
%% `?GL_2D'</td><td>`x', `y'</td><td></td><td></td><td> 2 </td></tr><tr><td>`?GL_3D'
%% </td><td>`x', `y', `z'</td><td></td><td></td><td> 3 </td></tr><tr><td>`?GL_3D_COLOR'
%% </td><td>`x', `y', `z'</td><td> k</td><td></td><td> 3+k</td></tr><tr><td>`?GL_3D_COLOR_TEXTURE'
%% </td><td>`x', `y', `z'</td><td> k</td><td> 4 </td><td> 7+k</td></tr><tr><td>
%% `?GL_4D_COLOR_TEXTURE'</td><td>`x', `y', `z', `w'</td><td> k</td>
%% <td> 4 </td><td> 8+k</td></tr></tbody></table>
%%
%% Feedback vertex coordinates are in window coordinates, except `w', which is in clip
%% coordinates. Feedback colors are lighted, if lighting is enabled. Feedback texture coordinates
%% are generated, if texture coordinate generation is enabled. They are always transformed
%% by the texture matrix.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFeedbackBuffer.xml">external</a> documentation.
-spec feedbackBuffer(Size, Type, Buffer) -> ok when Size :: integer(),Type :: enum(),Buffer :: mem().
feedbackBuffer(Size,Type,Buffer) ->
send_bin(Buffer),
call(5308, <<Size:?GLsizei,Type:?GLenum>>).
%% @doc Place a marker in the feedback buffer
%%
%% Feedback is a GL render mode. The mode is selected by calling {@link gl:renderMode/1}
%% with `?GL_FEEDBACK'. When the GL is in feedback mode, no pixels are produced by rasterization.
%% Instead, information about primitives that would have been rasterized is fed back to the
%% application using the GL. See the {@link gl:feedbackBuffer/3} reference page for a description
%% of the feedback buffer and the values in it.
%%
%% ``gl:passThrough'' inserts a user-defined marker in the feedback buffer when it is executed
%% in feedback mode. `Token' is returned as if it were a primitive; it is indicated
%% with its own unique identifying value: `?GL_PASS_THROUGH_TOKEN'. The order of ``gl:passThrough''
%% commands with respect to the specification of graphics primitives is maintained.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPassThrough.xml">external</a> documentation.
-spec passThrough(Token) -> ok when Token :: float().
passThrough(Token) ->
cast(5309, <<Token:?GLfloat>>).
%% @doc Establish a buffer for selection mode values
%%
%% ``gl:selectBuffer'' has two arguments: `Buffer' is a pointer to an array of unsigned
%% integers, and `Size' indicates the size of the array. `Buffer' returns values
%% from the name stack (see {@link gl:initNames/0} , {@link gl:loadName/1} , {@link gl:pushName/1} )
%% when the rendering mode is `?GL_SELECT' (see {@link gl:renderMode/1} ). ``gl:selectBuffer''
%% must be issued before selection mode is enabled, and it must not be issued while the
%% rendering mode is `?GL_SELECT'.
%%
%% A programmer can use selection to determine which primitives are drawn into some region
%% of a window. The region is defined by the current modelview and perspective matrices.
%%
%% In selection mode, no pixel fragments are produced from rasterization. Instead, if a
%% primitive or a raster position intersects the clipping volume defined by the viewing frustum
%% and the user-defined clipping planes, this primitive causes a selection hit. (With polygons,
%% no hit occurs if the polygon is culled.) When a change is made to the name stack, or when
%% {@link gl:renderMode/1} is called, a hit record is copied to `Buffer' if any hits
%% have occurred since the last such event (name stack change or {@link gl:renderMode/1} call).
%% The hit record consists of the number of names in the name stack at the time of the event,
%% followed by the minimum and maximum depth values of all vertices that hit since the previous
%% event, followed by the name stack contents, bottom name first.
%%
%% Depth values (which are in the range [0,1]) are multiplied by 2 32-1, before being
%% placed in the hit record.
%%
%% An internal index into `Buffer' is reset to 0 whenever selection mode is entered.
%% Each time a hit record is copied into `Buffer' , the index is incremented to point
%% to the cell just past the end of the block of names(emthat is, to the next available cell
%% If the hit record is larger than the number of remaining locations in `Buffer' , as
%% much data as can fit is copied, and the overflow flag is set. If the name stack is empty
%% when a hit record is copied, that record consists of 0 followed by the minimum and maximum
%% depth values.
%%
%% To exit selection mode, call {@link gl:renderMode/1} with an argument other than `?GL_SELECT'
%% . Whenever {@link gl:renderMode/1} is called while the render mode is `?GL_SELECT',
%% it returns the number of hit records copied to `Buffer' , resets the overflow flag
%% and the selection buffer pointer, and initializes the name stack to be empty. If the overflow
%% bit was set when {@link gl:renderMode/1} was called, a negative hit record count is returned.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSelectBuffer.xml">external</a> documentation.
-spec selectBuffer(Size, Buffer) -> ok when Size :: integer(),Buffer :: mem().
selectBuffer(Size,Buffer) ->
send_bin(Buffer),
call(5310, <<Size:?GLsizei>>).
%% @doc Initialize the name stack
%%
%% The name stack is used during selection mode to allow sets of rendering commands to be
%% uniquely identified. It consists of an ordered set of unsigned integers. ``gl:initNames''
%% causes the name stack to be initialized to its default empty state.
%%
%% The name stack is always empty while the render mode is not `?GL_SELECT'. Calls to ``gl:initNames''
%% while the render mode is not `?GL_SELECT' are ignored.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glInitNames.xml">external</a> documentation.
-spec initNames() -> ok.
initNames() ->
cast(5311, <<>>).
%% @doc Load a name onto the name stack
%%
%% The name stack is used during selection mode to allow sets of rendering commands to be
%% uniquely identified. It consists of an ordered set of unsigned integers and is initially
%% empty.
%%
%% ``gl:loadName'' causes `Name' to replace the value on the top of the name stack.
%%
%% The name stack is always empty while the render mode is not `?GL_SELECT'. Calls to ``gl:loadName''
%% while the render mode is not `?GL_SELECT' are ignored.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLoadName.xml">external</a> documentation.
-spec loadName(Name) -> ok when Name :: integer().
loadName(Name) ->
cast(5312, <<Name:?GLuint>>).
%% @doc Push and pop the name stack
%%
%% The name stack is used during selection mode to allow sets of rendering commands to be
%% uniquely identified. It consists of an ordered set of unsigned integers and is initially
%% empty.
%%
%% ``gl:pushName'' causes `Name' to be pushed onto the name stack. {@link gl:pushName/1}
%% pops one name off the top of the stack.
%%
%% The maximum name stack depth is implementation-dependent; call `?GL_MAX_NAME_STACK_DEPTH'
%% to find out the value for a particular implementation. It is an error to push a name
%% onto a full stack or to pop a name off an empty stack. It is also an error to manipulate
%% the name stack between the execution of {@link gl:'begin'/1} and the corresponding execution
%% of {@link gl:'begin'/1} . In any of these cases, the error flag is set and no other change is
%% made to GL state.
%%
%% The name stack is always empty while the render mode is not `?GL_SELECT'. Calls to ``gl:pushName''
%% or {@link gl:pushName/1} while the render mode is not `?GL_SELECT' are ignored.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPushName.xml">external</a> documentation.
-spec pushName(Name) -> ok when Name :: integer().
pushName(Name) ->
cast(5313, <<Name:?GLuint>>).
%% @doc
%% See {@link pushName/1}
-spec popName() -> ok.
popName() ->
cast(5314, <<>>).
%% @doc Set the blend color
%%
%% The `?GL_BLEND_COLOR' may be used to calculate the source and destination blending
%% factors. The color components are clamped to the range [0 1] before being stored. See {@link gl:blendFunc/2}
%% for a complete description of the blending operations. Initially the `?GL_BLEND_COLOR'
%% is set to (0, 0, 0, 0).
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlendColor.xml">external</a> documentation.
-spec blendColor(Red, Green, Blue, Alpha) -> ok when Red :: clamp(),Green :: clamp(),Blue :: clamp(),Alpha :: clamp().
blendColor(Red,Green,Blue,Alpha) ->
cast(5315, <<Red:?GLclampf,Green:?GLclampf,Blue:?GLclampf,Alpha:?GLclampf>>).
%% @doc Specify the equation used for both the RGB blend equation and the Alpha blend equation
%%
%% The blend equations determine how a new pixel (the ''source'' color) is combined with
%% a pixel already in the framebuffer (the ''destination'' color). This function sets both
%% the RGB blend equation and the alpha blend equation to a single equation. ``gl:blendEquationi''
%% specifies the blend equation for a single draw buffer whereas ``gl:blendEquation''
%% sets the blend equation for all draw buffers.
%%
%% These equations use the source and destination blend factors specified by either {@link gl:blendFunc/2}
%% or {@link gl:blendFuncSeparate/4} . See {@link gl:blendFunc/2} or {@link gl:blendFuncSeparate/4}
%% for a description of the various blend factors.
%%
%% In the equations that follow, source and destination color components are referred to
%% as (R s G s B s A s) and (R d G d B d A d), respectively. The result color is referred to as (R r G r B r A r). The source and destination
%% blend factors are denoted (s R s G s B s A) and (d R d G d B d A), respectively. For these equations all color components
%% are understood to have values in the range [0 1]. <table><tbody><tr><td>` Mode '</td><td>
%% ` RGB Components '</td><td>` Alpha Component '</td></tr></tbody><tbody><tr><td>`?GL_FUNC_ADD'
%% </td><td> Rr=R s s R+R d d R Gr=G s s G+G d d G Br=B s s B+B d d B</td><td> Ar=A s
%% s A+A d d A</td></tr><tr><td>`?GL_FUNC_SUBTRACT'</td><td> Rr=R s s R-R d d R Gr=G
%% s s G-G d d G Br=B s s B-B d d B</td><td> Ar=A s s A-A d d A</td></tr><tr><td>`?GL_FUNC_REVERSE_SUBTRACT'
%% </td><td> Rr=R d d R-R s s R Gr=G d d G-G s s G Br=B d d B-B s s B</td><td> Ar=A d
%% d A-A s s A</td></tr><tr><td>`?GL_MIN'</td><td> Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d)</td><td> Ar=min
%% (A s A d)</td></tr><tr><td>`?GL_MAX'</td><td> Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d)</td><td> Ar=max(A s A d)</td></tr></tbody>
%% </table>
%%
%% The results of these equations are clamped to the range [0 1].
%%
%% The `?GL_MIN' and `?GL_MAX' equations are useful for applications that analyze
%% image data (image thresholding against a constant color, for example). The `?GL_FUNC_ADD'
%% equation is useful for antialiasing and transparency, among other things.
%%
%% Initially, both the RGB blend equation and the alpha blend equation are set to `?GL_FUNC_ADD'
%% .
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlendEquation.xml">external</a> documentation.
-spec blendEquation(Mode) -> ok when Mode :: enum().
blendEquation(Mode) ->
cast(5316, <<Mode:?GLenum>>).
%% @doc Render primitives from array data
%%
%% ``gl:drawRangeElements'' is a restricted form of {@link gl:drawElements/4} . `Mode' ,
%% `Start' , `End' , and `Count' match the corresponding arguments to {@link gl:drawElements/4}
%% , with the additional constraint that all values in the arrays `Count' must lie between
%% `Start' and `End' , inclusive.
%%
%% Implementations denote recommended maximum amounts of vertex and index data, which may
%% be queried by calling {@link gl:getBooleanv/1} with argument `?GL_MAX_ELEMENTS_VERTICES' and `?GL_MAX_ELEMENTS_INDICES'
%% . If end-start+1 is greater than the value of `?GL_MAX_ELEMENTS_VERTICES', or if `Count'
%% is greater than the value of `?GL_MAX_ELEMENTS_INDICES', then the call may operate
%% at reduced performance. There is no requirement that all vertices in the range [start end] be referenced.
%% However, the implementation may partially process unused vertices, reducing performance
%% from what could be achieved with an optimal index set.
%%
%% When ``gl:drawRangeElements'' is called, it uses `Count' sequential elements from
%% an enabled array, starting at `Start' to construct a sequence of geometric primitives.
%% `Mode' specifies what kind of primitives are constructed, and how the array elements
%% construct these primitives. If more than one array is enabled, each is used.
%%
%% Vertex attributes that are modified by ``gl:drawRangeElements'' have an unspecified
%% value after ``gl:drawRangeElements'' returns. Attributes that aren't modified maintain
%% their previous values.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawRangeElements.xml">external</a> documentation.
-spec drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok when Mode :: enum(),Start :: integer(),End :: integer(),Count :: integer(),Type :: enum(),Indices :: offset()|mem().
drawRangeElements(Mode,Start,End,Count,Type,Indices) when is_integer(Indices) ->
cast(5317, <<Mode:?GLenum,Start:?GLuint,End:?GLuint,Count:?GLsizei,Type:?GLenum,Indices:?GLuint>>);
drawRangeElements(Mode,Start,End,Count,Type,Indices) ->
send_bin(Indices),
cast(5318, <<Mode:?GLenum,Start:?GLuint,End:?GLuint,Count:?GLsizei,Type:?GLenum>>).
%% @doc Specify a three-dimensional texture image
%%
%% Texturing maps a portion of a specified texture image onto each graphical primitive for
%% which texturing is enabled. To enable and disable three-dimensional texturing, call {@link gl:enable/1}
%% and {@link gl:enable/1} with argument `?GL_TEXTURE_3D'.
%%
%% To define texture images, call ``gl:texImage3D''. The arguments describe the parameters
%% of the texture image, such as height, width, depth, width of the border, level-of-detail
%% number (see {@link gl:texParameterf/3} ), and number of color components provided. The last
%% three arguments describe how the image is represented in memory.
%%
%% If `Target' is `?GL_PROXY_TEXTURE_3D', no data is read from `Data' , but
%% all of the texture image state is recalculated, checked for consistency, and checked against
%% the implementation's capabilities. If the implementation cannot handle a texture of the
%% requested texture size, it sets all of the image state to 0, but does not generate an
%% error (see {@link gl:getError/0} ). To query for an entire mipmap array, use an image array
%% level greater than or equal to 1.
%%
%% If `Target' is `?GL_TEXTURE_3D', data is read from `Data' as a sequence
%% of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values,
%% depending on `Type' . These values are grouped into sets of one, two, three, or four
%% values, depending on `Format' , to form elements. Each data byte is treated as eight
%% 1-bit elements, with bit ordering determined by `?GL_UNPACK_LSB_FIRST' (see {@link gl:pixelStoref/2}
%% ).
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% The first element corresponds to the lower left corner of the texture image. Subsequent
%% elements progress left-to-right through the remaining texels in the lowest row of the
%% texture image, and then in successively higher rows of the texture image. The final element
%% corresponds to the upper right corner of the texture image.
%%
%% `Format' determines the composition of each element in `Data' . It can assume
%% one of these symbolic values:
%%
%% `?GL_RED': Each element is a single red component. The GL converts it to floating
%% point and assembles it into an RGBA element by attaching 0 for green and blue, and 1 for
%% alpha. Each component is then multiplied by the signed scale factor `?GL_c_SCALE',
%% added to the signed bias `?GL_c_BIAS', and clamped to the range [0,1].
%%
%% `?GL_RG': Each element is a red and green pair. The GL converts each to floating
%% point and assembles it into an RGBA element by attaching 0 for blue, and 1 for alpha.
%% Each component is then multiplied by the signed scale factor `?GL_c_SCALE', added
%% to the signed bias `?GL_c_BIAS', and clamped to the range [0,1].
%%
%% `?GL_RGB'
%%
%% `?GL_BGR': Each element is an RGB triple. The GL converts it to floating point and
%% assembles it into an RGBA element by attaching 1 for alpha. Each component is then multiplied
%% by the signed scale factor `?GL_c_SCALE', added to the signed bias `?GL_c_BIAS',
%% and clamped to the range [0,1].
%%
%% `?GL_RGBA'
%%
%% `?GL_BGRA': Each element contains all four components. Each component is multiplied
%% by the signed scale factor `?GL_c_SCALE', added to the signed bias `?GL_c_BIAS',
%% and clamped to the range [0,1].
%%
%% If an application wants to store the texture at a certain resolution or in a certain
%% format, it can request the resolution and format with `InternalFormat' . The GL will
%% choose an internal representation that closely approximates that requested by `InternalFormat'
%% , but it may not match exactly. (The representations specified by `?GL_RED', `?GL_RG'
%% , `?GL_RGB', and `?GL_RGBA' must match exactly.)
%%
%% `InternalFormat' may be one of the base internal formats shown in Table 1, below
%%
%% `InternalFormat' may also be one of the sized internal formats shown in Table 2,
%% below
%%
%% Finally, `InternalFormat' may also be one of the generic or compressed compressed
%% texture formats shown in Table 3 below
%%
%% If the `InternalFormat' parameter is one of the generic compressed formats, `?GL_COMPRESSED_RED'
%% , `?GL_COMPRESSED_RG', `?GL_COMPRESSED_RGB', or `?GL_COMPRESSED_RGBA',
%% the GL will replace the internal format with the symbolic constant for a specific internal
%% format and compress the texture before storage. If no corresponding internal format is
%% available, or the GL can not compress that image for any reason, the internal format is
%% instead replaced with a corresponding base internal format.
%%
%% If the `InternalFormat' parameter is `?GL_SRGB', `?GL_SRGB8', `?GL_SRGB_ALPHA'
%% , or `?GL_SRGB8_ALPHA8', the texture is treated as if the red, green, blue, or
%% luminance components are encoded in the sRGB color space. Any alpha component is left
%% unchanged. The conversion from the sRGB encoded component c s to a linear component
%% c l is:
%%
%% c l={ c s/12.92if c s&le; 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045
%%
%% Assume c s is the sRGB component in the range [0,1].
%%
%% Use the `?GL_PROXY_TEXTURE_3D' target to try out a resolution and format. The implementation
%% will update and recompute its best match for the requested storage resolution and format.
%% To then query this state, call {@link gl:getTexLevelParameterfv/3} . If the texture cannot
%% be accommodated, texture state is set to 0.
%%
%% A one-component texture image uses only the red component of the RGBA color extracted
%% from `Data' . A two-component image uses the R and A values. A three-component image
%% uses the R, G, and B values. A four-component image uses all of the RGBA components.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexImage3D.xml">external</a> documentation.
-spec texImage3D(Target, Level, InternalFormat, Width, Height, Depth, Border, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),InternalFormat :: integer(),Width :: integer(),Height :: integer(),Depth :: integer(),Border :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
texImage3D(Target,Level,InternalFormat,Width,Height,Depth,Border,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5319, <<Target:?GLenum,Level:?GLint,InternalFormat:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Border:?GLint,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
texImage3D(Target,Level,InternalFormat,Width,Height,Depth,Border,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5320, <<Target:?GLenum,Level:?GLint,InternalFormat:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Border:?GLint,Format:?GLenum,Type:?GLenum>>).
%% @doc glTexSubImage
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexSubImage.xml">external</a> documentation.
-spec texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Pixels) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Yoffset :: integer(),Zoffset :: integer(),Width :: integer(),Height :: integer(),Depth :: integer(),Format :: enum(),Type :: enum(),Pixels :: offset()|mem().
texSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,Width,Height,Depth,Format,Type,Pixels) when is_integer(Pixels) ->
cast(5321, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Zoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Format:?GLenum,Type:?GLenum,Pixels:?GLuint>>);
texSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,Width,Height,Depth,Format,Type,Pixels) ->
send_bin(Pixels),
cast(5322, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Zoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Copy a three-dimensional texture subimage
%%
%% ``gl:copyTexSubImage3D'' replaces a rectangular portion of a three-dimensional texture
%% image with pixels from the current `?GL_READ_BUFFER' (rather than from main memory,
%% as is the case for {@link gl:texSubImage1D/7} ).
%%
%% The screen-aligned pixel rectangle with lower left corner at ( `X' , `Y' ) and
%% with width `Width' and height `Height' replaces the portion of the texture array
%% with x indices `Xoffset' through xoffset+width-1, inclusive, and y indices `Yoffset'
%% through yoffset+height-1, inclusive, at z index `Zoffset' and at the mipmap level
%% specified by `Level' .
%%
%% The pixels in the rectangle are processed exactly as if {@link gl:readPixels/7} had been
%% called, but the process stops just before final conversion. At this point, all pixel component
%% values are clamped to the range [0 1] and then converted to the texture's internal format
%% for storage in the texel array.
%%
%% The destination rectangle in the texture array may not include any texels outside the
%% texture array as it was originally specified. It is not an error to specify a subtexture
%% with zero width or height, but such a specification has no effect.
%%
%% If any of the pixels within the specified rectangle of the current `?GL_READ_BUFFER'
%% are outside the read window associated with the current rendering context, then the values
%% obtained for those pixels are undefined.
%%
%% No change is made to the `internalformat', `width', `height', `depth',
%% or `border' parameters of the specified texture array or to texel values outside
%% the specified subregion.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyTexSubImage3D.xml">external</a> documentation.
-spec copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y, Width, Height) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Yoffset :: integer(),Zoffset :: integer(),X :: integer(),Y :: integer(),Width :: integer(),Height :: integer().
copyTexSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,X,Y,Width,Height) ->
cast(5323, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Zoffset:?GLint,X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei>>).
%% @doc Define a color lookup table
%%
%% ``gl:colorTable'' may be used in two ways: to test the actual size and color resolution
%% of a lookup table given a particular set of parameters, or to load the contents of a color
%% lookup table. Use the targets `?GL_PROXY_*' for the first case and the other targets
%% for the second case.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a color table is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% If `Target' is `?GL_COLOR_TABLE', `?GL_POST_CONVOLUTION_COLOR_TABLE', or `?GL_POST_COLOR_MATRIX_COLOR_TABLE'
%% , ``gl:colorTable'' builds a color lookup table from an array of pixels. The pixel array
%% specified by `Width' , `Format' , `Type' , and `Data' is extracted from
%% memory and processed just as if {@link gl:drawPixels/5} were called, but processing stops
%% after the final expansion to RGBA is completed.
%%
%% The four scale parameters and the four bias parameters that are defined for the table
%% are then used to scale and bias the R, G, B, and A components of each pixel. (Use ``gl:colorTableParameter''
%% to set these scale and bias parameters.)
%%
%% Next, the R, G, B, and A values are clamped to the range [0 1]. Each pixel is then converted
%% to the internal format specified by `Internalformat' . This conversion simply maps
%% the component values of the pixel (R, G, B, and A) to the values included in the internal
%% format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
%%
%% <table><tbody><tr><td>` Internal Format '</td><td>` Red '</td><td>` Green '</td>
%% <td>` Blue '</td><td>` Alpha '</td><td>` Luminance '</td><td>` Intensity '
%% </td></tr></tbody><tbody><tr><td>`?GL_ALPHA'</td><td></td><td></td><td></td><td> A </td>
%% <td></td><td></td></tr><tr><td>`?GL_LUMINANCE'</td><td></td><td></td><td></td><td></td>
%% <td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td></td><td></td><td></td>
%% <td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'</td><td></td><td></td><td>
%% </td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td><td> R </td><td> G </td>
%% <td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'</td><td> R </td><td>
%% G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%% Finally, the red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in the color table. They form a one-dimensional table with indices in
%% the range [0 width-1].
%%
%% If `Target' is `?GL_PROXY_*', ``gl:colorTable'' recomputes and stores the
%% values of the proxy color table's state variables `?GL_COLOR_TABLE_FORMAT', `?GL_COLOR_TABLE_WIDTH'
%% , `?GL_COLOR_TABLE_RED_SIZE', `?GL_COLOR_TABLE_GREEN_SIZE', `?GL_COLOR_TABLE_BLUE_SIZE'
%% , `?GL_COLOR_TABLE_ALPHA_SIZE', `?GL_COLOR_TABLE_LUMINANCE_SIZE', and `?GL_COLOR_TABLE_INTENSITY_SIZE'
%% . There is no effect on the image or state of any actual color table. If the specified
%% color table is too large to be supported, then all the proxy state variables listed above
%% are set to zero. Otherwise, the color table could be supported by ``gl:colorTable''
%% using the corresponding non-proxy target, and the proxy state variables are set as if
%% that target were being defined.
%%
%% The proxy state variables can be retrieved by calling {@link gl:getColorTableParameterfv/2}
%% with a target of `?GL_PROXY_*'. This allows the application to decide if a particular
%% ``gl:colorTable'' command would succeed, and to determine what the resulting color table
%% attributes would be.
%%
%% If a color table is enabled, and its width is non-zero, then its contents are used to
%% replace a subset of the components of each RGBA pixel group, based on the internal format
%% of the table.
%%
%% Each pixel group has color components (R, G, B, A) that are in the range [0.0 1.0]. The color
%% components are rescaled to the size of the color lookup table to form an index. Then a
%% subset of the components based on the internal format of the table are replaced by the
%% table entry selected by that index. If the color components and contents of the table
%% are represented as follows:
%%
%% <table><tbody><tr><td>` Representation '</td><td>` Meaning '</td></tr></tbody><tbody>
%% <tr><td>r</td><td> Table index computed from R</td></tr><tr><td>g</td><td> Table index
%% computed from G</td></tr><tr><td>b</td><td> Table index computed from B</td></tr><tr><td>a
%% </td><td> Table index computed from A</td></tr><tr><td>L[i]</td><td> Luminance value at
%% table index i</td></tr><tr><td>I[i]</td><td> Intensity value at table index i</td></tr><tr>
%% <td>R[i]</td><td> Red value at table index i</td></tr><tr><td>G[i]</td><td> Green value
%% at table index i</td></tr><tr><td>B[i]</td><td> Blue value at table index i</td></tr><tr><td>
%% A[i]</td><td> Alpha value at table index i</td></tr></tbody></table>
%%
%% then the result of color table lookup is as follows:
%%
%% <table><tbody><tr><td></td><td>` Resulting Texture Components '</td></tr><tr><td>` Table Internal Format '
%% </td><td>` R '</td><td>` G '</td><td>` B '</td><td>` A '</td></tr></tbody>
%% <tbody><tr><td>`?GL_ALPHA'</td><td>R</td><td>G</td><td>B</td><td>A[a]</td></tr><tr><td>
%% `?GL_LUMINANCE'</td><td>L[r]</td><td>L[g]</td><td>L[b]</td><td>At</td></tr><tr><td>`?GL_LUMINANCE_ALPHA'
%% </td><td>L[r]</td><td>L[g]</td><td>L[b]</td><td>A[a]</td></tr><tr><td>`?GL_INTENSITY'</td>
%% <td>I[r]</td><td>I[g]</td><td>I[b]</td><td>I[a]</td></tr><tr><td>`?GL_RGB'</td><td>R[r]
%% </td><td>G[g]</td><td>B[b]</td><td>A</td></tr><tr><td>`?GL_RGBA'</td><td>R[r]</td><td>
%% G[g]</td><td>B[b]</td><td>A[a]</td></tr></tbody></table>
%%
%% When `?GL_COLOR_TABLE' is enabled, the colors resulting from the pixel map operation
%% (if it is enabled) are mapped by the color lookup table before being passed to the convolution
%% operation. The colors resulting from the convolution operation are modified by the post
%% convolution color lookup table when `?GL_POST_CONVOLUTION_COLOR_TABLE' is enabled.
%% These modified colors are then sent to the color matrix operation. Finally, if `?GL_POST_COLOR_MATRIX_COLOR_TABLE'
%% is enabled, the colors resulting from the color matrix operation are mapped by the post
%% color matrix color lookup table before being used by the histogram operation.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorTable.xml">external</a> documentation.
-spec colorTable(Target, Internalformat, Width, Format, Type, Table) -> ok when Target :: enum(),Internalformat :: enum(),Width :: integer(),Format :: enum(),Type :: enum(),Table :: offset()|mem().
colorTable(Target,Internalformat,Width,Format,Type,Table) when is_integer(Table) ->
cast(5324, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Format:?GLenum,Type:?GLenum,Table:?GLuint>>);
colorTable(Target,Internalformat,Width,Format,Type,Table) ->
send_bin(Table),
cast(5325, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Set color lookup table parameters
%%
%% ``gl:colorTableParameter'' is used to specify the scale factors and bias terms applied
%% to color components when they are loaded into a color table. `Target' indicates which
%% color table the scale and bias terms apply to; it must be set to `?GL_COLOR_TABLE', `?GL_POST_CONVOLUTION_COLOR_TABLE'
%% , or `?GL_POST_COLOR_MATRIX_COLOR_TABLE'.
%%
%% `Pname' must be `?GL_COLOR_TABLE_SCALE' to set the scale factors. In this case,
%% `Params' points to an array of four values, which are the scale factors for red,
%% green, blue, and alpha, in that order.
%%
%% `Pname' must be `?GL_COLOR_TABLE_BIAS' to set the bias terms. In this case, `Params'
%% points to an array of four values, which are the bias terms for red, green, blue, and
%% alpha, in that order.
%%
%% The color tables themselves are specified by calling {@link gl:colorTable/6} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorTableParameter.xml">external</a> documentation.
-spec colorTableParameterfv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {float(),float(),float(),float()}.
colorTableParameterfv(Target,Pname,{P1,P2,P3,P4}) ->
cast(5326, <<Target:?GLenum,Pname:?GLenum,P1:?GLfloat,P2:?GLfloat,P3:?GLfloat,P4:?GLfloat>>).
%% @doc
%% See {@link colorTableParameterfv/3}
-spec colorTableParameteriv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {integer(),integer(),integer(),integer()}.
colorTableParameteriv(Target,Pname,{P1,P2,P3,P4}) ->
cast(5327, <<Target:?GLenum,Pname:?GLenum,P1:?GLint,P2:?GLint,P3:?GLint,P4:?GLint>>).
%% @doc Copy pixels into a color table
%%
%% ``gl:copyColorTable'' loads a color table with pixels from the current `?GL_READ_BUFFER'
%% (rather than from main memory, as is the case for {@link gl:colorTable/6} ).
%%
%% The screen-aligned pixel rectangle with lower-left corner at ( `X' , `Y' ) having
%% width `Width' and height 1 is loaded into the color table. If any pixels within this
%% region are outside the window that is associated with the GL context, the values obtained
%% for those pixels are undefined.
%%
%% The pixels in the rectangle are processed just as if {@link gl:readPixels/7} were called,
%% with `Internalformat' set to RGBA, but processing stops after the final conversion
%% to RGBA.
%%
%% The four scale parameters and the four bias parameters that are defined for the table
%% are then used to scale and bias the R, G, B, and A components of each pixel. The scale
%% and bias parameters are set by calling {@link gl:colorTableParameterfv/3} .
%%
%% Next, the R, G, B, and A values are clamped to the range [0 1]. Each pixel is then converted
%% to the internal format specified by `Internalformat' . This conversion simply maps
%% the component values of the pixel (R, G, B, and A) to the values included in the internal
%% format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
%%
%% <table><tbody><tr><td>` Internal Format '</td><td>` Red '</td><td>` Green '</td>
%% <td>` Blue '</td><td>` Alpha '</td><td>` Luminance '</td><td>` Intensity '
%% </td></tr></tbody><tbody><tr><td>`?GL_ALPHA'</td><td></td><td></td><td></td><td> A </td>
%% <td></td><td></td></tr><tr><td>`?GL_LUMINANCE'</td><td></td><td></td><td></td><td></td>
%% <td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td></td><td></td><td></td>
%% <td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'</td><td></td><td></td><td>
%% </td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td><td> R </td><td> G </td>
%% <td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'</td><td> R </td><td>
%% G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%% Finally, the red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in the color table. They form a one-dimensional table with indices in
%% the range [0 width-1].
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyColorTable.xml">external</a> documentation.
-spec copyColorTable(Target, Internalformat, X, Y, Width) -> ok when Target :: enum(),Internalformat :: enum(),X :: integer(),Y :: integer(),Width :: integer().
copyColorTable(Target,Internalformat,X,Y,Width) ->
cast(5328, <<Target:?GLenum,Internalformat:?GLenum,X:?GLint,Y:?GLint,Width:?GLsizei>>).
%% @doc Retrieve contents of a color lookup table
%%
%% ``gl:getColorTable'' returns in `Table' the contents of the color table specified
%% by `Target' . No pixel transfer operations are performed, but pixel storage modes
%% that are applicable to {@link gl:readPixels/7} are performed.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a histogram table is requested, `Table' is treated
%% as a byte offset into the buffer object's data store.
%%
%% Color components that are requested in the specified `Format' , but which are not
%% included in the internal format of the color lookup table, are returned as zero. The assignments
%% of internal color components to the components requested by `Format' are <table><tbody>
%% <tr><td>` Internal Component '</td><td>` Resulting Component '</td></tr></tbody>
%% <tbody><tr><td> Red </td><td> Red </td></tr><tr><td> Green </td><td> Green </td></tr><tr><td>
%% Blue </td><td> Blue </td></tr><tr><td> Alpha </td><td> Alpha </td></tr><tr><td> Luminance
%% </td><td> Red </td></tr><tr><td> Intensity </td><td> Red </td></tr></tbody></table>
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetColorTable.xml">external</a> documentation.
-spec getColorTable(Target, Format, Type, Table) -> ok when Target :: enum(),Format :: enum(),Type :: enum(),Table :: mem().
getColorTable(Target,Format,Type,Table) ->
send_bin(Table),
call(5329, <<Target:?GLenum,Format:?GLenum,Type:?GLenum>>).
%% @doc Get color lookup table parameters
%%
%% Returns parameters specific to color table `Target' .
%%
%% When `Pname' is set to `?GL_COLOR_TABLE_SCALE' or `?GL_COLOR_TABLE_BIAS',
%% ``gl:getColorTableParameter'' returns the color table scale or bias parameters for the
%% table specified by `Target' . For these queries, `Target' must be set to `?GL_COLOR_TABLE'
%% , `?GL_POST_CONVOLUTION_COLOR_TABLE', or `?GL_POST_COLOR_MATRIX_COLOR_TABLE'
%% and `Params' points to an array of four elements, which receive the scale or bias
%% factors for red, green, blue, and alpha, in that order.
%%
%% ``gl:getColorTableParameter'' can also be used to retrieve the format and size parameters
%% for a color table. For these queries, set `Target' to either the color table target
%% or the proxy color table target. The format and size parameters are set by {@link gl:colorTable/6}
%% .
%%
%% The following table lists the format and size parameters that may be queried. For each
%% symbolic constant listed below for `Pname' , `Params' must point to an array
%% of the given length and receive the values indicated.
%%
%% <table><tbody><tr><td>` Parameter '</td><td>` N '</td><td>` Meaning '</td></tr>
%% </tbody><tbody><tr><td>`?GL_COLOR_TABLE_FORMAT'</td><td> 1 </td><td> Internal format
%% (e.g., `?GL_RGBA') </td></tr><tr><td>`?GL_COLOR_TABLE_WIDTH'</td><td> 1 </td><td>
%% Number of elements in table </td></tr><tr><td>`?GL_COLOR_TABLE_RED_SIZE'</td><td>
%% 1 </td><td> Size of red component, in bits </td></tr><tr><td>`?GL_COLOR_TABLE_GREEN_SIZE'
%% </td><td> 1 </td><td> Size of green component </td></tr><tr><td>`?GL_COLOR_TABLE_BLUE_SIZE'
%% </td><td> 1 </td><td> Size of blue component </td></tr><tr><td>`?GL_COLOR_TABLE_ALPHA_SIZE'
%% </td><td> 1 </td><td> Size of alpha component </td></tr><tr><td>`?GL_COLOR_TABLE_LUMINANCE_SIZE'
%% </td><td> 1 </td><td> Size of luminance component </td></tr><tr><td>`?GL_COLOR_TABLE_INTENSITY_SIZE'
%% </td><td> 1 </td><td> Size of intensity component </td></tr></tbody></table>
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetColorTableParameter.xml">external</a> documentation.
-spec getColorTableParameterfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum().
getColorTableParameterfv(Target,Pname) ->
call(5330, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getColorTableParameterfv/2}
-spec getColorTableParameteriv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum().
getColorTableParameteriv(Target,Pname) ->
call(5331, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Respecify a portion of a color table
%%
%% ``gl:colorSubTable'' is used to respecify a contiguous portion of a color table previously
%% defined using {@link gl:colorTable/6} . The pixels referenced by `Data' replace the
%% portion of the existing table from indices `Start' to start+count-1, inclusive.
%% This region may not include any entries outside the range of the color table as it was
%% originally specified. It is not an error to specify a subtexture with width of 0, but
%% such a specification has no effect.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a portion of a color table is respecified, `Data'
%% is treated as a byte offset into the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorSubTable.xml">external</a> documentation.
-spec colorSubTable(Target, Start, Count, Format, Type, Data) -> ok when Target :: enum(),Start :: integer(),Count :: integer(),Format :: enum(),Type :: enum(),Data :: offset()|mem().
colorSubTable(Target,Start,Count,Format,Type,Data) when is_integer(Data) ->
cast(5332, <<Target:?GLenum,Start:?GLsizei,Count:?GLsizei,Format:?GLenum,Type:?GLenum,Data:?GLuint>>);
colorSubTable(Target,Start,Count,Format,Type,Data) ->
send_bin(Data),
cast(5333, <<Target:?GLenum,Start:?GLsizei,Count:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Respecify a portion of a color table
%%
%% ``gl:copyColorSubTable'' is used to respecify a contiguous portion of a color table
%% previously defined using {@link gl:colorTable/6} . The pixels copied from the framebuffer
%% replace the portion of the existing table from indices `Start' to start+x-1, inclusive.
%% This region may not include any entries outside the range of the color table, as was originally
%% specified. It is not an error to specify a subtexture with width of 0, but such a specification
%% has no effect.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyColorSubTable.xml">external</a> documentation.
-spec copyColorSubTable(Target, Start, X, Y, Width) -> ok when Target :: enum(),Start :: integer(),X :: integer(),Y :: integer(),Width :: integer().
copyColorSubTable(Target,Start,X,Y,Width) ->
cast(5334, <<Target:?GLenum,Start:?GLsizei,X:?GLint,Y:?GLint,Width:?GLsizei>>).
%% @doc Define a one-dimensional convolution filter
%%
%% ``gl:convolutionFilter1D'' builds a one-dimensional convolution filter kernel from an
%% array of pixels.
%%
%% The pixel array specified by `Width' , `Format' , `Type' , and `Data'
%% is extracted from memory and processed just as if {@link gl:drawPixels/5} were called,
%% but processing stops after the final expansion to RGBA is completed.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a convolution filter is specified, `Data' is
%% treated as a byte offset into the buffer object's data store.
%%
%% The R, G, B, and A components of each pixel are next scaled by the four 1D `?GL_CONVOLUTION_FILTER_SCALE'
%% parameters and biased by the four 1D `?GL_CONVOLUTION_FILTER_BIAS' parameters. (The
%% scale and bias parameters are set by {@link gl:convolutionParameterf/3} using the `?GL_CONVOLUTION_1D'
%% target and the names `?GL_CONVOLUTION_FILTER_SCALE' and `?GL_CONVOLUTION_FILTER_BIAS'
%% . The parameters themselves are vectors of four values that are applied to red, green,
%% blue, and alpha, in that order.) The R, G, B, and A values are not clamped to [0,1] at
%% any time during this process.
%%
%% Each pixel is then converted to the internal format specified by `Internalformat' .
%% This conversion simply maps the component values of the pixel (R, G, B, and A) to the
%% values included in the internal format (red, green, blue, alpha, luminance, and intensity).
%% The mapping is as follows:
%%
%% <table><tbody><tr><td>` Internal Format '</td><td>` Red '</td><td>` Green '</td>
%% <td>` Blue '</td><td>` Alpha '</td><td>` Luminance '</td><td>` Intensity '
%% </td></tr></tbody><tbody><tr><td>`?GL_ALPHA'</td><td></td><td></td><td></td><td> A </td>
%% <td></td><td></td></tr><tr><td>`?GL_LUMINANCE'</td><td></td><td></td><td></td><td></td>
%% <td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td></td><td></td><td></td>
%% <td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'</td><td></td><td></td><td>
%% </td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td><td> R </td><td> G </td>
%% <td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'</td><td> R </td><td>
%% G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%% The red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in floating-point rather than integer format. They form a one-dimensional
%% filter kernel image indexed with coordinate `i' such that `i' starts at 0 and
%% increases from left to right. Kernel location `i' is derived from the `i'th
%% pixel, counting from 0.
%%
%% Note that after a convolution is performed, the resulting color components are also scaled
%% by their corresponding `?GL_POST_CONVOLUTION_c_SCALE' parameters and biased by their
%% corresponding `?GL_POST_CONVOLUTION_c_BIAS' parameters (where `c' takes on the
%% values `RED', `GREEN', `BLUE', and `ALPHA'). These parameters are
%% set by {@link gl:pixelTransferf/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glConvolutionFilter1D.xml">external</a> documentation.
-spec convolutionFilter1D(Target, Internalformat, Width, Format, Type, Image) -> ok when Target :: enum(),Internalformat :: enum(),Width :: integer(),Format :: enum(),Type :: enum(),Image :: offset()|mem().
convolutionFilter1D(Target,Internalformat,Width,Format,Type,Image) when is_integer(Image) ->
cast(5335, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Format:?GLenum,Type:?GLenum,Image:?GLuint>>);
convolutionFilter1D(Target,Internalformat,Width,Format,Type,Image) ->
send_bin(Image),
cast(5336, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Define a two-dimensional convolution filter
%%
%% ``gl:convolutionFilter2D'' builds a two-dimensional convolution filter kernel from an
%% array of pixels.
%%
%% The pixel array specified by `Width' , `Height' , `Format' , `Type' ,
%% and `Data' is extracted from memory and processed just as if {@link gl:drawPixels/5}
%% were called, but processing stops after the final expansion to RGBA is completed.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a convolution filter is specified, `Data' is
%% treated as a byte offset into the buffer object's data store.
%%
%% The R, G, B, and A components of each pixel are next scaled by the four 2D `?GL_CONVOLUTION_FILTER_SCALE'
%% parameters and biased by the four 2D `?GL_CONVOLUTION_FILTER_BIAS' parameters. (The
%% scale and bias parameters are set by {@link gl:convolutionParameterf/3} using the `?GL_CONVOLUTION_2D'
%% target and the names `?GL_CONVOLUTION_FILTER_SCALE' and `?GL_CONVOLUTION_FILTER_BIAS'
%% . The parameters themselves are vectors of four values that are applied to red, green,
%% blue, and alpha, in that order.) The R, G, B, and A values are not clamped to [0,1] at
%% any time during this process.
%%
%% Each pixel is then converted to the internal format specified by `Internalformat' .
%% This conversion simply maps the component values of the pixel (R, G, B, and A) to the
%% values included in the internal format (red, green, blue, alpha, luminance, and intensity).
%% The mapping is as follows:
%%
%% <table><tbody><tr><td>` Internal Format '</td><td>` Red '</td><td>` Green '</td>
%% <td>` Blue '</td><td>` Alpha '</td><td>` Luminance '</td><td>` Intensity '
%% </td></tr></tbody><tbody><tr><td>`?GL_ALPHA'</td><td></td><td></td><td></td><td> A </td>
%% <td></td><td></td></tr><tr><td>`?GL_LUMINANCE'</td><td></td><td></td><td></td><td></td>
%% <td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td></td><td></td><td></td>
%% <td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'</td><td></td><td></td><td>
%% </td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td><td> R </td><td> G </td>
%% <td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'</td><td> R </td><td>
%% G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%% The red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in floating-point rather than integer format. They form a two-dimensional
%% filter kernel image indexed with coordinates `i' and `j' such that `i'
%% starts at zero and increases from left to right, and `j' starts at zero and increases
%% from bottom to top. Kernel location `i,j' is derived from the `N'th pixel, where
%% `N' is `i'+`j'* `Width' .
%%
%% Note that after a convolution is performed, the resulting color components are also scaled
%% by their corresponding `?GL_POST_CONVOLUTION_c_SCALE' parameters and biased by their
%% corresponding `?GL_POST_CONVOLUTION_c_BIAS' parameters (where `c' takes on the
%% values `RED', `GREEN', `BLUE', and `ALPHA'). These parameters are
%% set by {@link gl:pixelTransferf/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glConvolutionFilter2D.xml">external</a> documentation.
-spec convolutionFilter2D(Target, Internalformat, Width, Height, Format, Type, Image) -> ok when Target :: enum(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Format :: enum(),Type :: enum(),Image :: offset()|mem().
convolutionFilter2D(Target,Internalformat,Width,Height,Format,Type,Image) when is_integer(Image) ->
cast(5337, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum,Image:?GLuint>>);
convolutionFilter2D(Target,Internalformat,Width,Height,Format,Type,Image) ->
send_bin(Image),
cast(5338, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Set convolution parameters
%%
%% ``gl:convolutionParameter'' sets the value of a convolution parameter.
%%
%% `Target' selects the convolution filter to be affected: `?GL_CONVOLUTION_1D', `?GL_CONVOLUTION_2D'
%% , or `?GL_SEPARABLE_2D' for the 1D, 2D, or separable 2D filter, respectively.
%%
%% `Pname' selects the parameter to be changed. `?GL_CONVOLUTION_FILTER_SCALE'
%% and `?GL_CONVOLUTION_FILTER_BIAS' affect the definition of the convolution filter
%% kernel; see {@link gl:convolutionFilter1D/6} , {@link gl:convolutionFilter2D/7} , and {@link gl:separableFilter2D/8}
%% for details. In these cases, `Params' v is an array of four values to be applied
%% to red, green, blue, and alpha values, respectively. The initial value for `?GL_CONVOLUTION_FILTER_SCALE'
%% is (1, 1, 1, 1), and the initial value for `?GL_CONVOLUTION_FILTER_BIAS' is (0,
%% 0, 0, 0).
%%
%% A `Pname' value of `?GL_CONVOLUTION_BORDER_MODE' controls the convolution border
%% mode. The accepted modes are:
%%
%% `?GL_REDUCE': The image resulting from convolution is smaller than the source image.
%% If the filter width is Wf and height is Hf, and the source image width is Ws and
%% height is Hs, then the convolved image width will be Ws-Wf+1 and height will be Hs-Hf
%% +1. (If this reduction would generate an image with zero or negative width and/or height,
%% the output is simply null, with no error generated.) The coordinates of the image resulting
%% from convolution are zero through Ws-Wf in width and zero through Hs-Hf in height.
%%
%% `?GL_CONSTANT_BORDER': The image resulting from convolution is the same size as
%% the source image, and processed as if the source image were surrounded by pixels with
%% their color specified by the `?GL_CONVOLUTION_BORDER_COLOR'.
%%
%% `?GL_REPLICATE_BORDER': The image resulting from convolution is the same size as
%% the source image, and processed as if the outermost pixel on the border of the source
%% image were replicated.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glConvolutionParameter.xml">external</a> documentation.
-spec convolutionParameterf(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {float()}.
convolutionParameterf(Target,Pname,Params) ->
cast(5339, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @equiv convolutionParameterf(Target,Pname,Params)
-spec convolutionParameterfv(Target :: enum(),Pname :: enum(),Params) -> ok when Params :: {Params :: {float()}}.
convolutionParameterfv(Target,Pname,{Params}) -> convolutionParameterf(Target,Pname,Params).
%% @doc
%% See {@link convolutionParameterf/3}
-spec convolutionParameteri(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {integer()}.
convolutionParameteri(Target,Pname,Params) ->
cast(5340, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @equiv convolutionParameteri(Target,Pname,Params)
-spec convolutionParameteriv(Target :: enum(),Pname :: enum(),Params) -> ok when Params :: {Params :: {integer()}}.
convolutionParameteriv(Target,Pname,{Params}) -> convolutionParameteri(Target,Pname,Params).
%% @doc Copy pixels into a one-dimensional convolution filter
%%
%% ``gl:copyConvolutionFilter1D'' defines a one-dimensional convolution filter kernel with
%% pixels from the current `?GL_READ_BUFFER' (rather than from main memory, as is the
%% case for {@link gl:convolutionFilter1D/6} ).
%%
%% The screen-aligned pixel rectangle with lower-left corner at ( `X' , `Y' ), width
%% `Width' and height 1 is used to define the convolution filter. If any pixels within
%% this region are outside the window that is associated with the GL context, the values
%% obtained for those pixels are undefined.
%%
%% The pixels in the rectangle are processed exactly as if {@link gl:readPixels/7} had been
%% called with `format' set to RGBA, but the process stops just before final conversion.
%% The R, G, B, and A components of each pixel are next scaled by the four 1D `?GL_CONVOLUTION_FILTER_SCALE'
%% parameters and biased by the four 1D `?GL_CONVOLUTION_FILTER_BIAS' parameters. (The
%% scale and bias parameters are set by {@link gl:convolutionParameterf/3} using the `?GL_CONVOLUTION_1D'
%% target and the names `?GL_CONVOLUTION_FILTER_SCALE' and `?GL_CONVOLUTION_FILTER_BIAS'
%% . The parameters themselves are vectors of four values that are applied to red, green,
%% blue, and alpha, in that order.) The R, G, B, and A values are not clamped to [0,1] at
%% any time during this process.
%%
%% Each pixel is then converted to the internal format specified by `Internalformat' .
%% This conversion simply maps the component values of the pixel (R, G, B, and A) to the
%% values included in the internal format (red, green, blue, alpha, luminance, and intensity).
%% The mapping is as follows:
%%
%% <table><tbody><tr><td>` Internal Format '</td><td>` Red '</td><td>` Green '</td>
%% <td>` Blue '</td><td>` Alpha '</td><td>` Luminance '</td><td>` Intensity '
%% </td></tr></tbody><tbody><tr><td>`?GL_ALPHA'</td><td></td><td></td><td></td><td> A </td>
%% <td></td><td></td></tr><tr><td>`?GL_LUMINANCE'</td><td></td><td></td><td></td><td></td>
%% <td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td></td><td></td><td></td>
%% <td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'</td><td></td><td></td><td>
%% </td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td><td> R </td><td> G </td>
%% <td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'</td><td> R </td><td>
%% G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%% The red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in floating-point rather than integer format.
%%
%% Pixel ordering is such that lower x screen coordinates correspond to lower `i' filter
%% image coordinates.
%%
%% Note that after a convolution is performed, the resulting color components are also scaled
%% by their corresponding `?GL_POST_CONVOLUTION_c_SCALE' parameters and biased by their
%% corresponding `?GL_POST_CONVOLUTION_c_BIAS' parameters (where `c' takes on the
%% values `RED', `GREEN', `BLUE', and `ALPHA'). These parameters are
%% set by {@link gl:pixelTransferf/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyConvolutionFilter1D.xml">external</a> documentation.
-spec copyConvolutionFilter1D(Target, Internalformat, X, Y, Width) -> ok when Target :: enum(),Internalformat :: enum(),X :: integer(),Y :: integer(),Width :: integer().
copyConvolutionFilter1D(Target,Internalformat,X,Y,Width) ->
cast(5341, <<Target:?GLenum,Internalformat:?GLenum,X:?GLint,Y:?GLint,Width:?GLsizei>>).
%% @doc Copy pixels into a two-dimensional convolution filter
%%
%% ``gl:copyConvolutionFilter2D'' defines a two-dimensional convolution filter kernel with
%% pixels from the current `?GL_READ_BUFFER' (rather than from main memory, as is the
%% case for {@link gl:convolutionFilter2D/7} ).
%%
%% The screen-aligned pixel rectangle with lower-left corner at ( `X' , `Y' ), width
%% `Width' and height `Height' is used to define the convolution filter. If any
%% pixels within this region are outside the window that is associated with the GL context,
%% the values obtained for those pixels are undefined.
%%
%% The pixels in the rectangle are processed exactly as if {@link gl:readPixels/7} had been
%% called with `format' set to RGBA, but the process stops just before final conversion.
%% The R, G, B, and A components of each pixel are next scaled by the four 2D `?GL_CONVOLUTION_FILTER_SCALE'
%% parameters and biased by the four 2D `?GL_CONVOLUTION_FILTER_BIAS' parameters. (The
%% scale and bias parameters are set by {@link gl:convolutionParameterf/3} using the `?GL_CONVOLUTION_2D'
%% target and the names `?GL_CONVOLUTION_FILTER_SCALE' and `?GL_CONVOLUTION_FILTER_BIAS'
%% . The parameters themselves are vectors of four values that are applied to red, green,
%% blue, and alpha, in that order.) The R, G, B, and A values are not clamped to [0,1] at
%% any time during this process.
%%
%% Each pixel is then converted to the internal format specified by `Internalformat' .
%% This conversion simply maps the component values of the pixel (R, G, B, and A) to the
%% values included in the internal format (red, green, blue, alpha, luminance, and intensity).
%% The mapping is as follows:
%%
%% <table><tbody><tr><td>` Internal Format '</td><td>` Red '</td><td>` Green '</td>
%% <td>` Blue '</td><td>` Alpha '</td><td>` Luminance '</td><td>` Intensity '
%% </td></tr></tbody><tbody><tr><td>`?GL_ALPHA'</td><td></td><td></td><td></td><td> A </td>
%% <td></td><td></td></tr><tr><td>`?GL_LUMINANCE'</td><td></td><td></td><td></td><td></td>
%% <td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td></td><td></td><td></td>
%% <td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'</td><td></td><td></td><td>
%% </td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td><td> R </td><td> G </td>
%% <td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'</td><td> R </td><td>
%% G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%% The red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in floating-point rather than integer format.
%%
%% Pixel ordering is such that lower x screen coordinates correspond to lower `i' filter
%% image coordinates, and lower y screen coordinates correspond to lower `j' filter
%% image coordinates.
%%
%% Note that after a convolution is performed, the resulting color components are also scaled
%% by their corresponding `?GL_POST_CONVOLUTION_c_SCALE' parameters and biased by their
%% corresponding `?GL_POST_CONVOLUTION_c_BIAS' parameters (where `c' takes on the
%% values `RED', `GREEN', `BLUE', and `ALPHA'). These parameters are
%% set by {@link gl:pixelTransferf/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyConvolutionFilter2D.xml">external</a> documentation.
-spec copyConvolutionFilter2D(Target, Internalformat, X, Y, Width, Height) -> ok when Target :: enum(),Internalformat :: enum(),X :: integer(),Y :: integer(),Width :: integer(),Height :: integer().
copyConvolutionFilter2D(Target,Internalformat,X,Y,Width,Height) ->
cast(5342, <<Target:?GLenum,Internalformat:?GLenum,X:?GLint,Y:?GLint,Width:?GLsizei,Height:?GLsizei>>).
%% @doc Get current 1D or 2D convolution filter kernel
%%
%% ``gl:getConvolutionFilter'' returns the current 1D or 2D convolution filter kernel as
%% an image. The one- or two-dimensional image is placed in `Image' according to the
%% specifications in `Format' and `Type' . No pixel transfer operations are performed
%% on this image, but the relevant pixel storage modes are applied.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a convolution filter is requested, `Image' is
%% treated as a byte offset into the buffer object's data store.
%%
%% Color components that are present in `Format' but not included in the internal format
%% of the filter are returned as zero. The assignments of internal color components to the
%% components of `Format' are as follows. <table><tbody><tr><td>` Internal Component '
%% </td><td>` Resulting Component '</td></tr></tbody><tbody><tr><td> Red </td><td> Red </td>
%% </tr><tr><td> Green </td><td> Green </td></tr><tr><td> Blue </td><td> Blue </td></tr><tr><td>
%% Alpha </td><td> Alpha </td></tr><tr><td> Luminance </td><td> Red </td></tr><tr><td> Intensity
%% </td><td> Red </td></tr></tbody></table>
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetConvolutionFilter.xml">external</a> documentation.
-spec getConvolutionFilter(Target, Format, Type, Image) -> ok when Target :: enum(),Format :: enum(),Type :: enum(),Image :: mem().
getConvolutionFilter(Target,Format,Type,Image) ->
send_bin(Image),
call(5343, <<Target:?GLenum,Format:?GLenum,Type:?GLenum>>).
%% @doc Get convolution parameters
%%
%% ``gl:getConvolutionParameter'' retrieves convolution parameters. `Target' determines
%% which convolution filter is queried. `Pname' determines which parameter is returned:
%%
%%
%% `?GL_CONVOLUTION_BORDER_MODE': The convolution border mode. See {@link gl:convolutionParameterf/3}
%% for a list of border modes.
%%
%% `?GL_CONVOLUTION_BORDER_COLOR': The current convolution border color. `Params'
%% must be a pointer to an array of four elements, which will receive the red, green, blue,
%% and alpha border colors.
%%
%% `?GL_CONVOLUTION_FILTER_SCALE': The current filter scale factors. `Params'
%% must be a pointer to an array of four elements, which will receive the red, green, blue,
%% and alpha filter scale factors in that order.
%%
%% `?GL_CONVOLUTION_FILTER_BIAS': The current filter bias factors. `Params' must
%% be a pointer to an array of four elements, which will receive the red, green, blue, and
%% alpha filter bias terms in that order.
%%
%% `?GL_CONVOLUTION_FORMAT': The current internal format. See {@link gl:convolutionFilter1D/6}
%% , {@link gl:convolutionFilter2D/7} , and {@link gl:separableFilter2D/8} for lists of allowable
%% formats.
%%
%% `?GL_CONVOLUTION_WIDTH': The current filter image width.
%%
%% `?GL_CONVOLUTION_HEIGHT': The current filter image height.
%%
%% `?GL_MAX_CONVOLUTION_WIDTH': The maximum acceptable filter image width.
%%
%% `?GL_MAX_CONVOLUTION_HEIGHT': The maximum acceptable filter image height.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetConvolutionParameter.xml">external</a> documentation.
-spec getConvolutionParameterfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum().
getConvolutionParameterfv(Target,Pname) ->
call(5344, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getConvolutionParameterfv/2}
-spec getConvolutionParameteriv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum().
getConvolutionParameteriv(Target,Pname) ->
call(5345, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Define a separable two-dimensional convolution filter
%%
%% ``gl:separableFilter2D'' builds a two-dimensional separable convolution filter kernel
%% from two arrays of pixels.
%%
%% The pixel arrays specified by ( `Width' , `Format' , `Type' , `Row' )
%% and ( `Height' , `Format' , `Type' , `Column' ) are processed just as if
%% they had been passed to {@link gl:drawPixels/5} , but processing stops after the final expansion
%% to RGBA is completed.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a convolution filter is specified, `Row' and `Column'
%% are treated as byte offsets into the buffer object's data store.
%%
%% Next, the R, G, B, and A components of all pixels in both arrays are scaled by the four
%% separable 2D `?GL_CONVOLUTION_FILTER_SCALE' parameters and biased by the four separable
%% 2D `?GL_CONVOLUTION_FILTER_BIAS' parameters. (The scale and bias parameters are set
%% by {@link gl:convolutionParameterf/3} using the `?GL_SEPARABLE_2D' target and the names
%% `?GL_CONVOLUTION_FILTER_SCALE' and `?GL_CONVOLUTION_FILTER_BIAS'. The parameters
%% themselves are vectors of four values that are applied to red, green, blue, and alpha,
%% in that order.) The R, G, B, and A values are not clamped to [0,1] at any time during
%% this process.
%%
%% Each pixel is then converted to the internal format specified by `Internalformat' .
%% This conversion simply maps the component values of the pixel (R, G, B, and A) to the
%% values included in the internal format (red, green, blue, alpha, luminance, and intensity).
%% The mapping is as follows: <table><tbody><tr><td>` Internal Format '</td><td>` Red '
%% </td><td>` Green '</td><td>` Blue '</td><td>` Alpha '</td><td>` Luminance '
%% </td><td>` Intensity '</td></tr></tbody><tbody><tr><td>`?GL_LUMINANCE'</td><td></td>
%% <td></td><td></td><td></td><td> R </td><td></td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td>
%% <td></td><td></td><td></td><td> A </td><td> R </td><td></td></tr><tr><td>`?GL_INTENSITY'
%% </td><td></td><td></td><td></td><td></td><td></td><td> R </td></tr><tr><td>`?GL_RGB'</td>
%% <td> R </td><td> G </td><td> B </td><td></td><td></td><td></td></tr><tr><td>`?GL_RGBA'
%% </td><td> R </td><td> G </td><td> B </td><td> A </td><td></td><td></td></tr></tbody></table>
%%
%%
%% The red, green, blue, alpha, luminance, and/or intensity components of the resulting
%% pixels are stored in floating-point rather than integer format. They form two one-dimensional
%% filter kernel images. The row image is indexed by coordinate `i' starting at zero
%% and increasing from left to right. Each location in the row image is derived from element
%% `i' of `Row' . The column image is indexed by coordinate `j' starting at
%% zero and increasing from bottom to top. Each location in the column image is derived from
%% element `j' of `Column' .
%%
%% Note that after a convolution is performed, the resulting color components are also scaled
%% by their corresponding `?GL_POST_CONVOLUTION_c_SCALE' parameters and biased by their
%% corresponding `?GL_POST_CONVOLUTION_c_BIAS' parameters (where `c' takes on the
%% values `RED', `GREEN', `BLUE', and `ALPHA'). These parameters are
%% set by {@link gl:pixelTransferf/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSeparableFilter2D.xml">external</a> documentation.
-spec separableFilter2D(Target, Internalformat, Width, Height, Format, Type, Row, Column) -> ok when Target :: enum(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Format :: enum(),Type :: enum(),Row :: offset()|mem(),Column :: offset()|mem().
separableFilter2D(Target,Internalformat,Width,Height,Format,Type,Row,Column) when is_integer(Row), is_integer(Column) ->
cast(5346, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum,Row:?GLuint,Column:?GLuint>>);
separableFilter2D(Target,Internalformat,Width,Height,Format,Type,Row,Column) ->
send_bin(Row),
send_bin(Column),
cast(5347, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,Type:?GLenum>>).
%% @doc Get histogram table
%%
%% ``gl:getHistogram'' returns the current histogram table as a one-dimensional image with
%% the same width as the histogram. No pixel transfer operations are performed on this image,
%% but pixel storage modes that are applicable to 1D images are honored.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a histogram table is requested, `Values' is treated
%% as a byte offset into the buffer object's data store.
%%
%% Color components that are requested in the specified `Format' , but which are not
%% included in the internal format of the histogram, are returned as zero. The assignments
%% of internal color components to the components requested by `Format' are: <table><tbody>
%% <tr><td>` Internal Component '</td><td>` Resulting Component '</td></tr></tbody>
%% <tbody><tr><td> Red </td><td> Red </td></tr><tr><td> Green </td><td> Green </td></tr><tr><td>
%% Blue </td><td> Blue </td></tr><tr><td> Alpha </td><td> Alpha </td></tr><tr><td> Luminance
%% </td><td> Red </td></tr></tbody></table>
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetHistogram.xml">external</a> documentation.
-spec getHistogram(Target, Reset, Format, Type, Values) -> ok when Target :: enum(),Reset :: 0|1,Format :: enum(),Type :: enum(),Values :: mem().
getHistogram(Target,Reset,Format,Type,Values) ->
send_bin(Values),
call(5348, <<Target:?GLenum,Reset:?GLboolean,0:24,Format:?GLenum,Type:?GLenum>>).
%% @doc Get histogram parameters
%%
%% ``gl:getHistogramParameter'' is used to query parameter values for the current histogram
%% or for a proxy. The histogram state information may be queried by calling ``gl:getHistogramParameter''
%% with a `Target' of `?GL_HISTOGRAM' (to obtain information for the current histogram
%% table) or `?GL_PROXY_HISTOGRAM' (to obtain information from the most recent proxy
%% request) and one of the following values for the `Pname' argument:
%%
%% <table><tbody><tr><td>` Parameter '</td><td>` Description '</td></tr></tbody><tbody>
%% <tr><td>`?GL_HISTOGRAM_WIDTH'</td><td> Histogram table width </td></tr><tr><td>`?GL_HISTOGRAM_FORMAT'
%% </td><td> Internal format </td></tr><tr><td>`?GL_HISTOGRAM_RED_SIZE'</td><td> Red
%% component counter size, in bits </td></tr><tr><td>`?GL_HISTOGRAM_GREEN_SIZE'</td><td>
%% Green component counter size, in bits </td></tr><tr><td>`?GL_HISTOGRAM_BLUE_SIZE'</td>
%% <td> Blue component counter size, in bits </td></tr><tr><td>`?GL_HISTOGRAM_ALPHA_SIZE'
%% </td><td> Alpha component counter size, in bits </td></tr><tr><td>`?GL_HISTOGRAM_LUMINANCE_SIZE'
%% </td><td> Luminance component counter size, in bits </td></tr><tr><td>`?GL_HISTOGRAM_SINK'
%% </td><td> Value of the `sink' parameter </td></tr></tbody></table>
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetHistogramParameter.xml">external</a> documentation.
-spec getHistogramParameterfv(Target, Pname) -> {float()} when Target :: enum(),Pname :: enum().
getHistogramParameterfv(Target,Pname) ->
call(5349, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getHistogramParameterfv/2}
-spec getHistogramParameteriv(Target, Pname) -> {integer()} when Target :: enum(),Pname :: enum().
getHistogramParameteriv(Target,Pname) ->
call(5350, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Get minimum and maximum pixel values
%%
%% ``gl:getMinmax'' returns the accumulated minimum and maximum pixel values (computed
%% on a per-component basis) in a one-dimensional image of width 2. The first set of return
%% values are the minima, and the second set of return values are the maxima. The format
%% of the return values is determined by `Format' , and their type is determined by `Types'
%% .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while minimum and maximum pixel values are requested, `Values'
%% is treated as a byte offset into the buffer object's data store.
%%
%% No pixel transfer operations are performed on the return values, but pixel storage modes
%% that are applicable to one-dimensional images are performed. Color components that are
%% requested in the specified `Format' , but that are not included in the internal format
%% of the minmax table, are returned as zero. The assignment of internal color components
%% to the components requested by `Format' are as follows:
%%
%% <table><tbody><tr><td>` Internal Component '</td><td>` Resulting Component '</td>
%% </tr></tbody><tbody><tr><td> Red </td><td> Red </td></tr><tr><td> Green </td><td> Green </td>
%% </tr><tr><td> Blue </td><td> Blue </td></tr><tr><td> Alpha </td><td> Alpha </td></tr><tr><td>
%% Luminance </td><td> Red </td></tr></tbody></table>
%%
%% If `Reset' is `?GL_TRUE', the minmax table entries corresponding to the return
%% values are reset to their initial values. Minimum and maximum values that are not returned
%% are not modified, even if `Reset' is `?GL_TRUE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetMinmax.xml">external</a> documentation.
-spec getMinmax(Target, Reset, Format, Types, Values) -> ok when Target :: enum(),Reset :: 0|1,Format :: enum(),Types :: enum(),Values :: mem().
getMinmax(Target,Reset,Format,Types,Values) ->
send_bin(Values),
call(5351, <<Target:?GLenum,Reset:?GLboolean,0:24,Format:?GLenum,Types:?GLenum>>).
%% @doc Get minmax parameters
%%
%% ``gl:getMinmaxParameter'' retrieves parameters for the current minmax table by setting `Pname'
%% to one of the following values:
%%
%% <table><tbody><tr><td>` Parameter '</td><td>` Description '</td></tr></tbody><tbody>
%% <tr><td>`?GL_MINMAX_FORMAT'</td><td> Internal format of minmax table </td></tr><tr><td>
%% `?GL_MINMAX_SINK'</td><td> Value of the `sink' parameter </td></tr></tbody></table>
%%
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetMinmaxParameter.xml">external</a> documentation.
-spec getMinmaxParameterfv(Target, Pname) -> {float()} when Target :: enum(),Pname :: enum().
getMinmaxParameterfv(Target,Pname) ->
call(5352, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc
%% See {@link getMinmaxParameterfv/2}
-spec getMinmaxParameteriv(Target, Pname) -> {integer()} when Target :: enum(),Pname :: enum().
getMinmaxParameteriv(Target,Pname) ->
call(5353, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Define histogram table
%%
%% When `?GL_HISTOGRAM' is enabled, RGBA color components are converted to histogram
%% table indices by clamping to the range [0,1], multiplying by the width of the histogram
%% table, and rounding to the nearest integer. The table entries selected by the RGBA indices
%% are then incremented. (If the internal format of the histogram table includes luminance,
%% then the index derived from the R color component determines the luminance table entry
%% to be incremented.) If a histogram table entry is incremented beyond its maximum value,
%% then its value becomes undefined. (This is not an error.)
%%
%% Histogramming is performed only for RGBA pixels (though these may be specified originally
%% as color indices and converted to RGBA by index table lookup). Histogramming is enabled
%% with {@link gl:enable/1} and disabled with {@link gl:enable/1} .
%%
%% When `Target' is `?GL_HISTOGRAM', ``gl:histogram'' redefines the current
%% histogram table to have `Width' entries of the format specified by `Internalformat'
%% . The entries are indexed 0 through width-1, and all entries are initialized to zero.
%% The values in the previous histogram table, if any, are lost. If `Sink' is `?GL_TRUE'
%% , then pixels are discarded after histogramming; no further processing of the pixels takes
%% place, and no drawing, texture loading, or pixel readback will result.
%%
%% When `Target' is `?GL_PROXY_HISTOGRAM', ``gl:histogram'' computes all state
%% information as if the histogram table were to be redefined, but does not actually define
%% the new table. If the requested histogram table is too large to be supported, then the
%% state information will be set to zero. This provides a way to determine if a histogram
%% table with the given parameters can be supported.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glHistogram.xml">external</a> documentation.
-spec histogram(Target, Width, Internalformat, Sink) -> ok when Target :: enum(),Width :: integer(),Internalformat :: enum(),Sink :: 0|1.
histogram(Target,Width,Internalformat,Sink) ->
cast(5354, <<Target:?GLenum,Width:?GLsizei,Internalformat:?GLenum,Sink:?GLboolean>>).
%% @doc Define minmax table
%%
%% When `?GL_MINMAX' is enabled, the RGBA components of incoming pixels are compared
%% to the minimum and maximum values for each component, which are stored in the two-element
%% minmax table. (The first element stores the minima, and the second element stores the
%% maxima.) If a pixel component is greater than the corresponding component in the maximum
%% element, then the maximum element is updated with the pixel component value. If a pixel
%% component is less than the corresponding component in the minimum element, then the minimum
%% element is updated with the pixel component value. (In both cases, if the internal format
%% of the minmax table includes luminance, then the R color component of incoming pixels
%% is used for comparison.) The contents of the minmax table may be retrieved at a later
%% time by calling {@link gl:getMinmax/5} . The minmax operation is enabled or disabled by
%% calling {@link gl:enable/1} or {@link gl:enable/1} , respectively, with an argument of `?GL_MINMAX'
%% .
%%
%% ``gl:minmax'' redefines the current minmax table to have entries of the format specified
%% by `Internalformat' . The maximum element is initialized with the smallest possible
%% component values, and the minimum element is initialized with the largest possible component
%% values. The values in the previous minmax table, if any, are lost. If `Sink' is `?GL_TRUE'
%% , then pixels are discarded after minmax; no further processing of the pixels takes place,
%% and no drawing, texture loading, or pixel readback will result.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMinmax.xml">external</a> documentation.
-spec minmax(Target, Internalformat, Sink) -> ok when Target :: enum(),Internalformat :: enum(),Sink :: 0|1.
minmax(Target,Internalformat,Sink) ->
cast(5355, <<Target:?GLenum,Internalformat:?GLenum,Sink:?GLboolean>>).
%% @doc Reset histogram table entries to zero
%%
%% ``gl:resetHistogram'' resets all the elements of the current histogram table to zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glResetHistogram.xml">external</a> documentation.
-spec resetHistogram(Target) -> ok when Target :: enum().
resetHistogram(Target) ->
cast(5356, <<Target:?GLenum>>).
%% @doc Reset minmax table entries to initial values
%%
%% ``gl:resetMinmax'' resets the elements of the current minmax table to their initial
%% values: the ``maximum'' element receives the minimum possible component values, and the
%% ``minimum'' element receives the maximum possible component values.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glResetMinmax.xml">external</a> documentation.
-spec resetMinmax(Target) -> ok when Target :: enum().
resetMinmax(Target) ->
cast(5357, <<Target:?GLenum>>).
%% @doc Select active texture unit
%%
%% ``gl:activeTexture'' selects which texture unit subsequent texture state calls will
%% affect. The number of texture units an implementation supports is implementation dependent,
%% but must be at least 80.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml">external</a> documentation.
-spec activeTexture(Texture) -> ok when Texture :: enum().
activeTexture(Texture) ->
cast(5358, <<Texture:?GLenum>>).
%% @doc Specify multisample coverage parameters
%%
%% Multisampling samples a pixel multiple times at various implementation-dependent subpixel
%% locations to generate antialiasing effects. Multisampling transparently antialiases points,
%% lines, polygons, and images if it is enabled.
%%
%% `Value' is used in constructing a temporary mask used in determining which samples
%% will be used in resolving the final fragment color. This mask is bitwise-anded with the
%% coverage mask generated from the multisampling computation. If the `Invert' flag
%% is set, the temporary mask is inverted (all bits flipped) and then the bitwise-and is
%% computed.
%%
%% If an implementation does not have any multisample buffers available, or multisampling
%% is disabled, rasterization occurs with only a single sample computing a pixel's final
%% RGB color.
%%
%% Provided an implementation supports multisample buffers, and multisampling is enabled,
%% then a pixel's final color is generated by combining several samples per pixel. Each sample
%% contains color, depth, and stencil information, allowing those operations to be performed
%% on each sample.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSampleCoverage.xml">external</a> documentation.
-spec sampleCoverage(Value, Invert) -> ok when Value :: clamp(),Invert :: 0|1.
sampleCoverage(Value,Invert) ->
cast(5359, <<Value:?GLclampf,Invert:?GLboolean>>).
%% @doc Specify a three-dimensional texture image in a compressed format
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% ``gl:compressedTexImage3D'' loads a previously defined, and retrieved, compressed three-dimensional
%% texture image if `Target' is `?GL_TEXTURE_3D' (see {@link gl:texImage3D/10} ).
%%
%% If `Target' is `?GL_TEXTURE_2D_ARRAY', `Data' is treated as an array of
%% compressed 2D textures.
%%
%% If `Target' is `?GL_PROXY_TEXTURE_3D' or `?GL_PROXY_TEXTURE_2D_ARRAY',
%% no data is read from `Data' , but all of the texture image state is recalculated,
%% checked for consistency, and checked against the implementation's capabilities. If the
%% implementation cannot handle a texture of the requested texture size, it sets all of the
%% image state to 0, but does not generate an error (see {@link gl:getError/0} ). To query
%% for an entire mipmap array, use an image array level greater than or equal to 1.
%%
%% `Internalformat' must be a known compressed image format (such as `?GL_RGTC')
%% or an extension-specified compressed-texture format. When a texture is loaded with {@link gl:texImage2D/9}
%% using a generic compressed texture format (e.g., `?GL_COMPRESSED_RGB'), the GL selects
%% from one of its extensions supporting compressed textures. In order to load the compressed
%% texture image using ``gl:compressedTexImage3D'', query the compressed texture image's
%% size and format using {@link gl:getTexLevelParameterfv/3} .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% If the compressed data are arranged into fixed-size blocks of texels, the pixel storage
%% modes can be used to select a sub-rectangle from a larger containing rectangle. These
%% pixel storage modes operate in the same way as they do for {@link gl:texImage1D/8} . In
%% the following description, denote by b s, b w, b h, and b d, the values of pixel storage
%% modes `?GL_UNPACK_COMPRESSED_BLOCK_SIZE', `?GL_UNPACK_COMPRESSED_BLOCK_WIDTH', `?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT'
%% , and `?GL_UNPACK_COMPRESSED_BLOCK_DEPTH', respectively. b s is the compressed block
%% size in bytes; b w, b h, and b d are the compressed block width, height, and depth
%% in pixels.
%%
%% By default the pixel storage modes `?GL_UNPACK_ROW_LENGTH', `?GL_UNPACK_SKIP_ROWS'
%% , `?GL_UNPACK_SKIP_PIXELS', `?GL_UNPACK_IMAGE_HEIGHT' and `?GL_UNPACK_SKIP_IMAGES'
%% are ignored for compressed images. To enable `?GL_UNPACK_SKIP_PIXELS' and `?GL_UNPACK_ROW_LENGTH'
%% , b s and b w must both be non-zero. To also enable `?GL_UNPACK_SKIP_ROWS' and `?GL_UNPACK_IMAGE_HEIGHT'
%% , b h must be non-zero. To also enable `?GL_UNPACK_SKIP_IMAGES', b d must be non-zero.
%% All parameters must be consistent with the compressed format to produce the desired results.
%%
%%
%% When selecting a sub-rectangle from a compressed image: the value of `?GL_UNPACK_SKIP_PIXELS'
%% must be a multiple of b w;the value of `?GL_UNPACK_SKIP_ROWS' must be a multiple
%% of b w;the value of `?GL_UNPACK_SKIP_IMAGES' must be a multiple of b w.
%%
%% `ImageSize' must be equal to:
%%
%% b s×|width b/w|×|height b/h|×|depth b/d|
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage3D.xml">external</a> documentation.
-spec compressedTexImage3D(Target, Level, Internalformat, Width, Height, Depth, Border, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Depth :: integer(),Border :: integer(),ImageSize :: integer(),Data :: offset()|mem().
compressedTexImage3D(Target,Level,Internalformat,Width,Height,Depth,Border,ImageSize,Data) when is_integer(Data) ->
cast(5360, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Border:?GLint,ImageSize:?GLsizei,Data:?GLuint>>);
compressedTexImage3D(Target,Level,Internalformat,Width,Height,Depth,Border,ImageSize,Data) ->
send_bin(Data),
cast(5361, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Border:?GLint,ImageSize:?GLsizei>>).
%% @doc Specify a two-dimensional texture image in a compressed format
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% ``gl:compressedTexImage2D'' loads a previously defined, and retrieved, compressed two-dimensional
%% texture image if `Target' is `?GL_TEXTURE_2D', or one of the cube map faces
%% such as `?GL_TEXTURE_CUBE_MAP_POSITIVE_X'. (see {@link gl:texImage2D/9} ).
%%
%% If `Target' is `?GL_TEXTURE_1D_ARRAY', `Data' is treated as an array of
%% compressed 1D textures.
%%
%% If `Target' is `?GL_PROXY_TEXTURE_2D', `?GL_PROXY_TEXTURE_1D_ARRAY' or `?GL_PROXY_CUBE_MAP'
%% , no data is read from `Data' , but all of the texture image state is recalculated,
%% checked for consistency, and checked against the implementation's capabilities. If the
%% implementation cannot handle a texture of the requested texture size, it sets all of the
%% image state to 0, but does not generate an error (see {@link gl:getError/0} ). To query
%% for an entire mipmap array, use an image array level greater than or equal to 1.
%%
%% `Internalformat' must be a known compressed image format (such as `?GL_RGTC')
%% or an extension-specified compressed-texture format. When a texture is loaded with {@link gl:texImage2D/9}
%% using a generic compressed texture format (e.g., `?GL_COMPRESSED_RGB'), the GL selects
%% from one of its extensions supporting compressed textures. In order to load the compressed
%% texture image using ``gl:compressedTexImage2D'', query the compressed texture image's
%% size and format using {@link gl:getTexLevelParameterfv/3} .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% If the compressed data are arranged into fixed-size blocks of texels, the pixel storage
%% modes can be used to select a sub-rectangle from a larger containing rectangle. These
%% pixel storage modes operate in the same way as they do for {@link gl:texImage2D/9} . In
%% the following description, denote by b s, b w, b h, and b d, the values of pixel storage
%% modes `?GL_UNPACK_COMPRESSED_BLOCK_SIZE', `?GL_UNPACK_COMPRESSED_BLOCK_WIDTH', `?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT'
%% , and `?GL_UNPACK_COMPRESSED_BLOCK_DEPTH', respectively. b s is the compressed block
%% size in bytes; b w, b h, and b d are the compressed block width, height, and depth
%% in pixels.
%%
%% By default the pixel storage modes `?GL_UNPACK_ROW_LENGTH', `?GL_UNPACK_SKIP_ROWS'
%% , `?GL_UNPACK_SKIP_PIXELS', `?GL_UNPACK_IMAGE_HEIGHT' and `?GL_UNPACK_SKIP_IMAGES'
%% are ignored for compressed images. To enable `?GL_UNPACK_SKIP_PIXELS' and `?GL_UNPACK_ROW_LENGTH'
%% , b s and b w must both be non-zero. To also enable `?GL_UNPACK_SKIP_ROWS' and `?GL_UNPACK_IMAGE_HEIGHT'
%% , b h must be non-zero. To also enable `?GL_UNPACK_SKIP_IMAGES', b d must be non-zero.
%% All parameters must be consistent with the compressed format to produce the desired results.
%%
%%
%% When selecting a sub-rectangle from a compressed image: the value of `?GL_UNPACK_SKIP_PIXELS'
%% must be a multiple of b w;the value of `?GL_UNPACK_SKIP_ROWS' must be a multiple
%% of b w.
%%
%% `ImageSize' must be equal to:
%%
%% b s×|width b/w|×|height b/h|
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage2D.xml">external</a> documentation.
-spec compressedTexImage2D(Target, Level, Internalformat, Width, Height, Border, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Border :: integer(),ImageSize :: integer(),Data :: offset()|mem().
compressedTexImage2D(Target,Level,Internalformat,Width,Height,Border,ImageSize,Data) when is_integer(Data) ->
cast(5362, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Border:?GLint,ImageSize:?GLsizei,Data:?GLuint>>);
compressedTexImage2D(Target,Level,Internalformat,Width,Height,Border,ImageSize,Data) ->
send_bin(Data),
cast(5363, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Border:?GLint,ImageSize:?GLsizei>>).
%% @doc Specify a one-dimensional texture image in a compressed format
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% ``gl:compressedTexImage1D'' loads a previously defined, and retrieved, compressed one-dimensional
%% texture image if `Target' is `?GL_TEXTURE_1D' (see {@link gl:texImage1D/8} ).
%%
%% If `Target' is `?GL_PROXY_TEXTURE_1D', no data is read from `Data' , but
%% all of the texture image state is recalculated, checked for consistency, and checked against
%% the implementation's capabilities. If the implementation cannot handle a texture of the
%% requested texture size, it sets all of the image state to 0, but does not generate an
%% error (see {@link gl:getError/0} ). To query for an entire mipmap array, use an image array
%% level greater than or equal to 1.
%%
%% `Internalformat' must be an extension-specified compressed-texture format. When a
%% texture is loaded with {@link gl:texImage1D/8} using a generic compressed texture format
%% (e.g., `?GL_COMPRESSED_RGB') the GL selects from one of its extensions supporting
%% compressed textures. In order to load the compressed texture image using ``gl:compressedTexImage1D''
%% , query the compressed texture image's size and format using {@link gl:getTexLevelParameterfv/3}
%% .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% If the compressed data are arranged into fixed-size blocks of texels, the pixel storage
%% modes can be used to select a sub-rectangle from a larger containing rectangle. These
%% pixel storage modes operate in the same way as they do for {@link gl:texImage1D/8} . In
%% the following description, denote by b s, b w, b h, and b d, the values of pixel storage
%% modes `?GL_UNPACK_COMPRESSED_BLOCK_SIZE', `?GL_UNPACK_COMPRESSED_BLOCK_WIDTH', `?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT'
%% , and `?GL_UNPACK_COMPRESSED_BLOCK_DEPTH', respectively. b s is the compressed block
%% size in bytes; b w, b h, and b d are the compressed block width, height, and depth
%% in pixels.
%%
%% By default the pixel storage modes `?GL_UNPACK_ROW_LENGTH', `?GL_UNPACK_SKIP_ROWS'
%% , `?GL_UNPACK_SKIP_PIXELS', `?GL_UNPACK_IMAGE_HEIGHT' and `?GL_UNPACK_SKIP_IMAGES'
%% are ignored for compressed images. To enable `?GL_UNPACK_SKIP_PIXELS' and `?GL_UNPACK_ROW_LENGTH'
%% , b s and b w must both be non-zero. To also enable `?GL_UNPACK_SKIP_ROWS' and `?GL_UNPACK_IMAGE_HEIGHT'
%% , b h must be non-zero. To also enable `?GL_UNPACK_SKIP_IMAGES', b d must be non-zero.
%% All parameters must be consistent with the compressed format to produce the desired results.
%%
%%
%% When selecting a sub-rectangle from a compressed image: the value of `?GL_UNPACK_SKIP_PIXELS'
%% must be a multiple of b w;
%%
%% `ImageSize' must be equal to:
%%
%% b s×|width b/w|
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage1D.xml">external</a> documentation.
-spec compressedTexImage1D(Target, Level, Internalformat, Width, Border, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),Width :: integer(),Border :: integer(),ImageSize :: integer(),Data :: offset()|mem().
compressedTexImage1D(Target,Level,Internalformat,Width,Border,ImageSize,Data) when is_integer(Data) ->
cast(5364, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,Width:?GLsizei,Border:?GLint,ImageSize:?GLsizei,Data:?GLuint>>);
compressedTexImage1D(Target,Level,Internalformat,Width,Border,ImageSize,Data) ->
send_bin(Data),
cast(5365, <<Target:?GLenum,Level:?GLint,Internalformat:?GLenum,Width:?GLsizei,Border:?GLint,ImageSize:?GLsizei>>).
%% @doc Specify a three-dimensional texture subimage in a compressed format
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% ``gl:compressedTexSubImage3D'' redefines a contiguous subregion of an existing three-dimensional
%% texture image. The texels referenced by `Data' replace the portion of the existing
%% texture array with x indices `Xoffset' and xoffset+width-1, and the y indices `Yoffset'
%% and yoffset+height-1, and the z indices `Zoffset' and zoffset+depth-1, inclusive.
%% This region may not include any texels outside the range of the texture array as it was
%% originally specified. It is not an error to specify a subtexture with width of 0, but
%% such a specification has no effect.
%%
%% `Internalformat' must be a known compressed image format (such as `?GL_RGTC')
%% or an extension-specified compressed-texture format. The `Format' of the compressed
%% texture image is selected by the GL implementation that compressed it (see {@link gl:texImage3D/10}
%% ) and should be queried at the time the texture was compressed with {@link gl:getTexLevelParameterfv/3}
%% .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexSubImage3D.xml">external</a> documentation.
-spec compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Yoffset :: integer(),Zoffset :: integer(),Width :: integer(),Height :: integer(),Depth :: integer(),Format :: enum(),ImageSize :: integer(),Data :: offset()|mem().
compressedTexSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,Width,Height,Depth,Format,ImageSize,Data) when is_integer(Data) ->
cast(5366, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Zoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Format:?GLenum,ImageSize:?GLsizei,Data:?GLuint>>);
compressedTexSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,Width,Height,Depth,Format,ImageSize,Data) ->
send_bin(Data),
cast(5367, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Zoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Format:?GLenum,ImageSize:?GLsizei>>).
%% @doc Specify a two-dimensional texture subimage in a compressed format
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% ``gl:compressedTexSubImage2D'' redefines a contiguous subregion of an existing two-dimensional
%% texture image. The texels referenced by `Data' replace the portion of the existing
%% texture array with x indices `Xoffset' and xoffset+width-1, and the y indices `Yoffset'
%% and yoffset+height-1, inclusive. This region may not include any texels outside the
%% range of the texture array as it was originally specified. It is not an error to specify
%% a subtexture with width of 0, but such a specification has no effect.
%%
%% `Internalformat' must be a known compressed image format (such as `?GL_RGTC')
%% or an extension-specified compressed-texture format. The `Format' of the compressed
%% texture image is selected by the GL implementation that compressed it (see {@link gl:texImage2D/9}
%% ) and should be queried at the time the texture was compressed with {@link gl:getTexLevelParameterfv/3}
%% .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexSubImage2D.xml">external</a> documentation.
-spec compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Yoffset :: integer(),Width :: integer(),Height :: integer(),Format :: enum(),ImageSize :: integer(),Data :: offset()|mem().
compressedTexSubImage2D(Target,Level,Xoffset,Yoffset,Width,Height,Format,ImageSize,Data) when is_integer(Data) ->
cast(5368, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,ImageSize:?GLsizei,Data:?GLuint>>);
compressedTexSubImage2D(Target,Level,Xoffset,Yoffset,Width,Height,Format,ImageSize,Data) ->
send_bin(Data),
cast(5369, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Yoffset:?GLint,Width:?GLsizei,Height:?GLsizei,Format:?GLenum,ImageSize:?GLsizei>>).
%% @doc Specify a one-dimensional texture subimage in a compressed format
%%
%% Texturing allows elements of an image array to be read by shaders.
%%
%% ``gl:compressedTexSubImage1D'' redefines a contiguous subregion of an existing one-dimensional
%% texture image. The texels referenced by `Data' replace the portion of the existing
%% texture array with x indices `Xoffset' and xoffset+width-1, inclusive. This region
%% may not include any texels outside the range of the texture array as it was originally
%% specified. It is not an error to specify a subtexture with width of 0, but such a specification
%% has no effect.
%%
%% `Internalformat' must be a known compressed image format (such as `?GL_RGTC')
%% or an extension-specified compressed-texture format. The `Format' of the compressed
%% texture image is selected by the GL implementation that compressed it (see {@link gl:texImage1D/8}
%% ), and should be queried at the time the texture was compressed with {@link gl:getTexLevelParameterfv/3}
%% .
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is specified, `Data' is treated
%% as a byte offset into the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexSubImage1D.xml">external</a> documentation.
-spec compressedTexSubImage1D(Target, Level, Xoffset, Width, Format, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Xoffset :: integer(),Width :: integer(),Format :: enum(),ImageSize :: integer(),Data :: offset()|mem().
compressedTexSubImage1D(Target,Level,Xoffset,Width,Format,ImageSize,Data) when is_integer(Data) ->
cast(5370, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Width:?GLsizei,Format:?GLenum,ImageSize:?GLsizei,Data:?GLuint>>);
compressedTexSubImage1D(Target,Level,Xoffset,Width,Format,ImageSize,Data) ->
send_bin(Data),
cast(5371, <<Target:?GLenum,Level:?GLint,Xoffset:?GLint,Width:?GLsizei,Format:?GLenum,ImageSize:?GLsizei>>).
%% @doc Return a compressed texture image
%%
%% ``gl:getCompressedTexImage'' returns the compressed texture image associated with `Target'
%% and `Lod' into `Img' . `Img' should be an array of `?GL_TEXTURE_COMPRESSED_IMAGE_SIZE'
%% bytes. `Target' specifies whether the desired texture image was one specified by {@link gl:texImage1D/8}
%% (`?GL_TEXTURE_1D'), {@link gl:texImage2D/9} (`?GL_TEXTURE_2D' or any of `?GL_TEXTURE_CUBE_MAP_*'
%% ), or {@link gl:texImage3D/10} (`?GL_TEXTURE_3D'). `Lod' specifies the level-of-detail
%% number of the desired image.
%%
%% If a non-zero named buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target
%% (see {@link gl:bindBuffer/2} ) while a texture image is requested, `Img' is treated
%% as a byte offset into the buffer object's data store.
%%
%% To minimize errors, first verify that the texture is compressed by calling {@link gl:getTexLevelParameterfv/3}
%% with argument `?GL_TEXTURE_COMPRESSED'. If the texture is compressed, then determine
%% the amount of memory required to store the compressed texture by calling {@link gl:getTexLevelParameterfv/3}
%% with argument `?GL_TEXTURE_COMPRESSED_IMAGE_SIZE'. Finally, retrieve the internal
%% format of the texture by calling {@link gl:getTexLevelParameterfv/3} with argument `?GL_TEXTURE_INTERNAL_FORMAT'
%% . To store the texture for later use, associate the internal format and size with the
%% retrieved texture image. These data can be used by the respective texture or subtexture
%% loading routine used for loading `Target' textures.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetCompressedTexImage.xml">external</a> documentation.
-spec getCompressedTexImage(Target, Lod, Img) -> ok when Target :: enum(),Lod :: integer(),Img :: mem().
getCompressedTexImage(Target,Lod,Img) ->
send_bin(Img),
call(5372, <<Target:?GLenum,Lod:?GLint>>).
%% @doc Select active texture unit
%%
%% ``gl:clientActiveTexture'' selects the vertex array client state parameters to be modified
%% by {@link gl:texCoordPointer/4} , and enabled or disabled with {@link gl:enableClientState/1}
%% or {@link gl:enableClientState/1} , respectively, when called with a parameter of `?GL_TEXTURE_COORD_ARRAY'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClientActiveTexture.xml">external</a> documentation.
-spec clientActiveTexture(Texture) -> ok when Texture :: enum().
clientActiveTexture(Texture) ->
cast(5373, <<Texture:?GLenum>>).
%% @doc Set the current texture coordinates
%%
%% ``gl:multiTexCoord'' specifies texture coordinates in one, two, three, or four dimensions.
%% ``gl:multiTexCoord1'' sets the current texture coordinates to (s 0 0 1); a call to ``gl:multiTexCoord2''
%% sets them to (s t 0 1). Similarly, ``gl:multiTexCoord3'' specifies the texture coordinates as (s
%% t r 1),
%% and ``gl:multiTexCoord4'' defines all four components explicitly as (s t r q).
%%
%% The current texture coordinates are part of the data that is associated with each vertex
%% and with the current raster position. Initially, the values for (s t r q) are (0 0 0 1).
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMultiTexCoord.xml">external</a> documentation.
-spec multiTexCoord1d(Target, S) -> ok when Target :: enum(),S :: float().
multiTexCoord1d(Target,S) ->
cast(5374, <<Target:?GLenum,0:32,S:?GLdouble>>).
%% @equiv multiTexCoord1d(Target,S)
-spec multiTexCoord1dv(Target :: enum(),V) -> ok when V :: {S :: float()}.
multiTexCoord1dv(Target,{S}) -> multiTexCoord1d(Target,S).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord1f(Target, S) -> ok when Target :: enum(),S :: float().
multiTexCoord1f(Target,S) ->
cast(5375, <<Target:?GLenum,S:?GLfloat>>).
%% @equiv multiTexCoord1f(Target,S)
-spec multiTexCoord1fv(Target :: enum(),V) -> ok when V :: {S :: float()}.
multiTexCoord1fv(Target,{S}) -> multiTexCoord1f(Target,S).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord1i(Target, S) -> ok when Target :: enum(),S :: integer().
multiTexCoord1i(Target,S) ->
cast(5376, <<Target:?GLenum,S:?GLint>>).
%% @equiv multiTexCoord1i(Target,S)
-spec multiTexCoord1iv(Target :: enum(),V) -> ok when V :: {S :: integer()}.
multiTexCoord1iv(Target,{S}) -> multiTexCoord1i(Target,S).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord1s(Target, S) -> ok when Target :: enum(),S :: integer().
multiTexCoord1s(Target,S) ->
cast(5377, <<Target:?GLenum,S:?GLshort>>).
%% @equiv multiTexCoord1s(Target,S)
-spec multiTexCoord1sv(Target :: enum(),V) -> ok when V :: {S :: integer()}.
multiTexCoord1sv(Target,{S}) -> multiTexCoord1s(Target,S).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord2d(Target, S, T) -> ok when Target :: enum(),S :: float(),T :: float().
multiTexCoord2d(Target,S,T) ->
cast(5378, <<Target:?GLenum,0:32,S:?GLdouble,T:?GLdouble>>).
%% @equiv multiTexCoord2d(Target,S,T)
-spec multiTexCoord2dv(Target :: enum(),V) -> ok when V :: {S :: float(),T :: float()}.
multiTexCoord2dv(Target,{S,T}) -> multiTexCoord2d(Target,S,T).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord2f(Target, S, T) -> ok when Target :: enum(),S :: float(),T :: float().
multiTexCoord2f(Target,S,T) ->
cast(5379, <<Target:?GLenum,S:?GLfloat,T:?GLfloat>>).
%% @equiv multiTexCoord2f(Target,S,T)
-spec multiTexCoord2fv(Target :: enum(),V) -> ok when V :: {S :: float(),T :: float()}.
multiTexCoord2fv(Target,{S,T}) -> multiTexCoord2f(Target,S,T).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord2i(Target, S, T) -> ok when Target :: enum(),S :: integer(),T :: integer().
multiTexCoord2i(Target,S,T) ->
cast(5380, <<Target:?GLenum,S:?GLint,T:?GLint>>).
%% @equiv multiTexCoord2i(Target,S,T)
-spec multiTexCoord2iv(Target :: enum(),V) -> ok when V :: {S :: integer(),T :: integer()}.
multiTexCoord2iv(Target,{S,T}) -> multiTexCoord2i(Target,S,T).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord2s(Target, S, T) -> ok when Target :: enum(),S :: integer(),T :: integer().
multiTexCoord2s(Target,S,T) ->
cast(5381, <<Target:?GLenum,S:?GLshort,T:?GLshort>>).
%% @equiv multiTexCoord2s(Target,S,T)
-spec multiTexCoord2sv(Target :: enum(),V) -> ok when V :: {S :: integer(),T :: integer()}.
multiTexCoord2sv(Target,{S,T}) -> multiTexCoord2s(Target,S,T).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord3d(Target, S, T, R) -> ok when Target :: enum(),S :: float(),T :: float(),R :: float().
multiTexCoord3d(Target,S,T,R) ->
cast(5382, <<Target:?GLenum,0:32,S:?GLdouble,T:?GLdouble,R:?GLdouble>>).
%% @equiv multiTexCoord3d(Target,S,T,R)
-spec multiTexCoord3dv(Target :: enum(),V) -> ok when V :: {S :: float(),T :: float(),R :: float()}.
multiTexCoord3dv(Target,{S,T,R}) -> multiTexCoord3d(Target,S,T,R).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord3f(Target, S, T, R) -> ok when Target :: enum(),S :: float(),T :: float(),R :: float().
multiTexCoord3f(Target,S,T,R) ->
cast(5383, <<Target:?GLenum,S:?GLfloat,T:?GLfloat,R:?GLfloat>>).
%% @equiv multiTexCoord3f(Target,S,T,R)
-spec multiTexCoord3fv(Target :: enum(),V) -> ok when V :: {S :: float(),T :: float(),R :: float()}.
multiTexCoord3fv(Target,{S,T,R}) -> multiTexCoord3f(Target,S,T,R).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord3i(Target, S, T, R) -> ok when Target :: enum(),S :: integer(),T :: integer(),R :: integer().
multiTexCoord3i(Target,S,T,R) ->
cast(5384, <<Target:?GLenum,S:?GLint,T:?GLint,R:?GLint>>).
%% @equiv multiTexCoord3i(Target,S,T,R)
-spec multiTexCoord3iv(Target :: enum(),V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer()}.
multiTexCoord3iv(Target,{S,T,R}) -> multiTexCoord3i(Target,S,T,R).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord3s(Target, S, T, R) -> ok when Target :: enum(),S :: integer(),T :: integer(),R :: integer().
multiTexCoord3s(Target,S,T,R) ->
cast(5385, <<Target:?GLenum,S:?GLshort,T:?GLshort,R:?GLshort>>).
%% @equiv multiTexCoord3s(Target,S,T,R)
-spec multiTexCoord3sv(Target :: enum(),V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer()}.
multiTexCoord3sv(Target,{S,T,R}) -> multiTexCoord3s(Target,S,T,R).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord4d(Target, S, T, R, Q) -> ok when Target :: enum(),S :: float(),T :: float(),R :: float(),Q :: float().
multiTexCoord4d(Target,S,T,R,Q) ->
cast(5386, <<Target:?GLenum,0:32,S:?GLdouble,T:?GLdouble,R:?GLdouble,Q:?GLdouble>>).
%% @equiv multiTexCoord4d(Target,S,T,R,Q)
-spec multiTexCoord4dv(Target :: enum(),V) -> ok when V :: {S :: float(),T :: float(),R :: float(),Q :: float()}.
multiTexCoord4dv(Target,{S,T,R,Q}) -> multiTexCoord4d(Target,S,T,R,Q).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord4f(Target, S, T, R, Q) -> ok when Target :: enum(),S :: float(),T :: float(),R :: float(),Q :: float().
multiTexCoord4f(Target,S,T,R,Q) ->
cast(5387, <<Target:?GLenum,S:?GLfloat,T:?GLfloat,R:?GLfloat,Q:?GLfloat>>).
%% @equiv multiTexCoord4f(Target,S,T,R,Q)
-spec multiTexCoord4fv(Target :: enum(),V) -> ok when V :: {S :: float(),T :: float(),R :: float(),Q :: float()}.
multiTexCoord4fv(Target,{S,T,R,Q}) -> multiTexCoord4f(Target,S,T,R,Q).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord4i(Target, S, T, R, Q) -> ok when Target :: enum(),S :: integer(),T :: integer(),R :: integer(),Q :: integer().
multiTexCoord4i(Target,S,T,R,Q) ->
cast(5388, <<Target:?GLenum,S:?GLint,T:?GLint,R:?GLint,Q:?GLint>>).
%% @equiv multiTexCoord4i(Target,S,T,R,Q)
-spec multiTexCoord4iv(Target :: enum(),V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer(),Q :: integer()}.
multiTexCoord4iv(Target,{S,T,R,Q}) -> multiTexCoord4i(Target,S,T,R,Q).
%% @doc
%% See {@link multiTexCoord1d/2}
-spec multiTexCoord4s(Target, S, T, R, Q) -> ok when Target :: enum(),S :: integer(),T :: integer(),R :: integer(),Q :: integer().
multiTexCoord4s(Target,S,T,R,Q) ->
cast(5389, <<Target:?GLenum,S:?GLshort,T:?GLshort,R:?GLshort,Q:?GLshort>>).
%% @equiv multiTexCoord4s(Target,S,T,R,Q)
-spec multiTexCoord4sv(Target :: enum(),V) -> ok when V :: {S :: integer(),T :: integer(),R :: integer(),Q :: integer()}.
multiTexCoord4sv(Target,{S,T,R,Q}) -> multiTexCoord4s(Target,S,T,R,Q).
%% @doc Replace the current matrix with the specified row-major ordered matrix
%%
%% ``gl:loadTransposeMatrix'' replaces the current matrix with the one whose elements are
%% specified by `M' . The current matrix is the projection matrix, modelview matrix,
%% or texture matrix, depending on the current matrix mode (see {@link gl:matrixMode/1} ).
%%
%% The current matrix, M, defines a transformation of coordinates. For instance, assume
%% M refers to the modelview matrix. If v=(v[0] v[1] v[2] v[3]) is the set of object coordinates of a vertex,
%% and `M' points to an array of 16 single- or double-precision floating-point values
%% m={m[0] m[1] ... m[15]}, then the modelview transformation M(v) does the following:
%%
%% M(v)=(m[0] m[1] m[2] m[3] m[4] m[5] m[6] m[7] m[8] m[9] m[10] m[11] m[12] m[13] m[14] m[15])×(v[0] v[1] v[2] v[3])
%%
%% Projection and texture transformations are similarly defined.
%%
%% Calling ``gl:loadTransposeMatrix'' with matrix M is identical in operation to {@link gl:loadMatrixd/1}
%% with M T, where T represents the transpose.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLoadTransposeMatrix.xml">external</a> documentation.
-spec loadTransposeMatrixf(M) -> ok when M :: matrix().
loadTransposeMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5390, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,M13:?GLfloat,M14:?GLfloat,M15:?GLfloat,M16:?GLfloat>>);
loadTransposeMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5390, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,0:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,0:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,0:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,1:?GLfloat>>).
%% @doc
%% See {@link loadTransposeMatrixf/1}
-spec loadTransposeMatrixd(M) -> ok when M :: matrix().
loadTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5391, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,M13:?GLdouble,M14:?GLdouble,M15:?GLdouble,M16:?GLdouble>>);
loadTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5391, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,0:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,0:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,0:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,1:?GLdouble>>).
%% @doc Multiply the current matrix with the specified row-major ordered matrix
%%
%% ``gl:multTransposeMatrix'' multiplies the current matrix with the one specified using `M'
%% , and replaces the current matrix with the product.
%%
%% The current matrix is determined by the current matrix mode (see {@link gl:matrixMode/1} ).
%% It is either the projection matrix, modelview matrix, or the texture matrix.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMultTransposeMatrix.xml">external</a> documentation.
-spec multTransposeMatrixf(M) -> ok when M :: matrix().
multTransposeMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5392, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,M13:?GLfloat,M14:?GLfloat,M15:?GLfloat,M16:?GLfloat>>);
multTransposeMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5392, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,0:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,0:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,0:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,1:?GLfloat>>).
%% @doc
%% See {@link multTransposeMatrixf/1}
-spec multTransposeMatrixd(M) -> ok when M :: matrix().
multTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5393, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,M13:?GLdouble,M14:?GLdouble,M15:?GLdouble,M16:?GLdouble>>);
multTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5393, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,0:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,0:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,0:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,1:?GLdouble>>).
%% @doc Specify pixel arithmetic for RGB and alpha components separately
%%
%% Pixels can be drawn using a function that blends the incoming (source) RGBA values with
%% the RGBA values that are already in the frame buffer (the destination values). Blending
%% is initially disabled. Use {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_BLEND'
%% to enable and disable blending.
%%
%% ``gl:blendFuncSeparate'' defines the operation of blending for all draw buffers when
%% it is enabled. ``gl:blendFuncSeparatei'' defines the operation of blending for a single
%% draw buffer specified by `Buf' when enabled for that draw buffer. `SrcRGB' specifies
%% which method is used to scale the source RGB-color components. `DstRGB' specifies
%% which method is used to scale the destination RGB-color components. Likewise, `SrcAlpha'
%% specifies which method is used to scale the source alpha color component, and `DstAlpha'
%% specifies which method is used to scale the destination alpha component. The possible
%% methods are described in the following table. Each method defines four scale factors,
%% one each for red, green, blue, and alpha.
%%
%% In the table and in subsequent equations, first source, second source and destination
%% color components are referred to as (R s0 G s0 B s0 A s0), (R s1 G s1 B s1 A s1), and (R d G d B d A d), respectively. The color specified by {@link gl:blendColor/4}
%% is referred to as (R c G c B c A c). They are understood to have integer values between 0 and (k R k G k B
%% k A), where
%%
%% k c=2(m c)-1
%%
%% and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes.
%%
%% Source and destination scale factors are referred to as (s R s G s B s A) and (d R d G d B d A). All scale factors have
%% range [0 1].
%%
%% <table><tbody><tr><td>` Parameter '</td><td>` RGB Factor '</td><td>` Alpha Factor '
%% </td></tr></tbody><tbody><tr><td>`?GL_ZERO'</td><td>(0 0 0)</td><td> 0</td></tr><tr><td>`?GL_ONE'
%% </td><td>(1 1 1)</td><td> 1</td></tr><tr><td>`?GL_SRC_COLOR'</td><td>(R s0 k/R G s0 k/G B s0
%% k/B)</td><td> A s0 k/A</td>
%% </tr><tr><td>`?GL_ONE_MINUS_SRC_COLOR'</td><td>(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B)</td><td> 1-A s0 k/A</td></tr><tr><td>
%% `?GL_DST_COLOR'</td><td>(R d k/R G d k/G B d k/B)</td><td> A d k/A</td></tr><tr><td>`?GL_ONE_MINUS_DST_COLOR'
%% </td><td>(1 1 1)-(R d k/R G d k/G B d k/B)</td><td> 1-A d k/A</td></tr><tr><td>`?GL_SRC_ALPHA'</td><td>(A s0 k/A A s0
%% k/A A s0 k/A)</td><td> A
%% s0 k/A</td></tr><tr><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td>(1 1 1)-(A s0 k/A A s0 k/A A s0 k/A
%% )</td><td> 1-A s0 k/A</td></tr>
%% <tr><td>`?GL_DST_ALPHA'</td><td>(A d k/A A d k/A A d k/A)</td><td> A d k/A</td></tr><tr><td>`?GL_ONE_MINUS_DST_ALPHA'
%% </td><td>(1 1 1)-(A d k/A A d k/A A d k/A)</td><td> 1-A d k/A</td></tr><tr><td>`?GL_CONSTANT_COLOR'</td><td>(R c G c
%% B c)</td><td>
%% A c</td></tr><tr><td>`?GL_ONE_MINUS_CONSTANT_COLOR'</td><td>(1 1 1)-(R c G c B c)</td><td> 1-A c</td></tr>
%% <tr><td>`?GL_CONSTANT_ALPHA'</td><td>(A c A c A c)</td><td> A c</td></tr><tr><td>`?GL_ONE_MINUS_CONSTANT_ALPHA'
%% </td><td>(1 1 1)-(A c A c A c)</td><td> 1-A c</td></tr><tr><td>`?GL_SRC_ALPHA_SATURATE'</td><td>(i i i)</td><td>
%% 1</td></tr><tr><td>`?GL_SRC1_COLOR'</td><td>(R s1 k/R G s1 k/G B s1 k/B)</td><td> A s1 k/A</td></tr><tr><td>`?GL_ONE_MINUS_SRC_COLOR'
%% </td><td>(1 1 1 1)-(R s1 k/R G s1 k/G B s1 k/B)</td><td> 1-A s1 k/A</td></tr><tr><td>`?GL_SRC1_ALPHA'</td><td>(A s1 k/A A
%% s1 k/A A s1 k/A)</td><td> A
%% s1 k/A</td></tr><tr><td>`?GL_ONE_MINUS_SRC_ALPHA'</td><td>(1 1 1)-(A s1 k/A A s1 k/A A s1 k/A
%% )</td><td> 1-A s1 k/A</td></tr>
%% </tbody></table>
%%
%% In the table,
%%
%% i=min(A s 1-(A d))
%%
%% To determine the blended RGBA values of a pixel, the system uses the following equations:
%%
%%
%% R d=min(k R R s s R+R d d R) G d=min(k G G s s G+G d d G) B d=min(k B B s s B+B d d B) A d=min(k A A s s A+A d d A)
%%
%% Despite the apparent precision of the above equations, blending arithmetic is not exactly
%% specified, because blending operates with imprecise integer color values. However, a blend
%% factor that should be equal to 1 is guaranteed not to modify its multiplicand, and a blend
%% factor equal to 0 reduces its multiplicand to 0. For example, when `SrcRGB' is `?GL_SRC_ALPHA'
%% , `DstRGB' is `?GL_ONE_MINUS_SRC_ALPHA', and A s is equal to k A, the equations
%% reduce to simple replacement:
%%
%% R d=R s G d=G s B d=B s A d=A s
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlendFuncSeparate.xml">external</a> documentation.
-spec blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha, DfactorAlpha) -> ok when SfactorRGB :: enum(),DfactorRGB :: enum(),SfactorAlpha :: enum(),DfactorAlpha :: enum().
blendFuncSeparate(SfactorRGB,DfactorRGB,SfactorAlpha,DfactorAlpha) ->
cast(5394, <<SfactorRGB:?GLenum,DfactorRGB:?GLenum,SfactorAlpha:?GLenum,DfactorAlpha:?GLenum>>).
%% @doc Render multiple sets of primitives from array data
%%
%% ``gl:multiDrawArrays'' specifies multiple sets of geometric primitives with very few
%% subroutine calls. Instead of calling a GL procedure to pass each individual vertex, normal,
%% texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices,
%% normals, and colors and use them to construct a sequence of primitives with a single call
%% to ``gl:multiDrawArrays''.
%%
%% ``gl:multiDrawArrays'' behaves identically to {@link gl:drawArrays/3} except that `Primcount'
%% separate ranges of elements are specified instead.
%%
%% When ``gl:multiDrawArrays'' is called, it uses `Count' sequential elements from
%% each enabled array to construct a sequence of geometric primitives, beginning with element
%% `First' . `Mode' specifies what kind of primitives are constructed, and how the
%% array elements construct those primitives.
%%
%% Vertex attributes that are modified by ``gl:multiDrawArrays'' have an unspecified value
%% after ``gl:multiDrawArrays'' returns. Attributes that aren't modified remain well defined.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMultiDrawArrays.xml">external</a> documentation.
-spec multiDrawArrays(Mode, First, Count) -> ok when Mode :: enum(),First :: [integer()],Count :: [integer()].
multiDrawArrays(Mode,First,Count) ->
cast(5395, <<Mode:?GLenum,(length(First)):?GLuint,
(<< <<C:?GLint>> || C <- First>>)/binary,0:(((length(First)) rem 2)*32),(length(Count)):?GLuint,
(<< <<C:?GLsizei>> || C <- Count>>)/binary,0:(((1+length(Count)) rem 2)*32)>>).
%% @doc Specify point parameters
%%
%% The following values are accepted for `Pname' :
%%
%% `?GL_POINT_FADE_THRESHOLD_SIZE': `Params' is a single floating-point value that
%% specifies the threshold value to which point sizes are clamped if they exceed the specified
%% value. The default value is 1.0.
%%
%% `?GL_POINT_SPRITE_COORD_ORIGIN': `Params' is a single enum specifying the point
%% sprite texture coordinate origin, either `?GL_LOWER_LEFT' or `?GL_UPPER_LEFT'.
%% The default value is `?GL_UPPER_LEFT'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPointParameter.xml">external</a> documentation.
-spec pointParameterf(Pname, Param) -> ok when Pname :: enum(),Param :: float().
pointParameterf(Pname,Param) ->
cast(5396, <<Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link pointParameterf/2}
-spec pointParameterfv(Pname, Params) -> ok when Pname :: enum(),Params :: {float()}.
pointParameterfv(Pname,Params) ->
cast(5397, <<Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Params)>>)/binary,0:(((0+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link pointParameterf/2}
-spec pointParameteri(Pname, Param) -> ok when Pname :: enum(),Param :: integer().
pointParameteri(Pname,Param) ->
cast(5398, <<Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link pointParameterf/2}
-spec pointParameteriv(Pname, Params) -> ok when Pname :: enum(),Params :: {integer()}.
pointParameteriv(Pname,Params) ->
cast(5399, <<Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((0+size(Params)) rem 2)*32)>>).
%% @doc Set the current fog coordinates
%%
%% ``gl:fogCoord'' specifies the fog coordinate that is associated with each vertex and
%% the current raster position. The value specified is interpolated and used in computing
%% the fog color (see {@link gl:fogf/2} ).
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFogCoord.xml">external</a> documentation.
-spec fogCoordf(Coord) -> ok when Coord :: float().
fogCoordf(Coord) ->
cast(5400, <<Coord:?GLfloat>>).
%% @equiv fogCoordf(Coord)
-spec fogCoordfv(Coord) -> ok when Coord :: {Coord :: float()}.
fogCoordfv({Coord}) -> fogCoordf(Coord).
%% @doc
%% See {@link fogCoordf/1}
-spec fogCoordd(Coord) -> ok when Coord :: float().
fogCoordd(Coord) ->
cast(5401, <<Coord:?GLdouble>>).
%% @equiv fogCoordd(Coord)
-spec fogCoorddv(Coord) -> ok when Coord :: {Coord :: float()}.
fogCoorddv({Coord}) -> fogCoordd(Coord).
%% @doc Define an array of fog coordinates
%%
%% ``gl:fogCoordPointer'' specifies the location and data format of an array of fog coordinates
%% to use when rendering. `Type' specifies the data type of each fog coordinate, and `Stride'
%% specifies the byte stride from one fog coordinate to the next, allowing vertices and
%% attributes to be packed into a single array or stored in separate arrays.
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a fog coordinate array is specified, `Pointer' is treated as a byte offset
%% into the buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as fog coordinate vertex array client-side state (`?GL_FOG_COORD_ARRAY_BUFFER_BINDING'
%% ).
%%
%% When a fog coordinate array is specified, `Type' , `Stride' , and `Pointer'
%% are saved as client-side state, in addition to the current vertex array buffer object
%% binding.
%%
%% To enable and disable the fog coordinate array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_FOG_COORD_ARRAY'. If enabled, the fog coordinate array is
%% used when {@link gl:drawArrays/3} , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4} , see `glMultiDrawElements'
%% , {@link gl:drawRangeElements/6} , or {@link gl:arrayElement/1} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFogCoordPointer.xml">external</a> documentation.
-spec fogCoordPointer(Type, Stride, Pointer) -> ok when Type :: enum(),Stride :: integer(),Pointer :: offset()|mem().
fogCoordPointer(Type,Stride,Pointer) when is_integer(Pointer) ->
cast(5402, <<Type:?GLenum,Stride:?GLsizei,Pointer:?GLuint>>);
fogCoordPointer(Type,Stride,Pointer) ->
send_bin(Pointer),
cast(5403, <<Type:?GLenum,Stride:?GLsizei>>).
%% @doc Set the current secondary color
%%
%% The GL stores both a primary four-valued RGBA color and a secondary four-valued RGBA
%% color (where alpha is always set to 0.0) that is associated with every vertex.
%%
%% The secondary color is interpolated and applied to each fragment during rasterization
%% when `?GL_COLOR_SUM' is enabled. When lighting is enabled, and `?GL_SEPARATE_SPECULAR_COLOR'
%% is specified, the value of the secondary color is assigned the value computed from the
%% specular term of the lighting computation. Both the primary and secondary current colors
%% are applied to each fragment, regardless of the state of `?GL_COLOR_SUM', under such
%% conditions. When `?GL_SEPARATE_SPECULAR_COLOR' is specified, the value returned from
%% querying the current secondary color is undefined.
%%
%% ``gl:secondaryColor3b'', ``gl:secondaryColor3s'', and ``gl:secondaryColor3i'' take
%% three signed byte, short, or long integers as arguments. When `v' is appended to
%% the name, the color commands can take a pointer to an array of such values.
%%
%% Color values are stored in floating-point format, with unspecified mantissa and exponent
%% sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point
%% values such that the largest representable value maps to 1.0 (full intensity), and 0 maps
%% to 0.0 (zero intensity). Signed integer color components, when specified, are linearly
%% mapped to floating-point values such that the most positive representable value maps to
%% 1.0, and the most negative representable value maps to -1.0. (Note that this mapping
%% does not convert 0 precisely to 0.0). Floating-point values are mapped directly.
%%
%% Neither floating-point nor signed integer values are clamped to the range [0 1] before the
%% current color is updated. However, color components are clamped to this range before they
%% are interpolated or written into a color buffer.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSecondaryColor.xml">external</a> documentation.
-spec secondaryColor3b(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
secondaryColor3b(Red,Green,Blue) ->
cast(5404, <<Red:?GLbyte,Green:?GLbyte,Blue:?GLbyte>>).
%% @equiv secondaryColor3b(Red,Green,Blue)
-spec secondaryColor3bv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
secondaryColor3bv({Red,Green,Blue}) -> secondaryColor3b(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3d(Red, Green, Blue) -> ok when Red :: float(),Green :: float(),Blue :: float().
secondaryColor3d(Red,Green,Blue) ->
cast(5405, <<Red:?GLdouble,Green:?GLdouble,Blue:?GLdouble>>).
%% @equiv secondaryColor3d(Red,Green,Blue)
-spec secondaryColor3dv(V) -> ok when V :: {Red :: float(),Green :: float(),Blue :: float()}.
secondaryColor3dv({Red,Green,Blue}) -> secondaryColor3d(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3f(Red, Green, Blue) -> ok when Red :: float(),Green :: float(),Blue :: float().
secondaryColor3f(Red,Green,Blue) ->
cast(5406, <<Red:?GLfloat,Green:?GLfloat,Blue:?GLfloat>>).
%% @equiv secondaryColor3f(Red,Green,Blue)
-spec secondaryColor3fv(V) -> ok when V :: {Red :: float(),Green :: float(),Blue :: float()}.
secondaryColor3fv({Red,Green,Blue}) -> secondaryColor3f(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3i(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
secondaryColor3i(Red,Green,Blue) ->
cast(5407, <<Red:?GLint,Green:?GLint,Blue:?GLint>>).
%% @equiv secondaryColor3i(Red,Green,Blue)
-spec secondaryColor3iv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
secondaryColor3iv({Red,Green,Blue}) -> secondaryColor3i(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3s(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
secondaryColor3s(Red,Green,Blue) ->
cast(5408, <<Red:?GLshort,Green:?GLshort,Blue:?GLshort>>).
%% @equiv secondaryColor3s(Red,Green,Blue)
-spec secondaryColor3sv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
secondaryColor3sv({Red,Green,Blue}) -> secondaryColor3s(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3ub(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
secondaryColor3ub(Red,Green,Blue) ->
cast(5409, <<Red:?GLubyte,Green:?GLubyte,Blue:?GLubyte>>).
%% @equiv secondaryColor3ub(Red,Green,Blue)
-spec secondaryColor3ubv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
secondaryColor3ubv({Red,Green,Blue}) -> secondaryColor3ub(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3ui(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
secondaryColor3ui(Red,Green,Blue) ->
cast(5410, <<Red:?GLuint,Green:?GLuint,Blue:?GLuint>>).
%% @equiv secondaryColor3ui(Red,Green,Blue)
-spec secondaryColor3uiv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
secondaryColor3uiv({Red,Green,Blue}) -> secondaryColor3ui(Red,Green,Blue).
%% @doc
%% See {@link secondaryColor3b/3}
-spec secondaryColor3us(Red, Green, Blue) -> ok when Red :: integer(),Green :: integer(),Blue :: integer().
secondaryColor3us(Red,Green,Blue) ->
cast(5411, <<Red:?GLushort,Green:?GLushort,Blue:?GLushort>>).
%% @equiv secondaryColor3us(Red,Green,Blue)
-spec secondaryColor3usv(V) -> ok when V :: {Red :: integer(),Green :: integer(),Blue :: integer()}.
secondaryColor3usv({Red,Green,Blue}) -> secondaryColor3us(Red,Green,Blue).
%% @doc Define an array of secondary colors
%%
%% ``gl:secondaryColorPointer'' specifies the location and data format of an array of color
%% components to use when rendering. `Size' specifies the number of components per color,
%% and must be 3. `Type' specifies the data type of each color component, and `Stride'
%% specifies the byte stride from one color to the next, allowing vertices and attributes
%% to be packed into a single array or stored in separate arrays.
%%
%% If a non-zero named buffer object is bound to the `?GL_ARRAY_BUFFER' target (see {@link gl:bindBuffer/2}
%% ) while a secondary color array is specified, `Pointer' is treated as a byte offset
%% into the buffer object's data store. Also, the buffer object binding (`?GL_ARRAY_BUFFER_BINDING'
%% ) is saved as secondary color vertex array client-side state (`?GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING'
%% ).
%%
%% When a secondary color array is specified, `Size' , `Type' , `Stride' , and `Pointer'
%% are saved as client-side state, in addition to the current vertex array buffer object
%% binding.
%%
%% To enable and disable the secondary color array, call {@link gl:enableClientState/1} and {@link gl:enableClientState/1}
%% with the argument `?GL_SECONDARY_COLOR_ARRAY'. If enabled, the secondary color array
%% is used when {@link gl:arrayElement/1} , {@link gl:drawArrays/3} , {@link gl:multiDrawArrays/3} ,
%% {@link gl:drawElements/4} , see `glMultiDrawElements', or {@link gl:drawRangeElements/6}
%% is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSecondaryColorPointer.xml">external</a> documentation.
-spec secondaryColorPointer(Size, Type, Stride, Pointer) -> ok when Size :: integer(),Type :: enum(),Stride :: integer(),Pointer :: offset()|mem().
secondaryColorPointer(Size,Type,Stride,Pointer) when is_integer(Pointer) ->
cast(5412, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei,Pointer:?GLuint>>);
secondaryColorPointer(Size,Type,Stride,Pointer) ->
send_bin(Pointer),
cast(5413, <<Size:?GLint,Type:?GLenum,Stride:?GLsizei>>).
%% @doc Specify the raster position in window coordinates for pixel operations
%%
%% The GL maintains a 3D position in window coordinates. This position, called the raster
%% position, is used to position pixel and bitmap write operations. It is maintained with
%% subpixel accuracy. See {@link gl:bitmap/7} , {@link gl:drawPixels/5} , and {@link gl:copyPixels/5}
%% .
%%
%% ``gl:windowPos2'' specifies the x and y coordinates, while z is implicitly set
%% to 0. ``gl:windowPos3'' specifies all three coordinates. The w coordinate of the current
%% raster position is always set to 1.0.
%%
%% ``gl:windowPos'' directly updates the x and y coordinates of the current raster
%% position with the values specified. That is, the values are neither transformed by the
%% current modelview and projection matrices, nor by the viewport-to-window transform. The
%% z coordinate of the current raster position is updated in the following manner:
%%
%% z={n f(n+z×(f-n)) if z<= 0 if z>= 1(otherwise))
%%
%% where n is `?GL_DEPTH_RANGE''s near value, and f is `?GL_DEPTH_RANGE''s
%% far value. See {@link gl:depthRange/2} .
%%
%% The specified coordinates are not clip-tested, causing the raster position to always
%% be valid.
%%
%% The current raster position also includes some associated color data and texture coordinates.
%% If lighting is enabled, then `?GL_CURRENT_RASTER_COLOR' (in RGBA mode) or `?GL_CURRENT_RASTER_INDEX'
%% (in color index mode) is set to the color produced by the lighting calculation (see {@link gl:lightf/3}
%% , {@link gl:lightModelf/2} , and {@link gl:shadeModel/1} ). If lighting is disabled, current
%% color (in RGBA mode, state variable `?GL_CURRENT_COLOR') or color index (in color
%% index mode, state variable `?GL_CURRENT_INDEX') is used to update the current raster
%% color. `?GL_CURRENT_RASTER_SECONDARY_COLOR' (in RGBA mode) is likewise updated.
%%
%% Likewise, `?GL_CURRENT_RASTER_TEXTURE_COORDS' is updated as a function of `?GL_CURRENT_TEXTURE_COORDS'
%% , based on the texture matrix and the texture generation functions (see {@link gl:texGend/3} ).
%% The `?GL_CURRENT_RASTER_DISTANCE' is set to the `?GL_CURRENT_FOG_COORD'.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWindowPos.xml">external</a> documentation.
-spec windowPos2d(X, Y) -> ok when X :: float(),Y :: float().
windowPos2d(X,Y) ->
cast(5414, <<X:?GLdouble,Y:?GLdouble>>).
%% @equiv windowPos2d(X,Y)
-spec windowPos2dv(V) -> ok when V :: {X :: float(),Y :: float()}.
windowPos2dv({X,Y}) -> windowPos2d(X,Y).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos2f(X, Y) -> ok when X :: float(),Y :: float().
windowPos2f(X,Y) ->
cast(5415, <<X:?GLfloat,Y:?GLfloat>>).
%% @equiv windowPos2f(X,Y)
-spec windowPos2fv(V) -> ok when V :: {X :: float(),Y :: float()}.
windowPos2fv({X,Y}) -> windowPos2f(X,Y).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos2i(X, Y) -> ok when X :: integer(),Y :: integer().
windowPos2i(X,Y) ->
cast(5416, <<X:?GLint,Y:?GLint>>).
%% @equiv windowPos2i(X,Y)
-spec windowPos2iv(V) -> ok when V :: {X :: integer(),Y :: integer()}.
windowPos2iv({X,Y}) -> windowPos2i(X,Y).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos2s(X, Y) -> ok when X :: integer(),Y :: integer().
windowPos2s(X,Y) ->
cast(5417, <<X:?GLshort,Y:?GLshort>>).
%% @equiv windowPos2s(X,Y)
-spec windowPos2sv(V) -> ok when V :: {X :: integer(),Y :: integer()}.
windowPos2sv({X,Y}) -> windowPos2s(X,Y).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos3d(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
windowPos3d(X,Y,Z) ->
cast(5418, <<X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @equiv windowPos3d(X,Y,Z)
-spec windowPos3dv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
windowPos3dv({X,Y,Z}) -> windowPos3d(X,Y,Z).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos3f(X, Y, Z) -> ok when X :: float(),Y :: float(),Z :: float().
windowPos3f(X,Y,Z) ->
cast(5419, <<X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @equiv windowPos3f(X,Y,Z)
-spec windowPos3fv(V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
windowPos3fv({X,Y,Z}) -> windowPos3f(X,Y,Z).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos3i(X, Y, Z) -> ok when X :: integer(),Y :: integer(),Z :: integer().
windowPos3i(X,Y,Z) ->
cast(5420, <<X:?GLint,Y:?GLint,Z:?GLint>>).
%% @equiv windowPos3i(X,Y,Z)
-spec windowPos3iv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
windowPos3iv({X,Y,Z}) -> windowPos3i(X,Y,Z).
%% @doc
%% See {@link windowPos2d/2}
-spec windowPos3s(X, Y, Z) -> ok when X :: integer(),Y :: integer(),Z :: integer().
windowPos3s(X,Y,Z) ->
cast(5421, <<X:?GLshort,Y:?GLshort,Z:?GLshort>>).
%% @equiv windowPos3s(X,Y,Z)
-spec windowPos3sv(V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
windowPos3sv({X,Y,Z}) -> windowPos3s(X,Y,Z).
%% @doc Generate query object names
%%
%% ``gl:genQueries'' returns `N' query object names in `Ids' . There is no guarantee
%% that the names form a contiguous set of integers; however, it is guaranteed that none
%% of the returned names was in use immediately before the call to ``gl:genQueries''.
%%
%% Query object names returned by a call to ``gl:genQueries'' are not returned by subsequent
%% calls, unless they are first deleted with {@link gl:deleteQueries/1} .
%%
%% No query objects are associated with the returned query object names until they are first
%% used by calling {@link gl:beginQuery/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenQueries.xml">external</a> documentation.
-spec genQueries(N) -> [integer()] when N :: integer().
genQueries(N) ->
call(5422, <<N:?GLsizei>>).
%% @doc Delete named query objects
%%
%% ``gl:deleteQueries'' deletes `N' query objects named by the elements of the array `Ids'
%% . After a query object is deleted, it has no contents, and its name is free for reuse
%% (for example by {@link gl:genQueries/1} ).
%%
%% ``gl:deleteQueries'' silently ignores 0's and names that do not correspond to existing
%% query objects.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteQueries.xml">external</a> documentation.
-spec deleteQueries(Ids) -> ok when Ids :: [integer()].
deleteQueries(Ids) ->
cast(5423, <<(length(Ids)):?GLuint,
(<< <<C:?GLuint>> || C <- Ids>>)/binary,0:(((1+length(Ids)) rem 2)*32)>>).
%% @doc Determine if a name corresponds to a query object
%%
%% ``gl:isQuery'' returns `?GL_TRUE' if `Id' is currently the name of a query
%% object. If `Id' is zero, or is a non-zero value that is not currently the name of
%% a query object, or if an error occurs, ``gl:isQuery'' returns `?GL_FALSE'.
%%
%% A name returned by {@link gl:genQueries/1} , but not yet associated with a query object
%% by calling {@link gl:beginQuery/2} , is not the name of a query object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsQuery.xml">external</a> documentation.
-spec isQuery(Id) -> 0|1 when Id :: integer().
isQuery(Id) ->
call(5424, <<Id:?GLuint>>).
%% @doc Delimit the boundaries of a query object
%%
%% ``gl:beginQuery'' and {@link gl:beginQuery/2} delimit the boundaries of a query object. `Query'
%% must be a name previously returned from a call to {@link gl:genQueries/1} . If a query
%% object with name `Id' does not yet exist it is created with the type determined by `Target'
%% . `Target' must be one of `?GL_SAMPLES_PASSED', `?GL_ANY_SAMPLES_PASSED', `?GL_PRIMITIVES_GENERATED'
%% , `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN', or `?GL_TIME_ELAPSED'. The behavior
%% of the query object depends on its type and is as follows.
%%
%% If `Target' is `?GL_SAMPLES_PASSED', `Id' must be an unused name, or the
%% name of an existing occlusion query object. When ``gl:beginQuery'' is executed, the
%% query object's samples-passed counter is reset to 0. Subsequent rendering will increment
%% the counter for every sample that passes the depth test. If the value of `?GL_SAMPLE_BUFFERS'
%% is 0, then the samples-passed count is incremented by 1 for each fragment. If the value
%% of `?GL_SAMPLE_BUFFERS' is 1, then the samples-passed count is incremented by the
%% number of samples whose coverage bit is set. However, implementations, at their discression
%% may instead increase the samples-passed count by the value of `?GL_SAMPLES' if any
%% sample in the fragment is covered. When ``gl:endQuery'' is executed, the samples-passed
%% counter is assigned to the query object's result value. This value can be queried by calling
%% {@link gl:getQueryObjectiv/2} with `Pname' `?GL_QUERY_RESULT'.
%%
%% If `Target' is `?GL_ANY_SAMPLES_PASSED', `Id' must be an unused name,
%% or the name of an existing boolean occlusion query object. When ``gl:beginQuery'' is
%% executed, the query object's samples-passed flag is reset to `?GL_FALSE'. Subsequent
%% rendering causes the flag to be set to `?GL_TRUE' if any sample passes the depth
%% test. When ``gl:endQuery'' is executed, the samples-passed flag is assigned to the query
%% object's result value. This value can be queried by calling {@link gl:getQueryObjectiv/2}
%% with `Pname' `?GL_QUERY_RESULT'.
%%
%% If `Target' is `?GL_PRIMITIVES_GENERATED', `Id' must be an unused name,
%% or the name of an existing primitive query object previously bound to the `?GL_PRIMITIVES_GENERATED'
%% query binding. When ``gl:beginQuery'' is executed, the query object's primitives-generated
%% counter is reset to 0. Subsequent rendering will increment the counter once for every
%% vertex that is emitted from the geometry shader, or from the vertex shader if no geometry
%% shader is present. When ``gl:endQuery'' is executed, the primitives-generated counter
%% is assigned to the query object's result value. This value can be queried by calling {@link gl:getQueryObjectiv/2}
%% with `Pname' `?GL_QUERY_RESULT'.
%%
%% If `Target' is `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN', `Id' must
%% be an unused name, or the name of an existing primitive query object previously bound
%% to the `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN' query binding. When ``gl:beginQuery''
%% is executed, the query object's primitives-written counter is reset to 0. Subsequent
%% rendering will increment the counter once for every vertex that is written into the bound
%% transform feedback buffer(s). If transform feedback mode is not activated between the
%% call to ``gl:beginQuery'' and ``gl:endQuery'', the counter will not be incremented.
%% When ``gl:endQuery'' is executed, the primitives-written counter is assigned to the
%% query object's result value. This value can be queried by calling {@link gl:getQueryObjectiv/2}
%% with `Pname' `?GL_QUERY_RESULT'.
%%
%% If `Target' is `?GL_TIME_ELAPSED', `Id' must be an unused name, or the
%% name of an existing timer query object previously bound to the `?GL_TIME_ELAPSED'
%% query binding. When ``gl:beginQuery'' is executed, the query object's time counter is
%% reset to 0. When ``gl:endQuery'' is executed, the elapsed server time that has passed
%% since the call to ``gl:beginQuery'' is written into the query object's time counter.
%% This value can be queried by calling {@link gl:getQueryObjectiv/2} with `Pname' `?GL_QUERY_RESULT'
%% .
%%
%% Querying the `?GL_QUERY_RESULT' implicitly flushes the GL pipeline until the rendering
%% delimited by the query object has completed and the result is available. `?GL_QUERY_RESULT_AVAILABLE'
%% can be queried to determine if the result is immediately available or if the rendering
%% is not yet complete.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBeginQuery.xml">external</a> documentation.
-spec beginQuery(Target, Id) -> ok when Target :: enum(),Id :: integer().
beginQuery(Target,Id) ->
cast(5425, <<Target:?GLenum,Id:?GLuint>>).
%% @doc
%% See {@link beginQuery/2}
-spec endQuery(Target) -> ok when Target :: enum().
endQuery(Target) ->
cast(5426, <<Target:?GLenum>>).
%% @doc glGetQuery
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetQuery.xml">external</a> documentation.
-spec getQueryiv(Target, Pname) -> integer() when Target :: enum(),Pname :: enum().
getQueryiv(Target,Pname) ->
call(5427, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Return parameters of a query object
%%
%% ``gl:getQueryObject'' returns in `Params' a selected parameter of the query object
%% specified by `Id' .
%%
%% `Pname' names a specific query object parameter. `Pname' can be as follows:
%%
%% `?GL_QUERY_RESULT': `Params' returns the value of the query object's passed
%% samples counter. The initial value is 0.
%%
%% `?GL_QUERY_RESULT_AVAILABLE': `Params' returns whether the passed samples counter
%% is immediately available. If a delay would occur waiting for the query result, `?GL_FALSE'
%% is returned. Otherwise, `?GL_TRUE' is returned, which also indicates that the results
%% of all previous queries are available as well.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetQueryObject.xml">external</a> documentation.
-spec getQueryObjectiv(Id, Pname) -> integer() when Id :: integer(),Pname :: enum().
getQueryObjectiv(Id,Pname) ->
call(5428, <<Id:?GLuint,Pname:?GLenum>>).
%% @doc
%% See {@link getQueryObjectiv/2}
-spec getQueryObjectuiv(Id, Pname) -> integer() when Id :: integer(),Pname :: enum().
getQueryObjectuiv(Id,Pname) ->
call(5429, <<Id:?GLuint,Pname:?GLenum>>).
%% @doc Bind a named buffer object
%%
%% ``gl:bindBuffer'' binds a buffer object to the specified buffer binding point. Calling ``gl:bindBuffer''
%% with `Target' set to one of the accepted symbolic constants and `Buffer' set
%% to the name of a buffer object binds that buffer object name to the target. If no buffer
%% object with name `Buffer' exists, one is created with that name. When a buffer object
%% is bound to a target, the previous binding for that target is automatically broken.
%%
%% Buffer object names are unsigned integers. The value zero is reserved, but there is no
%% default buffer object for each buffer object target. Instead, `Buffer' set to zero
%% effectively unbinds any buffer object previously bound, and restores client memory usage
%% for that buffer object target (if supported for that target). Buffer object names and
%% the corresponding buffer object contents are local to the shared object space of the current
%% GL rendering context; two rendering contexts share buffer object names only if they explicitly
%% enable sharing between contexts through the appropriate GL windows interfaces functions.
%%
%% {@link gl:genBuffers/1} must be used to generate a set of unused buffer object names.
%%
%% The state of a buffer object immediately after it is first bound is an unmapped zero-sized
%% memory buffer with `?GL_READ_WRITE' access and `?GL_STATIC_DRAW' usage.
%%
%% While a non-zero buffer object name is bound, GL operations on the target to which it
%% is bound affect the bound buffer object, and queries of the target to which it is bound
%% return state from the bound buffer object. While buffer object name zero is bound, as
%% in the initial state, attempts to modify or query state on the target to which it is bound
%% generates an `?GL_INVALID_OPERATION' error.
%%
%% When a non-zero buffer object is bound to the `?GL_ARRAY_BUFFER' target, the vertex
%% array pointer parameter is interpreted as an offset within the buffer object measured
%% in basic machine units.
%%
%% When a non-zero buffer object is bound to the `?GL_DRAW_INDIRECT_BUFFER' target,
%% parameters for draws issued through {@link gl:drawArraysIndirect/2} and {@link gl:drawElementsIndirect/3}
%% are sourced from that buffer object.
%%
%% While a non-zero buffer object is bound to the `?GL_ELEMENT_ARRAY_BUFFER' target,
%% the indices parameter of {@link gl:drawElements/4} , {@link gl:drawElementsInstanced/5} , {@link gl:drawElementsBaseVertex/5}
%% , {@link gl:drawRangeElements/6} , {@link gl:drawRangeElementsBaseVertex/7} , see `glMultiDrawElements'
%% , or see `glMultiDrawElementsBaseVertex' is interpreted as an offset within the
%% buffer object measured in basic machine units.
%%
%% While a non-zero buffer object is bound to the `?GL_PIXEL_PACK_BUFFER' target,
%% the following commands are affected: {@link gl:getCompressedTexImage/3} , {@link gl:getTexImage/5}
%% , and {@link gl:readPixels/7} . The pointer parameter is interpreted as an offset within
%% the buffer object measured in basic machine units.
%%
%% While a non-zero buffer object is bound to the `?GL_PIXEL_UNPACK_BUFFER' target,
%% the following commands are affected: {@link gl:compressedTexImage1D/7} , {@link gl:compressedTexImage2D/8}
%% , {@link gl:compressedTexImage3D/9} , {@link gl:compressedTexSubImage1D/7} , {@link gl:compressedTexSubImage2D/9}
%% , {@link gl:compressedTexSubImage3D/11} , {@link gl:texImage1D/8} , {@link gl:texImage2D/9} , {@link gl:texImage3D/10}
%% , {@link gl:texSubImage1D/7} , {@link gl:texSubImage1D/7} , and {@link gl:texSubImage1D/7} .
%% The pointer parameter is interpreted as an offset within the buffer object measured in
%% basic machine units.
%%
%% The buffer targets `?GL_COPY_READ_BUFFER' and `?GL_COPY_WRITE_BUFFER' are provided
%% to allow {@link gl:copyBufferSubData/5} to be used without disturbing the state of other
%% bindings. However, {@link gl:copyBufferSubData/5} may be used with any pair of buffer binding
%% points.
%%
%% The `?GL_TRANSFORM_FEEDBACK_BUFFER' buffer binding point may be passed to ``gl:bindBuffer''
%% , but will not directly affect transform feedback state. Instead, the indexed `?GL_TRANSFORM_FEEDBACK_BUFFER'
%% bindings must be used through a call to {@link gl:bindBufferBase/3} or {@link gl:bindBufferRange/5}
%% . This will affect the generic `?GL_TRANSFORM_FEEDABCK_BUFFER' binding.
%%
%% Likewise, the `?GL_UNIFORM_BUFFER' and `?GL_ATOMIC_COUNTER_BUFFER' buffer binding
%% points may be used, but do not directly affect uniform buffer or atomic counter buffer
%% state, respectively. {@link gl:bindBufferBase/3} or {@link gl:bindBufferRange/5} must be
%% used to bind a buffer to an indexed uniform buffer or atomic counter buffer binding point.
%%
%%
%% A buffer object binding created with ``gl:bindBuffer'' remains active until a different
%% buffer object name is bound to the same target, or until the bound buffer object is deleted
%% with {@link gl:deleteBuffers/1} .
%%
%% Once created, a named buffer object may be re-bound to any target as often as needed.
%% However, the GL implementation may make choices about how to optimize the storage of a
%% buffer object based on its initial binding target.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml">external</a> documentation.
-spec bindBuffer(Target, Buffer) -> ok when Target :: enum(),Buffer :: integer().
bindBuffer(Target,Buffer) ->
cast(5430, <<Target:?GLenum,Buffer:?GLuint>>).
%% @doc Delete named buffer objects
%%
%% ``gl:deleteBuffers'' deletes `N' buffer objects named by the elements of the array
%% `Buffers' . After a buffer object is deleted, it has no contents, and its name is
%% free for reuse (for example by {@link gl:genBuffers/1} ). If a buffer object that is currently
%% bound is deleted, the binding reverts to 0 (the absence of any buffer object).
%%
%% ``gl:deleteBuffers'' silently ignores 0's and names that do not correspond to existing
%% buffer objects.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteBuffers.xml">external</a> documentation.
-spec deleteBuffers(Buffers) -> ok when Buffers :: [integer()].
deleteBuffers(Buffers) ->
cast(5431, <<(length(Buffers)):?GLuint,
(<< <<C:?GLuint>> || C <- Buffers>>)/binary,0:(((1+length(Buffers)) rem 2)*32)>>).
%% @doc Generate buffer object names
%%
%% ``gl:genBuffers'' returns `N' buffer object names in `Buffers' . There is no
%% guarantee that the names form a contiguous set of integers; however, it is guaranteed
%% that none of the returned names was in use immediately before the call to ``gl:genBuffers''
%% .
%%
%% Buffer object names returned by a call to ``gl:genBuffers'' are not returned by subsequent
%% calls, unless they are first deleted with {@link gl:deleteBuffers/1} .
%%
%% No buffer objects are associated with the returned buffer object names until they are
%% first bound by calling {@link gl:bindBuffer/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml">external</a> documentation.
-spec genBuffers(N) -> [integer()] when N :: integer().
genBuffers(N) ->
call(5432, <<N:?GLsizei>>).
%% @doc Determine if a name corresponds to a buffer object
%%
%% ``gl:isBuffer'' returns `?GL_TRUE' if `Buffer' is currently the name of a
%% buffer object. If `Buffer' is zero, or is a non-zero value that is not currently
%% the name of a buffer object, or if an error occurs, ``gl:isBuffer'' returns `?GL_FALSE'
%% .
%%
%% A name returned by {@link gl:genBuffers/1} , but not yet associated with a buffer object
%% by calling {@link gl:bindBuffer/2} , is not the name of a buffer object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsBuffer.xml">external</a> documentation.
-spec isBuffer(Buffer) -> 0|1 when Buffer :: integer().
isBuffer(Buffer) ->
call(5433, <<Buffer:?GLuint>>).
%% @doc Creates and initializes a buffer object's data store
%%
%% ``gl:bufferData'' creates a new data store for the buffer object currently bound to `Target'
%% . Any pre-existing data store is deleted. The new data store is created with the specified
%% `Size' in bytes and `Usage' . If `Data' is not `?NULL', the data store
%% is initialized with data from this pointer. In its initial state, the new data store
%% is not mapped, it has a `?NULL' mapped pointer, and its mapped access is `?GL_READ_WRITE'
%% .
%%
%% `Usage' is a hint to the GL implementation as to how a buffer object's data store
%% will be accessed. This enables the GL implementation to make more intelligent decisions
%% that may significantly impact buffer object performance. It does not, however, constrain
%% the actual usage of the data store. `Usage' can be broken down into two parts: first,
%% the frequency of access (modification and usage), and second, the nature of that access.
%% The frequency of access may be one of these:
%%
%% STREAM: The data store contents will be modified once and used at most a few times.
%%
%% STATIC: The data store contents will be modified once and used many times.
%%
%% DYNAMIC: The data store contents will be modified repeatedly and used many times.
%%
%% The nature of access may be one of these:
%%
%% DRAW: The data store contents are modified by the application, and used as the source
%% for GL drawing and image specification commands.
%%
%% READ: The data store contents are modified by reading data from the GL, and used to return
%% that data when queried by the application.
%%
%% COPY: The data store contents are modified by reading data from the GL, and used as the
%% source for GL drawing and image specification commands.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml">external</a> documentation.
-spec bufferData(Target, Size, Data, Usage) -> ok when Target :: enum(),Size :: integer(),Data :: offset()|mem(),Usage :: enum().
bufferData(Target,Size,Data,Usage) when is_integer(Data) ->
cast(5434, <<Target:?GLenum,0:32,Size:?GLsizeiptr,Data:?GLuint,Usage:?GLenum>>);
bufferData(Target,Size,Data,Usage) ->
send_bin(Data),
cast(5435, <<Target:?GLenum,0:32,Size:?GLsizeiptr,Usage:?GLenum>>).
%% @doc Updates a subset of a buffer object's data store
%%
%% ``gl:bufferSubData'' redefines some or all of the data store for the buffer object currently
%% bound to `Target' . Data starting at byte offset `Offset' and extending for `Size'
%% bytes is copied to the data store from the memory pointed to by `Data' . An error
%% is thrown if `Offset' and `Size' together define a range beyond the bounds of
%% the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBufferSubData.xml">external</a> documentation.
-spec bufferSubData(Target, Offset, Size, Data) -> ok when Target :: enum(),Offset :: integer(),Size :: integer(),Data :: offset()|mem().
bufferSubData(Target,Offset,Size,Data) when is_integer(Data) ->
cast(5436, <<Target:?GLenum,0:32,Offset:?GLintptr,Size:?GLsizeiptr,Data:?GLuint>>);
bufferSubData(Target,Offset,Size,Data) ->
send_bin(Data),
cast(5437, <<Target:?GLenum,0:32,Offset:?GLintptr,Size:?GLsizeiptr>>).
%% @doc Returns a subset of a buffer object's data store
%%
%% ``gl:getBufferSubData'' returns some or all of the data from the buffer object currently
%% bound to `Target' . Data starting at byte offset `Offset' and extending for `Size'
%% bytes is copied from the data store to the memory pointed to by `Data' . An error
%% is thrown if the buffer object is currently mapped, or if `Offset' and `Size'
%% together define a range beyond the bounds of the buffer object's data store.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetBufferSubData.xml">external</a> documentation.
-spec getBufferSubData(Target, Offset, Size, Data) -> ok when Target :: enum(),Offset :: integer(),Size :: integer(),Data :: mem().
getBufferSubData(Target,Offset,Size,Data) ->
send_bin(Data),
call(5438, <<Target:?GLenum,0:32,Offset:?GLintptr,Size:?GLsizeiptr>>).
%% @doc Return parameters of a buffer object
%%
%% ``gl:getBufferParameteriv'' returns in `Data' a selected parameter of the buffer
%% object specified by `Target' .
%%
%% `Value' names a specific buffer object parameter, as follows:
%%
%% `?GL_BUFFER_ACCESS': `Params' returns the access policy set while mapping the
%% buffer object. The initial value is `?GL_READ_WRITE'.
%%
%% `?GL_BUFFER_MAPPED': `Params' returns a flag indicating whether the buffer object
%% is currently mapped. The initial value is `?GL_FALSE'.
%%
%% `?GL_BUFFER_SIZE': `Params' returns the size of the buffer object, measured
%% in bytes. The initial value is 0.
%%
%% `?GL_BUFFER_USAGE': `Params' returns the buffer object's usage pattern. The
%% initial value is `?GL_STATIC_DRAW'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetBufferParameteriv.xml">external</a> documentation.
-spec getBufferParameteriv(Target, Pname) -> integer() when Target :: enum(),Pname :: enum().
getBufferParameteriv(Target,Pname) ->
call(5439, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Set the RGB blend equation and the alpha blend equation separately
%%
%% The blend equations determines how a new pixel (the ''source'' color) is combined with
%% a pixel already in the framebuffer (the ''destination'' color). These functions specifie
%% one blend equation for the RGB-color components and one blend equation for the alpha
%% component. ``gl:blendEquationSeparatei'' specifies the blend equations for a single
%% draw buffer whereas ``gl:blendEquationSeparate'' sets the blend equations for all draw
%% buffers.
%%
%% The blend equations use the source and destination blend factors specified by either {@link gl:blendFunc/2}
%% or {@link gl:blendFuncSeparate/4} . See {@link gl:blendFunc/2} or {@link gl:blendFuncSeparate/4}
%% for a description of the various blend factors.
%%
%% In the equations that follow, source and destination color components are referred to
%% as (R s G s B s A s) and (R d G d B d A d), respectively. The result color is referred to as (R r G r B r A r). The source and destination
%% blend factors are denoted (s R s G s B s A) and (d R d G d B d A), respectively. For these equations all color components
%% are understood to have values in the range [0 1]. <table><tbody><tr><td>` Mode '</td><td>
%% ` RGB Components '</td><td>` Alpha Component '</td></tr></tbody><tbody><tr><td>`?GL_FUNC_ADD'
%% </td><td> Rr=R s s R+R d d R Gr=G s s G+G d d G Br=B s s B+B d d B</td><td> Ar=A s
%% s A+A d d A</td></tr><tr><td>`?GL_FUNC_SUBTRACT'</td><td> Rr=R s s R-R d d R Gr=G
%% s s G-G d d G Br=B s s B-B d d B</td><td> Ar=A s s A-A d d A</td></tr><tr><td>`?GL_FUNC_REVERSE_SUBTRACT'
%% </td><td> Rr=R d d R-R s s R Gr=G d d G-G s s G Br=B d d B-B s s B</td><td> Ar=A d
%% d A-A s s A</td></tr><tr><td>`?GL_MIN'</td><td> Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d)</td><td> Ar=min
%% (A s A d)</td></tr><tr><td>`?GL_MAX'</td><td> Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d)</td><td> Ar=max(A s A d)</td></tr></tbody>
%% </table>
%%
%% The results of these equations are clamped to the range [0 1].
%%
%% The `?GL_MIN' and `?GL_MAX' equations are useful for applications that analyze
%% image data (image thresholding against a constant color, for example). The `?GL_FUNC_ADD'
%% equation is useful for antialiasing and transparency, among other things.
%%
%% Initially, both the RGB blend equation and the alpha blend equation are set to `?GL_FUNC_ADD'
%% .
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlendEquationSeparate.xml">external</a> documentation.
-spec blendEquationSeparate(ModeRGB, ModeAlpha) -> ok when ModeRGB :: enum(),ModeAlpha :: enum().
blendEquationSeparate(ModeRGB,ModeAlpha) ->
cast(5440, <<ModeRGB:?GLenum,ModeAlpha:?GLenum>>).
%% @doc Specifies a list of color buffers to be drawn into
%%
%% ``gl:drawBuffers'' defines an array of buffers into which outputs from the fragment
%% shader data will be written. If a fragment shader writes a value to one or more user defined
%% output variables, then the value of each variable will be written into the buffer specified
%% at a location within `Bufs' corresponding to the location assigned to that user defined
%% output. The draw buffer used for user defined outputs assigned to locations greater than
%% or equal to `N' is implicitly set to `?GL_NONE' and any data written to such
%% an output is discarded.
%%
%% The symbolic constants contained in `Bufs' may be any of the following:
%%
%% `?GL_NONE': The fragment shader output value is not written into any color buffer.
%%
%% `?GL_FRONT_LEFT': The fragment shader output value is written into the front left
%% color buffer.
%%
%% `?GL_FRONT_RIGHT': The fragment shader output value is written into the front right
%% color buffer.
%%
%% `?GL_BACK_LEFT': The fragment shader output value is written into the back left color
%% buffer.
%%
%% `?GL_BACK_RIGHT': The fragment shader output value is written into the back right
%% color buffer.
%%
%% `?GL_COLOR_ATTACHMENT'`n': The fragment shader output value is written into
%% the `n'th color attachment of the current framebuffer. `n' may range from 0
%% to the value of `?GL_MAX_COLOR_ATTACHMENTS'.
%%
%% Except for `?GL_NONE', the preceding symbolic constants may not appear more than
%% once in `Bufs' . The maximum number of draw buffers supported is implementation dependent
%% and can be queried by calling {@link gl:getBooleanv/1} with the argument `?GL_MAX_DRAW_BUFFERS'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawBuffers.xml">external</a> documentation.
-spec drawBuffers(Bufs) -> ok when Bufs :: [enum()].
drawBuffers(Bufs) ->
cast(5441, <<(length(Bufs)):?GLuint,
(<< <<C:?GLenum>> || C <- Bufs>>)/binary,0:(((1+length(Bufs)) rem 2)*32)>>).
%% @doc Set front and/or back stencil test actions
%%
%% Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis.
%% You draw into the stencil planes using GL drawing primitives, then render geometry and
%% images, using the stencil planes to mask out portions of the screen. Stenciling is typically
%% used in multipass rendering algorithms to achieve special effects, such as decals, outlining,
%% and constructive solid geometry rendering.
%%
%% The stencil test conditionally eliminates a pixel based on the outcome of a comparison
%% between the value in the stencil buffer and a reference value. To enable and disable the
%% test, call {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_STENCIL_TEST'
%% ; to control it, call {@link gl:stencilFunc/3} or {@link gl:stencilFuncSeparate/4} .
%%
%% There can be two separate sets of `Sfail' , `Dpfail' , and `Dppass' parameters;
%% one affects back-facing polygons, and the other affects front-facing polygons as well
%% as other non-polygon primitives. {@link gl:stencilOp/3} sets both front and back stencil
%% state to the same values, as if {@link gl:stencilOpSeparate/4} were called with `Face'
%% set to `?GL_FRONT_AND_BACK'.
%%
%% ``gl:stencilOpSeparate'' takes three arguments that indicate what happens to the stored
%% stencil value while stenciling is enabled. If the stencil test fails, no change is made
%% to the pixel's color or depth buffers, and `Sfail' specifies what happens to the
%% stencil buffer contents. The following eight actions are possible.
%%
%% `?GL_KEEP': Keeps the current value.
%%
%% `?GL_ZERO': Sets the stencil buffer value to 0.
%%
%% `?GL_REPLACE': Sets the stencil buffer value to `ref', as specified by {@link gl:stencilFunc/3}
%% .
%%
%% `?GL_INCR': Increments the current stencil buffer value. Clamps to the maximum representable
%% unsigned value.
%%
%% `?GL_INCR_WRAP': Increments the current stencil buffer value. Wraps stencil buffer
%% value to zero when incrementing the maximum representable unsigned value.
%%
%% `?GL_DECR': Decrements the current stencil buffer value. Clamps to 0.
%%
%% `?GL_DECR_WRAP': Decrements the current stencil buffer value. Wraps stencil buffer
%% value to the maximum representable unsigned value when decrementing a stencil buffer value
%% of zero.
%%
%% `?GL_INVERT': Bitwise inverts the current stencil buffer value.
%%
%% Stencil buffer values are treated as unsigned integers. When incremented and decremented,
%% values are clamped to 0 and 2 n-1, where n is the value returned by querying `?GL_STENCIL_BITS'
%% .
%%
%% The other two arguments to ``gl:stencilOpSeparate'' specify stencil buffer actions
%% that depend on whether subsequent depth buffer tests succeed ( `Dppass' ) or fail ( `Dpfail'
%% ) (see {@link gl:depthFunc/1} ). The actions are specified using the same eight symbolic
%% constants as `Sfail' . Note that `Dpfail' is ignored when there is no depth buffer,
%% or when the depth buffer is not enabled. In these cases, `Sfail' and `Dppass'
%% specify stencil action when the stencil test fails and passes, respectively.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilOpSeparate.xml">external</a> documentation.
-spec stencilOpSeparate(Face, Sfail, Dpfail, Dppass) -> ok when Face :: enum(),Sfail :: enum(),Dpfail :: enum(),Dppass :: enum().
stencilOpSeparate(Face,Sfail,Dpfail,Dppass) ->
cast(5442, <<Face:?GLenum,Sfail:?GLenum,Dpfail:?GLenum,Dppass:?GLenum>>).
%% @doc Set front and/or back function and reference value for stencil testing
%%
%% Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis.
%% You draw into the stencil planes using GL drawing primitives, then render geometry and
%% images, using the stencil planes to mask out portions of the screen. Stenciling is typically
%% used in multipass rendering algorithms to achieve special effects, such as decals, outlining,
%% and constructive solid geometry rendering.
%%
%% The stencil test conditionally eliminates a pixel based on the outcome of a comparison
%% between the reference value and the value in the stencil buffer. To enable and disable
%% the test, call {@link gl:enable/1} and {@link gl:enable/1} with argument `?GL_STENCIL_TEST'
%% . To specify actions based on the outcome of the stencil test, call {@link gl:stencilOp/3}
%% or {@link gl:stencilOpSeparate/4} .
%%
%% There can be two separate sets of `Func' , `Ref' , and `Mask' parameters;
%% one affects back-facing polygons, and the other affects front-facing polygons as well
%% as other non-polygon primitives. {@link gl:stencilFunc/3} sets both front and back stencil
%% state to the same values, as if {@link gl:stencilFuncSeparate/4} were called with `Face'
%% set to `?GL_FRONT_AND_BACK'.
%%
%% `Func' is a symbolic constant that determines the stencil comparison function. It
%% accepts one of eight values, shown in the following list. `Ref' is an integer reference
%% value that is used in the stencil comparison. It is clamped to the range [0 2 n-1], where n
%% is the number of bitplanes in the stencil buffer. `Mask' is bitwise ANDed with both
%% the reference value and the stored stencil value, with the ANDed values participating
%% in the comparison.
%%
%% If `stencil' represents the value stored in the corresponding stencil buffer location,
%% the following list shows the effect of each comparison function that can be specified by `Func'
%% . Only if the comparison succeeds is the pixel passed through to the next stage in the
%% rasterization process (see {@link gl:stencilOp/3} ). All tests treat `stencil' values
%% as unsigned integers in the range [0 2 n-1], where n is the number of bitplanes in the stencil
%% buffer.
%%
%% The following values are accepted by `Func' :
%%
%% `?GL_NEVER': Always fails.
%%
%% `?GL_LESS': Passes if ( `Ref' & `Mask' ) < ( `stencil' & `Mask'
%% ).
%%
%% `?GL_LEQUAL': Passes if ( `Ref' & `Mask' ) <= ( `stencil'
%% & `Mask' ).
%%
%% `?GL_GREATER': Passes if ( `Ref' & `Mask' ) > ( `stencil'
%% & `Mask' ).
%%
%% `?GL_GEQUAL': Passes if ( `Ref' & `Mask' ) >= ( `stencil'
%% & `Mask' ).
%%
%% `?GL_EQUAL': Passes if ( `Ref' & `Mask' ) = ( `stencil' & `Mask'
%% ).
%%
%% `?GL_NOTEQUAL': Passes if ( `Ref' & `Mask' ) != ( `stencil' &
%% `Mask' ).
%%
%% `?GL_ALWAYS': Always passes.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilFuncSeparate.xml">external</a> documentation.
-spec stencilFuncSeparate(Face, Func, Ref, Mask) -> ok when Face :: enum(),Func :: enum(),Ref :: integer(),Mask :: integer().
stencilFuncSeparate(Face,Func,Ref,Mask) ->
cast(5443, <<Face:?GLenum,Func:?GLenum,Ref:?GLint,Mask:?GLuint>>).
%% @doc Control the front and/or back writing of individual bits in the stencil planes
%%
%% ``gl:stencilMaskSeparate'' controls the writing of individual bits in the stencil planes.
%% The least significant n bits of `Mask' , where n is the number of bits in the
%% stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write
%% to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit
%% is write-protected. Initially, all bits are enabled for writing.
%%
%% There can be two separate `Mask' writemasks; one affects back-facing polygons, and
%% the other affects front-facing polygons as well as other non-polygon primitives. {@link gl:stencilMask/1}
%% sets both front and back stencil writemasks to the same values, as if {@link gl:stencilMaskSeparate/2}
%% were called with `Face' set to `?GL_FRONT_AND_BACK'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilMaskSeparate.xml">external</a> documentation.
-spec stencilMaskSeparate(Face, Mask) -> ok when Face :: enum(),Mask :: integer().
stencilMaskSeparate(Face,Mask) ->
cast(5444, <<Face:?GLenum,Mask:?GLuint>>).
%% @doc Attaches a shader object to a program object
%%
%% In order to create a complete shader program, there must be a way to specify the list
%% of things that will be linked together. Program objects provide this mechanism. Shaders
%% that are to be linked together in a program object must first be attached to that program
%% object. ``gl:attachShader'' attaches the shader object specified by `Shader' to
%% the program object specified by `Program' . This indicates that `Shader' will
%% be included in link operations that will be performed on `Program' .
%%
%% All operations that can be performed on a shader object are valid whether or not the
%% shader object is attached to a program object. It is permissible to attach a shader object
%% to a program object before source code has been loaded into the shader object or before
%% the shader object has been compiled. It is permissible to attach multiple shader objects
%% of the same type because each may contain a portion of the complete shader. It is also
%% permissible to attach a shader object to more than one program object. If a shader object
%% is deleted while it is attached to a program object, it will be flagged for deletion,
%% and deletion will not occur until {@link gl:detachShader/2} is called to detach it from
%% all program objects to which it is attached.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glAttachShader.xml">external</a> documentation.
-spec attachShader(Program, Shader) -> ok when Program :: integer(),Shader :: integer().
attachShader(Program,Shader) ->
cast(5445, <<Program:?GLuint,Shader:?GLuint>>).
%% @doc Associates a generic vertex attribute index with a named attribute variable
%%
%% ``gl:bindAttribLocation'' is used to associate a user-defined attribute variable in
%% the program object specified by `Program' with a generic vertex attribute index.
%% The name of the user-defined attribute variable is passed as a null terminated string in `Name'
%% . The generic vertex attribute index to be bound to this variable is specified by `Index'
%% . When `Program' is made part of current state, values provided via the generic vertex
%% attribute `Index' will modify the value of the user-defined attribute variable specified
%% by `Name' .
%%
%% If `Name' refers to a matrix attribute variable, `Index' refers to the first
%% column of the matrix. Other matrix columns are then automatically bound to locations `Index+1'
%% for a matrix of type `mat2'; `Index+1' and `Index+2' for a matrix of type
%% `mat3'; and `Index+1' , `Index+2' , and `Index+3' for a matrix of type `mat4'
%% .
%%
%% This command makes it possible for vertex shaders to use descriptive names for attribute
%% variables rather than generic variables that are numbered from 0 to `?GL_MAX_VERTEX_ATTRIBS'
%% -1. The values sent to each generic attribute index are part of current state. If a different
%% program object is made current by calling {@link gl:useProgram/1} , the generic vertex attributes
%% are tracked in such a way that the same values will be observed by attributes in the new
%% program object that are also bound to `Index' .
%%
%% Attribute variable name-to-generic attribute index bindings for a program object can be
%% explicitly assigned at any time by calling ``gl:bindAttribLocation''. Attribute bindings
%% do not go into effect until {@link gl:linkProgram/1} is called. After a program object
%% has been linked successfully, the index values for generic attributes remain fixed (and
%% their values can be queried) until the next link command occurs.
%%
%% Any attribute binding that occurs after the program object has been linked will not take
%% effect until the next time the program object is linked.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindAttribLocation.xml">external</a> documentation.
-spec bindAttribLocation(Program, Index, Name) -> ok when Program :: integer(),Index :: integer(),Name :: string().
bindAttribLocation(Program,Index,Name) ->
cast(5446, <<Program:?GLuint,Index:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc Compiles a shader object
%%
%% ``gl:compileShader'' compiles the source code strings that have been stored in the shader
%% object specified by `Shader' .
%%
%% The compilation status will be stored as part of the shader object's state. This value
%% will be set to `?GL_TRUE' if the shader was compiled without errors and is ready
%% for use, and `?GL_FALSE' otherwise. It can be queried by calling {@link gl:getShaderiv/2}
%% with arguments `Shader' and `?GL_COMPILE_STATUS'.
%%
%% Compilation of a shader can fail for a number of reasons as specified by the OpenGL Shading
%% Language Specification. Whether or not the compilation was successful, information about
%% the compilation can be obtained from the shader object's information log by calling {@link gl:getShaderInfoLog/2}
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompileShader.xml">external</a> documentation.
-spec compileShader(Shader) -> ok when Shader :: integer().
compileShader(Shader) ->
cast(5447, <<Shader:?GLuint>>).
%% @doc Creates a program object
%%
%% ``gl:createProgram'' creates an empty program object and returns a non-zero value by
%% which it can be referenced. A program object is an object to which shader objects can
%% be attached. This provides a mechanism to specify the shader objects that will be linked
%% to create a program. It also provides a means for checking the compatibility of the
%% shaders that will be used to create a program (for instance, checking the compatibility
%% between a vertex shader and a fragment shader). When no longer needed as part of a program
%% object, shader objects can be detached.
%%
%% One or more executables are created in a program object by successfully attaching shader
%% objects to it with {@link gl:attachShader/2} , successfully compiling the shader objects
%% with {@link gl:compileShader/1} , and successfully linking the program object with {@link gl:linkProgram/1}
%% . These executables are made part of current state when {@link gl:useProgram/1} is called.
%% Program objects can be deleted by calling {@link gl:deleteProgram/1} . The memory associated
%% with the program object will be deleted when it is no longer part of current rendering
%% state for any context.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCreateProgram.xml">external</a> documentation.
-spec createProgram() -> integer().
createProgram() ->
call(5448, <<>>).
%% @doc Creates a shader object
%%
%% ``gl:createShader'' creates an empty shader object and returns a non-zero value by
%% which it can be referenced. A shader object is used to maintain the source code strings
%% that define a shader. `ShaderType' indicates the type of shader to be created. Five
%% types of shader are supported. A shader of type `?GL_VERTEX_SHADER' is a shader
%% that is intended to run on the programmable vertex processor. A shader of type `?GL_TESS_CONTROL_SHADER'
%% is a shader that is intended to run on the programmable tessellation processor in the
%% control stage. A shader of type `?GL_TESS_EVALUATION_SHADER' is a shader that is
%% intended to run on the programmable tessellation processor in the evaluation stage. A
%% shader of type `?GL_GEOMETRY_SHADER' is a shader that is intended to run on the
%% programmable geometry processor. A shader of type `?GL_FRAGMENT_SHADER' is a shader
%% that is intended to run on the programmable fragment processor.
%%
%% When created, a shader object's `?GL_SHADER_TYPE' parameter is set to either `?GL_VERTEX_SHADER'
%% , `?GL_TESS_CONTROL_SHADER', `?GL_TESS_EVALUATION_SHADER', `?GL_GEOMETRY_SHADER'
%% or `?GL_FRAGMENT_SHADER', depending on the value of `ShaderType' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCreateShader.xml">external</a> documentation.
-spec createShader(Type) -> integer() when Type :: enum().
createShader(Type) ->
call(5449, <<Type:?GLenum>>).
%% @doc Deletes a program object
%%
%% ``gl:deleteProgram'' frees the memory and invalidates the name associated with the program
%% object specified by `Program.' This command effectively undoes the effects of a call
%% to {@link gl:createProgram/0} .
%%
%% If a program object is in use as part of current rendering state, it will be flagged for
%% deletion, but it will not be deleted until it is no longer part of current state for any
%% rendering context. If a program object to be deleted has shader objects attached to it,
%% those shader objects will be automatically detached but not deleted unless they have already
%% been flagged for deletion by a previous call to {@link gl:deleteShader/1} . A value of 0
%% for `Program' will be silently ignored.
%%
%% To determine whether a program object has been flagged for deletion, call {@link gl:getProgramiv/2}
%% with arguments `Program' and `?GL_DELETE_STATUS'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteProgram.xml">external</a> documentation.
-spec deleteProgram(Program) -> ok when Program :: integer().
deleteProgram(Program) ->
cast(5450, <<Program:?GLuint>>).
%% @doc Deletes a shader object
%%
%% ``gl:deleteShader'' frees the memory and invalidates the name associated with the shader
%% object specified by `Shader' . This command effectively undoes the effects of a call
%% to {@link gl:createShader/1} .
%%
%% If a shader object to be deleted is attached to a program object, it will be flagged for
%% deletion, but it will not be deleted until it is no longer attached to any program object,
%% for any rendering context (i.e., it must be detached from wherever it was attached before
%% it will be deleted). A value of 0 for `Shader' will be silently ignored.
%%
%% To determine whether an object has been flagged for deletion, call {@link gl:getShaderiv/2}
%% with arguments `Shader' and `?GL_DELETE_STATUS'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteShader.xml">external</a> documentation.
-spec deleteShader(Shader) -> ok when Shader :: integer().
deleteShader(Shader) ->
cast(5451, <<Shader:?GLuint>>).
%% @doc Detaches a shader object from a program object to which it is attached
%%
%% ``gl:detachShader'' detaches the shader object specified by `Shader' from the program
%% object specified by `Program' . This command can be used to undo the effect of the
%% command {@link gl:attachShader/2} .
%%
%% If `Shader' has already been flagged for deletion by a call to {@link gl:deleteShader/1}
%% and it is not attached to any other program object, it will be deleted after it has been
%% detached.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDetachShader.xml">external</a> documentation.
-spec detachShader(Program, Shader) -> ok when Program :: integer(),Shader :: integer().
detachShader(Program,Shader) ->
cast(5452, <<Program:?GLuint,Shader:?GLuint>>).
%% @doc Enable or disable a generic vertex attribute array
%%
%% ``gl:enableVertexAttribArray'' enables the generic vertex attribute array specified by `Index'
%% . ``gl:disableVertexAttribArray'' disables the generic vertex attribute array specified
%% by `Index' . By default, all client-side capabilities are disabled, including all
%% generic vertex attribute arrays. If enabled, the values in the generic vertex attribute
%% array will be accessed and used for rendering when calls are made to vertex array commands
%% such as {@link gl:drawArrays/3} , {@link gl:drawElements/4} , {@link gl:drawRangeElements/6} , see `glMultiDrawElements'
%% , or {@link gl:multiDrawArrays/3} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml">external</a> documentation.
-spec disableVertexAttribArray(Index) -> ok when Index :: integer().
disableVertexAttribArray(Index) ->
cast(5453, <<Index:?GLuint>>).
%% @doc
%% See {@link disableVertexAttribArray/1}
-spec enableVertexAttribArray(Index) -> ok when Index :: integer().
enableVertexAttribArray(Index) ->
cast(5454, <<Index:?GLuint>>).
%% @doc Returns information about an active attribute variable for the specified program object
%%
%% ``gl:getActiveAttrib'' returns information about an active attribute variable in the
%% program object specified by `Program' . The number of active attributes can be obtained
%% by calling {@link gl:getProgramiv/2} with the value `?GL_ACTIVE_ATTRIBUTES'. A value
%% of 0 for `Index' selects the first active attribute variable. Permissible values
%% for `Index' range from 0 to the number of active attribute variables minus 1.
%%
%% A vertex shader may use either built-in attribute variables, user-defined attribute variables,
%% or both. Built-in attribute variables have a prefix of "gl_" and reference conventional
%% OpenGL vertex attribtes (e.g., `Gl_Vertex' , `Gl_Normal' , etc., see the OpenGL
%% Shading Language specification for a complete list.) User-defined attribute variables
%% have arbitrary names and obtain their values through numbered generic vertex attributes.
%% An attribute variable (either built-in or user-defined) is considered active if it is
%% determined during the link operation that it may be accessed during program execution.
%% Therefore, `Program' should have previously been the target of a call to {@link gl:linkProgram/1}
%% , but it is not necessary for it to have been linked successfully.
%%
%% The size of the character buffer required to store the longest attribute variable name
%% in `Program' can be obtained by calling {@link gl:getProgramiv/2} with the value `?GL_ACTIVE_ATTRIBUTE_MAX_LENGTH'
%% . This value should be used to allocate a buffer of sufficient size to store the returned
%% attribute name. The size of this character buffer is passed in `BufSize' , and a pointer
%% to this character buffer is passed in `Name' .
%%
%% ``gl:getActiveAttrib'' returns the name of the attribute variable indicated by `Index'
%% , storing it in the character buffer specified by `Name' . The string returned will
%% be null terminated. The actual number of characters written into this buffer is returned
%% in `Length' , and this count does not include the null termination character. If the
%% length of the returned string is not required, a value of `?NULL' can be passed in
%% the `Length' argument.
%%
%% The `Type' argument specifies a pointer to a variable into which the attribute variable's
%% data type will be written. The symbolic constants `?GL_FLOAT', `?GL_FLOAT_VEC2',
%% `?GL_FLOAT_VEC3', `?GL_FLOAT_VEC4', `?GL_FLOAT_MAT2', `?GL_FLOAT_MAT3',
%% `?GL_FLOAT_MAT4', `?GL_FLOAT_MAT2x3', `?GL_FLOAT_MAT2x4', `?GL_FLOAT_MAT3x2'
%% , `?GL_FLOAT_MAT3x4', `?GL_FLOAT_MAT4x2', `?GL_FLOAT_MAT4x3', `?GL_INT'
%% , `?GL_INT_VEC2', `?GL_INT_VEC3', `?GL_INT_VEC4', `?GL_UNSIGNED_INT_VEC'
%% , `?GL_UNSIGNED_INT_VEC2', `?GL_UNSIGNED_INT_VEC3', `?GL_UNSIGNED_INT_VEC4',
%% `?DOUBLE', `?DOUBLE_VEC2', `?DOUBLE_VEC3', `?DOUBLE_VEC4', `?DOUBLE_MAT2'
%% , `?DOUBLE_MAT3', `?DOUBLE_MAT4', `?DOUBLE_MAT2x3', `?DOUBLE_MAT2x4',
%% `?DOUBLE_MAT3x2', `?DOUBLE_MAT3x4', `?DOUBLE_MAT4x2', or `?DOUBLE_MAT4x3'
%% may be returned. The `Size' argument will return the size of the attribute, in units
%% of the type returned in `Type' .
%%
%% The list of active attribute variables may include both built-in attribute variables (which
%% begin with the prefix "gl_") as well as user-defined attribute variable names.
%%
%% This function will return as much information as it can about the specified active attribute
%% variable. If no information is available, `Length' will be 0, and `Name' will
%% be an empty string. This situation could occur if this function is called after a link
%% operation that failed. If an error occurs, the return values `Length' , `Size' , `Type'
%% , and `Name' will be unmodified.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveAttrib.xml">external</a> documentation.
-spec getActiveAttrib(Program, Index, BufSize) -> {Size :: integer(),Type :: enum(),Name :: string()} when Program :: integer(),Index :: integer(),BufSize :: integer().
getActiveAttrib(Program,Index,BufSize) ->
call(5455, <<Program:?GLuint,Index:?GLuint,BufSize:?GLsizei>>).
%% @doc Returns information about an active uniform variable for the specified program object
%%
%% ``gl:getActiveUniform'' returns information about an active uniform variable in the
%% program object specified by `Program' . The number of active uniform variables can
%% be obtained by calling {@link gl:getProgramiv/2} with the value `?GL_ACTIVE_UNIFORMS'.
%% A value of 0 for `Index' selects the first active uniform variable. Permissible values
%% for `Index' range from 0 to the number of active uniform variables minus 1.
%%
%% Shaders may use either built-in uniform variables, user-defined uniform variables, or
%% both. Built-in uniform variables have a prefix of "gl_" and reference existing OpenGL
%% state or values derived from such state (e.g., `Gl_DepthRangeParameters' , see the
%% OpenGL Shading Language specification for a complete list.) User-defined uniform variables
%% have arbitrary names and obtain their values from the application through calls to {@link gl:uniform1f/2}
%% . A uniform variable (either built-in or user-defined) is considered active if it is determined
%% during the link operation that it may be accessed during program execution. Therefore, `Program'
%% should have previously been the target of a call to {@link gl:linkProgram/1} , but it is
%% not necessary for it to have been linked successfully.
%%
%% The size of the character buffer required to store the longest uniform variable name in `Program'
%% can be obtained by calling {@link gl:getProgramiv/2} with the value `?GL_ACTIVE_UNIFORM_MAX_LENGTH'
%% . This value should be used to allocate a buffer of sufficient size to store the returned
%% uniform variable name. The size of this character buffer is passed in `BufSize' ,
%% and a pointer to this character buffer is passed in `Name.'
%%
%% ``gl:getActiveUniform'' returns the name of the uniform variable indicated by `Index'
%% , storing it in the character buffer specified by `Name' . The string returned will
%% be null terminated. The actual number of characters written into this buffer is returned
%% in `Length' , and this count does not include the null termination character. If the
%% length of the returned string is not required, a value of `?NULL' can be passed in
%% the `Length' argument.
%%
%% The `Type' argument will return a pointer to the uniform variable's data type. The
%% symbolic constants returned for uniform types are shown in the table below. <table><tbody>
%% <tr><td>` Returned Symbolic Contant '</td><td>` Shader Uniform Type '</td></tr></tbody>
%% <tbody><tr><td>`?GL_FLOAT'</td><td>`?float'</td></tr><tr><td>`?GL_FLOAT_VEC2'
%% </td><td>`?vec2'</td></tr><tr><td>`?GL_FLOAT_VEC3'</td><td>`?vec3'</td></tr>
%% <tr><td>`?GL_FLOAT_VEC4'</td><td>`?vec4'</td></tr><tr><td>`?GL_DOUBLE'</td>
%% <td>`?double'</td></tr><tr><td>`?GL_DOUBLE_VEC2'</td><td>`?dvec2'</td></tr>
%% <tr><td>`?GL_DOUBLE_VEC3'</td><td>`?dvec3'</td></tr><tr><td>`?GL_DOUBLE_VEC4'
%% </td><td>`?dvec4'</td></tr><tr><td>`?GL_INT'</td><td>`?int'</td></tr><tr><td>
%% `?GL_INT_VEC2'</td><td>`?ivec2'</td></tr><tr><td>`?GL_INT_VEC3'</td><td>`?ivec3'
%% </td></tr><tr><td>`?GL_INT_VEC4'</td><td>`?ivec4'</td></tr><tr><td>`?GL_UNSIGNED_INT'
%% </td><td>`?unsigned int'</td></tr><tr><td>`?GL_UNSIGNED_INT_VEC2'</td><td>`?uvec2'
%% </td></tr><tr><td>`?GL_UNSIGNED_INT_VEC3'</td><td>`?uvec3'</td></tr><tr><td>`?GL_UNSIGNED_INT_VEC4'
%% </td><td>`?uvec4'</td></tr><tr><td>`?GL_BOOL'</td><td>`?bool'</td></tr><tr>
%% <td>`?GL_BOOL_VEC2'</td><td>`?bvec2'</td></tr><tr><td>`?GL_BOOL_VEC3'</td><td>
%% `?bvec3'</td></tr><tr><td>`?GL_BOOL_VEC4'</td><td>`?bvec4'</td></tr><tr><td>
%% `?GL_FLOAT_MAT2'</td><td>`?mat2'</td></tr><tr><td>`?GL_FLOAT_MAT3'</td><td>
%% `?mat3'</td></tr><tr><td>`?GL_FLOAT_MAT4'</td><td>`?mat4'</td></tr><tr><td>
%% `?GL_FLOAT_MAT2x3'</td><td>`?mat2x3'</td></tr><tr><td>`?GL_FLOAT_MAT2x4'</td>
%% <td>`?mat2x4'</td></tr><tr><td>`?GL_FLOAT_MAT3x2'</td><td>`?mat3x2'</td></tr>
%% <tr><td>`?GL_FLOAT_MAT3x4'</td><td>`?mat3x4'</td></tr><tr><td>`?GL_FLOAT_MAT4x2'
%% </td><td>`?mat4x2'</td></tr><tr><td>`?GL_FLOAT_MAT4x3'</td><td>`?mat4x3'</td>
%% </tr><tr><td>`?GL_DOUBLE_MAT2'</td><td>`?dmat2'</td></tr><tr><td>`?GL_DOUBLE_MAT3'
%% </td><td>`?dmat3'</td></tr><tr><td>`?GL_DOUBLE_MAT4'</td><td>`?dmat4'</td></tr>
%% <tr><td>`?GL_DOUBLE_MAT2x3'</td><td>`?dmat2x3'</td></tr><tr><td>`?GL_DOUBLE_MAT2x4'
%% </td><td>`?dmat2x4'</td></tr><tr><td>`?GL_DOUBLE_MAT3x2'</td><td>`?dmat3x2'</td>
%% </tr><tr><td>`?GL_DOUBLE_MAT3x4'</td><td>`?dmat3x4'</td></tr><tr><td>`?GL_DOUBLE_MAT4x2'
%% </td><td>`?dmat4x2'</td></tr><tr><td>`?GL_DOUBLE_MAT4x3'</td><td>`?dmat4x3'</td>
%% </tr><tr><td>`?GL_SAMPLER_1D'</td><td>`?sampler1D'</td></tr><tr><td>`?GL_SAMPLER_2D'
%% </td><td>`?sampler2D'</td></tr><tr><td>`?GL_SAMPLER_3D'</td><td>`?sampler3D'
%% </td></tr><tr><td>`?GL_SAMPLER_CUBE'</td><td>`?samplerCube'</td></tr><tr><td>`?GL_SAMPLER_1D_SHADOW'
%% </td><td>`?sampler1DShadow'</td></tr><tr><td>`?GL_SAMPLER_2D_SHADOW'</td><td>`?sampler2DShadow'
%% </td></tr><tr><td>`?GL_SAMPLER_1D_ARRAY'</td><td>`?sampler1DArray'</td></tr><tr>
%% <td>`?GL_SAMPLER_2D_ARRAY'</td><td>`?sampler2DArray'</td></tr><tr><td>`?GL_SAMPLER_1D_ARRAY_SHADOW'
%% </td><td>`?sampler1DArrayShadow'</td></tr><tr><td>`?GL_SAMPLER_2D_ARRAY_SHADOW'</td>
%% <td>`?sampler2DArrayShadow'</td></tr><tr><td>`?GL_SAMPLER_2D_MULTISAMPLE'</td><td>
%% `?sampler2DMS'</td></tr><tr><td>`?GL_SAMPLER_2D_MULTISAMPLE_ARRAY'</td><td>`?sampler2DMSArray'
%% </td></tr><tr><td>`?GL_SAMPLER_CUBE_SHADOW'</td><td>`?samplerCubeShadow'</td></tr>
%% <tr><td>`?GL_SAMPLER_BUFFER'</td><td>`?samplerBuffer'</td></tr><tr><td>`?GL_SAMPLER_2D_RECT'
%% </td><td>`?sampler2DRect'</td></tr><tr><td>`?GL_SAMPLER_2D_RECT_SHADOW'</td><td>
%% `?sampler2DRectShadow'</td></tr><tr><td>`?GL_INT_SAMPLER_1D'</td><td>`?isampler1D'
%% </td></tr><tr><td>`?GL_INT_SAMPLER_2D'</td><td>`?isampler2D'</td></tr><tr><td>`?GL_INT_SAMPLER_3D'
%% </td><td>`?isampler3D'</td></tr><tr><td>`?GL_INT_SAMPLER_CUBE'</td><td>`?isamplerCube'
%% </td></tr><tr><td>`?GL_INT_SAMPLER_1D_ARRAY'</td><td>`?isampler1DArray'</td></tr>
%% <tr><td>`?GL_INT_SAMPLER_2D_ARRAY'</td><td>`?isampler2DArray'</td></tr><tr><td>`?GL_INT_SAMPLER_2D_MULTISAMPLE'
%% </td><td>`?isampler2DMS'</td></tr><tr><td>`?GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY'</td>
%% <td>`?isampler2DMSArray'</td></tr><tr><td>`?GL_INT_SAMPLER_BUFFER'</td><td>`?isamplerBuffer'
%% </td></tr><tr><td>`?GL_INT_SAMPLER_2D_RECT'</td><td>`?isampler2DRect'</td></tr><tr>
%% <td>`?GL_UNSIGNED_INT_SAMPLER_1D'</td><td>`?usampler1D'</td></tr><tr><td>`?GL_UNSIGNED_INT_SAMPLER_2D'
%% </td><td>`?usampler2D'</td></tr><tr><td>`?GL_UNSIGNED_INT_SAMPLER_3D'</td><td>`?usampler3D'
%% </td></tr><tr><td>`?GL_UNSIGNED_INT_SAMPLER_CUBE'</td><td>`?usamplerCube'</td></tr>
%% <tr><td>`?GL_UNSIGNED_INT_SAMPLER_1D_ARRAY'</td><td>`?usampler2DArray'</td></tr>
%% <tr><td>`?GL_UNSIGNED_INT_SAMPLER_2D_ARRAY'</td><td>`?usampler2DArray'</td></tr>
%% <tr><td>`?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE'</td><td>`?usampler2DMS'</td></tr>
%% <tr><td>`?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY'</td><td>`?usampler2DMSArray'
%% </td></tr><tr><td>`?GL_UNSIGNED_INT_SAMPLER_BUFFER'</td><td>`?usamplerBuffer'</td>
%% </tr><tr><td>`?GL_UNSIGNED_INT_SAMPLER_2D_RECT'</td><td>`?usampler2DRect'</td></tr>
%% <tr><td>`?GL_IMAGE_1D'</td><td>`?image1D'</td></tr><tr><td>`?GL_IMAGE_2D'</td>
%% <td>`?image2D'</td></tr><tr><td>`?GL_IMAGE_3D'</td><td>`?image3D'</td></tr>
%% <tr><td>`?GL_IMAGE_2D_RECT'</td><td>`?image2DRect'</td></tr><tr><td>`?GL_IMAGE_CUBE'
%% </td><td>`?imageCube'</td></tr><tr><td>`?GL_IMAGE_BUFFER'</td><td>`?imageBuffer'
%% </td></tr><tr><td>`?GL_IMAGE_1D_ARRAY'</td><td>`?image1DArray'</td></tr><tr><td>
%% `?GL_IMAGE_2D_ARRAY'</td><td>`?image2DArray'</td></tr><tr><td>`?GL_IMAGE_2D_MULTISAMPLE'
%% </td><td>`?image2DMS'</td></tr><tr><td>`?GL_IMAGE_2D_MULTISAMPLE_ARRAY'</td><td>
%% `?image2DMSArray'</td></tr><tr><td>`?GL_INT_IMAGE_1D'</td><td>`?iimage1D'</td>
%% </tr><tr><td>`?GL_INT_IMAGE_2D'</td><td>`?iimage2D'</td></tr><tr><td>`?GL_INT_IMAGE_3D'
%% </td><td>`?iimage3D'</td></tr><tr><td>`?GL_INT_IMAGE_2D_RECT'</td><td>`?iimage2DRect'
%% </td></tr><tr><td>`?GL_INT_IMAGE_CUBE'</td><td>`?iimageCube'</td></tr><tr><td>`?GL_INT_IMAGE_BUFFER'
%% </td><td>`?iimageBuffer'</td></tr><tr><td>`?GL_INT_IMAGE_1D_ARRAY'</td><td>`?iimage1DArray'
%% </td></tr><tr><td>`?GL_INT_IMAGE_2D_ARRAY'</td><td>`?iimage2DArray'</td></tr><tr>
%% <td>`?GL_INT_IMAGE_2D_MULTISAMPLE'</td><td>`?iimage2DMS'</td></tr><tr><td>`?GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY'
%% </td><td>`?iimage2DMSArray'</td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_1D'</td><td>
%% `?uimage1D'</td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_2D'</td><td>`?uimage2D'
%% </td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_3D'</td><td>`?uimage3D'</td></tr><tr><td>
%% `?GL_UNSIGNED_INT_IMAGE_2D_RECT'</td><td>`?uimage2DRect'</td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_CUBE'
%% </td><td>`?uimageCube'</td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_BUFFER'</td><td>
%% `?uimageBuffer'</td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_1D_ARRAY'</td><td>`?uimage1DArray'
%% </td></tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_2D_ARRAY'</td><td>`?uimage2DArray'</td>
%% </tr><tr><td>`?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE'</td><td>`?uimage2DMS'</td></tr>
%% <tr><td>`?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY'</td><td>`?uimage2DMSArray'</td>
%% </tr><tr><td>`?GL_UNSIGNED_INT_ATOMIC_COUNTER'</td><td>`?atomic_uint'</td></tr></tbody>
%% </table>
%%
%% If one or more elements of an array are active, the name of the array is returned in `Name'
%% , the type is returned in `Type' , and the `Size' parameter returns the highest
%% array element index used, plus one, as determined by the compiler and/or linker. Only
%% one active uniform variable will be reported for a uniform array.
%%
%% Uniform variables that are declared as structures or arrays of structures will not be
%% returned directly by this function. Instead, each of these uniform variables will be reduced
%% to its fundamental components containing the "." and "[]" operators such that each of
%% the names is valid as an argument to {@link gl:getUniformLocation/2} . Each of these reduced
%% uniform variables is counted as one active uniform variable and is assigned an index.
%% A valid name cannot be a structure, an array of structures, or a subcomponent of a vector
%% or matrix.
%%
%% The size of the uniform variable will be returned in `Size' . Uniform variables other
%% than arrays will have a size of 1. Structures and arrays of structures will be reduced
%% as described earlier, such that each of the names returned will be a data type in the
%% earlier list. If this reduction results in an array, the size returned will be as described
%% for uniform arrays; otherwise, the size returned will be 1.
%%
%% The list of active uniform variables may include both built-in uniform variables (which
%% begin with the prefix "gl_") as well as user-defined uniform variable names.
%%
%% This function will return as much information as it can about the specified active uniform
%% variable. If no information is available, `Length' will be 0, and `Name' will
%% be an empty string. This situation could occur if this function is called after a link
%% operation that failed. If an error occurs, the return values `Length' , `Size' , `Type'
%% , and `Name' will be unmodified.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniform.xml">external</a> documentation.
-spec getActiveUniform(Program, Index, BufSize) -> {Size :: integer(),Type :: enum(),Name :: string()} when Program :: integer(),Index :: integer(),BufSize :: integer().
getActiveUniform(Program,Index,BufSize) ->
call(5456, <<Program:?GLuint,Index:?GLuint,BufSize:?GLsizei>>).
%% @doc Returns the handles of the shader objects attached to a program object
%%
%% ``gl:getAttachedShaders'' returns the names of the shader objects attached to `Program'
%% . The names of shader objects that are attached to `Program' will be returned in `Shaders.'
%% The actual number of shader names written into `Shaders' is returned in `Count.'
%% If no shader objects are attached to `Program' , `Count' is set to 0. The maximum
%% number of shader names that may be returned in `Shaders' is specified by `MaxCount'
%% .
%%
%% If the number of names actually returned is not required (for instance, if it has just
%% been obtained by calling {@link gl:getProgramiv/2} ), a value of `?NULL' may be passed
%% for count. If no shader objects are attached to `Program' , a value of 0 will be returned
%% in `Count' . The actual number of attached shaders can be obtained by calling {@link gl:getProgramiv/2}
%% with the value `?GL_ATTACHED_SHADERS'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetAttachedShaders.xml">external</a> documentation.
-spec getAttachedShaders(Program, MaxCount) -> [integer()] when Program :: integer(),MaxCount :: integer().
getAttachedShaders(Program,MaxCount) ->
call(5457, <<Program:?GLuint,MaxCount:?GLsizei>>).
%% @doc Returns the location of an attribute variable
%%
%% ``gl:getAttribLocation'' queries the previously linked program object specified by `Program'
%% for the attribute variable specified by `Name' and returns the index of the generic
%% vertex attribute that is bound to that attribute variable. If `Name' is a matrix
%% attribute variable, the index of the first column of the matrix is returned. If the named
%% attribute variable is not an active attribute in the specified program object or if `Name'
%% starts with the reserved prefix "gl_", a value of -1 is returned.
%%
%% The association between an attribute variable name and a generic attribute index can be
%% specified at any time by calling {@link gl:bindAttribLocation/3} . Attribute bindings do
%% not go into effect until {@link gl:linkProgram/1} is called. After a program object has
%% been linked successfully, the index values for attribute variables remain fixed until
%% the next link command occurs. The attribute values can only be queried after a link if
%% the link was successful. ``gl:getAttribLocation'' returns the binding that actually
%% went into effect the last time {@link gl:linkProgram/1} was called for the specified program
%% object. Attribute bindings that have been specified since the last link operation are
%% not returned by ``gl:getAttribLocation''.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml">external</a> documentation.
-spec getAttribLocation(Program, Name) -> integer() when Program :: integer(),Name :: string().
getAttribLocation(Program,Name) ->
call(5458, <<Program:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8)>>).
%% @doc Returns a parameter from a program object
%%
%% ``gl:getProgram'' returns in `Params' the value of a parameter for a specific program
%% object. The following parameters are defined:
%%
%% `?GL_DELETE_STATUS': `Params' returns `?GL_TRUE' if `Program' is currently
%% flagged for deletion, and `?GL_FALSE' otherwise.
%%
%% `?GL_LINK_STATUS': `Params' returns `?GL_TRUE' if the last link operation
%% on `Program' was successful, and `?GL_FALSE' otherwise.
%%
%% `?GL_VALIDATE_STATUS': `Params' returns `?GL_TRUE' or if the last validation
%% operation on `Program' was successful, and `?GL_FALSE' otherwise.
%%
%% `?GL_INFO_LOG_LENGTH': `Params' returns the number of characters in the information
%% log for `Program' including the null termination character (i.e., the size of the
%% character buffer required to store the information log). If `Program' has no information
%% log, a value of 0 is returned.
%%
%% `?GL_ATTACHED_SHADERS': `Params' returns the number of shader objects attached
%% to `Program' .
%%
%% `?GL_ACTIVE_ATOMIC_COUNTER_BUFFERS': `Params' returns the number of active attribute
%% atomic counter buffers used by `Program' .
%%
%% `?GL_ACTIVE_ATTRIBUTES': `Params' returns the number of active attribute variables
%% for `Program' .
%%
%% `?GL_ACTIVE_ATTRIBUTE_MAX_LENGTH': `Params' returns the length of the longest
%% active attribute name for `Program' , including the null termination character (i.e.,
%% the size of the character buffer required to store the longest attribute name). If no
%% active attributes exist, 0 is returned.
%%
%% `?GL_ACTIVE_UNIFORMS': `Params' returns the number of active uniform variables
%% for `Program' .
%%
%% `?GL_ACTIVE_UNIFORM_MAX_LENGTH': `Params' returns the length of the longest
%% active uniform variable name for `Program' , including the null termination character
%% (i.e., the size of the character buffer required to store the longest uniform variable
%% name). If no active uniform variables exist, 0 is returned.
%%
%% `?GL_PROGRAM_BINARY_LENGTH': `Params' returns the length of the program binary,
%% in bytes that will be returned by a call to {@link gl:getProgramBinary/2} . When a progam's
%% `?GL_LINK_STATUS' is `?GL_FALSE', its program binary length is zero.
%%
%% `?GL_TRANSFORM_FEEDBACK_BUFFER_MODE': `Params' returns a symbolic constant indicating
%% the buffer mode used when transform feedback is active. This may be `?GL_SEPARATE_ATTRIBS'
%% or `?GL_INTERLEAVED_ATTRIBS'.
%%
%% `?GL_TRANSFORM_FEEDBACK_VARYINGS': `Params' returns the number of varying variables
%% to capture in transform feedback mode for the program.
%%
%% `?GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH': `Params' returns the length of
%% the longest variable name to be used for transform feedback, including the null-terminator.
%%
%%
%% `?GL_GEOMETRY_VERTICES_OUT': `Params' returns the maximum number of vertices
%% that the geometry shader in `Program' will output.
%%
%% `?GL_GEOMETRY_INPUT_TYPE': `Params' returns a symbolic constant indicating the
%% primitive type accepted as input to the geometry shader contained in `Program' .
%%
%% `?GL_GEOMETRY_OUTPUT_TYPE': `Params' returns a symbolic constant indicating
%% the primitive type that will be output by the geometry shader contained in `Program' .
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgram.xml">external</a> documentation.
-spec getProgramiv(Program, Pname) -> integer() when Program :: integer(),Pname :: enum().
getProgramiv(Program,Pname) ->
call(5459, <<Program:?GLuint,Pname:?GLenum>>).
%% @doc Returns the information log for a program object
%%
%% ``gl:getProgramInfoLog'' returns the information log for the specified program object.
%% The information log for a program object is modified when the program object is linked
%% or validated. The string that is returned will be null terminated.
%%
%% ``gl:getProgramInfoLog'' returns in `InfoLog' as much of the information log as
%% it can, up to a maximum of `MaxLength' characters. The number of characters actually
%% returned, excluding the null termination character, is specified by `Length' . If
%% the length of the returned string is not required, a value of `?NULL' can be passed
%% in the `Length' argument. The size of the buffer required to store the returned
%% information log can be obtained by calling {@link gl:getProgramiv/2} with the value `?GL_INFO_LOG_LENGTH'
%% .
%%
%% The information log for a program object is either an empty string, or a string containing
%% information about the last link operation, or a string containing information about the
%% last validation operation. It may contain diagnostic messages, warning messages, and
%% other information. When a program object is created, its information log will be a string
%% of length 0.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramInfoLog.xml">external</a> documentation.
-spec getProgramInfoLog(Program, BufSize) -> string() when Program :: integer(),BufSize :: integer().
getProgramInfoLog(Program,BufSize) ->
call(5460, <<Program:?GLuint,BufSize:?GLsizei>>).
%% @doc Returns a parameter from a shader object
%%
%% ``gl:getShader'' returns in `Params' the value of a parameter for a specific
%% shader object. The following parameters are defined:
%%
%% `?GL_SHADER_TYPE': `Params' returns `?GL_VERTEX_SHADER' if `Shader'
%% is a vertex shader object, `?GL_GEOMETRY_SHADER' if `Shader' is a geometry
%% shader object, and `?GL_FRAGMENT_SHADER' if `Shader' is a fragment shader
%% object.
%%
%% `?GL_DELETE_STATUS': `Params' returns `?GL_TRUE' if `Shader' is
%% currently flagged for deletion, and `?GL_FALSE' otherwise.
%%
%% `?GL_COMPILE_STATUS': `Params' returns `?GL_TRUE' if the last compile
%% operation on `Shader' was successful, and `?GL_FALSE' otherwise.
%%
%% `?GL_INFO_LOG_LENGTH': `Params' returns the number of characters in the information
%% log for `Shader' including the null termination character (i.e., the size of
%% the character buffer required to store the information log). If `Shader' has
%% no information log, a value of 0 is returned.
%%
%% `?GL_SHADER_SOURCE_LENGTH': `Params' returns the length of the concatenation
%% of the source strings that make up the shader source for the `Shader' , including
%% the null termination character. (i.e., the size of the character buffer required to
%% store the shader source). If no source code exists, 0 is returned.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetShader.xml">external</a> documentation.
-spec getShaderiv(Shader, Pname) -> integer() when Shader :: integer(),Pname :: enum().
getShaderiv(Shader,Pname) ->
call(5461, <<Shader:?GLuint,Pname:?GLenum>>).
%% @doc Returns the information log for a shader object
%%
%% ``gl:getShaderInfoLog'' returns the information log for the specified shader object.
%% The information log for a shader object is modified when the shader is compiled. The
%% string that is returned will be null terminated.
%%
%% ``gl:getShaderInfoLog'' returns in `InfoLog' as much of the information log as
%% it can, up to a maximum of `MaxLength' characters. The number of characters actually
%% returned, excluding the null termination character, is specified by `Length' . If
%% the length of the returned string is not required, a value of `?NULL' can be passed
%% in the `Length' argument. The size of the buffer required to store the returned
%% information log can be obtained by calling {@link gl:getShaderiv/2} with the value `?GL_INFO_LOG_LENGTH'
%% .
%%
%% The information log for a shader object is a string that may contain diagnostic messages,
%% warning messages, and other information about the last compile operation. When a shader
%% object is created, its information log will be a string of length 0.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderInfoLog.xml">external</a> documentation.
-spec getShaderInfoLog(Shader, BufSize) -> string() when Shader :: integer(),BufSize :: integer().
getShaderInfoLog(Shader,BufSize) ->
call(5462, <<Shader:?GLuint,BufSize:?GLsizei>>).
%% @doc Returns the source code string from a shader object
%%
%% ``gl:getShaderSource'' returns the concatenation of the source code strings from the
%% shader object specified by `Shader' . The source code strings for a shader object
%% are the result of a previous call to {@link gl:shaderSource/2} . The string returned by
%% the function will be null terminated.
%%
%% ``gl:getShaderSource'' returns in `Source' as much of the source code string as
%% it can, up to a maximum of `BufSize' characters. The number of characters actually
%% returned, excluding the null termination character, is specified by `Length' . If
%% the length of the returned string is not required, a value of `?NULL' can be passed
%% in the `Length' argument. The size of the buffer required to store the returned source
%% code string can be obtained by calling {@link gl:getShaderiv/2} with the value `?GL_SHADER_SOURCE_LENGTH'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderSource.xml">external</a> documentation.
-spec getShaderSource(Shader, BufSize) -> string() when Shader :: integer(),BufSize :: integer().
getShaderSource(Shader,BufSize) ->
call(5463, <<Shader:?GLuint,BufSize:?GLsizei>>).
%% @doc Returns the location of a uniform variable
%%
%% ``gl:getUniformLocation '' returns an integer that represents the location of a specific
%% uniform variable within a program object. `Name' must be a null terminated string
%% that contains no white space. `Name' must be an active uniform variable name in `Program'
%% that is not a structure, an array of structures, or a subcomponent of a vector or a matrix.
%% This function returns -1 if `Name' does not correspond to an active uniform variable
%% in `Program' , if `Name' starts with the reserved prefix "gl_", or if `Name'
%% is associated with an atomic counter or a named uniform block.
%%
%% Uniform variables that are structures or arrays of structures may be queried by calling ``gl:getUniformLocation''
%% for each field within the structure. The array element operator "[]" and the structure
%% field operator "." may be used in `Name' in order to select elements within an array
%% or fields within a structure. The result of using these operators is not allowed to be
%% another structure, an array of structures, or a subcomponent of a vector or a matrix.
%% Except if the last part of `Name' indicates a uniform variable array, the location
%% of the first element of an array can be retrieved by using the name of the array, or by
%% using the name appended by "[0]".
%%
%% The actual locations assigned to uniform variables are not known until the program object
%% is linked successfully. After linking has occurred, the command ``gl:getUniformLocation''
%% can be used to obtain the location of a uniform variable. This location value can then
%% be passed to {@link gl:uniform1f/2} to set the value of the uniform variable or to {@link gl:getUniformfv/2}
%% in order to query the current value of the uniform variable. After a program object has
%% been linked successfully, the index values for uniform variables remain fixed until the
%% next link command occurs. Uniform variable locations and values can only be queried after
%% a link if the link was successful.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml">external</a> documentation.
-spec getUniformLocation(Program, Name) -> integer() when Program :: integer(),Name :: string().
getUniformLocation(Program,Name) ->
call(5464, <<Program:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8)>>).
%% @doc Returns the value of a uniform variable
%%
%% ``gl:getUniform'' returns in `Params' the value(s) of the specified uniform variable.
%% The type of the uniform variable specified by `Location' determines the number of
%% values returned. If the uniform variable is defined in the shader as a boolean, int, or
%% float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two
%% values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will
%% be returned, and so on. To query values stored in uniform variables declared as arrays,
%% call ``gl:getUniform'' for each element of the array. To query values stored in uniform
%% variables declared as structures, call ``gl:getUniform'' for each field in the structure.
%% The values for uniform variables declared as a matrix will be returned in column major
%% order.
%%
%% The locations assigned to uniform variables are not known until the program object is
%% linked. After linking has occurred, the command {@link gl:getUniformLocation/2} can be
%% used to obtain the location of a uniform variable. This location value can then be passed
%% to ``gl:getUniform'' in order to query the current value of the uniform variable. After
%% a program object has been linked successfully, the index values for uniform variables
%% remain fixed until the next link command occurs. The uniform variable values can only
%% be queried after a link if the link was successful.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniform.xml">external</a> documentation.
-spec getUniformfv(Program, Location) -> matrix() when Program :: integer(),Location :: integer().
getUniformfv(Program,Location) ->
call(5465, <<Program:?GLuint,Location:?GLint>>).
%% @doc
%% See {@link getUniformfv/2}
-spec getUniformiv(Program, Location) -> {integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer()} when Program :: integer(),Location :: integer().
getUniformiv(Program,Location) ->
call(5466, <<Program:?GLuint,Location:?GLint>>).
%% @doc Return a generic vertex attribute parameter
%%
%% ``gl:getVertexAttrib'' returns in `Params' the value of a generic vertex attribute
%% parameter. The generic vertex attribute to be queried is specified by `Index' , and
%% the parameter to be queried is specified by `Pname' .
%%
%% The accepted parameter names are as follows:
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING': `Params' returns a single value, the
%% name of the buffer object currently bound to the binding point corresponding to generic
%% vertex attribute array `Index' . If no buffer object is bound, 0 is returned. The
%% initial value is 0.
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_ENABLED': `Params' returns a single value that is non-zero
%% (true) if the vertex attribute array for `Index' is enabled and 0 (false) if it is
%% disabled. The initial value is `?GL_FALSE'.
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_SIZE': `Params' returns a single value, the size of
%% the vertex attribute array for `Index' . The size is the number of values for each
%% element of the vertex attribute array, and it will be 1, 2, 3, or 4. The initial value
%% is 4.
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_STRIDE': `Params' returns a single value, the array
%% stride for (number of bytes between successive elements in) the vertex attribute array
%% for `Index' . A value of 0 indicates that the array elements are stored sequentially
%% in memory. The initial value is 0.
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_TYPE': `Params' returns a single value, a symbolic
%% constant indicating the array type for the vertex attribute array for `Index' . Possible
%% values are `?GL_BYTE', `?GL_UNSIGNED_BYTE', `?GL_SHORT', `?GL_UNSIGNED_SHORT'
%% , `?GL_INT', `?GL_UNSIGNED_INT', `?GL_FLOAT', and `?GL_DOUBLE'. The
%% initial value is `?GL_FLOAT'.
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_NORMALIZED': `Params' returns a single value that is
%% non-zero (true) if fixed-point data types for the vertex attribute array indicated by `Index'
%% are normalized when they are converted to floating point, and 0 (false) otherwise. The
%% initial value is `?GL_FALSE'.
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_INTEGER': `Params' returns a single value that is non-zero
%% (true) if fixed-point data types for the vertex attribute array indicated by `Index'
%% have integer data types, and 0 (false) otherwise. The initial value is 0 (`?GL_FALSE').
%%
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_DIVISOR': `Params' returns a single value that is the
%% frequency divisor used for instanced rendering. See {@link gl:vertexAttribDivisor/2} . The
%% initial value is 0.
%%
%% `?GL_CURRENT_VERTEX_ATTRIB': `Params' returns four values that represent the
%% current value for the generic vertex attribute specified by index. Generic vertex attribute
%% 0 is unique in that it has no current state, so an error will be generated if `Index'
%% is 0. The initial value for all other generic vertex attributes is (0,0,0,1).
%%
%% ``gl:getVertexAttribdv'' and ``gl:getVertexAttribfv'' return the current attribute
%% values as four single-precision floating-point values; ``gl:getVertexAttribiv'' reads
%% them as floating-point values and converts them to four integer values; ``gl:getVertexAttribIiv''
%% and ``gl:getVertexAttribIuiv'' read and return them as signed or unsigned integer values,
%% respectively; ``gl:getVertexAttribLdv'' reads and returns them as four double-precision
%% floating-point values.
%%
%% All of the parameters except `?GL_CURRENT_VERTEX_ATTRIB' represent state stored in
%% the currently bound vertex array object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetVertexAttrib.xml">external</a> documentation.
-spec getVertexAttribdv(Index, Pname) -> {float(),float(),float(),float()} when Index :: integer(),Pname :: enum().
getVertexAttribdv(Index,Pname) ->
call(5467, <<Index:?GLuint,Pname:?GLenum>>).
%% @doc
%% See {@link getVertexAttribdv/2}
-spec getVertexAttribfv(Index, Pname) -> {float(),float(),float(),float()} when Index :: integer(),Pname :: enum().
getVertexAttribfv(Index,Pname) ->
call(5468, <<Index:?GLuint,Pname:?GLenum>>).
%% @doc
%% See {@link getVertexAttribdv/2}
-spec getVertexAttribiv(Index, Pname) -> {integer(),integer(),integer(),integer()} when Index :: integer(),Pname :: enum().
getVertexAttribiv(Index,Pname) ->
call(5469, <<Index:?GLuint,Pname:?GLenum>>).
%% @doc Determines if a name corresponds to a program object
%%
%% ``gl:isProgram'' returns `?GL_TRUE' if `Program' is the name of a program
%% object previously created with {@link gl:createProgram/0} and not yet deleted with {@link gl:deleteProgram/1}
%% . If `Program' is zero or a non-zero value that is not the name of a program object,
%% or if an error occurs, ``gl:isProgram'' returns `?GL_FALSE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsProgram.xml">external</a> documentation.
-spec isProgram(Program) -> 0|1 when Program :: integer().
isProgram(Program) ->
call(5470, <<Program:?GLuint>>).
%% @doc Determines if a name corresponds to a shader object
%%
%% ``gl:isShader'' returns `?GL_TRUE' if `Shader' is the name of a shader object
%% previously created with {@link gl:createShader/1} and not yet deleted with {@link gl:deleteShader/1}
%% . If `Shader' is zero or a non-zero value that is not the name of a shader object,
%% or if an error occurs, ``gl:isShader '' returns `?GL_FALSE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsShader.xml">external</a> documentation.
-spec isShader(Shader) -> 0|1 when Shader :: integer().
isShader(Shader) ->
call(5471, <<Shader:?GLuint>>).
%% @doc Links a program object
%%
%% ``gl:linkProgram'' links the program object specified by `Program' . If any shader
%% objects of type `?GL_VERTEX_SHADER' are attached to `Program' , they will be
%% used to create an executable that will run on the programmable vertex processor. If any
%% shader objects of type `?GL_GEOMETRY_SHADER' are attached to `Program' , they
%% will be used to create an executable that will run on the programmable geometry processor.
%% If any shader objects of type `?GL_FRAGMENT_SHADER' are attached to `Program' ,
%% they will be used to create an executable that will run on the programmable fragment processor.
%%
%%
%% The status of the link operation will be stored as part of the program object's state.
%% This value will be set to `?GL_TRUE' if the program object was linked without errors
%% and is ready for use, and `?GL_FALSE' otherwise. It can be queried by calling {@link gl:getProgramiv/2}
%% with arguments `Program' and `?GL_LINK_STATUS'.
%%
%% As a result of a successful link operation, all active user-defined uniform variables
%% belonging to `Program' will be initialized to 0, and each of the program object's
%% active uniform variables will be assigned a location that can be queried by calling {@link gl:getUniformLocation/2}
%% . Also, any active user-defined attribute variables that have not been bound to a generic
%% vertex attribute index will be bound to one at this time.
%%
%% Linking of a program object can fail for a number of reasons as specified in the `OpenGL Shading Language Specification'
%% . The following lists some of the conditions that will cause a link error.
%%
%% The number of active attribute variables supported by the implementation has been exceeded.
%%
%%
%% The storage limit for uniform variables has been exceeded.
%%
%% The number of active uniform variables supported by the implementation has been exceeded.
%%
%% The `main' function is missing for the vertex, geometry or fragment shader.
%%
%% A varying variable actually used in the fragment shader is not declared in the same way
%% (or is not declared at all) in the vertex shader, or geometry shader shader if present.
%%
%% A reference to a function or variable name is unresolved.
%%
%% A shared global is declared with two different types or two different initial values.
%%
%% One or more of the attached shader objects has not been successfully compiled.
%%
%% Binding a generic attribute matrix caused some rows of the matrix to fall outside the
%% allowed maximum of `?GL_MAX_VERTEX_ATTRIBS'.
%%
%% Not enough contiguous vertex attribute slots could be found to bind attribute matrices.
%%
%% The program object contains objects to form a fragment shader but does not contain objects
%% to form a vertex shader.
%%
%% The program object contains objects to form a geometry shader but does not contain objects
%% to form a vertex shader.
%%
%% The program object contains objects to form a geometry shader and the input primitive
%% type, output primitive type, or maximum output vertex count is not specified in any compiled
%% geometry shader object.
%%
%% The program object contains objects to form a geometry shader and the input primitive
%% type, output primitive type, or maximum output vertex count is specified differently in
%% multiple geometry shader objects.
%%
%% The number of active outputs in the fragment shader is greater than the value of `?GL_MAX_DRAW_BUFFERS'
%% .
%%
%% The program has an active output assigned to a location greater than or equal to the value
%% of `?GL_MAX_DUAL_SOURCE_DRAW_BUFFERS' and has an active output assigned an index
%% greater than or equal to one.
%%
%% More than one varying out variable is bound to the same number and index.
%%
%% The explicit binding assigments do not leave enough space for the linker to automatically
%% assign a location for a varying out array, which requires multiple contiguous locations.
%%
%% The `Count' specified by {@link gl:transformFeedbackVaryings/3} is non-zero, but the
%% program object has no vertex or geometry shader.
%%
%% Any variable name specified to {@link gl:transformFeedbackVaryings/3} in the `Varyings'
%% array is not declared as an output in the vertex shader (or the geometry shader, if active).
%%
%%
%% Any two entries in the `Varyings' array given {@link gl:transformFeedbackVaryings/3}
%% specify the same varying variable.
%%
%% The total number of components to capture in any transform feedback varying variable is
%% greater than the constant `?GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS' and the
%% buffer mode is `?SEPARATE_ATTRIBS'.
%%
%% When a program object has been successfully linked, the program object can be made part
%% of current state by calling {@link gl:useProgram/1} . Whether or not the link operation
%% was successful, the program object's information log will be overwritten. The information
%% log can be retrieved by calling {@link gl:getProgramInfoLog/2} .
%%
%% ``gl:linkProgram'' will also install the generated executables as part of the current
%% rendering state if the link operation was successful and the specified program object
%% is already currently in use as a result of a previous call to {@link gl:useProgram/1} .
%% If the program object currently in use is relinked unsuccessfully, its link status will
%% be set to `?GL_FALSE' , but the executables and associated state will remain part
%% of the current state until a subsequent call to ``gl:useProgram'' removes it from use.
%% After it is removed from use, it cannot be made part of current state until it has been
%% successfully relinked.
%%
%% If `Program' contains shader objects of type `?GL_VERTEX_SHADER', and optionally
%% of type `?GL_GEOMETRY_SHADER', but does not contain shader objects of type `?GL_FRAGMENT_SHADER'
%% , the vertex shader executable will be installed on the programmable vertex processor,
%% the geometry shader executable, if present, will be installed on the programmable geometry
%% processor, but no executable will be installed on the fragment processor. The results
%% of rasterizing primitives with such a program will be undefined.
%%
%% The program object's information log is updated and the program is generated at the time
%% of the link operation. After the link operation, applications are free to modify attached
%% shader objects, compile attached shader objects, detach shader objects, delete shader
%% objects, and attach additional shader objects. None of these operations affects the information
%% log or the program that is part of the program object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLinkProgram.xml">external</a> documentation.
-spec linkProgram(Program) -> ok when Program :: integer().
linkProgram(Program) ->
cast(5472, <<Program:?GLuint>>).
%% @doc Replaces the source code in a shader object
%%
%% ``gl:shaderSource'' sets the source code in `Shader' to the source code in the
%% array of strings specified by `String' . Any source code previously stored in the
%% shader object is completely replaced. The number of strings in the array is specified
%% by `Count' . If `Length' is `?NULL', each string is assumed to be null
%% terminated. If `Length' is a value other than `?NULL', it points to an array
%% containing a string length for each of the corresponding elements of `String' .
%% Each element in the `Length' array may contain the length of the corresponding
%% string (the null character is not counted as part of the string length) or a value less
%% than 0 to indicate that the string is null terminated. The source code strings are not
%% scanned or parsed at this time; they are simply copied into the specified shader object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glShaderSource.xml">external</a> documentation.
-spec shaderSource(Shader, String) -> ok when Shader :: integer(),String :: [string()].
shaderSource(Shader,String) ->
StringTemp = list_to_binary([[Str|[0]] || Str <- String ]),
cast(5473, <<Shader:?GLuint,(length(String)):?GLuint,(size(StringTemp)):?GLuint,(StringTemp)/binary,0:((8-((size(StringTemp)+0) rem 8)) rem 8)>>).
%% @doc Installs a program object as part of current rendering state
%%
%% ``gl:useProgram'' installs the program object specified by `Program' as part of
%% current rendering state. One or more executables are created in a program object by
%% successfully attaching shader objects to it with {@link gl:attachShader/2} , successfully
%% compiling the shader objects with {@link gl:compileShader/1} , and successfully linking
%% the program object with {@link gl:linkProgram/1} .
%%
%% A program object will contain an executable that will run on the vertex processor if
%% it contains one or more shader objects of type `?GL_VERTEX_SHADER' that have been
%% successfully compiled and linked. A program object will contain an executable that will
%% run on the geometry processor if it contains one or more shader objects of type `?GL_GEOMETRY_SHADER'
%% that have been successfully compiled and linked. Similarly, a program object will contain
%% an executable that will run on the fragment processor if it contains one or more shader
%% objects of type `?GL_FRAGMENT_SHADER' that have been successfully compiled and
%% linked.
%%
%% While a program object is in use, applications are free to modify attached shader objects,
%% compile attached shader objects, attach additional shader objects, and detach or delete
%% shader objects. None of these operations will affect the executables that are part of
%% the current state. However, relinking the program object that is currently in use will
%% install the program object as part of the current rendering state if the link operation
%% was successful (see {@link gl:linkProgram/1} ). If the program object currently in use
%% is relinked unsuccessfully, its link status will be set to `?GL_FALSE', but the
%% executables and associated state will remain part of the current state until a subsequent
%% call to ``gl:useProgram'' removes it from use. After it is removed from use, it cannot
%% be made part of current state until it has been successfully relinked.
%%
%% If `Program' is zero, then the current rendering state refers to an `invalid'
%% program object and the results of shader execution are undefined. However, this is not
%% an error.
%%
%% If `Program' does not contain shader objects of type `?GL_FRAGMENT_SHADER',
%% an executable will be installed on the vertex, and possibly geometry processors, but
%% the results of fragment shader execution will be undefined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml">external</a> documentation.
-spec useProgram(Program) -> ok when Program :: integer().
useProgram(Program) ->
cast(5474, <<Program:?GLuint>>).
%% @doc Specify the value of a uniform variable for the current program object
%%
%% ``gl:uniform'' modifies the value of a uniform variable or a uniform variable array.
%% The location of the uniform variable to be modified is specified by `Location' , which
%% should be a value returned by {@link gl:getUniformLocation/2} . ``gl:uniform'' operates
%% on the program object that was made part of current state by calling {@link gl:useProgram/1}
%% .
%%
%% The commands ``gl:uniform{1|2|3|4}{f|i|ui}'' are used to change the value of the uniform
%% variable specified by `Location' using the values passed as arguments. The number
%% specified in the command should match the number of components in the data type of the
%% specified uniform variable (e.g., `1' for float, int, unsigned int, bool; `2'
%% for vec2, ivec2, uvec2, bvec2, etc.). The suffix `f' indicates that floating-point
%% values are being passed; the suffix `i' indicates that integer values are being passed;
%% the suffix `ui' indicates that unsigned integer values are being passed, and this
%% type should also match the data type of the specified uniform variable. The `i' variants
%% of this function should be used to provide values for uniform variables defined as int, ivec2
%% , ivec3, ivec4, or arrays of these. The `ui' variants of this function should be
%% used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4,
%% or arrays of these. The `f' variants should be used to provide values for uniform
%% variables of type float, vec2, vec3, vec4, or arrays of these. Either the `i', `ui'
%% or `f' variants may be used to provide values for uniform variables of type bool, bvec2
%% , bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input
%% value is 0 or 0.0f, and it will be set to true otherwise.
%%
%% All active uniform variables defined in a program object are initialized to 0 when the
%% program object is linked successfully. They retain the values assigned to them by a call
%% to ``gl:uniform '' until the next successful link operation occurs on the program object,
%% when they are once again initialized to 0.
%%
%% The commands ``gl:uniform{1|2|3|4}{f|i|ui}v'' can be used to modify a single uniform
%% variable or a uniform variable array. These commands pass a count and a pointer to the
%% values to be loaded into a uniform variable or a uniform variable array. A count of 1
%% should be used if modifying the value of a single uniform variable, and a count of 1 or
%% greater can be used to modify an entire array or part of an array. When loading `n'
%% elements starting at an arbitrary position `m' in a uniform variable array, elements
%% `m' + `n' - 1 in the array will be replaced with the new values. If `M' + `N'
%% - 1 is larger than the size of the uniform variable array, values for all array elements
%% beyond the end of the array will be ignored. The number specified in the name of the command
%% indicates the number of components for each element in `Value' , and it should match
%% the number of components in the data type of the specified uniform variable (e.g., `1'
%% for float, int, bool; `2' for vec2, ivec2, bvec2, etc.). The data type specified
%% in the name of the command must match the data type for the specified uniform variable
%% as described previously for ``gl:uniform{1|2|3|4}{f|i|ui}''.
%%
%% For uniform variable arrays, each element of the array is considered to be of the type
%% indicated in the name of the command (e.g., ``gl:uniform3f'' or ``gl:uniform3fv''
%% can be used to load a uniform variable array of type vec3). The number of elements of
%% the uniform variable array to be modified is specified by `Count'
%%
%% The commands ``gl:uniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv'' are used to modify
%% a matrix or an array of matrices. The numbers in the command name are interpreted as the
%% dimensionality of the matrix. The number `2' indicates a 2 × 2 matrix (i.e., 4 values),
%% the number `3' indicates a 3 × 3 matrix (i.e., 9 values), and the number `4'
%% indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit,
%% with the first number representing the number of columns and the second number representing
%% the number of rows. For example, `2x4' indicates a 2 × 4 matrix with 2 columns and
%% 4 rows (i.e., 8 values). If `Transpose' is `?GL_FALSE', each matrix is assumed
%% to be supplied in column major order. If `Transpose' is `?GL_TRUE', each matrix
%% is assumed to be supplied in row major order. The `Count' argument indicates the
%% number of matrices to be passed. A count of 1 should be used if modifying the value of
%% a single matrix, and a count greater than 1 can be used to modify an array of matrices.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml">external</a> documentation.
-spec uniform1f(Location, V0) -> ok when Location :: integer(),V0 :: float().
uniform1f(Location,V0) ->
cast(5475, <<Location:?GLint,V0:?GLfloat>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2f(Location, V0, V1) -> ok when Location :: integer(),V0 :: float(),V1 :: float().
uniform2f(Location,V0,V1) ->
cast(5476, <<Location:?GLint,V0:?GLfloat,V1:?GLfloat>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3f(Location, V0, V1, V2) -> ok when Location :: integer(),V0 :: float(),V1 :: float(),V2 :: float().
uniform3f(Location,V0,V1,V2) ->
cast(5477, <<Location:?GLint,V0:?GLfloat,V1:?GLfloat,V2:?GLfloat>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4f(Location, V0, V1, V2, V3) -> ok when Location :: integer(),V0 :: float(),V1 :: float(),V2 :: float(),V3 :: float().
uniform4f(Location,V0,V1,V2,V3) ->
cast(5478, <<Location:?GLint,V0:?GLfloat,V1:?GLfloat,V2:?GLfloat,V3:?GLfloat>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1i(Location, V0) -> ok when Location :: integer(),V0 :: integer().
uniform1i(Location,V0) ->
cast(5479, <<Location:?GLint,V0:?GLint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2i(Location, V0, V1) -> ok when Location :: integer(),V0 :: integer(),V1 :: integer().
uniform2i(Location,V0,V1) ->
cast(5480, <<Location:?GLint,V0:?GLint,V1:?GLint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3i(Location, V0, V1, V2) -> ok when Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer().
uniform3i(Location,V0,V1,V2) ->
cast(5481, <<Location:?GLint,V0:?GLint,V1:?GLint,V2:?GLint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4i(Location, V0, V1, V2, V3) -> ok when Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer(),V3 :: integer().
uniform4i(Location,V0,V1,V2,V3) ->
cast(5482, <<Location:?GLint,V0:?GLint,V1:?GLint,V2:?GLint,V3:?GLint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1fv(Location, Value) -> ok when Location :: integer(),Value :: [float()].
uniform1fv(Location,Value) ->
cast(5483, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<C:?GLfloat>> || C <- Value>>)/binary,0:(((length(Value)) rem 2)*32)>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2fv(Location, Value) -> ok when Location :: integer(),Value :: [{float(),float()}].
uniform2fv(Location,Value) ->
cast(5484, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3fv(Location, Value) -> ok when Location :: integer(),Value :: [{float(),float(),float()}].
uniform3fv(Location,Value) ->
cast(5485, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4fv(Location, Value) -> ok when Location :: integer(),Value :: [{float(),float(),float(),float()}].
uniform4fv(Location,Value) ->
cast(5486, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1iv(Location, Value) -> ok when Location :: integer(),Value :: [integer()].
uniform1iv(Location,Value) ->
cast(5487, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<C:?GLint>> || C <- Value>>)/binary,0:(((length(Value)) rem 2)*32)>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2iv(Location, Value) -> ok when Location :: integer(),Value :: [{integer(),integer()}].
uniform2iv(Location,Value) ->
cast(5488, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLint,V2:?GLint>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3iv(Location, Value) -> ok when Location :: integer(),Value :: [{integer(),integer(),integer()}].
uniform3iv(Location,Value) ->
cast(5489, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLint,V2:?GLint,V3:?GLint>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4iv(Location, Value) -> ok when Location :: integer(),Value :: [{integer(),integer(),integer(),integer()}].
uniform4iv(Location,Value) ->
cast(5490, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLint,V2:?GLint,V3:?GLint,V4:?GLint>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix2fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float()}].
uniformMatrix2fv(Location,Transpose,Value) ->
cast(5491, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix3fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix3fv(Location,Transpose,Value) ->
cast(5492, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix4fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix4fv(Location,Transpose,Value) ->
cast(5493, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat,V10:?GLfloat,V11:?GLfloat,V12:?GLfloat,V13:?GLfloat,V14:?GLfloat,V15:?GLfloat,V16:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12,V13,V14,V15,V16} <- Value>>)/binary>>).
%% @doc Validates a program object
%%
%% ``gl:validateProgram'' checks to see whether the executables contained in `Program'
%% can execute given the current OpenGL state. The information generated by the validation
%% process will be stored in `Program' 's information log. The validation information
%% may consist of an empty string, or it may be a string containing information about how
%% the current program object interacts with the rest of current OpenGL state. This provides
%% a way for OpenGL implementers to convey more information about why the current program
%% is inefficient, suboptimal, failing to execute, and so on.
%%
%% The status of the validation operation will be stored as part of the program object's
%% state. This value will be set to `?GL_TRUE' if the validation succeeded, and `?GL_FALSE'
%% otherwise. It can be queried by calling {@link gl:getProgramiv/2} with arguments `Program'
%% and `?GL_VALIDATE_STATUS'. If validation is successful, `Program' is guaranteed
%% to execute given the current state. Otherwise, `Program' is guaranteed to not execute.
%%
%%
%% This function is typically useful only during application development. The informational
%% string stored in the information log is completely implementation dependent; therefore,
%% an application should not expect different OpenGL implementations to produce identical
%% information strings.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgram.xml">external</a> documentation.
-spec validateProgram(Program) -> ok when Program :: integer().
validateProgram(Program) ->
cast(5494, <<Program:?GLuint>>).
%% @doc Specifies the value of a generic vertex attribute
%%
%% The ``gl:vertexAttrib'' family of entry points allows an application to pass generic
%% vertex attributes in numbered locations.
%%
%% Generic attributes are defined as four-component values that are organized into an array.
%% The first entry of this array is numbered 0, and the size of the array is specified by
%% the implementation-dependent constant `?GL_MAX_VERTEX_ATTRIBS'. Individual elements
%% of this array can be modified with a ``gl:vertexAttrib'' call that specifies the index
%% of the element to be modified and a value for that element.
%%
%% These commands can be used to specify one, two, three, or all four components of the generic
%% vertex attribute specified by `Index' . A `1' in the name of the command indicates
%% that only one value is passed, and it will be used to modify the first component of the
%% generic vertex attribute. The second and third components will be set to 0, and the fourth
%% component will be set to 1. Similarly, a `2' in the name of the command indicates
%% that values are provided for the first two components, the third component will be set
%% to 0, and the fourth component will be set to 1. A `3' in the name of the command
%% indicates that values are provided for the first three components and the fourth component
%% will be set to 1, whereas a `4' in the name indicates that values are provided for
%% all four components.
%%
%% The letters `s', `f', `i', `d', `ub', `us', and `ui'
%% indicate whether the arguments are of type short, float, int, double, unsigned byte, unsigned
%% short, or unsigned int. When `v' is appended to the name, the commands can take a
%% pointer to an array of such values.
%%
%% Additional capitalized letters can indicate further alterations to the default behavior
%% of the glVertexAttrib function:
%%
%% The commands containing `N' indicate that the arguments will be passed as fixed-point
%% values that are scaled to a normalized range according to the component conversion rules
%% defined by the OpenGL specification. Signed values are understood to represent fixed-point
%% values in the range [-1,1], and unsigned values are understood to represent fixed-point
%% values in the range [0,1].
%%
%% The commands containing `I' indicate that the arguments are extended to full signed
%% or unsigned integers.
%%
%% The commands containing `P' indicate that the arguments are stored as packed components
%% within a larger natural type.
%%
%% The commands containing `L' indicate that the arguments are full 64-bit quantities
%% and should be passed directly to shader inputs declared as 64-bit double precision types.
%%
%%
%% OpenGL Shading Language attribute variables are allowed to be of type mat2, mat3, or mat4.
%% Attributes of these types may be loaded using the ``gl:vertexAttrib'' entry points.
%% Matrices must be loaded into successive generic attribute slots in column major order,
%% with one column of the matrix in each generic attribute slot.
%%
%% A user-defined attribute variable declared in a vertex shader can be bound to a generic
%% attribute index by calling {@link gl:bindAttribLocation/3} . This allows an application
%% to use more descriptive variable names in a vertex shader. A subsequent change to the
%% specified generic vertex attribute will be immediately reflected as a change to the corresponding
%% attribute variable in the vertex shader.
%%
%% The binding between a generic vertex attribute index and a user-defined attribute variable
%% in a vertex shader is part of the state of a program object, but the current value of
%% the generic vertex attribute is not. The value of each generic vertex attribute is part
%% of current state, just like standard vertex attributes, and it is maintained even if a
%% different program object is used.
%%
%% An application may freely modify generic vertex attributes that are not bound to a named
%% vertex shader attribute variable. These values are simply maintained as part of current
%% state and will not be accessed by the vertex shader. If a generic vertex attribute bound
%% to an attribute variable in a vertex shader is not updated while the vertex shader is
%% executing, the vertex shader will repeatedly use the current value for the generic vertex
%% attribute.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttrib.xml">external</a> documentation.
-spec vertexAttrib1d(Index, X) -> ok when Index :: integer(),X :: float().
vertexAttrib1d(Index,X) ->
cast(5495, <<Index:?GLuint,0:32,X:?GLdouble>>).
%% @equiv vertexAttrib1d(Index,X)
-spec vertexAttrib1dv(Index :: integer(),V) -> ok when V :: {X :: float()}.
vertexAttrib1dv(Index,{X}) -> vertexAttrib1d(Index,X).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib1f(Index, X) -> ok when Index :: integer(),X :: float().
vertexAttrib1f(Index,X) ->
cast(5496, <<Index:?GLuint,X:?GLfloat>>).
%% @equiv vertexAttrib1f(Index,X)
-spec vertexAttrib1fv(Index :: integer(),V) -> ok when V :: {X :: float()}.
vertexAttrib1fv(Index,{X}) -> vertexAttrib1f(Index,X).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib1s(Index, X) -> ok when Index :: integer(),X :: integer().
vertexAttrib1s(Index,X) ->
cast(5497, <<Index:?GLuint,X:?GLshort>>).
%% @equiv vertexAttrib1s(Index,X)
-spec vertexAttrib1sv(Index :: integer(),V) -> ok when V :: {X :: integer()}.
vertexAttrib1sv(Index,{X}) -> vertexAttrib1s(Index,X).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib2d(Index, X, Y) -> ok when Index :: integer(),X :: float(),Y :: float().
vertexAttrib2d(Index,X,Y) ->
cast(5498, <<Index:?GLuint,0:32,X:?GLdouble,Y:?GLdouble>>).
%% @equiv vertexAttrib2d(Index,X,Y)
-spec vertexAttrib2dv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float()}.
vertexAttrib2dv(Index,{X,Y}) -> vertexAttrib2d(Index,X,Y).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib2f(Index, X, Y) -> ok when Index :: integer(),X :: float(),Y :: float().
vertexAttrib2f(Index,X,Y) ->
cast(5499, <<Index:?GLuint,X:?GLfloat,Y:?GLfloat>>).
%% @equiv vertexAttrib2f(Index,X,Y)
-spec vertexAttrib2fv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float()}.
vertexAttrib2fv(Index,{X,Y}) -> vertexAttrib2f(Index,X,Y).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib2s(Index, X, Y) -> ok when Index :: integer(),X :: integer(),Y :: integer().
vertexAttrib2s(Index,X,Y) ->
cast(5500, <<Index:?GLuint,X:?GLshort,Y:?GLshort>>).
%% @equiv vertexAttrib2s(Index,X,Y)
-spec vertexAttrib2sv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer()}.
vertexAttrib2sv(Index,{X,Y}) -> vertexAttrib2s(Index,X,Y).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib3d(Index, X, Y, Z) -> ok when Index :: integer(),X :: float(),Y :: float(),Z :: float().
vertexAttrib3d(Index,X,Y,Z) ->
cast(5501, <<Index:?GLuint,0:32,X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @equiv vertexAttrib3d(Index,X,Y,Z)
-spec vertexAttrib3dv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
vertexAttrib3dv(Index,{X,Y,Z}) -> vertexAttrib3d(Index,X,Y,Z).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib3f(Index, X, Y, Z) -> ok when Index :: integer(),X :: float(),Y :: float(),Z :: float().
vertexAttrib3f(Index,X,Y,Z) ->
cast(5502, <<Index:?GLuint,X:?GLfloat,Y:?GLfloat,Z:?GLfloat>>).
%% @equiv vertexAttrib3f(Index,X,Y,Z)
-spec vertexAttrib3fv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
vertexAttrib3fv(Index,{X,Y,Z}) -> vertexAttrib3f(Index,X,Y,Z).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib3s(Index, X, Y, Z) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer().
vertexAttrib3s(Index,X,Y,Z) ->
cast(5503, <<Index:?GLuint,X:?GLshort,Y:?GLshort,Z:?GLshort>>).
%% @equiv vertexAttrib3s(Index,X,Y,Z)
-spec vertexAttrib3sv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
vertexAttrib3sv(Index,{X,Y,Z}) -> vertexAttrib3s(Index,X,Y,Z).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4Nbv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4Nbv(Index,{V1,V2,V3,V4}) ->
cast(5504, <<Index:?GLuint,V1:?GLbyte,V2:?GLbyte,V3:?GLbyte,V4:?GLbyte>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4Niv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4Niv(Index,{V1,V2,V3,V4}) ->
cast(5505, <<Index:?GLuint,V1:?GLint,V2:?GLint,V3:?GLint,V4:?GLint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4Nsv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4Nsv(Index,{V1,V2,V3,V4}) ->
cast(5506, <<Index:?GLuint,V1:?GLshort,V2:?GLshort,V3:?GLshort,V4:?GLshort>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4Nub(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
vertexAttrib4Nub(Index,X,Y,Z,W) ->
cast(5507, <<Index:?GLuint,X:?GLubyte,Y:?GLubyte,Z:?GLubyte,W:?GLubyte>>).
%% @equiv vertexAttrib4Nub(Index,X,Y,Z,W)
-spec vertexAttrib4Nubv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
vertexAttrib4Nubv(Index,{X,Y,Z,W}) -> vertexAttrib4Nub(Index,X,Y,Z,W).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4Nuiv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4Nuiv(Index,{V1,V2,V3,V4}) ->
cast(5508, <<Index:?GLuint,V1:?GLuint,V2:?GLuint,V3:?GLuint,V4:?GLuint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4Nusv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4Nusv(Index,{V1,V2,V3,V4}) ->
cast(5509, <<Index:?GLuint,V1:?GLushort,V2:?GLushort,V3:?GLushort,V4:?GLushort>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4bv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4bv(Index,{V1,V2,V3,V4}) ->
cast(5510, <<Index:?GLuint,V1:?GLbyte,V2:?GLbyte,V3:?GLbyte,V4:?GLbyte>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4d(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
vertexAttrib4d(Index,X,Y,Z,W) ->
cast(5511, <<Index:?GLuint,0:32,X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @equiv vertexAttrib4d(Index,X,Y,Z,W)
-spec vertexAttrib4dv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
vertexAttrib4dv(Index,{X,Y,Z,W}) -> vertexAttrib4d(Index,X,Y,Z,W).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4f(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
vertexAttrib4f(Index,X,Y,Z,W) ->
cast(5512, <<Index:?GLuint,X:?GLfloat,Y:?GLfloat,Z:?GLfloat,W:?GLfloat>>).
%% @equiv vertexAttrib4f(Index,X,Y,Z,W)
-spec vertexAttrib4fv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
vertexAttrib4fv(Index,{X,Y,Z,W}) -> vertexAttrib4f(Index,X,Y,Z,W).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4iv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4iv(Index,{V1,V2,V3,V4}) ->
cast(5513, <<Index:?GLuint,V1:?GLint,V2:?GLint,V3:?GLint,V4:?GLint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4s(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
vertexAttrib4s(Index,X,Y,Z,W) ->
cast(5514, <<Index:?GLuint,X:?GLshort,Y:?GLshort,Z:?GLshort,W:?GLshort>>).
%% @equiv vertexAttrib4s(Index,X,Y,Z,W)
-spec vertexAttrib4sv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
vertexAttrib4sv(Index,{X,Y,Z,W}) -> vertexAttrib4s(Index,X,Y,Z,W).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4ubv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4ubv(Index,{V1,V2,V3,V4}) ->
cast(5515, <<Index:?GLuint,V1:?GLubyte,V2:?GLubyte,V3:?GLubyte,V4:?GLubyte>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4uiv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4uiv(Index,{V1,V2,V3,V4}) ->
cast(5516, <<Index:?GLuint,V1:?GLuint,V2:?GLuint,V3:?GLuint,V4:?GLuint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttrib4usv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttrib4usv(Index,{V1,V2,V3,V4}) ->
cast(5517, <<Index:?GLuint,V1:?GLushort,V2:?GLushort,V3:?GLushort,V4:?GLushort>>).
%% @doc Define an array of generic vertex attribute data
%%
%% ``gl:vertexAttribPointer'', ``gl:vertexAttribIPointer'' and ``gl:vertexAttribLPointer''
%% specify the location and data format of the array of generic vertex attributes at index `Index'
%% to use when rendering. `Size' specifies the number of components per attribute and
%% must be 1, 2, 3, 4, or `?GL_BGRA'. `Type' specifies the data type of each component,
%% and `Stride' specifies the byte stride from one attribute to the next, allowing vertices
%% and attributes to be packed into a single array or stored in separate arrays.
%%
%% For ``gl:vertexAttribPointer'', if `Normalized' is set to `?GL_TRUE', it
%% indicates that values stored in an integer format are to be mapped to the range [-1,1]
%% (for signed values) or [0,1] (for unsigned values) when they are accessed and converted
%% to floating point. Otherwise, values will be converted to floats directly without normalization.
%%
%%
%% For ``gl:vertexAttribIPointer'', only the integer types `?GL_BYTE', `?GL_UNSIGNED_BYTE'
%% , `?GL_SHORT', `?GL_UNSIGNED_SHORT', `?GL_INT', `?GL_UNSIGNED_INT'
%% are accepted. Values are always left as integer values.
%%
%% ``gl:vertexAttribLPointer'' specifies state for a generic vertex attribute array associated
%% with a shader attribute variable declared with 64-bit double precision components. `Type'
%% must be `?GL_DOUBLE'. `Index' , `Size' , and `Stride' behave as described
%% for ``gl:vertexAttribPointer'' and ``gl:vertexAttribIPointer''.
%%
%% If `Pointer' is not NULL, a non-zero named buffer object must be bound to the `?GL_ARRAY_BUFFER'
%% target (see {@link gl:bindBuffer/2} ), otherwise an error is generated. `Pointer'
%% is treated as a byte offset into the buffer object's data store. The buffer object binding
%% (`?GL_ARRAY_BUFFER_BINDING') is saved as generic vertex attribute array state (`?GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING'
%% ) for index `Index' .
%%
%% When a generic vertex attribute array is specified, `Size' , `Type' , `Normalized'
%% , `Stride' , and `Pointer' are saved as vertex array state, in addition to the
%% current vertex array buffer object binding.
%%
%% To enable and disable a generic vertex attribute array, call {@link gl:disableVertexAttribArray/1}
%% and {@link gl:disableVertexAttribArray/1} with `Index' . If enabled, the generic vertex
%% attribute array is used when {@link gl:drawArrays/3} , {@link gl:multiDrawArrays/3} , {@link gl:drawElements/4}
%% , see `glMultiDrawElements', or {@link gl:drawRangeElements/6} is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml">external</a> documentation.
-spec vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer) -> ok when Index :: integer(),Size :: integer(),Type :: enum(),Normalized :: 0|1,Stride :: integer(),Pointer :: offset()|mem().
vertexAttribPointer(Index,Size,Type,Normalized,Stride,Pointer) when is_integer(Pointer) ->
cast(5518, <<Index:?GLuint,Size:?GLint,Type:?GLenum,Normalized:?GLboolean,0:24,Stride:?GLsizei,Pointer:?GLuint>>);
vertexAttribPointer(Index,Size,Type,Normalized,Stride,Pointer) ->
send_bin(Pointer),
cast(5519, <<Index:?GLuint,Size:?GLint,Type:?GLenum,Normalized:?GLboolean,0:24,Stride:?GLsizei>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix2x3fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
uniformMatrix2x3fv(Location,Transpose,Value) ->
cast(5520, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix3x2fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
uniformMatrix3x2fv(Location,Transpose,Value) ->
cast(5521, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix2x4fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix2x4fv(Location,Transpose,Value) ->
cast(5522, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix4x2fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix4x2fv(Location,Transpose,Value) ->
cast(5523, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix3x4fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix3x4fv(Location,Transpose,Value) ->
cast(5524, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat,V10:?GLfloat,V11:?GLfloat,V12:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix4x3fv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix4x3fv(Location,Transpose,Value) ->
cast(5525, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat,V10:?GLfloat,V11:?GLfloat,V12:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc glColorMaski
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glColorMaski.xml">external</a> documentation.
-spec colorMaski(Index, R, G, B, A) -> ok when Index :: integer(),R :: 0|1,G :: 0|1,B :: 0|1,A :: 0|1.
colorMaski(Index,R,G,B,A) ->
cast(5526, <<Index:?GLuint,R:?GLboolean,G:?GLboolean,B:?GLboolean,A:?GLboolean>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getBooleani_v(Target, Index) -> [0|1] when Target :: enum(),Index :: integer().
getBooleani_v(Target,Index) ->
call(5527, <<Target:?GLenum,Index:?GLuint>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getIntegeri_v(Target, Index) -> [integer()] when Target :: enum(),Index :: integer().
getIntegeri_v(Target,Index) ->
call(5528, <<Target:?GLenum,Index:?GLuint>>).
%% @doc
%% See {@link enable/1}
-spec enablei(Target, Index) -> ok when Target :: enum(),Index :: integer().
enablei(Target,Index) ->
cast(5529, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glEnablei
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEnablei.xml">external</a> documentation.
-spec disablei(Target, Index) -> ok when Target :: enum(),Index :: integer().
disablei(Target,Index) ->
cast(5530, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glIsEnabledi
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsEnabledi.xml">external</a> documentation.
-spec isEnabledi(Target, Index) -> 0|1 when Target :: enum(),Index :: integer().
isEnabledi(Target,Index) ->
call(5531, <<Target:?GLenum,Index:?GLuint>>).
%% @doc Start transform feedback operation
%%
%% Transform feedback mode captures the values of varying variables written by the vertex
%% shader (or, if active, the geometry shader). Transform feedback is said to be active after
%% a call to ``gl:beginTransformFeedback'' until a subsequent call to {@link gl:beginTransformFeedback/1}
%% . Transform feedback commands must be paired.
%%
%% If no geometry shader is present, while transform feedback is active the `Mode'
%% parameter to {@link gl:drawArrays/3} must match those specified in the following table: <table>
%% <tbody><tr><td>` Transform Feedback ' `PrimitiveMode' </td><td>` Allowed Render Primitive '
%% `Modes' </td></tr></tbody><tbody><tr><td>`?GL_POINTS'</td><td>`?GL_POINTS'</td>
%% </tr><tr><td>`?GL_LINES'</td><td>`?GL_LINES', `?GL_LINE_LOOP', `?GL_LINE_STRIP'
%% , `?GL_LINES_ADJACENCY', `?GL_LINE_STRIP_ADJACENCY'</td></tr><tr><td>`?GL_TRIANGLES'
%% </td><td>`?GL_TRIANGLES', `?GL_TRIANGLE_STRIP', `?GL_TRIANGLE_FAN', `?GL_TRIANGLES_ADJACENCY'
%% , `?GL_TRIANGLE_STRIP_ADJACENCY'</td></tr></tbody></table>
%%
%% If a geometry shader is present, the output primitive type from the geometry shader must
%% match those provided in the following table: <table><tbody><tr><td>` Transform Feedback '
%% `PrimitiveMode' </td><td>` Allowed Geometry Shader Output Primitive Type '</td></tr>
%% </tbody><tbody><tr><td>`?GL_POINTS'</td><td>`?points'</td></tr><tr><td>`?GL_LINES'
%% </td><td>`?line_strip'</td></tr><tr><td>`?GL_TRIANGLES'</td><td>`?triangle_strip'
%% </td></tr></tbody></table>
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBeginTransformFeedback.xml">external</a> documentation.
-spec beginTransformFeedback(PrimitiveMode) -> ok when PrimitiveMode :: enum().
beginTransformFeedback(PrimitiveMode) ->
cast(5532, <<PrimitiveMode:?GLenum>>).
%% @doc
%% See {@link beginTransformFeedback/1}
-spec endTransformFeedback() -> ok.
endTransformFeedback() ->
cast(5533, <<>>).
%% @doc Bind a range within a buffer object to an indexed buffer target
%%
%% ``gl:bindBufferRange'' binds a range the buffer object `Buffer' represented by `Offset'
%% and `Size' to the binding point at index `Index' of the array of targets specified
%% by `Target' . Each `Target' represents an indexed array of buffer binding points,
%% as well as a single general binding point that can be used by other buffer manipulation
%% functions such as {@link gl:bindBuffer/2} or see `glMapBuffer'. In addition to binding
%% a range of `Buffer' to the indexed buffer binding target, ``gl:bindBufferBase''
%% also binds the range to the generic buffer binding point specified by `Target' .
%%
%% `Offset' specifies the offset in basic machine units into the buffer object `Buffer'
%% and `Size' specifies the amount of data that can be read from the buffer object
%% while used as an indexed target.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindBufferRange.xml">external</a> documentation.
-spec bindBufferRange(Target, Index, Buffer, Offset, Size) -> ok when Target :: enum(),Index :: integer(),Buffer :: integer(),Offset :: integer(),Size :: integer().
bindBufferRange(Target,Index,Buffer,Offset,Size) ->
cast(5534, <<Target:?GLenum,Index:?GLuint,Buffer:?GLuint,0:32,Offset:?GLintptr,Size:?GLsizeiptr>>).
%% @doc Bind a buffer object to an indexed buffer target
%%
%% ``gl:bindBufferBase'' binds the buffer object `Buffer' to the binding point at
%% index `Index' of the array of targets specified by `Target' . Each `Target'
%% represents an indexed array of buffer binding points, as well as a single general binding
%% point that can be used by other buffer manipulation functions such as {@link gl:bindBuffer/2}
%% or see `glMapBuffer'. In addition to binding `Buffer' to the indexed buffer
%% binding target, ``gl:bindBufferBase'' also binds `Buffer' to the generic buffer
%% binding point specified by `Target' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindBufferBase.xml">external</a> documentation.
-spec bindBufferBase(Target, Index, Buffer) -> ok when Target :: enum(),Index :: integer(),Buffer :: integer().
bindBufferBase(Target,Index,Buffer) ->
cast(5535, <<Target:?GLenum,Index:?GLuint,Buffer:?GLuint>>).
%% @doc Specify values to record in transform feedback buffers
%%
%% The names of the vertex or geometry shader outputs to be recorded in transform feedback
%% mode are specified using ``gl:transformFeedbackVaryings''. When a geometry shader is
%% active, transform feedback records the values of selected geometry shader output variables
%% from the emitted vertices. Otherwise, the values of the selected vertex shader outputs
%% are recorded.
%%
%% The state set by ``gl:tranformFeedbackVaryings'' is stored and takes effect next time {@link gl:linkProgram/1}
%% is called on `Program' . When {@link gl:linkProgram/1} is called, `Program' is
%% linked so that the values of the specified varying variables for the vertices of each
%% primitive generated by the GL are written to a single buffer object if `BufferMode'
%% is `?GL_INTERLEAVED_ATTRIBS' or multiple buffer objects if `BufferMode' is `?GL_SEPARATE_ATTRIBS'
%% .
%%
%% In addition to the errors generated by ``gl:transformFeedbackVaryings'', the program `Program'
%% will fail to link if:
%%
%% The count specified by ``gl:transformFeedbackVaryings'' is non-zero, but the program
%% object has no vertex or geometry shader.
%%
%% Any variable name specified in the `Varyings' array is not declared as an output
%% in the vertex shader (or the geometry shader, if active).
%%
%% Any two entries in the `Varyings' array specify the same varying variable.
%%
%% The total number of components to capture in any varying variable in `Varyings'
%% is greater than the constant `?GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS' and
%% the buffer mode is `?GL_SEPARATE_ATTRIBS'.
%%
%% The total number of components to capture is greater than the constant `?GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS'
%% and the buffer mode is `?GL_INTERLEAVED_ATTRIBS'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTransformFeedbackVaryings.xml">external</a> documentation.
-spec transformFeedbackVaryings(Program, Varyings, BufferMode) -> ok when Program :: integer(),Varyings :: [string()],BufferMode :: enum().
transformFeedbackVaryings(Program,Varyings,BufferMode) ->
VaryingsTemp = list_to_binary([[Str|[0]] || Str <- Varyings ]),
cast(5536, <<Program:?GLuint,(length(Varyings)):?GLuint,(size(VaryingsTemp)):?GLuint,(VaryingsTemp)/binary,0:((8-((size(VaryingsTemp)+0) rem 8)) rem 8),BufferMode:?GLenum>>).
%% @doc Retrieve information about varying variables selected for transform feedback
%%
%% Information about the set of varying variables in a linked program that will be captured
%% during transform feedback may be retrieved by calling ``gl:getTransformFeedbackVarying''.
%% ``gl:getTransformFeedbackVarying'' provides information about the varying variable selected
%% by `Index' . An `Index' of 0 selects the first varying variable specified in
%% the `Varyings' array passed to {@link gl:transformFeedbackVaryings/3} , and an `Index'
%% of `?GL_TRANSFORM_FEEDBACK_VARYINGS-1' selects the last such variable.
%%
%% The name of the selected varying is returned as a null-terminated string in `Name' .
%% The actual number of characters written into `Name' , excluding the null terminator,
%% is returned in `Length' . If `Length' is NULL, no length is returned. The maximum
%% number of characters that may be written into `Name' , including the null terminator,
%% is specified by `BufSize' .
%%
%% The length of the longest varying name in program is given by `?GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH'
%% , which can be queried with {@link gl:getProgramiv/2} .
%%
%% For the selected varying variable, its type is returned into `Type' . The size of
%% the varying is returned into `Size' . The value in `Size' is in units of the
%% type returned in `Type' . The type returned can be any of the scalar, vector, or matrix
%% attribute types returned by {@link gl:getActiveAttrib/3} . If an error occurred, the return
%% parameters `Length' , `Size' , `Type' and `Name' will be unmodified.
%% This command will return as much information about the varying variables as possible.
%% If no information is available, `Length' will be set to zero and `Name' will
%% be an empty string. This situation could arise if ``gl:getTransformFeedbackVarying''
%% is called after a failed link.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTransformFeedbackVarying.xml">external</a> documentation.
-spec getTransformFeedbackVarying(Program, Index, BufSize) -> {Size :: integer(),Type :: enum(),Name :: string()} when Program :: integer(),Index :: integer(),BufSize :: integer().
getTransformFeedbackVarying(Program,Index,BufSize) ->
call(5537, <<Program:?GLuint,Index:?GLuint,BufSize:?GLsizei>>).
%% @doc specify whether data read via
%%
%% {@link gl:readPixels/7} should be clamped
%%
%% ``gl:clampColor'' controls color clamping that is performed during {@link gl:readPixels/7}
%% . `Target' must be `?GL_CLAMP_READ_COLOR'. If `Clamp' is `?GL_TRUE',
%% read color clamping is enabled; if `Clamp' is `?GL_FALSE', read color clamping
%% is disabled. If `Clamp' is `?GL_FIXED_ONLY', read color clamping is enabled
%% only if the selected read buffer has fixed point components and disabled otherwise.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClampColor.xml">external</a> documentation.
-spec clampColor(Target, Clamp) -> ok when Target :: enum(),Clamp :: enum().
clampColor(Target,Clamp) ->
cast(5538, <<Target:?GLenum,Clamp:?GLenum>>).
%% @doc Start conditional rendering
%%
%% Conditional rendering is started using ``gl:beginConditionalRender'' and ended using ``gl:endConditionalRender''
%% . During conditional rendering, all vertex array commands, as well as {@link gl:clear/1}
%% and {@link gl:clearBufferiv/3} have no effect if the (`?GL_SAMPLES_PASSED') result of
%% the query object `Id' is zero, or if the (`?GL_ANY_SAMPLES_PASSED') result is `?GL_FALSE'
%% . The results of commands setting the current vertex state, such as {@link gl:vertexAttrib1d/2}
%% are undefined. If the (`?GL_SAMPLES_PASSED') result is non-zero or if the (`?GL_ANY_SAMPLES_PASSED'
%% ) result is `?GL_TRUE', such commands are not discarded. The `Id' parameter to ``gl:beginConditionalRender''
%% must be the name of a query object previously returned from a call to {@link gl:genQueries/1}
%% . `Mode' specifies how the results of the query object are to be interpreted. If `Mode'
%% is `?GL_QUERY_WAIT', the GL waits for the results of the query to be available and
%% then uses the results to determine if subsequent rendering commands are discarded. If `Mode'
%% is `?GL_QUERY_NO_WAIT', the GL may choose to unconditionally execute the subsequent
%% rendering commands without waiting for the query to complete.
%%
%% If `Mode' is `?GL_QUERY_BY_REGION_WAIT', the GL will also wait for occlusion
%% query results and discard rendering commands if the result of the occlusion query is zero.
%% If the query result is non-zero, subsequent rendering commands are executed, but the GL
%% may discard the results of the commands for any region of the framebuffer that did not
%% contribute to the sample count in the specified occlusion query. Any such discarding is
%% done in an implementation-dependent manner, but the rendering command results may not
%% be discarded for any samples that contributed to the occlusion query sample count. If `Mode'
%% is `?GL_QUERY_BY_REGION_NO_WAIT', the GL operates as in `?GL_QUERY_BY_REGION_WAIT'
%% , but may choose to unconditionally execute the subsequent rendering commands without
%% waiting for the query to complete.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBeginConditionalRender.xml">external</a> documentation.
-spec beginConditionalRender(Id, Mode) -> ok when Id :: integer(),Mode :: enum().
beginConditionalRender(Id,Mode) ->
cast(5539, <<Id:?GLuint,Mode:?GLenum>>).
%% @doc
%% See {@link beginConditionalRender/2}
-spec endConditionalRender() -> ok.
endConditionalRender() ->
cast(5540, <<>>).
%% @doc glVertexAttribIPointer
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribIPointer.xml">external</a> documentation.
-spec vertexAttribIPointer(Index, Size, Type, Stride, Pointer) -> ok when Index :: integer(),Size :: integer(),Type :: enum(),Stride :: integer(),Pointer :: offset()|mem().
vertexAttribIPointer(Index,Size,Type,Stride,Pointer) when is_integer(Pointer) ->
cast(5541, <<Index:?GLuint,Size:?GLint,Type:?GLenum,Stride:?GLsizei,Pointer:?GLuint>>);
vertexAttribIPointer(Index,Size,Type,Stride,Pointer) ->
send_bin(Pointer),
cast(5542, <<Index:?GLuint,Size:?GLint,Type:?GLenum,Stride:?GLsizei>>).
%% @doc
%% See {@link getVertexAttribdv/2}
-spec getVertexAttribIiv(Index, Pname) -> {integer(),integer(),integer(),integer()} when Index :: integer(),Pname :: enum().
getVertexAttribIiv(Index,Pname) ->
call(5543, <<Index:?GLuint,Pname:?GLenum>>).
%% @doc glGetVertexAttribI
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetVertexAttribI.xml">external</a> documentation.
-spec getVertexAttribIuiv(Index, Pname) -> {integer(),integer(),integer(),integer()} when Index :: integer(),Pname :: enum().
getVertexAttribIuiv(Index,Pname) ->
call(5544, <<Index:?GLuint,Pname:?GLenum>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI1i(Index, X) -> ok when Index :: integer(),X :: integer().
vertexAttribI1i(Index,X) ->
cast(5545, <<Index:?GLuint,X:?GLint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI2i(Index, X, Y) -> ok when Index :: integer(),X :: integer(),Y :: integer().
vertexAttribI2i(Index,X,Y) ->
cast(5546, <<Index:?GLuint,X:?GLint,Y:?GLint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI3i(Index, X, Y, Z) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer().
vertexAttribI3i(Index,X,Y,Z) ->
cast(5547, <<Index:?GLuint,X:?GLint,Y:?GLint,Z:?GLint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI4i(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
vertexAttribI4i(Index,X,Y,Z,W) ->
cast(5548, <<Index:?GLuint,X:?GLint,Y:?GLint,Z:?GLint,W:?GLint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI1ui(Index, X) -> ok when Index :: integer(),X :: integer().
vertexAttribI1ui(Index,X) ->
cast(5549, <<Index:?GLuint,X:?GLuint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI2ui(Index, X, Y) -> ok when Index :: integer(),X :: integer(),Y :: integer().
vertexAttribI2ui(Index,X,Y) ->
cast(5550, <<Index:?GLuint,X:?GLuint,Y:?GLuint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI3ui(Index, X, Y, Z) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer().
vertexAttribI3ui(Index,X,Y,Z) ->
cast(5551, <<Index:?GLuint,X:?GLuint,Y:?GLuint,Z:?GLuint>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI4ui(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: integer(),Y :: integer(),Z :: integer(),W :: integer().
vertexAttribI4ui(Index,X,Y,Z,W) ->
cast(5552, <<Index:?GLuint,X:?GLuint,Y:?GLuint,Z:?GLuint,W:?GLuint>>).
%% @equiv vertexAttribI1i(Index,X)
-spec vertexAttribI1iv(Index :: integer(),V) -> ok when V :: {X :: integer()}.
vertexAttribI1iv(Index,{X}) -> vertexAttribI1i(Index,X).
%% @equiv vertexAttribI2i(Index,X,Y)
-spec vertexAttribI2iv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer()}.
vertexAttribI2iv(Index,{X,Y}) -> vertexAttribI2i(Index,X,Y).
%% @equiv vertexAttribI3i(Index,X,Y,Z)
-spec vertexAttribI3iv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
vertexAttribI3iv(Index,{X,Y,Z}) -> vertexAttribI3i(Index,X,Y,Z).
%% @equiv vertexAttribI4i(Index,X,Y,Z,W)
-spec vertexAttribI4iv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
vertexAttribI4iv(Index,{X,Y,Z,W}) -> vertexAttribI4i(Index,X,Y,Z,W).
%% @equiv vertexAttribI1ui(Index,X)
-spec vertexAttribI1uiv(Index :: integer(),V) -> ok when V :: {X :: integer()}.
vertexAttribI1uiv(Index,{X}) -> vertexAttribI1ui(Index,X).
%% @equiv vertexAttribI2ui(Index,X,Y)
-spec vertexAttribI2uiv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer()}.
vertexAttribI2uiv(Index,{X,Y}) -> vertexAttribI2ui(Index,X,Y).
%% @equiv vertexAttribI3ui(Index,X,Y,Z)
-spec vertexAttribI3uiv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer()}.
vertexAttribI3uiv(Index,{X,Y,Z}) -> vertexAttribI3ui(Index,X,Y,Z).
%% @equiv vertexAttribI4ui(Index,X,Y,Z,W)
-spec vertexAttribI4uiv(Index :: integer(),V) -> ok when V :: {X :: integer(),Y :: integer(),Z :: integer(),W :: integer()}.
vertexAttribI4uiv(Index,{X,Y,Z,W}) -> vertexAttribI4ui(Index,X,Y,Z,W).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI4bv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttribI4bv(Index,{V1,V2,V3,V4}) ->
cast(5553, <<Index:?GLuint,V1:?GLbyte,V2:?GLbyte,V3:?GLbyte,V4:?GLbyte>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI4sv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttribI4sv(Index,{V1,V2,V3,V4}) ->
cast(5554, <<Index:?GLuint,V1:?GLshort,V2:?GLshort,V3:?GLshort,V4:?GLshort>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI4ubv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttribI4ubv(Index,{V1,V2,V3,V4}) ->
cast(5555, <<Index:?GLuint,V1:?GLubyte,V2:?GLubyte,V3:?GLubyte,V4:?GLubyte>>).
%% @doc
%% See {@link vertexAttrib1d/2}
-spec vertexAttribI4usv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
vertexAttribI4usv(Index,{V1,V2,V3,V4}) ->
cast(5556, <<Index:?GLuint,V1:?GLushort,V2:?GLushort,V3:?GLushort,V4:?GLushort>>).
%% @doc
%% See {@link getUniformfv/2}
-spec getUniformuiv(Program, Location) -> {integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer()} when Program :: integer(),Location :: integer().
getUniformuiv(Program,Location) ->
call(5557, <<Program:?GLuint,Location:?GLint>>).
%% @doc Bind a user-defined varying out variable to a fragment shader color number
%%
%% ``gl:bindFragDataLocation'' explicitly specifies the binding of the user-defined varying
%% out variable `Name' to fragment shader color number `ColorNumber' for program `Program'
%% . If `Name' was bound previously, its assigned binding is replaced with `ColorNumber'
%% . `Name' must be a null-terminated string. `ColorNumber' must be less than `?GL_MAX_DRAW_BUFFERS'
%% .
%%
%% The bindings specified by ``gl:bindFragDataLocation'' have no effect until `Program'
%% is next linked. Bindings may be specified at any time after `Program' has been created.
%% Specifically, they may be specified before shader objects are attached to the program.
%% Therefore, any name may be specified in `Name' , including a name that is never used
%% as a varying out variable in any fragment shader object. Names beginning with `?gl_'
%% are reserved by the GL.
%%
%% In addition to the errors generated by ``gl:bindFragDataLocation'', the program `Program'
%% will fail to link if:
%%
%% The number of active outputs is greater than the value `?GL_MAX_DRAW_BUFFERS'.
%%
%% More than one varying out variable is bound to the same color number.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindFragDataLocation.xml">external</a> documentation.
-spec bindFragDataLocation(Program, Color, Name) -> ok when Program :: integer(),Color :: integer(),Name :: string().
bindFragDataLocation(Program,Color,Name) ->
cast(5558, <<Program:?GLuint,Color:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc Query the bindings of color numbers to user-defined varying out variables
%%
%% ``gl:getFragDataLocation'' retrieves the assigned color number binding for the user-defined
%% varying out variable `Name' for program `Program' . `Program' must have
%% previously been linked. `Name' must be a null-terminated string. If `Name' is
%% not the name of an active user-defined varying out fragment shader variable within `Program'
%% , -1 will be returned.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetFragDataLocation.xml">external</a> documentation.
-spec getFragDataLocation(Program, Name) -> integer() when Program :: integer(),Name :: string().
getFragDataLocation(Program,Name) ->
call(5559, <<Program:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8)>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1ui(Location, V0) -> ok when Location :: integer(),V0 :: integer().
uniform1ui(Location,V0) ->
cast(5560, <<Location:?GLint,V0:?GLuint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2ui(Location, V0, V1) -> ok when Location :: integer(),V0 :: integer(),V1 :: integer().
uniform2ui(Location,V0,V1) ->
cast(5561, <<Location:?GLint,V0:?GLuint,V1:?GLuint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3ui(Location, V0, V1, V2) -> ok when Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer().
uniform3ui(Location,V0,V1,V2) ->
cast(5562, <<Location:?GLint,V0:?GLuint,V1:?GLuint,V2:?GLuint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4ui(Location, V0, V1, V2, V3) -> ok when Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer(),V3 :: integer().
uniform4ui(Location,V0,V1,V2,V3) ->
cast(5563, <<Location:?GLint,V0:?GLuint,V1:?GLuint,V2:?GLuint,V3:?GLuint>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1uiv(Location, Value) -> ok when Location :: integer(),Value :: [integer()].
uniform1uiv(Location,Value) ->
cast(5564, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<C:?GLuint>> || C <- Value>>)/binary,0:(((length(Value)) rem 2)*32)>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2uiv(Location, Value) -> ok when Location :: integer(),Value :: [{integer(),integer()}].
uniform2uiv(Location,Value) ->
cast(5565, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLuint,V2:?GLuint>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3uiv(Location, Value) -> ok when Location :: integer(),Value :: [{integer(),integer(),integer()}].
uniform3uiv(Location,Value) ->
cast(5566, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLuint,V2:?GLuint,V3:?GLuint>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4uiv(Location, Value) -> ok when Location :: integer(),Value :: [{integer(),integer(),integer(),integer()}].
uniform4uiv(Location,Value) ->
cast(5567, <<Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLuint,V2:?GLuint,V3:?GLuint,V4:?GLuint>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link texParameterf/3}
-spec texParameterIiv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {integer()}.
texParameterIiv(Target,Pname,Params) ->
cast(5568, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc glTexParameterI
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexParameterI.xml">external</a> documentation.
-spec texParameterIuiv(Target, Pname, Params) -> ok when Target :: enum(),Pname :: enum(),Params :: {integer()}.
texParameterIuiv(Target,Pname,Params) ->
cast(5569, <<Target:?GLenum,Pname:?GLenum,(size(Params)):?GLuint,
(<< <<C:?GLuint>> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>).
%% @doc
%% See {@link getTexParameterfv/2}
-spec getTexParameterIiv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum().
getTexParameterIiv(Target,Pname) ->
call(5570, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc glGetTexParameterI
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetTexParameterI.xml">external</a> documentation.
-spec getTexParameterIuiv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum().
getTexParameterIuiv(Target,Pname) ->
call(5571, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Clear individual buffers of the currently bound draw framebuffer
%%
%% ``gl:clearBuffer*'' clears the specified buffer to the specified value(s). If `Buffer'
%% is `?GL_COLOR', a particular draw buffer `?GL_DRAWBUFFER' `I' is specified
%% by passing `I' as `DrawBuffer' . In this case, `Value' points to a four-element
%% vector specifying the R, G, B and A color to clear that draw buffer to. If `Buffer'
%% is one of `?GL_FRONT', `?GL_BACK', `?GL_LEFT', `?GL_RIGHT', or `?GL_FRONT_AND_BACK'
%% , identifying multiple buffers, each selected buffer is cleared to the same value. Clamping
%% and conversion for fixed-point color buffers are performed in the same fashion as {@link gl:clearColor/4}
%% .
%%
%% If `Buffer' is `?GL_DEPTH', `DrawBuffer' must be zero, and `Value'
%% points to a single value to clear the depth buffer to. Only ``gl:clearBufferfv'' should
%% be used to clear depth buffers. Clamping and conversion for fixed-point depth buffers
%% are performed in the same fashion as {@link gl:clearDepth/1} .
%%
%% If `Buffer' is `?GL_STENCIL', `DrawBuffer' must be zero, and `Value'
%% points to a single value to clear the stencil buffer to. Only ``gl:clearBufferiv'' should
%% be used to clear stencil buffers. Masing and type conversion are performed in the same
%% fashion as {@link gl:clearStencil/1} .
%%
%% ``gl:clearBufferfi'' may be used to clear the depth and stencil buffers. `Buffer'
%% must be `?GL_DEPTH_STENCIL' and `DrawBuffer' must be zero. `Depth' and `Stencil'
%% are the depth and stencil values, respectively.
%%
%% The result of ``gl:clearBuffer'' is undefined if no conversion between the type of `Value'
%% and the buffer being cleared is defined. However, this is not an error.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearBuffer.xml">external</a> documentation.
-spec clearBufferiv(Buffer, Drawbuffer, Value) -> ok when Buffer :: enum(),Drawbuffer :: integer(),Value :: {integer()}.
clearBufferiv(Buffer,Drawbuffer,Value) ->
cast(5572, <<Buffer:?GLenum,Drawbuffer:?GLint,(size(Value)):?GLuint,
(<< <<C:?GLint>> ||C <- tuple_to_list(Value)>>)/binary,0:(((1+size(Value)) rem 2)*32)>>).
%% @doc
%% See {@link clearBufferiv/3}
-spec clearBufferuiv(Buffer, Drawbuffer, Value) -> ok when Buffer :: enum(),Drawbuffer :: integer(),Value :: {integer()}.
clearBufferuiv(Buffer,Drawbuffer,Value) ->
cast(5573, <<Buffer:?GLenum,Drawbuffer:?GLint,(size(Value)):?GLuint,
(<< <<C:?GLuint>> ||C <- tuple_to_list(Value)>>)/binary,0:(((1+size(Value)) rem 2)*32)>>).
%% @doc
%% See {@link clearBufferiv/3}
-spec clearBufferfv(Buffer, Drawbuffer, Value) -> ok when Buffer :: enum(),Drawbuffer :: integer(),Value :: {float()}.
clearBufferfv(Buffer,Drawbuffer,Value) ->
cast(5574, <<Buffer:?GLenum,Drawbuffer:?GLint,(size(Value)):?GLuint,
(<< <<C:?GLfloat>> ||C <- tuple_to_list(Value)>>)/binary,0:(((1+size(Value)) rem 2)*32)>>).
%% @doc glClearBufferfi
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearBufferfi.xml">external</a> documentation.
-spec clearBufferfi(Buffer, Drawbuffer, Depth, Stencil) -> ok when Buffer :: enum(),Drawbuffer :: integer(),Depth :: float(),Stencil :: integer().
clearBufferfi(Buffer,Drawbuffer,Depth,Stencil) ->
cast(5575, <<Buffer:?GLenum,Drawbuffer:?GLint,Depth:?GLfloat,Stencil:?GLint>>).
%% @doc
%% See {@link getString/1}
-spec getStringi(Name, Index) -> string() when Name :: enum(),Index :: integer().
getStringi(Name,Index) ->
call(5576, <<Name:?GLenum,Index:?GLuint>>).
%% @doc glDrawArraysInstance
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawArraysInstance.xml">external</a> documentation.
-spec drawArraysInstanced(Mode, First, Count, Primcount) -> ok when Mode :: enum(),First :: integer(),Count :: integer(),Primcount :: integer().
drawArraysInstanced(Mode,First,Count,Primcount) ->
cast(5577, <<Mode:?GLenum,First:?GLint,Count:?GLsizei,Primcount:?GLsizei>>).
%% @doc glDrawElementsInstance
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElementsInstance.xml">external</a> documentation.
-spec drawElementsInstanced(Mode, Count, Type, Indices, Primcount) -> ok when Mode :: enum(),Count :: integer(),Type :: enum(),Indices :: offset()|mem(),Primcount :: integer().
drawElementsInstanced(Mode,Count,Type,Indices,Primcount) when is_integer(Indices) ->
cast(5578, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Indices:?GLuint,Primcount:?GLsizei>>);
drawElementsInstanced(Mode,Count,Type,Indices,Primcount) ->
send_bin(Indices),
cast(5579, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Primcount:?GLsizei>>).
%% @doc Attach the storage for a buffer object to the active buffer texture
%%
%% ``gl:texBuffer'' attaches the storage for the buffer object named `Buffer' to the
%% active buffer texture, and specifies the internal format for the texel array found in
%% the attached buffer object. If `Buffer' is zero, any buffer object attached to the
%% buffer texture is detached and no new buffer object is attached. If `Buffer' is non-zero,
%% it must be the name of an existing buffer object. `Target' must be `?GL_TEXTURE_BUFFER'
%% . `Internalformat' specifies the storage format, and must be one of the following
%% sized internal formats: <table><tbody><tr><td></td><td></td><td></td><td></td><td>` Component '
%% </td></tr></tbody><tbody><tr><td>`Sized Internal Format'</td><td>`Base Type'</td>
%% <td>`Components'</td><td>`Norm'</td><td>0</td><td>1</td><td>2</td><td>3</td></tr>
%% <tr><td>`?GL_R8'</td><td>ubyte</td><td>1</td><td>YES</td><td>R</td><td>0</td><td>0</td>
%% <td>1</td></tr><tr><td>`?GL_R16'</td><td>ushort</td><td>1</td><td>YES</td><td>R</td><td>
%% 0</td><td>0</td><td>1</td></tr><tr><td>`?GL_R16F'</td><td>half</td><td>1</td><td>NO</td>
%% <td>R</td><td>0</td><td>0</td><td>1</td></tr><tr><td>`?GL_R32F'</td><td>float</td><td>
%% 1</td><td>NO</td><td>R</td><td>0</td><td>0</td><td>1</td></tr><tr><td>`?GL_R8I'</td><td>
%% byte</td><td>1</td><td>NO</td><td>R</td><td>0</td><td>0</td><td>1</td></tr><tr><td>`?GL_R16I'
%% </td><td>short</td><td>1</td><td>NO</td><td>R</td><td>0</td><td>0</td><td>1</td></tr><tr><td>
%% `?GL_R32I'</td><td>int</td><td>1</td><td>NO</td><td>R</td><td>0</td><td>0</td><td>1</td>
%% </tr><tr><td>`?GL_R8UI'</td><td>ubyte</td><td>1</td><td>NO</td><td>R</td><td>0</td><td>
%% 0</td><td>1</td></tr><tr><td>`?GL_R16UI'</td><td>ushort</td><td>1</td><td>NO</td><td>
%% R</td><td>0</td><td>0</td><td>1</td></tr><tr><td>`?GL_R32UI'</td><td>uint</td><td>1</td>
%% <td>NO</td><td>R</td><td>0</td><td>0</td><td>1</td></tr><tr><td>`?GL_RG8'</td><td>ubyte
%% </td><td>2</td><td>YES</td><td>R</td><td>G</td><td>0</td><td>1</td></tr><tr><td>`?GL_RG16'
%% </td><td>ushort</td><td>2</td><td>YES</td><td>R</td><td>G</td><td>0</td><td>1</td></tr><tr>
%% <td>`?GL_RG16F'</td><td>half</td><td>2</td><td>NO</td><td>R</td><td>G</td><td>0</td><td>
%% 1</td></tr><tr><td>`?GL_RG32F'</td><td>float</td><td>2</td><td>NO</td><td>R</td><td>G
%% </td><td>0</td><td>1</td></tr><tr><td>`?GL_RG8I'</td><td>byte</td><td>2</td><td>NO</td>
%% <td>R</td><td>G</td><td>0</td><td>1</td></tr><tr><td>`?GL_RG16I'</td><td>short</td><td>
%% 2</td><td>NO</td><td>R</td><td>G</td><td>0</td><td>1</td></tr><tr><td>`?GL_RG32I'</td>
%% <td>int</td><td>2</td><td>NO</td><td>R</td><td>G</td><td>0</td><td>1</td></tr><tr><td>`?GL_RG8UI'
%% </td><td>ubyte</td><td>2</td><td>NO</td><td>R</td><td>G</td><td>0</td><td>1</td></tr><tr><td>
%% `?GL_RG16UI'</td><td>ushort</td><td>2</td><td>NO</td><td>R</td><td>G</td><td>0</td><td>
%% 1</td></tr><tr><td>`?GL_RG32UI'</td><td>uint</td><td>2</td><td>NO</td><td>R</td><td>G
%% </td><td>0</td><td>1</td></tr><tr><td>`?GL_RGB32F'</td><td>float</td><td>3</td><td>NO
%% </td><td>R</td><td>G</td><td>B</td><td>1</td></tr><tr><td>`?GL_RGB32I'</td><td>int</td>
%% <td>3</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>1</td></tr><tr><td>`?GL_RGB32UI'
%% </td><td>uint</td><td>3</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>1</td></tr><tr><td>
%% `?GL_RGBA8'</td><td>uint</td><td>4</td><td>YES</td><td>R</td><td>G</td><td>B</td><td>
%% A</td></tr><tr><td>`?GL_RGBA16'</td><td>short</td><td>4</td><td>YES</td><td>R</td><td>
%% G</td><td>B</td><td>A</td></tr><tr><td>`?GL_RGBA16F'</td><td>half</td><td>4</td><td>NO
%% </td><td>R</td><td>G</td><td>B</td><td>A</td></tr><tr><td>`?GL_RGBA32F'</td><td>float
%% </td><td>4</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>A</td></tr><tr><td>`?GL_RGBA8I'
%% </td><td>byte</td><td>4</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>A</td></tr><tr><td>
%% `?GL_RGBA16I'</td><td>short</td><td>4</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>
%% A</td></tr><tr><td>`?GL_RGBA32I'</td><td>int</td><td>4</td><td>NO</td><td>R</td><td>G
%% </td><td>B</td><td>A</td></tr><tr><td>`?GL_RGBA8UI'</td><td>ubyte</td><td>4</td><td>NO
%% </td><td>R</td><td>G</td><td>B</td><td>A</td></tr><tr><td>`?GL_RGBA16UI'</td><td>ushort
%% </td><td>4</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>A</td></tr><tr><td>`?GL_RGBA32UI'
%% </td><td>uint</td><td>4</td><td>NO</td><td>R</td><td>G</td><td>B</td><td>A</td></tr></tbody>
%% </table>
%%
%% When a buffer object is attached to a buffer texture, the buffer object's data store
%% is taken as the texture's texel array. The number of texels in the buffer texture's texel
%% array is given by buffer_size components×sizeof( base_type/)
%%
%% where `buffer_size' is the size of the buffer object, in basic machine units and
%% components and base type are the element count and base data type for elements, as specified
%% in the table above. The number of texels in the texel array is then clamped to the implementation-dependent
%% limit `?GL_MAX_TEXTURE_BUFFER_SIZE'. When a buffer texture is accessed in a shader,
%% the results of a texel fetch are undefined if the specified texel coordinate is negative,
%% or greater than or equal to the clamped number of texels in the texel array.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexBuffer.xml">external</a> documentation.
-spec texBuffer(Target, Internalformat, Buffer) -> ok when Target :: enum(),Internalformat :: enum(),Buffer :: integer().
texBuffer(Target,Internalformat,Buffer) ->
cast(5580, <<Target:?GLenum,Internalformat:?GLenum,Buffer:?GLuint>>).
%% @doc Specify the primitive restart index
%%
%% ``gl:primitiveRestartIndex'' specifies a vertex array element that is treated specially
%% when primitive restarting is enabled. This is known as the primitive restart index.
%%
%% When one of the `Draw*' commands transfers a set of generic attribute array elements
%% to the GL, if the index within the vertex arrays corresponding to that set is equal to
%% the primitive restart index, then the GL does not process those elements as a vertex.
%% Instead, it is as if the drawing command ended with the immediately preceding transfer,
%% and another drawing command is immediately started with the same parameters, but only
%% transferring the immediately following element through the end of the originally specified
%% elements.
%%
%% When either {@link gl:drawElementsBaseVertex/5} , {@link gl:drawElementsInstancedBaseVertex/6}
%% or see `glMultiDrawElementsBaseVertex' is used, the primitive restart comparison
%% occurs before the basevertex offset is added to the array index.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPrimitiveRestartIndex.xml">external</a> documentation.
-spec primitiveRestartIndex(Index) -> ok when Index :: integer().
primitiveRestartIndex(Index) ->
cast(5581, <<Index:?GLuint>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getInteger64i_v(Target, Index) -> [integer()] when Target :: enum(),Index :: integer().
getInteger64i_v(Target,Index) ->
call(5582, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glGetBufferParameteri64v
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetBufferParameteri64v.xml">external</a> documentation.
-spec getBufferParameteri64v(Target, Pname) -> [integer()] when Target :: enum(),Pname :: enum().
getBufferParameteri64v(Target,Pname) ->
call(5583, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
%%
%% ``gl:framebufferTexture'', ``gl:framebufferTexture1D'', ``gl:framebufferTexture2D'',
%% and ``gl:framebufferTexture'' attach a selected mipmap level or image of a texture object
%% as one of the logical buffers of the framebuffer object currently bound to `Target' .
%% `Target' must be `?GL_DRAW_FRAMEBUFFER', `?GL_READ_FRAMEBUFFER', or `?GL_FRAMEBUFFER'
%% . `?GL_FRAMEBUFFER' is equivalent to `?GL_DRAW_FRAMEBUFFER'.
%%
%% `Attachment' specifies the logical attachment of the framebuffer and must be `?GL_COLOR_ATTACHMENT'
%% `i', `?GL_DEPTH_ATTACHMENT', `?GL_STENCIL_ATTACHMENT' or `?GL_DEPTH_STENCIL_ATTACHMMENT'
%% . `i' in `?GL_COLOR_ATTACHMENT'`i' may range from zero to the value of `?GL_MAX_COLOR_ATTACHMENTS'
%% - 1. Attaching a level of a texture to `?GL_DEPTH_STENCIL_ATTACHMENT' is equivalent
%% to attaching that level to both the `?GL_DEPTH_ATTACHMENT'`and' the `?GL_STENCIL_ATTACHMENT'
%% attachment points simultaneously.
%%
%% `Textarget' specifies what type of texture is named by `Texture' , and for cube
%% map textures, specifies the face that is to be attached. If `Texture' is not zero,
%% it must be the name of an existing texture with type `Textarget' , unless it is a
%% cube map texture, in which case `Textarget' must be `?GL_TEXTURE_CUBE_MAP_POSITIVE_X'
%% `?GL_TEXTURE_CUBE_MAP_NEGATIVE_X', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Y', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y'
%% , `?GL_TEXTURE_CUBE_MAP_POSITIVE_Z', or `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z'.
%%
%% If `Texture' is non-zero, the specified `Level' of the texture object named `Texture'
%% is attached to the framebfufer attachment point named by `Attachment' . For ``gl:framebufferTexture1D''
%% , ``gl:framebufferTexture2D'', and ``gl:framebufferTexture3D'', `Texture' must
%% be zero or the name of an existing texture with a target of `Textarget' , or `Texture'
%% must be the name of an existing cube-map texture and `Textarget' must be one of `?GL_TEXTURE_CUBE_MAP_POSITIVE_X'
%% , `?GL_TEXTURE_CUBE_MAP_POSITIVE_Y', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Z', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_X'
%% , `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y', or `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z'.
%%
%% If `Textarget' is `?GL_TEXTURE_RECTANGLE', `?GL_TEXTURE_2D_MULTISAMPLE',
%% or `?GL_TEXTURE_2D_MULTISAMPLE_ARRAY', then `Level' must be zero. If `Textarget'
%% is `?GL_TEXTURE_3D', then level must be greater than or equal to zero and less than
%% or equal to log2 of the value of `?GL_MAX_3D_TEXTURE_SIZE'. If `Textarget' is
%% one of `?GL_TEXTURE_CUBE_MAP_POSITIVE_X', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Y', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Z'
%% , `?GL_TEXTURE_CUBE_MAP_NEGATIVE_X', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y', or `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z'
%% , then `Level' must be greater than or equal to zero and less than or equal to log2
%% of the value of `?GL_MAX_CUBE_MAP_TEXTURE_SIZE'. For all other values of `Textarget'
%% , `Level' must be greater than or equal to zero and no larger than log2 of the value
%% of `?GL_MAX_TEXTURE_SIZE'.
%%
%% `Layer' specifies the layer of a 2-dimensional image within a 3-dimensional texture.
%%
%%
%% For ``gl:framebufferTexture1D'', if `Texture' is not zero, then `Textarget'
%% must be `?GL_TEXTURE_1D'. For ``gl:framebufferTexture2D'', if `Texture' is
%% not zero, `Textarget' must be one of `?GL_TEXTURE_2D', `?GL_TEXTURE_RECTANGLE'
%% , `?GL_TEXTURE_CUBE_MAP_POSITIVE_X', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Y', `?GL_TEXTURE_CUBE_MAP_POSITIVE_Z'
%% , `?GL_TEXTURE_CUBE_MAP_NEGATIVE_X', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y', `?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z'
%% , or `?GL_TEXTURE_2D_MULTISAMPLE'. For ``gl:framebufferTexture3D'', if `Texture'
%% is not zero, then `Textarget' must be `?GL_TEXTURE_3D'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFramebufferTexture.xml">external</a> documentation.
-spec framebufferTexture(Target, Attachment, Texture, Level) -> ok when Target :: enum(),Attachment :: enum(),Texture :: integer(),Level :: integer().
framebufferTexture(Target,Attachment,Texture,Level) ->
cast(5584, <<Target:?GLenum,Attachment:?GLenum,Texture:?GLuint,Level:?GLint>>).
%% @doc Modify the rate at which generic vertex attributes advance during instanced rendering
%%
%% ``gl:vertexAttribDivisor'' modifies the rate at which generic vertex attributes advance
%% when rendering multiple instances of primitives in a single draw call. If `Divisor'
%% is zero, the attribute at slot `Index' advances once per vertex. If `Divisor'
%% is non-zero, the attribute advances once per `Divisor' instances of the set(s) of
%% vertices being rendered. An attribute is referred to as instanced if its `?GL_VERTEX_ATTRIB_ARRAY_DIVISOR'
%% value is non-zero.
%%
%% `Index' must be less than the value of `?GL_MAX_VERTEX_ATTRIBUTES'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribDivisor.xml">external</a> documentation.
-spec vertexAttribDivisor(Index, Divisor) -> ok when Index :: integer(),Divisor :: integer().
vertexAttribDivisor(Index,Divisor) ->
cast(5585, <<Index:?GLuint,Divisor:?GLuint>>).
%% @doc Specifies minimum rate at which sample shaing takes place
%%
%% ``gl:minSampleShading'' specifies the rate at which samples are shaded within a covered
%% pixel. Sample-rate shading is enabled by calling {@link gl:enable/1} with the parameter `?GL_SAMPLE_SHADING'
%% . If `?GL_MULTISAMPLE' or `?GL_SAMPLE_SHADING' is disabled, sample shading has
%% no effect. Otherwise, an implementation must provide at least as many unique color values
%% for each covered fragment as specified by `Value' times `Samples' where `Samples'
%% is the value of `?GL_SAMPLES' for the current framebuffer. At least 1 sample for
%% each covered fragment is generated.
%%
%% A `Value' of 1.0 indicates that each sample in the framebuffer should be indpendently
%% shaded. A `Value' of 0.0 effectively allows the GL to ignore sample rate shading.
%% Any value between 0.0 and 1.0 allows the GL to shade only a subset of the total samples
%% within each covered fragment. Which samples are shaded and the algorithm used to select
%% that subset of the fragment's samples is implementation dependent.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMinSampleShading.xml">external</a> documentation.
-spec minSampleShading(Value) -> ok when Value :: clamp().
minSampleShading(Value) ->
cast(5586, <<Value:?GLclampf>>).
%% @doc
%% See {@link blendEquation/1}
-spec blendEquationi(Buf, Mode) -> ok when Buf :: integer(),Mode :: enum().
blendEquationi(Buf,Mode) ->
cast(5587, <<Buf:?GLuint,Mode:?GLenum>>).
%% @doc
%% See {@link blendEquationSeparate/2}
-spec blendEquationSeparatei(Buf, ModeRGB, ModeAlpha) -> ok when Buf :: integer(),ModeRGB :: enum(),ModeAlpha :: enum().
blendEquationSeparatei(Buf,ModeRGB,ModeAlpha) ->
cast(5588, <<Buf:?GLuint,ModeRGB:?GLenum,ModeAlpha:?GLenum>>).
%% @doc glBlendFunci
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlendFunci.xml">external</a> documentation.
-spec blendFunci(Buf, Src, Dst) -> ok when Buf :: integer(),Src :: enum(),Dst :: enum().
blendFunci(Buf,Src,Dst) ->
cast(5589, <<Buf:?GLuint,Src:?GLenum,Dst:?GLenum>>).
%% @doc
%% See {@link blendFuncSeparate/4}
-spec blendFuncSeparatei(Buf, SrcRGB, DstRGB, SrcAlpha, DstAlpha) -> ok when Buf :: integer(),SrcRGB :: enum(),DstRGB :: enum(),SrcAlpha :: enum(),DstAlpha :: enum().
blendFuncSeparatei(Buf,SrcRGB,DstRGB,SrcAlpha,DstAlpha) ->
cast(5590, <<Buf:?GLuint,SrcRGB:?GLenum,DstRGB:?GLenum,SrcAlpha:?GLenum,DstAlpha:?GLenum>>).
%% @doc glLoadTransposeMatrixARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLoadTransposeMatrixARB.xml">external</a> documentation.
-spec loadTransposeMatrixfARB(M) -> ok when M :: matrix().
loadTransposeMatrixfARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5591, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,M13:?GLfloat,M14:?GLfloat,M15:?GLfloat,M16:?GLfloat>>);
loadTransposeMatrixfARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5591, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,0:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,0:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,0:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,1:?GLfloat>>).
%% @doc glLoadTransposeMatrixARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLoadTransposeMatrixARB.xml">external</a> documentation.
-spec loadTransposeMatrixdARB(M) -> ok when M :: matrix().
loadTransposeMatrixdARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5592, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,M13:?GLdouble,M14:?GLdouble,M15:?GLdouble,M16:?GLdouble>>);
loadTransposeMatrixdARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5592, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,0:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,0:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,0:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,1:?GLdouble>>).
%% @doc glMultTransposeMatrixARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMultTransposeMatrixARB.xml">external</a> documentation.
-spec multTransposeMatrixfARB(M) -> ok when M :: matrix().
multTransposeMatrixfARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5593, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,M13:?GLfloat,M14:?GLfloat,M15:?GLfloat,M16:?GLfloat>>);
multTransposeMatrixfARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5593, <<M1:?GLfloat,M2:?GLfloat,M3:?GLfloat,0:?GLfloat,M4:?GLfloat,M5:?GLfloat,M6:?GLfloat,0:?GLfloat,M7:?GLfloat,M8:?GLfloat,M9:?GLfloat,0:?GLfloat,M10:?GLfloat,M11:?GLfloat,M12:?GLfloat,1:?GLfloat>>).
%% @doc glMultTransposeMatrixARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMultTransposeMatrixARB.xml">external</a> documentation.
-spec multTransposeMatrixdARB(M) -> ok when M :: matrix().
multTransposeMatrixdARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12,M13,M14,M15,M16}) ->
cast(5594, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,M13:?GLdouble,M14:?GLdouble,M15:?GLdouble,M16:?GLdouble>>);
multTransposeMatrixdARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) ->
cast(5594, <<M1:?GLdouble,M2:?GLdouble,M3:?GLdouble,0:?GLdouble,M4:?GLdouble,M5:?GLdouble,M6:?GLdouble,0:?GLdouble,M7:?GLdouble,M8:?GLdouble,M9:?GLdouble,0:?GLdouble,M10:?GLdouble,M11:?GLdouble,M12:?GLdouble,1:?GLdouble>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightbvARB(Weights) -> ok when Weights :: [integer()].
weightbvARB(Weights) ->
cast(5595, <<(length(Weights)):?GLuint,
(<< <<C:?GLbyte>> || C <- Weights>>)/binary,0:((8-((length(Weights)+ 4) rem 8)) rem 8)>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightsvARB(Weights) -> ok when Weights :: [integer()].
weightsvARB(Weights) ->
cast(5596, <<(length(Weights)):?GLuint,
(<< <<C:?GLshort>> || C <- Weights>>)/binary,0:((8-((length(Weights)*2+ 4) rem 8)) rem 8)>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightivARB(Weights) -> ok when Weights :: [integer()].
weightivARB(Weights) ->
cast(5597, <<(length(Weights)):?GLuint,
(<< <<C:?GLint>> || C <- Weights>>)/binary,0:(((1+length(Weights)) rem 2)*32)>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightfvARB(Weights) -> ok when Weights :: [float()].
weightfvARB(Weights) ->
cast(5598, <<(length(Weights)):?GLuint,
(<< <<C:?GLfloat>> || C <- Weights>>)/binary,0:(((1+length(Weights)) rem 2)*32)>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightdvARB(Weights) -> ok when Weights :: [float()].
weightdvARB(Weights) ->
cast(5599, <<(length(Weights)):?GLuint,0:32,
(<< <<C:?GLdouble>> || C <- Weights>>)/binary>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightubvARB(Weights) -> ok when Weights :: [integer()].
weightubvARB(Weights) ->
cast(5600, <<(length(Weights)):?GLuint,
(<< <<C:?GLubyte>> || C <- Weights>>)/binary,0:((8-((length(Weights)+ 4) rem 8)) rem 8)>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightusvARB(Weights) -> ok when Weights :: [integer()].
weightusvARB(Weights) ->
cast(5601, <<(length(Weights)):?GLuint,
(<< <<C:?GLushort>> || C <- Weights>>)/binary,0:((8-((length(Weights)*2+ 4) rem 8)) rem 8)>>).
%% @doc glWeightARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWeightARB.xml">external</a> documentation.
-spec weightuivARB(Weights) -> ok when Weights :: [integer()].
weightuivARB(Weights) ->
cast(5602, <<(length(Weights)):?GLuint,
(<< <<C:?GLuint>> || C <- Weights>>)/binary,0:(((1+length(Weights)) rem 2)*32)>>).
%% @doc glVertexBlenARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexBlenARB.xml">external</a> documentation.
-spec vertexBlendARB(Count) -> ok when Count :: integer().
vertexBlendARB(Count) ->
cast(5603, <<Count:?GLint>>).
%% @doc glCurrentPaletteMatrixARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCurrentPaletteMatrixARB.xml">external</a> documentation.
-spec currentPaletteMatrixARB(Index) -> ok when Index :: integer().
currentPaletteMatrixARB(Index) ->
cast(5604, <<Index:?GLint>>).
%% @doc glMatrixIndexARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMatrixIndexARB.xml">external</a> documentation.
-spec matrixIndexubvARB(Indices) -> ok when Indices :: [integer()].
matrixIndexubvARB(Indices) ->
cast(5605, <<(length(Indices)):?GLuint,
(<< <<C:?GLubyte>> || C <- Indices>>)/binary,0:((8-((length(Indices)+ 4) rem 8)) rem 8)>>).
%% @doc glMatrixIndexARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMatrixIndexARB.xml">external</a> documentation.
-spec matrixIndexusvARB(Indices) -> ok when Indices :: [integer()].
matrixIndexusvARB(Indices) ->
cast(5606, <<(length(Indices)):?GLuint,
(<< <<C:?GLushort>> || C <- Indices>>)/binary,0:((8-((length(Indices)*2+ 4) rem 8)) rem 8)>>).
%% @doc glMatrixIndexARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMatrixIndexARB.xml">external</a> documentation.
-spec matrixIndexuivARB(Indices) -> ok when Indices :: [integer()].
matrixIndexuivARB(Indices) ->
cast(5607, <<(length(Indices)):?GLuint,
(<< <<C:?GLuint>> || C <- Indices>>)/binary,0:(((1+length(Indices)) rem 2)*32)>>).
%% @doc glProgramStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramStringARB.xml">external</a> documentation.
-spec programStringARB(Target, Format, String) -> ok when Target :: enum(),Format :: enum(),String :: string().
programStringARB(Target,Format,String) ->
cast(5608, <<Target:?GLenum,Format:?GLenum,(list_to_binary([String|[0]]))/binary,0:((8-((length(String)+ 1) rem 8)) rem 8)>>).
%% @doc glBindProgramARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindProgramARB.xml">external</a> documentation.
-spec bindProgramARB(Target, Program) -> ok when Target :: enum(),Program :: integer().
bindProgramARB(Target,Program) ->
cast(5609, <<Target:?GLenum,Program:?GLuint>>).
%% @doc glDeleteProgramsARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteProgramsARB.xml">external</a> documentation.
-spec deleteProgramsARB(Programs) -> ok when Programs :: [integer()].
deleteProgramsARB(Programs) ->
cast(5610, <<(length(Programs)):?GLuint,
(<< <<C:?GLuint>> || C <- Programs>>)/binary,0:(((1+length(Programs)) rem 2)*32)>>).
%% @doc glGenProgramsARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenProgramsARB.xml">external</a> documentation.
-spec genProgramsARB(N) -> [integer()] when N :: integer().
genProgramsARB(N) ->
call(5611, <<N:?GLsizei>>).
%% @doc glProgramEnvParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramEnvParameterARB.xml">external</a> documentation.
-spec programEnvParameter4dARB(Target, Index, X, Y, Z, W) -> ok when Target :: enum(),Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
programEnvParameter4dARB(Target,Index,X,Y,Z,W) ->
cast(5612, <<Target:?GLenum,Index:?GLuint,X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @doc glProgramEnvParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramEnvParameterARB.xml">external</a> documentation.
-spec programEnvParameter4dvARB(Target, Index, Params) -> ok when Target :: enum(),Index :: integer(),Params :: {float(),float(),float(),float()}.
programEnvParameter4dvARB(Target,Index,{P1,P2,P3,P4}) ->
cast(5613, <<Target:?GLenum,Index:?GLuint,P1:?GLdouble,P2:?GLdouble,P3:?GLdouble,P4:?GLdouble>>).
%% @doc glProgramEnvParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramEnvParameterARB.xml">external</a> documentation.
-spec programEnvParameter4fARB(Target, Index, X, Y, Z, W) -> ok when Target :: enum(),Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
programEnvParameter4fARB(Target,Index,X,Y,Z,W) ->
cast(5614, <<Target:?GLenum,Index:?GLuint,X:?GLfloat,Y:?GLfloat,Z:?GLfloat,W:?GLfloat>>).
%% @doc glProgramEnvParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramEnvParameterARB.xml">external</a> documentation.
-spec programEnvParameter4fvARB(Target, Index, Params) -> ok when Target :: enum(),Index :: integer(),Params :: {float(),float(),float(),float()}.
programEnvParameter4fvARB(Target,Index,{P1,P2,P3,P4}) ->
cast(5615, <<Target:?GLenum,Index:?GLuint,P1:?GLfloat,P2:?GLfloat,P3:?GLfloat,P4:?GLfloat>>).
%% @doc glProgramLocalParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramLocalParameterARB.xml">external</a> documentation.
-spec programLocalParameter4dARB(Target, Index, X, Y, Z, W) -> ok when Target :: enum(),Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
programLocalParameter4dARB(Target,Index,X,Y,Z,W) ->
cast(5616, <<Target:?GLenum,Index:?GLuint,X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @doc glProgramLocalParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramLocalParameterARB.xml">external</a> documentation.
-spec programLocalParameter4dvARB(Target, Index, Params) -> ok when Target :: enum(),Index :: integer(),Params :: {float(),float(),float(),float()}.
programLocalParameter4dvARB(Target,Index,{P1,P2,P3,P4}) ->
cast(5617, <<Target:?GLenum,Index:?GLuint,P1:?GLdouble,P2:?GLdouble,P3:?GLdouble,P4:?GLdouble>>).
%% @doc glProgramLocalParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramLocalParameterARB.xml">external</a> documentation.
-spec programLocalParameter4fARB(Target, Index, X, Y, Z, W) -> ok when Target :: enum(),Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
programLocalParameter4fARB(Target,Index,X,Y,Z,W) ->
cast(5618, <<Target:?GLenum,Index:?GLuint,X:?GLfloat,Y:?GLfloat,Z:?GLfloat,W:?GLfloat>>).
%% @doc glProgramLocalParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramLocalParameterARB.xml">external</a> documentation.
-spec programLocalParameter4fvARB(Target, Index, Params) -> ok when Target :: enum(),Index :: integer(),Params :: {float(),float(),float(),float()}.
programLocalParameter4fvARB(Target,Index,{P1,P2,P3,P4}) ->
cast(5619, <<Target:?GLenum,Index:?GLuint,P1:?GLfloat,P2:?GLfloat,P3:?GLfloat,P4:?GLfloat>>).
%% @doc glGetProgramEnvParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramEnvParameterARB.xml">external</a> documentation.
-spec getProgramEnvParameterdvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer().
getProgramEnvParameterdvARB(Target,Index) ->
call(5620, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glGetProgramEnvParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramEnvParameterARB.xml">external</a> documentation.
-spec getProgramEnvParameterfvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer().
getProgramEnvParameterfvARB(Target,Index) ->
call(5621, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glGetProgramLocalParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramLocalParameterARB.xml">external</a> documentation.
-spec getProgramLocalParameterdvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer().
getProgramLocalParameterdvARB(Target,Index) ->
call(5622, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glGetProgramLocalParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramLocalParameterARB.xml">external</a> documentation.
-spec getProgramLocalParameterfvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer().
getProgramLocalParameterfvARB(Target,Index) ->
call(5623, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glGetProgramStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramStringARB.xml">external</a> documentation.
-spec getProgramStringARB(Target, Pname, String) -> ok when Target :: enum(),Pname :: enum(),String :: mem().
getProgramStringARB(Target,Pname,String) ->
send_bin(String),
call(5624, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc glGetBufferParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetBufferParameterARB.xml">external</a> documentation.
-spec getBufferParameterivARB(Target, Pname) -> [integer()] when Target :: enum(),Pname :: enum().
getBufferParameterivARB(Target,Pname) ->
call(5625, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc glDeleteObjectARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteObjectARB.xml">external</a> documentation.
-spec deleteObjectARB(Obj) -> ok when Obj :: integer().
deleteObjectARB(Obj) ->
cast(5626, <<Obj:?GLhandleARB>>).
%% @doc glGetHandleARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetHandleARB.xml">external</a> documentation.
-spec getHandleARB(Pname) -> integer() when Pname :: enum().
getHandleARB(Pname) ->
call(5627, <<Pname:?GLenum>>).
%% @doc glDetachObjectARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDetachObjectARB.xml">external</a> documentation.
-spec detachObjectARB(ContainerObj, AttachedObj) -> ok when ContainerObj :: integer(),AttachedObj :: integer().
detachObjectARB(ContainerObj,AttachedObj) ->
cast(5628, <<ContainerObj:?GLhandleARB,AttachedObj:?GLhandleARB>>).
%% @doc glCreateShaderObjectARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCreateShaderObjectARB.xml">external</a> documentation.
-spec createShaderObjectARB(ShaderType) -> integer() when ShaderType :: enum().
createShaderObjectARB(ShaderType) ->
call(5629, <<ShaderType:?GLenum>>).
%% @doc glShaderSourceARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glShaderSourceARB.xml">external</a> documentation.
-spec shaderSourceARB(ShaderObj, String) -> ok when ShaderObj :: integer(),String :: [string()].
shaderSourceARB(ShaderObj,String) ->
StringTemp = list_to_binary([[Str|[0]] || Str <- String ]),
cast(5630, <<ShaderObj:?GLhandleARB,(length(String)):?GLuint,(size(StringTemp)):?GLuint,(StringTemp)/binary,0:((8-((size(StringTemp)+4) rem 8)) rem 8)>>).
%% @doc glCompileShaderARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompileShaderARB.xml">external</a> documentation.
-spec compileShaderARB(ShaderObj) -> ok when ShaderObj :: integer().
compileShaderARB(ShaderObj) ->
cast(5631, <<ShaderObj:?GLhandleARB>>).
%% @doc glCreateProgramObjectARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCreateProgramObjectARB.xml">external</a> documentation.
-spec createProgramObjectARB() -> integer().
createProgramObjectARB() ->
call(5632, <<>>).
%% @doc glAttachObjectARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glAttachObjectARB.xml">external</a> documentation.
-spec attachObjectARB(ContainerObj, Obj) -> ok when ContainerObj :: integer(),Obj :: integer().
attachObjectARB(ContainerObj,Obj) ->
cast(5633, <<ContainerObj:?GLhandleARB,Obj:?GLhandleARB>>).
%% @doc glLinkProgramARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glLinkProgramARB.xml">external</a> documentation.
-spec linkProgramARB(ProgramObj) -> ok when ProgramObj :: integer().
linkProgramARB(ProgramObj) ->
cast(5634, <<ProgramObj:?GLhandleARB>>).
%% @doc glUseProgramObjectARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glUseProgramObjectARB.xml">external</a> documentation.
-spec useProgramObjectARB(ProgramObj) -> ok when ProgramObj :: integer().
useProgramObjectARB(ProgramObj) ->
cast(5635, <<ProgramObj:?GLhandleARB>>).
%% @doc glValidateProgramARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgramARB.xml">external</a> documentation.
-spec validateProgramARB(ProgramObj) -> ok when ProgramObj :: integer().
validateProgramARB(ProgramObj) ->
cast(5636, <<ProgramObj:?GLhandleARB>>).
%% @doc glGetObjectParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetObjectParameterARB.xml">external</a> documentation.
-spec getObjectParameterfvARB(Obj, Pname) -> float() when Obj :: integer(),Pname :: enum().
getObjectParameterfvARB(Obj,Pname) ->
call(5637, <<Obj:?GLhandleARB,Pname:?GLenum>>).
%% @doc glGetObjectParameterARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetObjectParameterARB.xml">external</a> documentation.
-spec getObjectParameterivARB(Obj, Pname) -> integer() when Obj :: integer(),Pname :: enum().
getObjectParameterivARB(Obj,Pname) ->
call(5638, <<Obj:?GLhandleARB,Pname:?GLenum>>).
%% @doc glGetInfoLogARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetInfoLogARB.xml">external</a> documentation.
-spec getInfoLogARB(Obj, MaxLength) -> string() when Obj :: integer(),MaxLength :: integer().
getInfoLogARB(Obj,MaxLength) ->
call(5639, <<Obj:?GLhandleARB,MaxLength:?GLsizei>>).
%% @doc glGetAttachedObjectsARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetAttachedObjectsARB.xml">external</a> documentation.
-spec getAttachedObjectsARB(ContainerObj, MaxCount) -> [integer()] when ContainerObj :: integer(),MaxCount :: integer().
getAttachedObjectsARB(ContainerObj,MaxCount) ->
call(5640, <<ContainerObj:?GLhandleARB,MaxCount:?GLsizei>>).
%% @doc glGetUniformLocationARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocationARB.xml">external</a> documentation.
-spec getUniformLocationARB(ProgramObj, Name) -> integer() when ProgramObj :: integer(),Name :: string().
getUniformLocationARB(ProgramObj,Name) ->
call(5641, <<ProgramObj:?GLhandleARB,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc glGetActiveUniformARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniformARB.xml">external</a> documentation.
-spec getActiveUniformARB(ProgramObj, Index, MaxLength) -> {Size :: integer(),Type :: enum(),Name :: string()} when ProgramObj :: integer(),Index :: integer(),MaxLength :: integer().
getActiveUniformARB(ProgramObj,Index,MaxLength) ->
call(5642, <<ProgramObj:?GLhandleARB,Index:?GLuint,MaxLength:?GLsizei>>).
%% @doc glGetUniformARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformARB.xml">external</a> documentation.
-spec getUniformfvARB(ProgramObj, Location) -> matrix() when ProgramObj :: integer(),Location :: integer().
getUniformfvARB(ProgramObj,Location) ->
call(5643, <<ProgramObj:?GLhandleARB,Location:?GLint>>).
%% @doc glGetUniformARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformARB.xml">external</a> documentation.
-spec getUniformivARB(ProgramObj, Location) -> {integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer()} when ProgramObj :: integer(),Location :: integer().
getUniformivARB(ProgramObj,Location) ->
call(5644, <<ProgramObj:?GLhandleARB,Location:?GLint>>).
%% @doc glGetShaderSourceARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderSourceARB.xml">external</a> documentation.
-spec getShaderSourceARB(Obj, MaxLength) -> string() when Obj :: integer(),MaxLength :: integer().
getShaderSourceARB(Obj,MaxLength) ->
call(5645, <<Obj:?GLhandleARB,MaxLength:?GLsizei>>).
%% @doc glBindAttribLocationARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindAttribLocationARB.xml">external</a> documentation.
-spec bindAttribLocationARB(ProgramObj, Index, Name) -> ok when ProgramObj :: integer(),Index :: integer(),Name :: string().
bindAttribLocationARB(ProgramObj,Index,Name) ->
cast(5646, <<ProgramObj:?GLhandleARB,Index:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8)>>).
%% @doc glGetActiveAttribARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveAttribARB.xml">external</a> documentation.
-spec getActiveAttribARB(ProgramObj, Index, MaxLength) -> {Size :: integer(),Type :: enum(),Name :: string()} when ProgramObj :: integer(),Index :: integer(),MaxLength :: integer().
getActiveAttribARB(ProgramObj,Index,MaxLength) ->
call(5647, <<ProgramObj:?GLhandleARB,Index:?GLuint,MaxLength:?GLsizei>>).
%% @doc glGetAttribLocationARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocationARB.xml">external</a> documentation.
-spec getAttribLocationARB(ProgramObj, Name) -> integer() when ProgramObj :: integer(),Name :: string().
getAttribLocationARB(ProgramObj,Name) ->
call(5648, <<ProgramObj:?GLhandleARB,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc Determine if a name corresponds to a renderbuffer object
%%
%% ``gl:isRenderbuffer'' returns `?GL_TRUE' if `Renderbuffer' is currently the
%% name of a renderbuffer object. If `Renderbuffer' is zero, or if `Renderbuffer'
%% is not the name of a renderbuffer object, or if an error occurs, ``gl:isRenderbuffer''
%% returns `?GL_FALSE'. If `Renderbuffer' is a name returned by {@link gl:genRenderbuffers/1}
%% , by that has not yet been bound through a call to {@link gl:bindRenderbuffer/2} or {@link gl:framebufferRenderbuffer/4}
%% , then the name is not a renderbuffer object and ``gl:isRenderbuffer'' returns `?GL_FALSE'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsRenderbuffer.xml">external</a> documentation.
-spec isRenderbuffer(Renderbuffer) -> 0|1 when Renderbuffer :: integer().
isRenderbuffer(Renderbuffer) ->
call(5649, <<Renderbuffer:?GLuint>>).
%% @doc Bind a renderbuffer to a renderbuffer target
%%
%% ``gl:bindRenderbuffer'' binds the renderbuffer object with name `Renderbuffer'
%% to the renderbuffer target specified by `Target' . `Target' must be `?GL_RENDERBUFFER'
%% . `Renderbuffer' is the name of a renderbuffer object previously returned from a
%% call to {@link gl:genRenderbuffers/1} , or zero to break the existing binding of a renderbuffer
%% object to `Target' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindRenderbuffer.xml">external</a> documentation.
-spec bindRenderbuffer(Target, Renderbuffer) -> ok when Target :: enum(),Renderbuffer :: integer().
bindRenderbuffer(Target,Renderbuffer) ->
cast(5650, <<Target:?GLenum,Renderbuffer:?GLuint>>).
%% @doc Delete renderbuffer objects
%%
%% ``gl:deleteRenderbuffers'' deletes the `N' renderbuffer objects whose names are
%% stored in the array addressed by `Renderbuffers' . The name zero is reserved by the
%% GL and is silently ignored, should it occur in `Renderbuffers' , as are other unused
%% names. Once a renderbuffer object is deleted, its name is again unused and it has no contents.
%% If a renderbuffer that is currently bound to the target `?GL_RENDERBUFFER' is deleted,
%% it is as though {@link gl:bindRenderbuffer/2} had been executed with a `Target' of `?GL_RENDERBUFFER'
%% and a `Name' of zero.
%%
%% If a renderbuffer object is attached to one or more attachment points in the currently
%% bound framebuffer, then it as if {@link gl:framebufferRenderbuffer/4} had been called,
%% with a `Renderbuffer' of zero for each attachment point to which this image was attached
%% in the currently bound framebuffer. In other words, this renderbuffer object is first
%% detached from all attachment ponits in the currently bound framebuffer. Note that the
%% renderbuffer image is specifically `not' detached from any non-bound framebuffers.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteRenderbuffers.xml">external</a> documentation.
-spec deleteRenderbuffers(Renderbuffers) -> ok when Renderbuffers :: [integer()].
deleteRenderbuffers(Renderbuffers) ->
cast(5651, <<(length(Renderbuffers)):?GLuint,
(<< <<C:?GLuint>> || C <- Renderbuffers>>)/binary,0:(((1+length(Renderbuffers)) rem 2)*32)>>).
%% @doc Generate renderbuffer object names
%%
%% ``gl:genRenderbuffers'' returns `N' renderbuffer object names in `Renderbuffers'
%% . There is no guarantee that the names form a contiguous set of integers; however, it
%% is guaranteed that none of the returned names was in use immediately before the call to ``gl:genRenderbuffers''
%% .
%%
%% Renderbuffer object names returned by a call to ``gl:genRenderbuffers'' are not returned
%% by subsequent calls, unless they are first deleted with {@link gl:deleteRenderbuffers/1} .
%%
%% The names returned in `Renderbuffers' are marked as used, for the purposes of ``gl:genRenderbuffers''
%% only, but they acquire state and type only when they are first bound.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenRenderbuffers.xml">external</a> documentation.
-spec genRenderbuffers(N) -> [integer()] when N :: integer().
genRenderbuffers(N) ->
call(5652, <<N:?GLsizei>>).
%% @doc Establish data storage, format and dimensions of a renderbuffer object's image
%%
%% ``gl:renderbufferStorage'' is equivalent to calling {@link gl:renderbufferStorageMultisample/5}
%% with the `Samples' set to zero.
%%
%% The target of the operation, specified by `Target' must be `?GL_RENDERBUFFER'.
%% `Internalformat' specifies the internal format to be used for the renderbuffer object's
%% storage and must be a color-renderable, depth-renderable, or stencil-renderable format. `Width'
%% and `Height' are the dimensions, in pixels, of the renderbuffer. Both `Width'
%% and `Height' must be less than or equal to the value of `?GL_MAX_RENDERBUFFER_SIZE'
%% .
%%
%% Upon success, ``gl:renderbufferStorage'' deletes any existing data store for the renderbuffer
%% image and the contents of the data store after calling ``gl:renderbufferStorage'' are
%% undefined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glRenderbufferStorage.xml">external</a> documentation.
-spec renderbufferStorage(Target, Internalformat, Width, Height) -> ok when Target :: enum(),Internalformat :: enum(),Width :: integer(),Height :: integer().
renderbufferStorage(Target,Internalformat,Width,Height) ->
cast(5653, <<Target:?GLenum,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei>>).
%% @doc Retrieve information about a bound renderbuffer object
%%
%% ``gl:getRenderbufferParameteriv'' retrieves information about a bound renderbuffer object.
%% `Target' specifies the target of the query operation and must be `?GL_RENDERBUFFER'
%% . `Pname' specifies the parameter whose value to query and must be one of `?GL_RENDERBUFFER_WIDTH'
%% , `?GL_RENDERBUFFER_HEIGHT', `?GL_RENDERBUFFER_INTERNAL_FORMAT', `?GL_RENDERBUFFER_RED_SIZE'
%% , `?GL_RENDERBUFFER_GREEN_SIZE', `?GL_RENDERBUFFER_BLUE_SIZE', `?GL_RENDERBUFFER_ALPHA_SIZE'
%% , `?GL_RENDERBUFFER_DEPTH_SIZE', `?GL_RENDERBUFFER_DEPTH_SIZE', `?GL_RENDERBUFFER_STENCIL_SIZE'
%% , or `?GL_RENDERBUFFER_SAMPLES'.
%%
%% Upon a successful return from ``gl:getRenderbufferParameteriv'', if `Pname' is `?GL_RENDERBUFFER_WIDTH'
%% , `?GL_RENDERBUFFER_HEIGHT', `?GL_RENDERBUFFER_INTERNAL_FORMAT', or `?GL_RENDERBUFFER_SAMPLES'
%% , then `Params' will contain the width in pixels, the height in pixels, the internal
%% format, or the number of samples, respectively, of the image of the renderbuffer currently
%% bound to `Target' .
%%
%% If `Pname' is `?GL_RENDERBUFFER_RED_SIZE', `?GL_RENDERBUFFER_GREEN_SIZE',
%% `?GL_RENDERBUFFER_BLUE_SIZE', `?GL_RENDERBUFFER_ALPHA_SIZE', `?GL_RENDERBUFFER_DEPTH_SIZE'
%% , or `?GL_RENDERBUFFER_STENCIL_SIZE', then `Params' will contain the actual
%% resolutions (not the resolutions specified when the image array was defined) for the red,
%% green, blue, alpha depth, or stencil components, respectively, of the image of the renderbuffer
%% currently bound to `Target' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetRenderbufferParameter.xml">external</a> documentation.
-spec getRenderbufferParameteriv(Target, Pname) -> integer() when Target :: enum(),Pname :: enum().
getRenderbufferParameteriv(Target,Pname) ->
call(5654, <<Target:?GLenum,Pname:?GLenum>>).
%% @doc Determine if a name corresponds to a framebuffer object
%%
%% ``gl:isFramebuffer'' returns `?GL_TRUE' if `Framebuffer' is currently the
%% name of a framebuffer object. If `Framebuffer' is zero, or if `?framebuffer'
%% is not the name of a framebuffer object, or if an error occurs, ``gl:isFramebuffer''
%% returns `?GL_FALSE'. If `Framebuffer' is a name returned by {@link gl:genFramebuffers/1}
%% , by that has not yet been bound through a call to {@link gl:bindFramebuffer/2} , then the
%% name is not a framebuffer object and ``gl:isFramebuffer'' returns `?GL_FALSE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsFramebuffer.xml">external</a> documentation.
-spec isFramebuffer(Framebuffer) -> 0|1 when Framebuffer :: integer().
isFramebuffer(Framebuffer) ->
call(5655, <<Framebuffer:?GLuint>>).
%% @doc Bind a framebuffer to a framebuffer target
%%
%% ``gl:bindFramebuffer'' binds the framebuffer object with name `Framebuffer' to
%% the framebuffer target specified by `Target' . `Target' must be either `?GL_DRAW_FRAMEBUFFER'
%% , `?GL_READ_FRAMEBUFFER' or `?GL_FRAMEBUFFER'. If a framebuffer object is bound
%% to `?GL_DRAW_FRAMEBUFFER' or `?GL_READ_FRAMEBUFFER', it becomes the target for
%% rendering or readback operations, respectively, until it is deleted or another framebuffer
%% is bound to the corresponding bind point. Calling ``gl:bindFramebuffer'' with `Target'
%% set to `?GL_FRAMEBUFFER' binds `Framebuffer' to both the read and draw framebuffer
%% targets. `Framebuffer' is the name of a framebuffer object previously returned from
%% a call to {@link gl:genFramebuffers/1} , or zero to break the existing binding of a framebuffer
%% object to `Target' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindFramebuffer.xml">external</a> documentation.
-spec bindFramebuffer(Target, Framebuffer) -> ok when Target :: enum(),Framebuffer :: integer().
bindFramebuffer(Target,Framebuffer) ->
cast(5656, <<Target:?GLenum,Framebuffer:?GLuint>>).
%% @doc Delete framebuffer objects
%%
%% ``gl:deleteFramebuffers'' deletes the `N' framebuffer objects whose names are stored
%% in the array addressed by `Framebuffers' . The name zero is reserved by the GL and
%% is silently ignored, should it occur in `Framebuffers' , as are other unused names.
%% Once a framebuffer object is deleted, its name is again unused and it has no attachments.
%% If a framebuffer that is currently bound to one or more of the targets `?GL_DRAW_FRAMEBUFFER'
%% or `?GL_READ_FRAMEBUFFER' is deleted, it is as though {@link gl:bindFramebuffer/2}
%% had been executed with the corresponding `Target' and `Framebuffer' zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteFramebuffers.xml">external</a> documentation.
-spec deleteFramebuffers(Framebuffers) -> ok when Framebuffers :: [integer()].
deleteFramebuffers(Framebuffers) ->
cast(5657, <<(length(Framebuffers)):?GLuint,
(<< <<C:?GLuint>> || C <- Framebuffers>>)/binary,0:(((1+length(Framebuffers)) rem 2)*32)>>).
%% @doc Generate framebuffer object names
%%
%% ``gl:genFramebuffers'' returns `N' framebuffer object names in `Ids' . There
%% is no guarantee that the names form a contiguous set of integers; however, it is guaranteed
%% that none of the returned names was in use immediately before the call to ``gl:genFramebuffers''
%% .
%%
%% Framebuffer object names returned by a call to ``gl:genFramebuffers'' are not returned
%% by subsequent calls, unless they are first deleted with {@link gl:deleteFramebuffers/1} .
%%
%% The names returned in `Ids' are marked as used, for the purposes of ``gl:genFramebuffers''
%% only, but they acquire state and type only when they are first bound.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenFramebuffers.xml">external</a> documentation.
-spec genFramebuffers(N) -> [integer()] when N :: integer().
genFramebuffers(N) ->
call(5658, <<N:?GLsizei>>).
%% @doc Check the completeness status of a framebuffer
%%
%% ``gl:checkFramebufferStatus'' queries the completeness status of the framebuffer object
%% currently bound to `Target' . `Target' must be `?GL_DRAW_FRAMEBUFFER', `?GL_READ_FRAMEBUFFER'
%% or `?GL_FRAMEBUFFER'. `?GL_FRAMEBUFFER' is equivalent to `?GL_DRAW_FRAMEBUFFER'
%% .
%%
%% The return value is `?GL_FRAMEBUFFER_COMPLETE' if the framebuffer bound to `Target'
%% is complete. Otherwise, the return value is determined as follows:
%%
%% `?GL_FRAMEBUFFER_UNDEFINED' is returned if `Target' is the default framebuffer,
%% but the default framebuffer does not exist.
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT' is returned if any of the framebuffer attachment
%% points are framebuffer incomplete.
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT' is returned if the framebuffer does
%% not have at least one image attached to it.
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' is returned if the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE'
%% is `?GL_NONE' for any color attachment point(s) named by `?GL_DRAWBUFFERi'.
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER' is returned if `?GL_READ_BUFFER' is
%% not `?GL_NONE' and the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE' is `?GL_NONE'
%% for the color attachment point named by `?GL_READ_BUFFER'.
%%
%% `?GL_FRAMEBUFFER_UNSUPPORTED' is returned if the combination of internal formats
%% of the attached images violates an implementation-dependent set of restrictions.
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE' is returned if the value of `?GL_RENDERBUFFER_SAMPLES'
%% is not the same for all attached renderbuffers; if the value of `?GL_TEXTURE_SAMPLES'
%% is the not same for all attached textures; or, if the attached images are a mix of renderbuffers
%% and textures, the value of `?GL_RENDERBUFFER_SAMPLES' does not match the value of `?GL_TEXTURE_SAMPLES'
%% .
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE' is also returned if the value of `?GL_TEXTURE_FIXED_SAMPLE_LOCATIONS'
%% is not the same for all attached textures; or, if the attached images are a mix of renderbuffers
%% and textures, the value of `?GL_TEXTURE_FIXED_SAMPLE_LOCATIONS' is not `?GL_TRUE'
%% for all attached textures.
%%
%% `?GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS' is returned if any framebuffer attachment
%% is layered, and any populated attachment is not layered, or if all populated color attachments
%% are not from textures of the same target.
%%
%% Additionally, if an error occurs, zero is returned.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCheckFramebufferStatus.xml">external</a> documentation.
-spec checkFramebufferStatus(Target) -> enum() when Target :: enum().
checkFramebufferStatus(Target) ->
call(5659, <<Target:?GLenum>>).
%% @doc
%% See {@link framebufferTexture/4}
-spec framebufferTexture1D(Target, Attachment, Textarget, Texture, Level) -> ok when Target :: enum(),Attachment :: enum(),Textarget :: enum(),Texture :: integer(),Level :: integer().
framebufferTexture1D(Target,Attachment,Textarget,Texture,Level) ->
cast(5660, <<Target:?GLenum,Attachment:?GLenum,Textarget:?GLenum,Texture:?GLuint,Level:?GLint>>).
%% @doc
%% See {@link framebufferTexture/4}
-spec framebufferTexture2D(Target, Attachment, Textarget, Texture, Level) -> ok when Target :: enum(),Attachment :: enum(),Textarget :: enum(),Texture :: integer(),Level :: integer().
framebufferTexture2D(Target,Attachment,Textarget,Texture,Level) ->
cast(5661, <<Target:?GLenum,Attachment:?GLenum,Textarget:?GLenum,Texture:?GLuint,Level:?GLint>>).
%% @doc
%% See {@link framebufferTexture/4}
-spec framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset) -> ok when Target :: enum(),Attachment :: enum(),Textarget :: enum(),Texture :: integer(),Level :: integer(),Zoffset :: integer().
framebufferTexture3D(Target,Attachment,Textarget,Texture,Level,Zoffset) ->
cast(5662, <<Target:?GLenum,Attachment:?GLenum,Textarget:?GLenum,Texture:?GLuint,Level:?GLint,Zoffset:?GLint>>).
%% @doc Attach a renderbuffer as a logical buffer to the currently bound framebuffer object
%%
%% ``gl:framebufferRenderbuffer'' attaches a renderbuffer as one of the logical buffers
%% of the currently bound framebuffer object. `Renderbuffer' is the name of the renderbuffer
%% object to attach and must be either zero, or the name of an existing renderbuffer object
%% of type `Renderbuffertarget' . If `Renderbuffer' is not zero and if ``gl:framebufferRenderbuffer''
%% is successful, then the renderbuffer name `Renderbuffer' will be used as the logical
%% buffer identified by `Attachment' of the framebuffer currently bound to `Target' .
%%
%%
%% The value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE' for the specified attachment
%% point is set to `?GL_RENDERBUFFER' and the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME'
%% is set to `Renderbuffer' . All other state values of the attachment point specified
%% by `Attachment' are set to their default values. No change is made to the state of
%% the renderbuuffer object and any previous attachment to the `Attachment' logical
%% buffer of the framebuffer `Target' is broken.
%%
%% Calling ``gl:framebufferRenderbuffer'' with the renderbuffer name zero will detach
%% the image, if any, identified by `Attachment' , in the framebuffer currently bound
%% to `Target' . All state values of the attachment point specified by attachment in
%% the object bound to target are set to their default values.
%%
%% Setting `Attachment' to the value `?GL_DEPTH_STENCIL_ATTACHMENT' is a special
%% case causing both the depth and stencil attachments of the framebuffer object to be set
%% to `Renderbuffer' , which should have the base internal format `?GL_DEPTH_STENCIL'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFramebufferRenderbuffer.xml">external</a> documentation.
-spec framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer) -> ok when Target :: enum(),Attachment :: enum(),Renderbuffertarget :: enum(),Renderbuffer :: integer().
framebufferRenderbuffer(Target,Attachment,Renderbuffertarget,Renderbuffer) ->
cast(5663, <<Target:?GLenum,Attachment:?GLenum,Renderbuffertarget:?GLenum,Renderbuffer:?GLuint>>).
%% @doc Retrieve information about attachments of a bound framebuffer object
%%
%% ``gl:getFramebufferAttachmentParameter'' returns information about attachments of a
%% bound framebuffer object. `Target' specifies the framebuffer binding point and must
%% be `?GL_DRAW_FRAMEBUFFER', `?GL_READ_FRAMEBUFFER' or `?GL_FRAMEBUFFER'. `?GL_FRAMEBUFFER'
%% is equivalent to `?GL_DRAW_FRAMEBUFFER'.
%%
%% If the default framebuffer is bound to `Target' then `Attachment' must be one
%% of `?GL_FRONT_LEFT', `?GL_FRONT_RIGHT', `?GL_BACK_LEFT', or `?GL_BACK_RIGHT'
%% , identifying a color buffer, `?GL_DEPTH', identifying the depth buffer, or `?GL_STENCIL'
%% , identifying the stencil buffer.
%%
%% If a framebuffer object is bound, then `Attachment' must be one of `?GL_COLOR_ATTACHMENT'
%% `i', `?GL_DEPTH_ATTACHMENT', `?GL_STENCIL_ATTACHMENT', or `?GL_DEPTH_STENCIL_ATTACHMENT'
%% . `i' in `?GL_COLOR_ATTACHMENT'`i' must be in the range zero to the value
%% of `?GL_MAX_COLOR_ATTACHMENTS' - 1.
%%
%% If `Attachment' is `?GL_DEPTH_STENCIL_ATTACHMENT' and different objects are
%% bound to the depth and stencil attachment points of `Target' the query will fail.
%% If the same object is bound to both attachment points, information about that object will
%% be returned.
%%
%% Upon successful return from ``gl:getFramebufferAttachmentParameteriv'', if `Pname'
%% is `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE', then `Params' will contain one of `?GL_NONE'
%% , `?GL_FRAMEBUFFER_DEFAULT', `?GL_TEXTURE', or `?GL_RENDERBUFFER', identifying
%% the type of object which contains the attached image. Other values accepted for `Pname'
%% depend on the type of object, as described below.
%%
%% If the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE' is `?GL_NONE', no
%% framebuffer is bound to `Target' . In this case querying `Pname' `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME'
%% will return zero, and all other queries will generate an error.
%%
%% If the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE' is not `?GL_NONE',
%% these queries apply to all other framebuffer types:
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE', `?GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE'
%% , `?GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE', `?GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE'
%% , `?GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE', or `?GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE'
%% , then `Params' will contain the number of bits in the corresponding red, green,
%% blue, alpha, depth, or stencil component of the specified attachment. Zero is returned
%% if the requested component is not present in `Attachment' .
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE', `Params' will
%% contain the format of components of the specified attachment, one of `?GL_FLOAT', `GL_INT'
%% , `GL_UNSIGNED_INT' , `GL_SIGNED_NORMALIZED' , or `GL_UNSIGNED_NORMALIZED'
%% for floating-point, signed integer, unsigned integer, signed normalized fixed-point, or
%% unsigned normalized fixed-point components respectively. Only color buffers may have integer
%% components.
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING', `Param' will
%% contain the encoding of components of the specified attachment, one of `?GL_LINEAR'
%% or `?GL_SRGB' for linear or sRGB-encoded components, respectively. Only color buffer
%% components may be sRGB-encoded; such components are treated as described in sections 4.1.7
%% and 4.1.8. For the default framebuffer, color encoding is determined by the implementation.
%% For framebuffer objects, components are sRGB-encoded if the internal format of a color
%% attachment is one of the color-renderable SRGB formats.
%%
%% If the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE' is `?GL_RENDERBUFFER',
%% then:
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME', `Params' will
%% contain the name of the renderbuffer object which contains the attached image.
%%
%% If the value of `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE' is `?GL_TEXTURE',
%% then:
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME', then `Params'
%% will contain the name of the texture object which contains the attached image.
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL', then `Params'
%% will contain the mipmap level of the texture object which contains the attached image.
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE' and the texture
%% object named `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME' is a cube map texture, then `Params'
%% will contain the cube map face of the cubemap texture object which contains the attached
%% image. Otherwise `Params' will contain the value zero.
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER' and the texture object
%% named `?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME' is a layer of a three-dimensional
%% texture or a one-or two-dimensional array texture, then `Params' will contain the
%% number of the texture layer which contains the attached image. Otherwise `Params'
%% will contain the value zero.
%%
%% If `Pname' is `?GL_FRAMEBUFFER_ATTACHMENT_LAYERED', then `Params' will
%% contain `?GL_TRUE' if an entire level of a three-dimesional texture, cube map texture,
%% or one-or two-dimensional array texture is attached. Otherwise, `Params' will contain
%% `?GL_FALSE'.
%%
%% Any combinations of framebuffer type and `Pname' not described above will generate
%% an error.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetFramebufferAttachmentParameter.xml">external</a> documentation.
-spec getFramebufferAttachmentParameteriv(Target, Attachment, Pname) -> integer() when Target :: enum(),Attachment :: enum(),Pname :: enum().
getFramebufferAttachmentParameteriv(Target,Attachment,Pname) ->
call(5664, <<Target:?GLenum,Attachment:?GLenum,Pname:?GLenum>>).
%% @doc Generate mipmaps for a specified texture target
%%
%% ``gl:generateMipmap'' generates mipmaps for the texture attached to `Target' of
%% the active texture unit. For cube map textures, a `?GL_INVALID_OPERATION' error is
%% generated if the texture attached to `Target' is not cube complete.
%%
%% Mipmap generation replaces texel array levels level base+1 through q with arrays derived
%% from the level base array, regardless of their previous contents. All other mimap arrays,
%% including the level base array, are left unchanged by this computation.
%%
%% The internal formats of the derived mipmap arrays all match those of the level base
%% array. The contents of the derived arrays are computed by repeated, filtered reduction
%% of the level base array. For one- and two-dimensional texture arrays, each layer is filtered
%% independently.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenerateMipmap.xml">external</a> documentation.
-spec generateMipmap(Target) -> ok when Target :: enum().
generateMipmap(Target) ->
cast(5665, <<Target:?GLenum>>).
%% @doc Copy a block of pixels from the read framebuffer to the draw framebuffer
%%
%% ``gl:blitFramebuffer'' transfers a rectangle of pixel values from one region of the
%% read framebuffer to another region in the draw framebuffer. `Mask' is the bitwise
%% OR of a number of values indicating which buffers are to be copied. The values are `?GL_COLOR_BUFFER_BIT'
%% , `?GL_DEPTH_BUFFER_BIT', and `?GL_STENCIL_BUFFER_BIT'. The pixels corresponding
%% to these buffers are copied from the source rectangle bounded by the locations ( `SrcX0'
%% ; `SrcY0' ) and ( `SrcX1' ; `SrcY1' ) to the destination rectangle bounded
%% by the locations ( `DstX0' ; `DstY0' ) and ( `DstX1' ; `DstY1' ). The lower
%% bounds of the rectangle are inclusive, while the upper bounds are exclusive.
%%
%% The actual region taken from the read framebuffer is limited to the intersection of the
%% source buffers being transferred, which may include the color buffer selected by the read
%% buffer, the depth buffer, and/or the stencil buffer depending on mask. The actual region
%% written to the draw framebuffer is limited to the intersection of the destination buffers
%% being written, which may include multiple draw buffers, the depth buffer, and/or the stencil
%% buffer depending on mask. Whether or not the source or destination regions are altered
%% due to these limits, the scaling and offset applied to pixels being transferred is performed
%% as though no such limits were present.
%%
%% If the sizes of the source and destination rectangles are not equal, `Filter' specifies
%% the interpolation method that will be applied to resize the source image , and must be `?GL_NEAREST'
%% or `?GL_LINEAR'. `?GL_LINEAR' is only a valid interpolation method for the
%% color buffer. If `Filter' is not `?GL_NEAREST' and `Mask' includes `?GL_DEPTH_BUFFER_BIT'
%% or `?GL_STENCIL_BUFFER_BIT', no data is transferred and a `?GL_INVALID_OPERATION'
%% error is generated.
%%
%% If `Filter' is `?GL_LINEAR' and the source rectangle would require sampling
%% outside the bounds of the source framebuffer, values are read as if the `?GL_CLAMP_TO_EDGE'
%% texture wrapping mode were applied.
%%
%% When the color buffer is transferred, values are taken from the read buffer of the read
%% framebuffer and written to each of the draw buffers of the draw framebuffer.
%%
%% If the source and destination rectangles overlap or are the same, and the read and draw
%% buffers are the same, the result of the operation is undefined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBlitFramebuffer.xml">external</a> documentation.
-spec blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter) -> ok when SrcX0 :: integer(),SrcY0 :: integer(),SrcX1 :: integer(),SrcY1 :: integer(),DstX0 :: integer(),DstY0 :: integer(),DstX1 :: integer(),DstY1 :: integer(),Mask :: integer(),Filter :: enum().
blitFramebuffer(SrcX0,SrcY0,SrcX1,SrcY1,DstX0,DstY0,DstX1,DstY1,Mask,Filter) ->
cast(5666, <<SrcX0:?GLint,SrcY0:?GLint,SrcX1:?GLint,SrcY1:?GLint,DstX0:?GLint,DstY0:?GLint,DstX1:?GLint,DstY1:?GLint,Mask:?GLbitfield,Filter:?GLenum>>).
%% @doc Establish data storage, format, dimensions and sample count of a renderbuffer object's image
%%
%% ``gl:renderbufferStorageMultisample'' establishes the data storage, format, dimensions
%% and number of samples of a renderbuffer object's image.
%%
%% The target of the operation, specified by `Target' must be `?GL_RENDERBUFFER'.
%% `Internalformat' specifies the internal format to be used for the renderbuffer object's
%% storage and must be a color-renderable, depth-renderable, or stencil-renderable format. `Width'
%% and `Height' are the dimensions, in pixels, of the renderbuffer. Both `Width'
%% and `Height' must be less than or equal to the value of `?GL_MAX_RENDERBUFFER_SIZE'
%% . `Samples' specifies the number of samples to be used for the renderbuffer object's
%% image, and must be less than or equal to the value of `?GL_MAX_SAMPLES'. If `Internalformat'
%% is a signed or unsigned integer format then `Samples' must be less than or equal
%% to the value of `?GL_MAX_INTEGER_SAMPLES'.
%%
%% Upon success, ``gl:renderbufferStorageMultisample'' deletes any existing data store
%% for the renderbuffer image and the contents of the data store after calling ``gl:renderbufferStorageMultisample''
%% are undefined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glRenderbufferStorageMultisample.xml">external</a> documentation.
-spec renderbufferStorageMultisample(Target, Samples, Internalformat, Width, Height) -> ok when Target :: enum(),Samples :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer().
renderbufferStorageMultisample(Target,Samples,Internalformat,Width,Height) ->
cast(5667, <<Target:?GLenum,Samples:?GLsizei,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei>>).
%% @doc
%% See {@link framebufferTexture/4}
-spec framebufferTextureLayer(Target, Attachment, Texture, Level, Layer) -> ok when Target :: enum(),Attachment :: enum(),Texture :: integer(),Level :: integer(),Layer :: integer().
framebufferTextureLayer(Target,Attachment,Texture,Level,Layer) ->
cast(5668, <<Target:?GLenum,Attachment:?GLenum,Texture:?GLuint,Level:?GLint,Layer:?GLint>>).
%% @doc
%% See {@link framebufferTexture/4}
-spec framebufferTextureFaceARB(Target, Attachment, Texture, Level, Face) -> ok when Target :: enum(),Attachment :: enum(),Texture :: integer(),Level :: integer(),Face :: enum().
framebufferTextureFaceARB(Target,Attachment,Texture,Level,Face) ->
cast(5669, <<Target:?GLenum,Attachment:?GLenum,Texture:?GLuint,Level:?GLint,Face:?GLenum>>).
%% @doc Indicate modifications to a range of a mapped buffer
%%
%% ``gl:flushMappedBufferRange'' indicates that modifications have been made to a range
%% of a mapped buffer. The buffer must previously have been mapped with the `?GL_MAP_FLUSH_EXPLICIT'
%% flag. `Offset' and `Length' indicate the modified subrange of the mapping,
%% in basic units. The specified subrange to flush is relative to the start of the currently
%% mapped range of the buffer. ``gl:flushMappedBufferRange'' may be called multiple times
%% to indicate distinct subranges of the mapping which require flushing.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFlushMappedBufferRange.xml">external</a> documentation.
-spec flushMappedBufferRange(Target, Offset, Length) -> ok when Target :: enum(),Offset :: integer(),Length :: integer().
flushMappedBufferRange(Target,Offset,Length) ->
cast(5670, <<Target:?GLenum,0:32,Offset:?GLintptr,Length:?GLsizeiptr>>).
%% @doc Bind a vertex array object
%%
%% ``gl:bindVertexArray'' binds the vertex array object with name `Array' . `Array'
%% is the name of a vertex array object previously returned from a call to {@link gl:genVertexArrays/1}
%% , or zero to break the existing vertex array object binding.
%%
%% If no vertex array object with name `Array' exists, one is created when `Array'
%% is first bound. If the bind is successful no change is made to the state of the vertex
%% array object, and any previous vertex array object binding is broken.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindVertexArray.xml">external</a> documentation.
-spec bindVertexArray(Array) -> ok when Array :: integer().
bindVertexArray(Array) ->
cast(5671, <<Array:?GLuint>>).
%% @doc Delete vertex array objects
%%
%% ``gl:deleteVertexArrays'' deletes `N' vertex array objects whose names are stored
%% in the array addressed by `Arrays' . Once a vertex array object is deleted it has
%% no contents and its name is again unused. If a vertex array object that is currently bound
%% is deleted, the binding for that object reverts to zero and the default vertex array becomes
%% current. Unused names in `Arrays' are silently ignored, as is the value zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteVertexArrays.xml">external</a> documentation.
-spec deleteVertexArrays(Arrays) -> ok when Arrays :: [integer()].
deleteVertexArrays(Arrays) ->
cast(5672, <<(length(Arrays)):?GLuint,
(<< <<C:?GLuint>> || C <- Arrays>>)/binary,0:(((1+length(Arrays)) rem 2)*32)>>).
%% @doc Generate vertex array object names
%%
%% ``gl:genVertexArrays'' returns `N' vertex array object names in `Arrays' .
%% There is no guarantee that the names form a contiguous set of integers; however, it is
%% guaranteed that none of the returned names was in use immediately before the call to ``gl:genVertexArrays''
%% .
%%
%% Vertex array object names returned by a call to ``gl:genVertexArrays'' are not returned
%% by subsequent calls, unless they are first deleted with {@link gl:deleteVertexArrays/1} .
%%
%% The names returned in `Arrays' are marked as used, for the purposes of ``gl:genVertexArrays''
%% only, but they acquire state and type only when they are first bound.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenVertexArrays.xml">external</a> documentation.
-spec genVertexArrays(N) -> [integer()] when N :: integer().
genVertexArrays(N) ->
call(5673, <<N:?GLsizei>>).
%% @doc Determine if a name corresponds to a vertex array object
%%
%% ``gl:isVertexArray'' returns `?GL_TRUE' if `Array' is currently the name of
%% a renderbuffer object. If `Renderbuffer' is zero, or if `Array' is not the name
%% of a renderbuffer object, or if an error occurs, ``gl:isVertexArray'' returns `?GL_FALSE'
%% . If `Array' is a name returned by {@link gl:genVertexArrays/1} , by that has not yet
%% been bound through a call to {@link gl:bindVertexArray/1} , then the name is not a vertex
%% array object and ``gl:isVertexArray'' returns `?GL_FALSE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsVertexArray.xml">external</a> documentation.
-spec isVertexArray(Array) -> 0|1 when Array :: integer().
isVertexArray(Array) ->
call(5674, <<Array:?GLuint>>).
%% @doc Retrieve the index of a named uniform block
%%
%% ``gl:getUniformIndices'' retrieves the indices of a number of uniforms within `Program'
%% .
%%
%% `Program' must be the name of a program object for which the command {@link gl:linkProgram/1}
%% must have been called in the past, although it is not required that {@link gl:linkProgram/1}
%% must have succeeded. The link could have failed because the number of active uniforms
%% exceeded the limit.
%%
%% `UniformCount' indicates both the number of elements in the array of names `UniformNames'
%% and the number of indices that may be written to `UniformIndices' .
%%
%% `UniformNames' contains a list of `UniformCount' name strings identifying the
%% uniform names to be queried for indices. For each name string in `UniformNames' ,
%% the index assigned to the active uniform of that name will be written to the corresponding
%% element of `UniformIndices' . If a string in `UniformNames' is not the name of
%% an active uniform, the special value `?GL_INVALID_INDEX' will be written to the corresponding
%% element of `UniformIndices' .
%%
%% If an error occurs, nothing is written to `UniformIndices' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformIndices.xml">external</a> documentation.
-spec getUniformIndices(Program, UniformNames) -> [integer()] when Program :: integer(),UniformNames :: [string()].
getUniformIndices(Program,UniformNames) ->
UniformNamesTemp = list_to_binary([[Str|[0]] || Str <- UniformNames ]),
call(5675, <<Program:?GLuint,(length(UniformNames)):?GLuint,(size(UniformNamesTemp)):?GLuint,(UniformNamesTemp)/binary,0:((8-((size(UniformNamesTemp)+0) rem 8)) rem 8)>>).
%% @doc glGetActiveUniforms
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniforms.xml">external</a> documentation.
-spec getActiveUniformsiv(Program, UniformIndices, Pname) -> [integer()] when Program :: integer(),UniformIndices :: [integer()],Pname :: enum().
getActiveUniformsiv(Program,UniformIndices,Pname) ->
call(5676, <<Program:?GLuint,(length(UniformIndices)):?GLuint,
(<< <<C:?GLuint>> || C <- UniformIndices>>)/binary,0:(((length(UniformIndices)) rem 2)*32),Pname:?GLenum>>).
%% @doc Query the name of an active uniform
%%
%% ``gl:getActiveUniformName'' returns the name of the active uniform at `UniformIndex'
%% within `Program' . If `UniformName' is not NULL, up to `BufSize' characters
%% (including a nul-terminator) will be written into the array whose address is specified
%% by `UniformName' . If `Length' is not NULL, the number of characters that were
%% (or would have been) written into `UniformName' (not including the nul-terminator)
%% will be placed in the variable whose address is specified in `Length' . If `Length'
%% is NULL, no length is returned. The length of the longest uniform name in `Program'
%% is given by the value of `?GL_ACTIVE_UNIFORM_MAX_LENGTH', which can be queried with {@link gl:getProgramiv/2}
%% .
%%
%% If ``gl:getActiveUniformName'' is not successful, nothing is written to `Length'
%% or `UniformName' .
%%
%% `Program' must be the name of a program for which the command {@link gl:linkProgram/1}
%% has been issued in the past. It is not necessary for `Program' to have been linked
%% successfully. The link could have failed because the number of active uniforms exceeded
%% the limit.
%%
%% `UniformIndex' must be an active uniform index of the program `Program' , in
%% the range zero to `?GL_ACTIVE_UNIFORMS' - 1. The value of `?GL_ACTIVE_UNIFORMS'
%% can be queried with {@link gl:getProgramiv/2} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniformName.xml">external</a> documentation.
-spec getActiveUniformName(Program, UniformIndex, BufSize) -> string() when Program :: integer(),UniformIndex :: integer(),BufSize :: integer().
getActiveUniformName(Program,UniformIndex,BufSize) ->
call(5677, <<Program:?GLuint,UniformIndex:?GLuint,BufSize:?GLsizei>>).
%% @doc Retrieve the index of a named uniform block
%%
%% ``gl:getUniformBlockIndex'' retrieves the index of a uniform block within `Program' .
%%
%%
%% `Program' must be the name of a program object for which the command {@link gl:linkProgram/1}
%% must have been called in the past, although it is not required that {@link gl:linkProgram/1}
%% must have succeeded. The link could have failed because the number of active uniforms
%% exceeded the limit.
%%
%% `UniformBlockName' must contain a nul-terminated string specifying the name of the
%% uniform block.
%%
%% ``gl:getUniformBlockIndex'' returns the uniform block index for the uniform block named
%% `UniformBlockName' of `Program' . If `UniformBlockName' does not identify
%% an active uniform block of `Program' , ``gl:getUniformBlockIndex'' returns the special
%% identifier, `?GL_INVALID_INDEX'. Indices of the active uniform blocks of a program
%% are assigned in consecutive order, beginning with zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformBlockIndex.xml">external</a> documentation.
-spec getUniformBlockIndex(Program, UniformBlockName) -> integer() when Program :: integer(),UniformBlockName :: string().
getUniformBlockIndex(Program,UniformBlockName) ->
call(5678, <<Program:?GLuint,(list_to_binary([UniformBlockName|[0]]))/binary,0:((8-((length(UniformBlockName)+ 5) rem 8)) rem 8)>>).
%% @doc Query information about an active uniform block
%%
%% ``gl:getActiveUniformBlockiv'' retrieves information about an active uniform block within
%% `Program' .
%%
%% `Program' must be the name of a program object for which the command {@link gl:linkProgram/1}
%% must have been called in the past, although it is not required that {@link gl:linkProgram/1}
%% must have succeeded. The link could have failed because the number of active uniforms
%% exceeded the limit.
%%
%% `UniformBlockIndex' is an active uniform block index of `Program' , and must
%% be less than the value of `?GL_ACTIVE_UNIFORM_BLOCKS'.
%%
%% Upon success, the uniform block parameter(s) specified by `Pname' are returned in `Params'
%% . If an error occurs, nothing will be written to `Params' .
%%
%% If `Pname' is `?GL_UNIFORM_BLOCK_BINDING', then the index of the uniform buffer
%% binding point last selected by the uniform block specified by `UniformBlockIndex'
%% for `Program' is returned. If no uniform block has been previously specified, zero
%% is returned.
%%
%% If `Pname' is `?GL_UNIFORM_BLOCK_DATA_SIZE', then the implementation-dependent
%% minimum total buffer object size, in basic machine units, required to hold all active
%% uniforms in the uniform block identified by `UniformBlockIndex' is returned. It is
%% neither guaranteed nor expected that a given implementation will arrange uniform values
%% as tightly packed in a buffer object. The exception to this is the `std140 uniform block layout'
%% , which guarantees specific packing behavior and does not require the application to query
%% for offsets and strides. In this case the minimum size may still be queried, even though
%% it is determined in advance based only on the uniform block declaration.
%%
%% If `Pname' is `?GL_UNIFORM_BLOCK_NAME_LENGTH', then the total length (including
%% the nul terminator) of the name of the uniform block identified by `UniformBlockIndex'
%% is returned.
%%
%% If `Pname' is `?GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS', then the number of active
%% uniforms in the uniform block identified by `UniformBlockIndex' is returned.
%%
%% If `Pname' is `?GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES', then a list of the
%% active uniform indices for the uniform block identified by `UniformBlockIndex' is
%% returned. The number of elements that will be written to `Params' is the value of `?GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS'
%% for `UniformBlockIndex' .
%%
%% If `Pname' is `?GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER', `?GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER'
%% , or `?GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER', then a boolean value indicating
%% whether the uniform block identified by `UniformBlockIndex' is referenced by the
%% vertex, geometry, or fragment programming stages of program, respectively, is returned.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniformBlock.xml">external</a> documentation.
-spec getActiveUniformBlockiv(Program, UniformBlockIndex, Pname, Params) -> ok when Program :: integer(),UniformBlockIndex :: integer(),Pname :: enum(),Params :: mem().
getActiveUniformBlockiv(Program,UniformBlockIndex,Pname,Params) ->
send_bin(Params),
call(5679, <<Program:?GLuint,UniformBlockIndex:?GLuint,Pname:?GLenum>>).
%% @doc Retrieve the name of an active uniform block
%%
%% ``gl:getActiveUniformBlockName'' retrieves the name of the active uniform block at `UniformBlockIndex'
%% within `Program' .
%%
%% `Program' must be the name of a program object for which the command {@link gl:linkProgram/1}
%% must have been called in the past, although it is not required that {@link gl:linkProgram/1}
%% must have succeeded. The link could have failed because the number of active uniforms
%% exceeded the limit.
%%
%% `UniformBlockIndex' is an active uniform block index of `Program' , and must
%% be less than the value of `?GL_ACTIVE_UNIFORM_BLOCKS'.
%%
%% Upon success, the name of the uniform block identified by `UnifomBlockIndex' is
%% returned into `UniformBlockName' . The name is nul-terminated. The actual number of
%% characters written into `UniformBlockName' , excluding the nul terminator, is returned
%% in `Length' . If `Length' is NULL, no length is returned.
%%
%% `BufSize' contains the maximum number of characters (including the nul terminator)
%% that will be written into `UniformBlockName' .
%%
%% If an error occurs, nothing will be written to `UniformBlockName' or `Length' .
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniformBlockName.xml">external</a> documentation.
-spec getActiveUniformBlockName(Program, UniformBlockIndex, BufSize) -> string() when Program :: integer(),UniformBlockIndex :: integer(),BufSize :: integer().
getActiveUniformBlockName(Program,UniformBlockIndex,BufSize) ->
call(5680, <<Program:?GLuint,UniformBlockIndex:?GLuint,BufSize:?GLsizei>>).
%% @doc Assign a binding point to an active uniform block
%%
%% Binding points for active uniform blocks are assigned using ``gl:uniformBlockBinding''.
%% Each of a program's active uniform blocks has a corresponding uniform buffer binding point.
%% `Program' is the name of a program object for which the command {@link gl:linkProgram/1}
%% has been issued in the past.
%%
%% If successful, ``gl:uniformBlockBinding'' specifies that `Program' will use the
%% data store of the buffer object bound to the binding point `UniformBlockBinding'
%% to extract the values of the uniforms in the uniform block identified by `UniformBlockIndex'
%% .
%%
%% When a program object is linked or re-linked, the uniform buffer object binding point
%% assigned to each of its active uniform blocks is reset to zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glUniformBlockBinding.xml">external</a> documentation.
-spec uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding) -> ok when Program :: integer(),UniformBlockIndex :: integer(),UniformBlockBinding :: integer().
uniformBlockBinding(Program,UniformBlockIndex,UniformBlockBinding) ->
cast(5681, <<Program:?GLuint,UniformBlockIndex:?GLuint,UniformBlockBinding:?GLuint>>).
%% @doc Copy part of the data store of a buffer object to the data store of another buffer object
%%
%% ``gl:copyBufferSubData'' copies part of the data store attached to `Readtarget'
%% to the data store attached to `Writetarget' . The number of basic machine units indicated
%% by `Size' is copied from the source, at offset `Readoffset' to the destination
%% at `Writeoffset' , also in basic machine units.
%%
%% `Readtarget' and `Writetarget' must be `?GL_ARRAY_BUFFER', `?GL_COPY_READ_BUFFER'
%% , `?GL_COPY_WRITE_BUFFER', `?GL_ELEMENT_ARRAY_BUFFER', `?GL_PIXEL_PACK_BUFFER'
%% , `?GL_PIXEL_UNPACK_BUFFER', `?GL_TEXTURE_BUFFER', `?GL_TRANSFORM_FEEDBACK_BUFFER'
%% or `?GL_UNIFORM_BUFFER'. Any of these targets may be used, although the targets `?GL_COPY_READ_BUFFER'
%% and `?GL_COPY_WRITE_BUFFER' are provided specifically to allow copies between buffers
%% without disturbing other GL state.
%%
%% `Readoffset' , `Writeoffset' and `Size' must all be greater than or equal
%% to zero. Furthermore, `Readoffset' + `Size' must not exceeed the size of the
%% buffer object bound to `Readtarget' , and `Readoffset' + `Size' must not
%% exceeed the size of the buffer bound to `Writetarget' . If the same buffer object
%% is bound to both `Readtarget' and `Writetarget' , then the ranges specified by `Readoffset'
%% , `Writeoffset' and `Size' must not overlap.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCopyBufferSubData.xml">external</a> documentation.
-spec copyBufferSubData(ReadTarget, WriteTarget, ReadOffset, WriteOffset, Size) -> ok when ReadTarget :: enum(),WriteTarget :: enum(),ReadOffset :: integer(),WriteOffset :: integer(),Size :: integer().
copyBufferSubData(ReadTarget,WriteTarget,ReadOffset,WriteOffset,Size) ->
cast(5682, <<ReadTarget:?GLenum,WriteTarget:?GLenum,ReadOffset:?GLintptr,WriteOffset:?GLintptr,Size:?GLsizeiptr>>).
%% @doc Render primitives from array data with a per-element offset
%%
%% ``gl:drawElementsBaseVertex'' behaves identically to {@link gl:drawElements/4} except
%% that the `i'th element transferred by the corresponding draw call will be taken from
%% element `Indices' [i] + `Basevertex' of each enabled array. If the resulting
%% value is larger than the maximum value representable by `Type' , it is as if the calculation
%% were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The
%% operation is undefined if the sum would be negative.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElementsBaseVertex.xml">external</a> documentation.
-spec drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) -> ok when Mode :: enum(),Count :: integer(),Type :: enum(),Indices :: offset()|mem(),Basevertex :: integer().
drawElementsBaseVertex(Mode,Count,Type,Indices,Basevertex) when is_integer(Indices) ->
cast(5683, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Indices:?GLuint,Basevertex:?GLint>>);
drawElementsBaseVertex(Mode,Count,Type,Indices,Basevertex) ->
send_bin(Indices),
cast(5684, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Basevertex:?GLint>>).
%% @doc Render primitives from array data with a per-element offset
%%
%% ``gl:drawRangeElementsBaseVertex'' is a restricted form of {@link gl:drawElementsBaseVertex/5}
%% . `Mode' , `Start' , `End' , `Count' and `Basevertex' match the
%% corresponding arguments to {@link gl:drawElementsBaseVertex/5} , with the additional constraint
%% that all values in the array `Indices' must lie between `Start' and `End' ,
%% inclusive, prior to adding `Basevertex' . Index values lying outside the range [ `Start'
%% , `End' ] are treated in the same way as {@link gl:drawElementsBaseVertex/5} . The `i'
%% th element transferred by the corresponding draw call will be taken from element `Indices'
%% [i] + `Basevertex' of each enabled array. If the resulting value is larger than the
%% maximum value representable by `Type' , it is as if the calculation were upconverted
%% to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined
%% if the sum would be negative.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawRangeElementsBaseVertex.xml">external</a> documentation.
-spec drawRangeElementsBaseVertex(Mode, Start, End, Count, Type, Indices, Basevertex) -> ok when Mode :: enum(),Start :: integer(),End :: integer(),Count :: integer(),Type :: enum(),Indices :: offset()|mem(),Basevertex :: integer().
drawRangeElementsBaseVertex(Mode,Start,End,Count,Type,Indices,Basevertex) when is_integer(Indices) ->
cast(5685, <<Mode:?GLenum,Start:?GLuint,End:?GLuint,Count:?GLsizei,Type:?GLenum,Indices:?GLuint,Basevertex:?GLint>>);
drawRangeElementsBaseVertex(Mode,Start,End,Count,Type,Indices,Basevertex) ->
send_bin(Indices),
cast(5686, <<Mode:?GLenum,Start:?GLuint,End:?GLuint,Count:?GLsizei,Type:?GLenum,Basevertex:?GLint>>).
%% @doc Render multiple instances of a set of primitives from array data with a per-element offset
%%
%% ``gl:drawElementsInstancedBaseVertex'' behaves identically to {@link gl:drawElementsInstanced/5}
%% except that the `i'th element transferred by the corresponding draw call will be
%% taken from element `Indices' [i] + `Basevertex' of each enabled array. If the
%% resulting value is larger than the maximum value representable by `Type' , it is as
%% if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow
%% conditions). The operation is undefined if the sum would be negative.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElementsInstancedBaseVertex.xml">external</a> documentation.
-spec drawElementsInstancedBaseVertex(Mode, Count, Type, Indices, Primcount, Basevertex) -> ok when Mode :: enum(),Count :: integer(),Type :: enum(),Indices :: offset()|mem(),Primcount :: integer(),Basevertex :: integer().
drawElementsInstancedBaseVertex(Mode,Count,Type,Indices,Primcount,Basevertex) when is_integer(Indices) ->
cast(5687, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Indices:?GLuint,Primcount:?GLsizei,Basevertex:?GLint>>);
drawElementsInstancedBaseVertex(Mode,Count,Type,Indices,Primcount,Basevertex) ->
send_bin(Indices),
cast(5688, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Primcount:?GLsizei,Basevertex:?GLint>>).
%% @doc Specifiy the vertex to be used as the source of data for flat shaded varyings
%%
%% `Flatshading' a vertex shader varying output means to assign all vetices of the primitive
%% the same value for that output. The vertex from which these values is derived is known
%% as the `provoking vertex' and ``gl:provokingVertex'' specifies which vertex is
%% to be used as the source of data for flat shaded varyings.
%%
%% `ProvokeMode' must be either `?GL_FIRST_VERTEX_CONVENTION' or `?GL_LAST_VERTEX_CONVENTION'
%% , and controls the selection of the vertex whose values are assigned to flatshaded varying
%% outputs. The interpretation of these values for the supported primitive types is: <table><tbody>
%% <tr><td>` Primitive Type of Polygon '`i'</td><td>` First Vertex Convention '
%% </td><td>` Last Vertex Convention '</td></tr><tr><td> point </td><td>`i'</td><td>
%% `i'</td></tr><tr><td> independent line </td><td> 2`i' - 1 </td><td> 2`i'</td>
%% </tr><tr><td> line loop </td><td>`i'</td><td>
%%
%% `i' + 1, if `i' < `n'
%%
%% 1, if `i' = `n'</td></tr><tr><td> line strip </td><td>`i'</td><td>`i'
%% + 1 </td></tr><tr><td> independent triangle </td><td> 3`i' - 2 </td><td> 3`i'</td>
%% </tr><tr><td> triangle strip </td><td>`i'</td><td>`i' + 2 </td></tr><tr><td>
%% triangle fan </td><td>`i' + 1 </td><td>`i' + 2 </td></tr><tr><td> line adjacency
%% </td><td> 4`i' - 2 </td><td> 4`i' - 1 </td></tr><tr><td> line strip adjacency </td>
%% <td>`i' + 1 </td><td>`i' + 2 </td></tr><tr><td> triangle adjacency </td><td> 6`i'
%% - 5 </td><td> 6`i' - 1 </td></tr><tr><td> triangle strip adjacency </td><td> 2`i'
%% - 1 </td><td> 2`i' + 3 </td></tr></tbody></table>
%%
%% If a vertex or geometry shader is active, user-defined varying outputs may be flatshaded
%% by using the flat qualifier when declaring the output.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProvokingVertex.xml">external</a> documentation.
-spec provokingVertex(Mode) -> ok when Mode :: enum().
provokingVertex(Mode) ->
cast(5689, <<Mode:?GLenum>>).
%% @doc Create a new sync object and insert it into the GL command stream
%%
%% ``gl:fenceSync'' creates a new fence sync object, inserts a fence command into the GL
%% command stream and associates it with that sync object, and returns a non-zero name corresponding
%% to the sync object.
%%
%% When the specified `Condition' of the sync object is satisfied by the fence command,
%% the sync object is signaled by the GL, causing any {@link gl:waitSync/3} , {@link gl:clientWaitSync/3}
%% commands blocking in `Sync' to `unblock'. No other state is affected by ``gl:fenceSync''
%% or by the execution of the associated fence command.
%%
%% `Condition' must be `?GL_SYNC_GPU_COMMANDS_COMPLETE'. This condition is satisfied
%% by completion of the fence command corresponding to the sync object and all preceding
%% commands in the same command stream. The sync object will not be signaled until all effects
%% from these commands on GL client and server state and the framebuffer are fully realized.
%% Note that completion of the fence command occurs once the state of the corresponding sync
%% object has been changed, but commands waiting on that sync object may not be unblocked
%% until after the fence command completes.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glFenceSync.xml">external</a> documentation.
-spec fenceSync(Condition, Flags) -> integer() when Condition :: enum(),Flags :: integer().
fenceSync(Condition,Flags) ->
call(5690, <<Condition:?GLenum,Flags:?GLbitfield>>).
%% @doc Determine if a name corresponds to a sync object
%%
%% ``gl:isSync'' returns `?GL_TRUE' if `Sync' is currently the name of a sync
%% object. If `Sync' is not the name of a sync object, or if an error occurs, ``gl:isSync''
%% returns `?GL_FALSE'. Note that zero is not the name of a sync object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsSync.xml">external</a> documentation.
-spec isSync(Sync) -> 0|1 when Sync :: integer().
isSync(Sync) ->
call(5691, <<Sync:?GLsync>>).
%% @doc Delete a sync object
%%
%% ``gl:deleteSync'' deletes the sync object specified by `Sync' . If the fence command
%% corresponding to the specified sync object has completed, or if no {@link gl:waitSync/3}
%% or {@link gl:clientWaitSync/3} commands are blocking on `Sync' , the object is deleted
%% immediately. Otherwise, `Sync' is flagged for deletion and will be deleted when it
%% is no longer associated with any fence command and is no longer blocking any {@link gl:waitSync/3}
%% or {@link gl:clientWaitSync/3} command. In either case, after ``gl:deleteSync'' returns,
%% the name `Sync' is invalid and can no longer be used to refer to the sync object.
%%
%% ``gl:deleteSync'' will silently ignore a `Sync' value of zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteSync.xml">external</a> documentation.
-spec deleteSync(Sync) -> ok when Sync :: integer().
deleteSync(Sync) ->
cast(5692, <<Sync:?GLsync>>).
%% @doc Block and wait for a sync object to become signaled
%%
%% ``gl:clientWaitSync'' causes the client to block and wait for the sync object specified
%% by `Sync' to become signaled. If `Sync' is signaled when ``gl:clientWaitSync''
%% is called, ``gl:clientWaitSync'' returns immediately, otherwise it will block and wait
%% for up to `Timeout' nanoseconds for `Sync' to become signaled.
%%
%% The return value is one of four status values:
%%
%% `?GL_ALREADY_SIGNALED' indicates that `Sync' was signaled at the time that ``gl:clientWaitSync''
%% was called.
%%
%% `?GL_TIMEOUT_EXPIRED' indicates that at least `Timeout' nanoseconds passed and `Sync'
%% did not become signaled.
%%
%% `?GL_CONDITION_SATISFIED' indicates that `Sync' was signaled before the timeout
%% expired.
%%
%% `?GL_WAIT_FAILED' indicates that an error occurred. Additionally, an OpenGL error
%% will be generated.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClientWaitSync.xml">external</a> documentation.
-spec clientWaitSync(Sync, Flags, Timeout) -> enum() when Sync :: integer(),Flags :: integer(),Timeout :: integer().
clientWaitSync(Sync,Flags,Timeout) ->
call(5693, <<Sync:?GLsync,Flags:?GLbitfield,0:32,Timeout:?GLuint64>>).
%% @doc Instruct the GL server to block until the specified sync object becomes signaled
%%
%% ``gl:waitSync'' causes the GL server to block and wait until `Sync' becomes signaled.
%% `Sync' is the name of an existing sync object upon which to wait. `Flags' and `Timeout'
%% are currently not used and must be set to zero and the special value `?GL_TIMEOUT_IGNORED'
%% , respectively
%%
%% `Flags' and `Timeout' are placeholders for anticipated future extensions of
%% sync object capabilities. They must have these reserved values in order that existing
%% code calling ``gl:waitSync'' operate properly in the presence of such extensions.. ``gl:waitSync''
%% will always wait no longer than an implementation-dependent timeout. The duration of
%% this timeout in nanoseconds may be queried by calling {@link gl:getBooleanv/1} with the parameter `?GL_MAX_SERVER_WAIT_TIMEOUT'
%% . There is currently no way to determine whether ``gl:waitSync'' unblocked because the
%% timeout expired or because the sync object being waited on was signaled.
%%
%% If an error occurs, ``gl:waitSync'' does not cause the GL server to block.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glWaitSync.xml">external</a> documentation.
-spec waitSync(Sync, Flags, Timeout) -> ok when Sync :: integer(),Flags :: integer(),Timeout :: integer().
waitSync(Sync,Flags,Timeout) ->
cast(5694, <<Sync:?GLsync,Flags:?GLbitfield,0:32,Timeout:?GLuint64>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getInteger64v(Pname) -> [integer()] when Pname :: enum().
getInteger64v(Pname) ->
call(5695, <<Pname:?GLenum>>).
%% @doc Query the properties of a sync object
%%
%% ``gl:getSynciv'' retrieves properties of a sync object. `Sync' specifies the name
%% of the sync object whose properties to retrieve.
%%
%% On success, ``gl:getSynciv'' replaces up to `BufSize' integers in `Values'
%% with the corresponding property values of the object being queried. The actual number
%% of integers replaced is returned in the variable whose address is specified in `Length'
%% . If `Length' is NULL, no length is returned.
%%
%% If `Pname' is `?GL_OBJECT_TYPE', a single value representing the specific type
%% of the sync object is placed in `Values' . The only type supported is `?GL_SYNC_FENCE'
%% .
%%
%% If `Pname' is `?GL_SYNC_STATUS', a single value representing the status of
%% the sync object (`?GL_SIGNALED' or `?GL_UNSIGNALED') is placed in `Values' .
%%
%%
%% If `Pname' is `?GL_SYNC_CONDITION', a single value representing the condition
%% of the sync object is placed in `Values' . The only condition supported is `?GL_SYNC_GPU_COMMANDS_COMPLETE'
%% .
%%
%% If `Pname' is `?GL_SYNC_FLAGS', a single value representing the flags with
%% which the sync object was created is placed in `Values' . No flags are currently supported
%%
%%
%% `Flags' is expected to be used in future extensions to the sync objects..
%%
%% If an error occurs, nothing will be written to `Values' or `Length' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetSync.xml">external</a> documentation.
-spec getSynciv(Sync, Pname, BufSize) -> [integer()] when Sync :: integer(),Pname :: enum(),BufSize :: integer().
getSynciv(Sync,Pname,BufSize) ->
call(5696, <<Sync:?GLsync,Pname:?GLenum,BufSize:?GLsizei>>).
%% @doc Establish the data storage, format, dimensions, and number of samples of a multisample texture's image
%%
%% ``gl:texImage2DMultisample'' establishes the data storage, format, dimensions and number
%% of samples of a multisample texture's image.
%%
%% `Target' must be `?GL_TEXTURE_2D_MULTISAMPLE' or `?GL_PROXY_TEXTURE_2D_MULTISAMPLE'
%% . `Width' and `Height' are the dimensions in texels of the texture, and must
%% be in the range zero to `?GL_MAX_TEXTURE_SIZE' - 1. `Samples' specifies the
%% number of samples in the image and must be in the range zero to `?GL_MAX_SAMPLES'
%% - 1.
%%
%% `Internalformat' must be a color-renderable, depth-renderable, or stencil-renderable
%% format.
%%
%% If `Fixedsamplelocations' is `?GL_TRUE', the image will use identical sample
%% locations and the same number of samples for all texels in the image, and the sample locations
%% will not depend on the internal format or size of the image.
%%
%% When a multisample texture is accessed in a shader, the access takes one vector of integers
%% describing which texel to fetch and an integer corresponding to the sample numbers describing
%% which sample within the texel to fetch. No standard sampling instructions are allowed
%% on the multisample texture targets.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2DMultisample.xml">external</a> documentation.
-spec texImage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations) -> ok when Target :: enum(),Samples :: integer(),Internalformat :: integer(),Width :: integer(),Height :: integer(),Fixedsamplelocations :: 0|1.
texImage2DMultisample(Target,Samples,Internalformat,Width,Height,Fixedsamplelocations) ->
cast(5697, <<Target:?GLenum,Samples:?GLsizei,Internalformat:?GLint,Width:?GLsizei,Height:?GLsizei,Fixedsamplelocations:?GLboolean>>).
%% @doc Establish the data storage, format, dimensions, and number of samples of a multisample texture's image
%%
%% ``gl:texImage3DMultisample'' establishes the data storage, format, dimensions and number
%% of samples of a multisample texture's image.
%%
%% `Target' must be `?GL_TEXTURE_2D_MULTISAMPLE_ARRAY' or `?GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY'
%% . `Width' and `Height' are the dimensions in texels of the texture, and must
%% be in the range zero to `?GL_MAX_TEXTURE_SIZE' - 1. `Depth' is the number of
%% array slices in the array texture's image. `Samples' specifies the number of samples
%% in the image and must be in the range zero to `?GL_MAX_SAMPLES' - 1.
%%
%% `Internalformat' must be a color-renderable, depth-renderable, or stencil-renderable
%% format.
%%
%% If `Fixedsamplelocations' is `?GL_TRUE', the image will use identical sample
%% locations and the same number of samples for all texels in the image, and the sample locations
%% will not depend on the internal format or size of the image.
%%
%% When a multisample texture is accessed in a shader, the access takes one vector of integers
%% describing which texel to fetch and an integer corresponding to the sample numbers describing
%% which sample within the texel to fetch. No standard sampling instructions are allowed
%% on the multisample texture targets.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexImage3DMultisample.xml">external</a> documentation.
-spec texImage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations) -> ok when Target :: enum(),Samples :: integer(),Internalformat :: integer(),Width :: integer(),Height :: integer(),Depth :: integer(),Fixedsamplelocations :: 0|1.
texImage3DMultisample(Target,Samples,Internalformat,Width,Height,Depth,Fixedsamplelocations) ->
cast(5698, <<Target:?GLenum,Samples:?GLsizei,Internalformat:?GLint,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei,Fixedsamplelocations:?GLboolean>>).
%% @doc Retrieve the location of a sample
%%
%% ``gl:getMultisamplefv'' queries the location of a given sample. `Pname' specifies
%% the sample parameter to retrieve and must be `?GL_SAMPLE_POSITION'. `Index'
%% corresponds to the sample for which the location should be returned. The sample location
%% is returned as two floating-point values in `Val[0]' and `Val[1]' , each between
%% 0 and 1, corresponding to the `X' and `Y' locations respectively in the GL pixel
%% space of that sample. (0.5, 0.5) this corresponds to the pixel center. `Index' must
%% be between zero and the value of `?GL_SAMPLES' - 1.
%%
%% If the multisample mode does not have fixed sample locations, the returned values may
%% only reflect the locations of samples within some pixels.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetMultisample.xml">external</a> documentation.
-spec getMultisamplefv(Pname, Index) -> {float(),float()} when Pname :: enum(),Index :: integer().
getMultisamplefv(Pname,Index) ->
call(5699, <<Pname:?GLenum,Index:?GLuint>>).
%% @doc Set the value of a sub-word of the sample mask
%%
%% ``gl:sampleMaski'' sets one 32-bit sub-word of the multi-word sample mask, `?GL_SAMPLE_MASK_VALUE'
%% .
%%
%% `MaskIndex' specifies which 32-bit sub-word of the sample mask to update, and `Mask'
%% specifies the new value to use for that sub-word. `MaskIndex' must be less than
%% the value of `?GL_MAX_SAMPLE_MASK_WORDS'. Bit `B' of mask word `M' corresponds
%% to sample 32 x `M' + `B'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSampleMaski.xml">external</a> documentation.
-spec sampleMaski(Index, Mask) -> ok when Index :: integer(),Mask :: integer().
sampleMaski(Index,Mask) ->
cast(5700, <<Index:?GLuint,Mask:?GLbitfield>>).
%% @doc glNamedStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glNamedStringARB.xml">external</a> documentation.
-spec namedStringARB(Type, Name, String) -> ok when Type :: enum(),Name :: string(),String :: string().
namedStringARB(Type,Name,String) ->
cast(5701, <<Type:?GLenum,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8),(list_to_binary([String|[0]]))/binary,0:((8-((length(String)+ 1) rem 8)) rem 8)>>).
%% @doc glDeleteNamedStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteNamedStringARB.xml">external</a> documentation.
-spec deleteNamedStringARB(Name) -> ok when Name :: string().
deleteNamedStringARB(Name) ->
cast(5702, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc glCompileShaderIncludeARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompileShaderIncludeARB.xml">external</a> documentation.
-spec compileShaderIncludeARB(Shader, Path) -> ok when Shader :: integer(),Path :: [string()].
compileShaderIncludeARB(Shader,Path) ->
PathTemp = list_to_binary([[Str|[0]] || Str <- Path ]),
cast(5703, <<Shader:?GLuint,(length(Path)):?GLuint,(size(PathTemp)):?GLuint,(PathTemp)/binary,0:((8-((size(PathTemp)+0) rem 8)) rem 8)>>).
%% @doc glIsNamedStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsNamedStringARB.xml">external</a> documentation.
-spec isNamedStringARB(Name) -> 0|1 when Name :: string().
isNamedStringARB(Name) ->
call(5704, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc glGetNamedStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetNamedStringARB.xml">external</a> documentation.
-spec getNamedStringARB(Name, BufSize) -> string() when Name :: string(),BufSize :: integer().
getNamedStringARB(Name,BufSize) ->
call(5705, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8),BufSize:?GLsizei>>).
%% @doc glGetNamedStringARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetNamedStringARB.xml">external</a> documentation.
-spec getNamedStringivARB(Name, Pname) -> integer() when Name :: string(),Pname :: enum().
getNamedStringivARB(Name,Pname) ->
call(5706, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8),Pname:?GLenum>>).
%% @doc glBindFragDataLocationIndexe
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindFragDataLocationIndexe.xml">external</a> documentation.
-spec bindFragDataLocationIndexed(Program, ColorNumber, Index, Name) -> ok when Program :: integer(),ColorNumber :: integer(),Index :: integer(),Name :: string().
bindFragDataLocationIndexed(Program,ColorNumber,Index,Name) ->
cast(5707, <<Program:?GLuint,ColorNumber:?GLuint,Index:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8)>>).
%% @doc Query the bindings of color indices to user-defined varying out variables
%%
%% ``gl:getFragDataIndex'' returns the index of the fragment color to which the variable `Name'
%% was bound when the program object `Program' was last linked. If `Name' is not
%% a varying out variable of `Program' , or if an error occurs, -1 will be returned.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetFragDataIndex.xml">external</a> documentation.
-spec getFragDataIndex(Program, Name) -> integer() when Program :: integer(),Name :: string().
getFragDataIndex(Program,Name) ->
call(5708, <<Program:?GLuint,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 5) rem 8)) rem 8)>>).
%% @doc Generate sampler object names
%%
%% ``gl:genSamplers'' returns `N' sampler object names in `Samplers' . There is
%% no guarantee that the names form a contiguous set of integers; however, it is guaranteed
%% that none of the returned names was in use immediately before the call to ``gl:genSamplers''
%% .
%%
%% Sampler object names returned by a call to ``gl:genSamplers'' are not returned by subsequent
%% calls, unless they are first deleted with {@link gl:deleteSamplers/1} .
%%
%% The names returned in `Samplers' are marked as used, for the purposes of ``gl:genSamplers''
%% only, but they acquire state and type only when they are first bound.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenSamplers.xml">external</a> documentation.
-spec genSamplers(Count) -> [integer()] when Count :: integer().
genSamplers(Count) ->
call(5709, <<Count:?GLsizei>>).
%% @doc Delete named sampler objects
%%
%% ``gl:deleteSamplers'' deletes `N' sampler objects named by the elements of the
%% array `Ids' . After a sampler object is deleted, its name is again unused. If a sampler
%% object that is currently bound to a sampler unit is deleted, it is as though {@link gl:bindSampler/2}
%% is called with unit set to the unit the sampler is bound to and sampler zero. Unused
%% names in samplers are silently ignored, as is the reserved name zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteSamplers.xml">external</a> documentation.
-spec deleteSamplers(Samplers) -> ok when Samplers :: [integer()].
deleteSamplers(Samplers) ->
cast(5710, <<(length(Samplers)):?GLuint,
(<< <<C:?GLuint>> || C <- Samplers>>)/binary,0:(((1+length(Samplers)) rem 2)*32)>>).
%% @doc Determine if a name corresponds to a sampler object
%%
%% ``gl:isSampler'' returns `?GL_TRUE' if `Id' is currently the name of a sampler
%% object. If `Id' is zero, or is a non-zero value that is not currently the name of
%% a sampler object, or if an error occurs, ``gl:isSampler'' returns `?GL_FALSE'.
%%
%% A name returned by {@link gl:genSamplers/1} , is the name of a sampler object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsSampler.xml">external</a> documentation.
-spec isSampler(Sampler) -> 0|1 when Sampler :: integer().
isSampler(Sampler) ->
call(5711, <<Sampler:?GLuint>>).
%% @doc Bind a named sampler to a texturing target
%%
%% ``gl:bindSampler'' binds `Sampler' to the texture unit at index `Unit' . `Sampler'
%% must be zero or the name of a sampler object previously returned from a call to {@link gl:genSamplers/1}
%% . `Unit' must be less than the value of `?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS'.
%%
%%
%% When a sampler object is bound to a texture unit, its state supersedes that of the texture
%% object bound to that texture unit. If the sampler name zero is bound to a texture unit,
%% the currently bound texture's sampler state becomes active. A single sampler object may
%% be bound to multiple texture units simultaneously.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindSampler.xml">external</a> documentation.
-spec bindSampler(Unit, Sampler) -> ok when Unit :: integer(),Sampler :: integer().
bindSampler(Unit,Sampler) ->
cast(5712, <<Unit:?GLuint,Sampler:?GLuint>>).
%% @doc Set sampler parameters
%%
%% ``gl:samplerParameter'' assigns the value or values in `Params' to the sampler
%% parameter specified as `Pname' . `Sampler' specifies the sampler object to be
%% modified, and must be the name of a sampler object previously returned from a call to {@link gl:genSamplers/1}
%% . The following symbols are accepted in `Pname' :
%%
%% `?GL_TEXTURE_MIN_FILTER': The texture minifying function is used whenever the pixel
%% being textured maps to an area greater than one texture element. There are six defined
%% minifying functions. Two of them use the nearest one or nearest four texture elements
%% to compute the texture value. The other four use mipmaps.
%%
%% A mipmap is an ordered set of arrays representing the same image at progressively lower
%% resolutions. If the texture has dimensions 2 n×2 m, there are max(n m)+1 mipmaps. The first
%% mipmap is the original texture, with dimensions 2 n×2 m. Each subsequent mipmap has
%% dimensions 2(k-1)×2(l-1), where 2 k×2 l are the dimensions of the previous mipmap, until either
%% k=0 or l=0. At that point, subsequent mipmaps have dimension 1×2(l-1) or 2(k-1)×1 until
%% the final mipmap, which has dimension 1×1. To define the mipmaps, call {@link gl:texImage1D/8}
%% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} , {@link gl:copyTexImage1D/7} , or {@link gl:copyTexImage2D/8}
%% with the `level' argument indicating the order of the mipmaps. Level 0 is the original
%% texture; level max(n m) is the final 1×1 mipmap.
%%
%% `Params' supplies a function for minifying the texture as one of the following:
%%
%% `?GL_NEAREST': Returns the value of the texture element that is nearest (in Manhattan
%% distance) to the center of the pixel being textured.
%%
%% `?GL_LINEAR': Returns the weighted average of the four texture elements that are
%% closest to the center of the pixel being textured. These can include border texture elements,
%% depending on the values of `?GL_TEXTURE_WRAP_S' and `?GL_TEXTURE_WRAP_T', and
%% on the exact mapping.
%%
%% `?GL_NEAREST_MIPMAP_NEAREST': Chooses the mipmap that most closely matches the size
%% of the pixel being textured and uses the `?GL_NEAREST' criterion (the texture element
%% nearest to the center of the pixel) to produce a texture value.
%%
%% `?GL_LINEAR_MIPMAP_NEAREST': Chooses the mipmap that most closely matches the size
%% of the pixel being textured and uses the `?GL_LINEAR' criterion (a weighted average
%% of the four texture elements that are closest to the center of the pixel) to produce a
%% texture value.
%%
%% `?GL_NEAREST_MIPMAP_LINEAR': Chooses the two mipmaps that most closely match the
%% size of the pixel being textured and uses the `?GL_NEAREST' criterion (the texture
%% element nearest to the center of the pixel) to produce a texture value from each mipmap.
%% The final texture value is a weighted average of those two values.
%%
%% `?GL_LINEAR_MIPMAP_LINEAR': Chooses the two mipmaps that most closely match the
%% size of the pixel being textured and uses the `?GL_LINEAR' criterion (a weighted
%% average of the four texture elements that are closest to the center of the pixel) to produce
%% a texture value from each mipmap. The final texture value is a weighted average of those
%% two values.
%%
%% As more texture elements are sampled in the minification process, fewer aliasing artifacts
%% will be apparent. While the `?GL_NEAREST' and `?GL_LINEAR' minification functions
%% can be faster than the other four, they sample only one or four texture elements to determine
%% the texture value of the pixel being rendered and can produce moire patterns or ragged
%% transitions. The initial value of `?GL_TEXTURE_MIN_FILTER' is `?GL_NEAREST_MIPMAP_LINEAR'
%% .
%%
%% `?GL_TEXTURE_MAG_FILTER': The texture magnification function is used when the pixel
%% being textured maps to an area less than or equal to one texture element. It sets the
%% texture magnification function to either `?GL_NEAREST' or `?GL_LINEAR' (see
%% below). `?GL_NEAREST' is generally faster than `?GL_LINEAR', but it can produce
%% textured images with sharper edges because the transition between texture elements is
%% not as smooth. The initial value of `?GL_TEXTURE_MAG_FILTER' is `?GL_LINEAR'.
%%
%% `?GL_NEAREST': Returns the value of the texture element that is nearest (in Manhattan
%% distance) to the center of the pixel being textured.
%%
%% `?GL_LINEAR': Returns the weighted average of the four texture elements that are
%% closest to the center of the pixel being textured. These can include border texture elements,
%% depending on the values of `?GL_TEXTURE_WRAP_S' and `?GL_TEXTURE_WRAP_T', and
%% on the exact mapping.
%%
%%
%%
%% `?GL_TEXTURE_MIN_LOD': Sets the minimum level-of-detail parameter. This floating-point
%% value limits the selection of highest resolution mipmap (lowest mipmap level). The initial
%% value is -1000.
%%
%%
%%
%% `?GL_TEXTURE_MAX_LOD': Sets the maximum level-of-detail parameter. This floating-point
%% value limits the selection of the lowest resolution mipmap (highest mipmap level). The
%% initial value is 1000.
%%
%%
%%
%% `?GL_TEXTURE_WRAP_S': Sets the wrap parameter for texture coordinate s to either `?GL_CLAMP_TO_EDGE'
%% , `?GL_MIRRORED_REPEAT', or `?GL_REPEAT'. `?GL_CLAMP_TO_BORDER' causes
%% the s coordinate to be clamped to the range [(-1 2/N) 1+(1 2/N)], where N is the size of the texture in
%% the direction of clamping.`?GL_CLAMP_TO_EDGE' causes s coordinates to be clamped
%% to the range [(1 2/N) 1-(1 2/N)], where N is the size of the texture in the direction of clamping. `?GL_REPEAT'
%% causes the integer part of the s coordinate to be ignored; the GL uses only the fractional
%% part, thereby creating a repeating pattern. `?GL_MIRRORED_REPEAT' causes the s
%% coordinate to be set to the fractional part of the texture coordinate if the integer part
%% of s is even; if the integer part of s is odd, then the s texture coordinate is
%% set to 1-frac(s), where frac(s) represents the fractional part of s. Initially, `?GL_TEXTURE_WRAP_S'
%% is set to `?GL_REPEAT'.
%%
%%
%%
%% `?GL_TEXTURE_WRAP_T': Sets the wrap parameter for texture coordinate t to either `?GL_CLAMP_TO_EDGE'
%% , `?GL_MIRRORED_REPEAT', or `?GL_REPEAT'. See the discussion under `?GL_TEXTURE_WRAP_S'
%% . Initially, `?GL_TEXTURE_WRAP_T' is set to `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_WRAP_R': Sets the wrap parameter for texture coordinate r to either `?GL_CLAMP_TO_EDGE'
%% , `?GL_MIRRORED_REPEAT', or `?GL_REPEAT'. See the discussion under `?GL_TEXTURE_WRAP_S'
%% . Initially, `?GL_TEXTURE_WRAP_R' is set to `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_BORDER_COLOR': The data in `Params' specifies four values that
%% define the border values that should be used for border texels. If a texel is sampled
%% from the border of the texture, the values of `?GL_TEXTURE_BORDER_COLOR' are interpreted
%% as an RGBA color to match the texture's internal format and substituted for the non-existent
%% texel data. If the texture contains depth components, the first component of `?GL_TEXTURE_BORDER_COLOR'
%% is interpreted as a depth value. The initial value is (0.0, 0.0, 0.0, 0.0).
%%
%% `?GL_TEXTURE_COMPARE_MODE': Specifies the texture comparison mode for currently
%% bound textures. That is, a texture whose internal format is `?GL_DEPTH_COMPONENT_*';
%% see {@link gl:texImage2D/9} ) Permissible values are:
%%
%% `?GL_COMPARE_REF_TO_TEXTURE': Specifies that the interpolated and clamped r texture
%% coordinate should be compared to the value in the currently bound texture. See the discussion
%% of `?GL_TEXTURE_COMPARE_FUNC' for details of how the comparison is evaluated. The
%% result of the comparison is assigned to the red channel.
%%
%% `?GL_NONE': Specifies that the red channel should be assigned the appropriate value
%% from the currently bound texture.
%%
%% `?GL_TEXTURE_COMPARE_FUNC': Specifies the comparison operator used when `?GL_TEXTURE_COMPARE_MODE'
%% is set to `?GL_COMPARE_REF_TO_TEXTURE'. Permissible values are: <table><tbody><tr><td>
%% ` Texture Comparison Function '</td><td>` Computed result '</td></tr></tbody><tbody>
%% <tr><td>`?GL_LEQUAL'</td><td> result={1.0 0.0 r<=(D t) r>(D t))</td></tr><tr><td>`?GL_GEQUAL'</td><td>
%% result={1.0 0.0 r>=(D t) r<(D t))</td></tr><tr><td>`?GL_LESS'</td><td> result={1.0 0.0 r<(D t) r>=(D t))</td></tr><tr><td>`?GL_GREATER'
%% </td><td> result={1.0 0.0 r>(D t) r<=(D t))</td></tr><tr><td>`?GL_EQUAL'</td><td> result={1.0 0.0 r=(D t) r&ne;
%% (D t))</td></tr><tr><td>`?GL_NOTEQUAL'
%% </td><td> result={1.0 0.0 r&ne;(D t) r=(D t))</td></tr><tr><td>`?GL_ALWAYS'</td><td> result=1.0</td></tr><tr><td>
%% `?GL_NEVER'</td><td> result=0.0</td></tr></tbody></table> where r is the current
%% interpolated texture coordinate, and D t is the texture value sampled from the currently
%% bound texture. result is assigned to R t.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSamplerParameter.xml">external</a> documentation.
-spec samplerParameteri(Sampler, Pname, Param) -> ok when Sampler :: integer(),Pname :: enum(),Param :: integer().
samplerParameteri(Sampler,Pname,Param) ->
cast(5713, <<Sampler:?GLuint,Pname:?GLenum,Param:?GLint>>).
%% @doc
%% See {@link samplerParameteri/3}
-spec samplerParameteriv(Sampler, Pname, Param) -> ok when Sampler :: integer(),Pname :: enum(),Param :: [integer()].
samplerParameteriv(Sampler,Pname,Param) ->
cast(5714, <<Sampler:?GLuint,Pname:?GLenum,(length(Param)):?GLuint,
(<< <<C:?GLint>> || C <- Param>>)/binary,0:(((1+length(Param)) rem 2)*32)>>).
%% @doc
%% See {@link samplerParameteri/3}
-spec samplerParameterf(Sampler, Pname, Param) -> ok when Sampler :: integer(),Pname :: enum(),Param :: float().
samplerParameterf(Sampler,Pname,Param) ->
cast(5715, <<Sampler:?GLuint,Pname:?GLenum,Param:?GLfloat>>).
%% @doc
%% See {@link samplerParameteri/3}
-spec samplerParameterfv(Sampler, Pname, Param) -> ok when Sampler :: integer(),Pname :: enum(),Param :: [float()].
samplerParameterfv(Sampler,Pname,Param) ->
cast(5716, <<Sampler:?GLuint,Pname:?GLenum,(length(Param)):?GLuint,
(<< <<C:?GLfloat>> || C <- Param>>)/binary,0:(((1+length(Param)) rem 2)*32)>>).
%% @doc
%% See {@link samplerParameteri/3}
-spec samplerParameterIiv(Sampler, Pname, Param) -> ok when Sampler :: integer(),Pname :: enum(),Param :: [integer()].
samplerParameterIiv(Sampler,Pname,Param) ->
cast(5717, <<Sampler:?GLuint,Pname:?GLenum,(length(Param)):?GLuint,
(<< <<C:?GLint>> || C <- Param>>)/binary,0:(((1+length(Param)) rem 2)*32)>>).
%% @doc glSamplerParameterI
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glSamplerParameterI.xml">external</a> documentation.
-spec samplerParameterIuiv(Sampler, Pname, Param) -> ok when Sampler :: integer(),Pname :: enum(),Param :: [integer()].
samplerParameterIuiv(Sampler,Pname,Param) ->
cast(5718, <<Sampler:?GLuint,Pname:?GLenum,(length(Param)):?GLuint,
(<< <<C:?GLuint>> || C <- Param>>)/binary,0:(((1+length(Param)) rem 2)*32)>>).
%% @doc Return sampler parameter values
%%
%% ``gl:getSamplerParameter'' returns in `Params' the value or values of the sampler
%% parameter specified as `Pname' . `Sampler' defines the target sampler, and must
%% be the name of an existing sampler object, returned from a previous call to {@link gl:genSamplers/1}
%% . `Pname' accepts the same symbols as {@link gl:samplerParameteri/3} , with the same
%% interpretations:
%%
%% `?GL_TEXTURE_MAG_FILTER': Returns the single-valued texture magnification filter,
%% a symbolic constant. The initial value is `?GL_LINEAR'.
%%
%% `?GL_TEXTURE_MIN_FILTER': Returns the single-valued texture minification filter,
%% a symbolic constant. The initial value is `?GL_NEAREST_MIPMAP_LINEAR'.
%%
%% `?GL_TEXTURE_MIN_LOD': Returns the single-valued texture minimum level-of-detail
%% value. The initial value is -1000.
%%
%% `?GL_TEXTURE_MAX_LOD': Returns the single-valued texture maximum level-of-detail
%% value. The initial value is 1000.
%%
%% `?GL_TEXTURE_WRAP_S': Returns the single-valued wrapping function for texture coordinate
%% s, a symbolic constant. The initial value is `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_WRAP_T': Returns the single-valued wrapping function for texture coordinate
%% t, a symbolic constant. The initial value is `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_WRAP_R': Returns the single-valued wrapping function for texture coordinate
%% r, a symbolic constant. The initial value is `?GL_REPEAT'.
%%
%% `?GL_TEXTURE_BORDER_COLOR': Returns four integer or floating-point numbers that
%% comprise the RGBA color of the texture border. Floating-point values are returned in the
%% range [0 1]. Integer values are returned as a linear mapping of the internal floating-point
%% representation such that 1.0 maps to the most positive representable integer and -1.0
%% maps to the most negative representable integer. The initial value is (0, 0, 0, 0).
%%
%% `?GL_TEXTURE_COMPARE_MODE': Returns a single-valued texture comparison mode, a symbolic
%% constant. The initial value is `?GL_NONE'. See {@link gl:samplerParameteri/3} .
%%
%% `?GL_TEXTURE_COMPARE_FUNC': Returns a single-valued texture comparison function,
%% a symbolic constant. The initial value is `?GL_LEQUAL'. See {@link gl:samplerParameteri/3}
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetSamplerParameter.xml">external</a> documentation.
-spec getSamplerParameteriv(Sampler, Pname) -> [integer()] when Sampler :: integer(),Pname :: enum().
getSamplerParameteriv(Sampler,Pname) ->
call(5719, <<Sampler:?GLuint,Pname:?GLenum>>).
%% @doc
%% See {@link getSamplerParameteriv/2}
-spec getSamplerParameterIiv(Sampler, Pname) -> [integer()] when Sampler :: integer(),Pname :: enum().
getSamplerParameterIiv(Sampler,Pname) ->
call(5720, <<Sampler:?GLuint,Pname:?GLenum>>).
%% @doc
%% See {@link getSamplerParameteriv/2}
-spec getSamplerParameterfv(Sampler, Pname) -> [float()] when Sampler :: integer(),Pname :: enum().
getSamplerParameterfv(Sampler,Pname) ->
call(5721, <<Sampler:?GLuint,Pname:?GLenum>>).
%% @doc glGetSamplerParameterI
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetSamplerParameterI.xml">external</a> documentation.
-spec getSamplerParameterIuiv(Sampler, Pname) -> [integer()] when Sampler :: integer(),Pname :: enum().
getSamplerParameterIuiv(Sampler,Pname) ->
call(5722, <<Sampler:?GLuint,Pname:?GLenum>>).
%% @doc Record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.
%%
%% ``gl:queryCounter'' causes the GL to record the current time into the query object named
%% `Id' . `Target' must be `?GL_TIMESTAMP'. The time is recorded after all
%% previous commands on the GL client and server state and the framebuffer have been fully
%% realized. When the time is recorded, the query result for that object is marked available.
%% ``gl:queryCounter'' timer queries can be used within a {@link gl:beginQuery/2} / {@link gl:beginQuery/2}
%% block where the target is `?GL_TIME_ELAPSED' and it does not affect the result of
%% that query object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glQueryCounter.xml">external</a> documentation.
-spec queryCounter(Id, Target) -> ok when Id :: integer(),Target :: enum().
queryCounter(Id,Target) ->
cast(5723, <<Id:?GLuint,Target:?GLenum>>).
%% @doc glGetQueryObjecti64v
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetQueryObjecti64v.xml">external</a> documentation.
-spec getQueryObjecti64v(Id, Pname) -> integer() when Id :: integer(),Pname :: enum().
getQueryObjecti64v(Id,Pname) ->
call(5724, <<Id:?GLuint,Pname:?GLenum>>).
%% @doc glGetQueryObjectui64v
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetQueryObjectui64v.xml">external</a> documentation.
-spec getQueryObjectui64v(Id, Pname) -> integer() when Id :: integer(),Pname :: enum().
getQueryObjectui64v(Id,Pname) ->
call(5725, <<Id:?GLuint,Pname:?GLenum>>).
%% @doc Render primitives from array data, taking parameters from memory
%%
%% ``gl:drawArraysIndirect'' specifies multiple geometric primitives with very few subroutine
%% calls. ``gl:drawArraysIndirect'' behaves similarly to {@link gl:drawArraysInstancedBaseInstance/5}
%% , execept that the parameters to {@link gl:drawArraysInstancedBaseInstance/5} are stored
%% in memory at the address given by `Indirect' .
%%
%% The parameters addressed by `Indirect' are packed into a structure that takes the
%% form (in C): typedef struct { uint count; uint primCount; uint first; uint baseInstance;
%% } DrawArraysIndirectCommand; const DrawArraysIndirectCommand *cmd = (const DrawArraysIndirectCommand
%% *)indirect; glDrawArraysInstancedBaseInstance(mode, cmd->first, cmd->count, cmd->primCount,
%% cmd->baseInstance);
%%
%% If a buffer is bound to the `?GL_DRAW_INDIRECT_BUFFER' binding at the time of a
%% call to ``gl:drawArraysIndirect'', `Indirect' is interpreted as an offset, in basic
%% machine units, into that buffer and the parameter data is read from the buffer rather
%% than from client memory.
%%
%% In contrast to {@link gl:drawArraysInstancedBaseInstance/5} , the first member of the parameter
%% structure is unsigned, and out-of-range indices do not generate an error.
%%
%% Vertex attributes that are modified by ``gl:drawArraysIndirect'' have an unspecified
%% value after ``gl:drawArraysIndirect'' returns. Attributes that aren't modified remain
%% well defined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawArraysIndirect.xml">external</a> documentation.
-spec drawArraysIndirect(Mode, Indirect) -> ok when Mode :: enum(),Indirect :: offset()|mem().
drawArraysIndirect(Mode,Indirect) when is_integer(Indirect) ->
cast(5726, <<Mode:?GLenum,Indirect:?GLuint>>);
drawArraysIndirect(Mode,Indirect) ->
send_bin(Indirect),
cast(5727, <<Mode:?GLenum>>).
%% @doc Render indexed primitives from array data, taking parameters from memory
%%
%% ``gl:drawElementsIndirect'' specifies multiple indexed geometric primitives with very
%% few subroutine calls. ``gl:drawElementsIndirect'' behaves similarly to {@link gl:drawElementsInstancedBaseVertexBaseInstance/7}
%% , execpt that the parameters to {@link gl:drawElementsInstancedBaseVertexBaseInstance/7}
%% are stored in memory at the address given by `Indirect' .
%%
%% The parameters addressed by `Indirect' are packed into a structure that takes the
%% form (in C): typedef struct { uint count; uint primCount; uint firstIndex; uint baseVertex;
%% uint baseInstance; } DrawElementsIndirectCommand;
%%
%% ``gl:drawElementsIndirect'' is equivalent to: void glDrawElementsIndirect(GLenum mode,
%% GLenum type, const void * indirect) { const DrawElementsIndirectCommand *cmd = (const
%% DrawElementsIndirectCommand *)indirect; glDrawElementsInstancedBaseVertexBaseInstance(mode,
%% cmd->count, type, cmd->firstIndex + size-of-type, cmd->primCount, cmd->baseVertex,
%% cmd->baseInstance); }
%%
%% If a buffer is bound to the `?GL_DRAW_INDIRECT_BUFFER' binding at the time of a
%% call to ``gl:drawElementsIndirect'', `Indirect' is interpreted as an offset, in
%% basic machine units, into that buffer and the parameter data is read from the buffer rather
%% than from client memory.
%%
%% Note that indices stored in client memory are not supported. If no buffer is bound to
%% the `?GL_ELEMENT_ARRAY_BUFFER' binding, an error will be generated.
%%
%% The results of the operation are undefined if the reservedMustBeZero member of the parameter
%% structure is non-zero. However, no error is generated in this case.
%%
%% Vertex attributes that are modified by ``gl:drawElementsIndirect'' have an unspecified
%% value after ``gl:drawElementsIndirect'' returns. Attributes that aren't modified remain
%% well defined.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElementsIndirect.xml">external</a> documentation.
-spec drawElementsIndirect(Mode, Type, Indirect) -> ok when Mode :: enum(),Type :: enum(),Indirect :: offset()|mem().
drawElementsIndirect(Mode,Type,Indirect) when is_integer(Indirect) ->
cast(5728, <<Mode:?GLenum,Type:?GLenum,Indirect:?GLuint>>);
drawElementsIndirect(Mode,Type,Indirect) ->
send_bin(Indirect),
cast(5729, <<Mode:?GLenum,Type:?GLenum>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1d(Location, X) -> ok when Location :: integer(),X :: float().
uniform1d(Location,X) ->
cast(5730, <<Location:?GLint,0:32,X:?GLdouble>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2d(Location, X, Y) -> ok when Location :: integer(),X :: float(),Y :: float().
uniform2d(Location,X,Y) ->
cast(5731, <<Location:?GLint,0:32,X:?GLdouble,Y:?GLdouble>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3d(Location, X, Y, Z) -> ok when Location :: integer(),X :: float(),Y :: float(),Z :: float().
uniform3d(Location,X,Y,Z) ->
cast(5732, <<Location:?GLint,0:32,X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4d(Location, X, Y, Z, W) -> ok when Location :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
uniform4d(Location,X,Y,Z,W) ->
cast(5733, <<Location:?GLint,0:32,X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform1dv(Location, Value) -> ok when Location :: integer(),Value :: [float()].
uniform1dv(Location,Value) ->
cast(5734, <<Location:?GLint,0:32,(length(Value)):?GLuint,0:32,
(<< <<C:?GLdouble>> || C <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform2dv(Location, Value) -> ok when Location :: integer(),Value :: [{float(),float()}].
uniform2dv(Location,Value) ->
cast(5735, <<Location:?GLint,0:32,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform3dv(Location, Value) -> ok when Location :: integer(),Value :: [{float(),float(),float()}].
uniform3dv(Location,Value) ->
cast(5736, <<Location:?GLint,0:32,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniform4dv(Location, Value) -> ok when Location :: integer(),Value :: [{float(),float(),float(),float()}].
uniform4dv(Location,Value) ->
cast(5737, <<Location:?GLint,0:32,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix2dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float()}].
uniformMatrix2dv(Location,Transpose,Value) ->
cast(5738, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix3dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix3dv(Location,Transpose,Value) ->
cast(5739, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix4dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix4dv(Location,Transpose,Value) ->
cast(5740, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble,V10:?GLdouble,V11:?GLdouble,V12:?GLdouble,V13:?GLdouble,V14:?GLdouble,V15:?GLdouble,V16:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12,V13,V14,V15,V16} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix2x3dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
uniformMatrix2x3dv(Location,Transpose,Value) ->
cast(5741, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix2x4dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix2x4dv(Location,Transpose,Value) ->
cast(5742, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix3x2dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
uniformMatrix3x2dv(Location,Transpose,Value) ->
cast(5743, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix3x4dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix3x4dv(Location,Transpose,Value) ->
cast(5744, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble,V10:?GLdouble,V11:?GLdouble,V12:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix4x2dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix4x2dv(Location,Transpose,Value) ->
cast(5745, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link uniform1f/2}
-spec uniformMatrix4x3dv(Location, Transpose, Value) -> ok when Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
uniformMatrix4x3dv(Location,Transpose,Value) ->
cast(5746, <<Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble,V10:?GLdouble,V11:?GLdouble,V12:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc
%% See {@link getUniformfv/2}
-spec getUniformdv(Program, Location) -> matrix() when Program :: integer(),Location :: integer().
getUniformdv(Program,Location) ->
call(5747, <<Program:?GLuint,Location:?GLint>>).
%% @doc Retrieve the location of a subroutine uniform of a given shader stage within a program
%%
%% ``gl:getSubroutineUniformLocation'' returns the location of the subroutine uniform variable
%% `Name' in the shader stage of type `Shadertype' attached to `Program' ,
%% with behavior otherwise identical to {@link gl:getUniformLocation/2} .
%%
%% If `Name' is not the name of a subroutine uniform in the shader stage, -1 is returned,
%% but no error is generated. If `Name' is the name of a subroutine uniform in the shader
%% stage, a value between zero and the value of `?GL_ACTIVE_SUBROUTINE_LOCATIONS' minus
%% one will be returned. Subroutine locations are assigned using consecutive integers in
%% the range from zero to the value of `?GL_ACTIVE_SUBROUTINE_LOCATIONS' minus one for
%% the shader stage. For active subroutine uniforms declared as arrays, the declared array
%% elements are assigned consecutive locations.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetSubroutineUniformLocation.xml">external</a> documentation.
-spec getSubroutineUniformLocation(Program, Shadertype, Name) -> integer() when Program :: integer(),Shadertype :: enum(),Name :: string().
getSubroutineUniformLocation(Program,Shadertype,Name) ->
call(5748, <<Program:?GLuint,Shadertype:?GLenum,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc Retrieve the index of a subroutine uniform of a given shader stage within a program
%%
%% ``gl:getSubroutineIndex'' returns the index of a subroutine uniform within a shader
%% stage attached to a program object. `Program' contains the name of the program to
%% which the shader is attached. `Shadertype' specifies the stage from which to query
%% shader subroutine index. `Name' contains the null-terminated name of the subroutine
%% uniform whose name to query.
%%
%% If `Name' is not the name of a subroutine uniform in the shader stage, `?GL_INVALID_INDEX'
%% is returned, but no error is generated. If `Name' is the name of a subroutine uniform
%% in the shader stage, a value between zero and the value of `?GL_ACTIVE_SUBROUTINES'
%% minus one will be returned. Subroutine indices are assigned using consecutive integers
%% in the range from zero to the value of `?GL_ACTIVE_SUBROUTINES' minus one for the
%% shader stage.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetSubroutineIndex.xml">external</a> documentation.
-spec getSubroutineIndex(Program, Shadertype, Name) -> integer() when Program :: integer(),Shadertype :: enum(),Name :: string().
getSubroutineIndex(Program,Shadertype,Name) ->
call(5749, <<Program:?GLuint,Shadertype:?GLenum,(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>).
%% @doc Query the name of an active shader subroutine uniform
%%
%% ``gl:getActiveSubroutineUniformName'' retrieves the name of an active shader subroutine
%% uniform. `Program' contains the name of the program containing the uniform. `Shadertype'
%% specifies the stage for which which the uniform location, given by `Index' , is valid.
%% `Index' must be between zero and the value of `?GL_ACTIVE_SUBROUTINE_UNIFORMS'
%% minus one for the shader stage.
%%
%% The uniform name is returned as a null-terminated string in `Name' . The actual number
%% of characters written into `Name' , excluding the null terminator is returned in `Length'
%% . If `Length' is `?NULL', no length is returned. The maximum number of characters
%% that may be written into `Name' , including the null terminator, is specified by `Bufsize'
%% . The length of the longest subroutine uniform name in `Program' and `Shadertype'
%% is given by the value of `?GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH', which can be
%% queried with {@link gl:getProgramStageiv/3} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveSubroutineUniformName.xml">external</a> documentation.
-spec getActiveSubroutineUniformName(Program, Shadertype, Index, Bufsize) -> string() when Program :: integer(),Shadertype :: enum(),Index :: integer(),Bufsize :: integer().
getActiveSubroutineUniformName(Program,Shadertype,Index,Bufsize) ->
call(5750, <<Program:?GLuint,Shadertype:?GLenum,Index:?GLuint,Bufsize:?GLsizei>>).
%% @doc Query the name of an active shader subroutine
%%
%% ``gl:getActiveSubroutineName'' queries the name of an active shader subroutine uniform
%% from the program object given in `Program' . `Index' specifies the index of the
%% shader subroutine uniform within the shader stage given by `Stage' , and must between
%% zero and the value of `?GL_ACTIVE_SUBROUTINES' minus one for the shader stage.
%%
%% The name of the selected subroutine is returned as a null-terminated string in `Name'
%% . The actual number of characters written into `Name' , not including the null-terminator,
%% is is returned in `Length' . If `Length' is `?NULL', no length is returned.
%% The maximum number of characters that may be written into `Name' , including the null-terminator,
%% is given in `Bufsize' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveSubroutineName.xml">external</a> documentation.
-spec getActiveSubroutineName(Program, Shadertype, Index, Bufsize) -> string() when Program :: integer(),Shadertype :: enum(),Index :: integer(),Bufsize :: integer().
getActiveSubroutineName(Program,Shadertype,Index,Bufsize) ->
call(5751, <<Program:?GLuint,Shadertype:?GLenum,Index:?GLuint,Bufsize:?GLsizei>>).
%% @doc Load active subroutine uniforms
%%
%% ``gl:uniformSubroutines'' loads all active subroutine uniforms for shader stage `Shadertype'
%% of the current program with subroutine indices from `Indices' , storing `Indices[i]'
%% into the uniform at location `I' . `Count' must be equal to the value of `?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS'
%% for the program currently in use at shader stage `Shadertype' . Furthermore, all
%% values in `Indices' must be less than the value of `?GL_ACTIVE_SUBROUTINES'
%% for the shader stage.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glUniformSubroutines.xml">external</a> documentation.
-spec uniformSubroutinesuiv(Shadertype, Indices) -> ok when Shadertype :: enum(),Indices :: [integer()].
uniformSubroutinesuiv(Shadertype,Indices) ->
cast(5752, <<Shadertype:?GLenum,(length(Indices)):?GLuint,
(<< <<C:?GLuint>> || C <- Indices>>)/binary,0:(((length(Indices)) rem 2)*32)>>).
%% @doc Retrieve the value of a subroutine uniform of a given shader stage of the current program
%%
%% ``gl:getUniformSubroutine'' retrieves the value of the subroutine uniform at location `Location'
%% for shader stage `Shadertype' of the current program. `Location' must be less
%% than the value of `?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS' for the shader currently
%% in use at shader stage `Shadertype' . The value of the subroutine uniform is returned
%% in `Values' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformSubroutine.xml">external</a> documentation.
-spec getUniformSubroutineuiv(Shadertype, Location) -> {integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer(),integer()} when Shadertype :: enum(),Location :: integer().
getUniformSubroutineuiv(Shadertype,Location) ->
call(5753, <<Shadertype:?GLenum,Location:?GLint>>).
%% @doc Retrieve properties of a program object corresponding to a specified shader stage
%%
%% ``gl:getProgramStage'' queries a parameter of a shader stage attached to a program object.
%% `Program' contains the name of the program to which the shader is attached. `Shadertype'
%% specifies the stage from which to query the parameter. `Pname' specifies which parameter
%% should be queried. The value or values of the parameter to be queried is returned in the
%% variable whose address is given in `Values' .
%%
%% If `Pname' is `?GL_ACTIVE_SUBROUTINE_UNIFORMS', the number of active subroutine
%% variables in the stage is returned in `Values' .
%%
%% If `Pname' is `?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS', the number of active
%% subroutine variable locations in the stage is returned in `Values' .
%%
%% If `Pname' is `?GL_ACTIVE_SUBROUTINES', the number of active subroutines in
%% the stage is returned in `Values' .
%%
%% If `Pname' is `?GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH', the length of the
%% longest subroutine uniform for the stage is returned in `Values' .
%%
%% If `Pname' is `?GL_ACTIVE_SUBROUTINE_MAX_LENGTH', the length of the longest
%% subroutine name for the stage is returned in `Values' . The returned name length includes
%% space for the null-terminator.
%%
%% If there is no shader present of type `Shadertype' , the returned value will be consistent
%% with a shader containing no subroutines or subroutine uniforms.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramStage.xml">external</a> documentation.
-spec getProgramStageiv(Program, Shadertype, Pname) -> integer() when Program :: integer(),Shadertype :: enum(),Pname :: enum().
getProgramStageiv(Program,Shadertype,Pname) ->
call(5754, <<Program:?GLuint,Shadertype:?GLenum,Pname:?GLenum>>).
%% @doc Specifies the parameters for patch primitives
%%
%% ``gl:patchParameter'' specifies the parameters that will be used for patch primitives. `Pname'
%% specifies the parameter to modify and must be either `?GL_PATCH_VERTICES', `?GL_PATCH_DEFAULT_OUTER_LEVEL'
%% or `?GL_PATCH_DEFAULT_INNER_LEVEL'. For ``gl:patchParameteri'', `Value' specifies
%% the new value for the parameter specified by `Pname' . For ``gl:patchParameterfv'',
%% `Values' specifies the address of an array containing the new values for the parameter
%% specified by `Pname' .
%%
%% When `Pname' is `?GL_PATCH_VERTICES', `Value' specifies the number of
%% vertices that will be used to make up a single patch primitive. Patch primitives are consumed
%% by the tessellation control shader (if present) and subsequently used for tessellation.
%% When primitives are specified using {@link gl:drawArrays/3} or a similar function, each
%% patch will be made from `Parameter' control points, each represented by a vertex
%% taken from the enabeld vertex arrays. `Parameter' must be greater than zero, and
%% less than or equal to the value of `?GL_MAX_PATCH_VERTICES'.
%%
%% When `Pname' is `?GL_PATCH_DEFAULT_OUTER_LEVEL' or `?GL_PATCH_DEFAULT_INNER_LEVEL'
%% , `Values' contains the address of an array contiaining the default outer or inner
%% tessellation levels, respectively, to be used when no tessellation control shader is present.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPatchParameter.xml">external</a> documentation.
-spec patchParameteri(Pname, Value) -> ok when Pname :: enum(),Value :: integer().
patchParameteri(Pname,Value) ->
cast(5755, <<Pname:?GLenum,Value:?GLint>>).
%% @doc
%% See {@link patchParameteri/2}
-spec patchParameterfv(Pname, Values) -> ok when Pname :: enum(),Values :: [float()].
patchParameterfv(Pname,Values) ->
cast(5756, <<Pname:?GLenum,(length(Values)):?GLuint,
(<< <<C:?GLfloat>> || C <- Values>>)/binary,0:(((length(Values)) rem 2)*32)>>).
%% @doc Bind a transform feedback object
%%
%% ``gl:bindTransformFeedback'' binds the transform feedback object with name `Id'
%% to the current GL state. `Id' must be a name previously returned from a call to {@link gl:genTransformFeedbacks/1}
%% . If `Id' has not previously been bound, a new transform feedback object with name `Id'
%% and initialized with with the default transform state vector is created.
%%
%% In the initial state, a default transform feedback object is bound and treated as a transform
%% feedback object with a name of zero. If the name zero is subsequently bound, the default
%% transform feedback object is again bound to the GL state.
%%
%% While a transform feedback buffer object is bound, GL operations on the target to which
%% it is bound affect the bound transform feedback object, and queries of the target to which
%% a transform feedback object is bound return state from the bound object. When buffer objects
%% are bound for transform feedback, they are attached to the currently bound transform feedback
%% object. Buffer objects are used for trans- form feedback only if they are attached to
%% the currently bound transform feedback object.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindTransformFeedback.xml">external</a> documentation.
-spec bindTransformFeedback(Target, Id) -> ok when Target :: enum(),Id :: integer().
bindTransformFeedback(Target,Id) ->
cast(5757, <<Target:?GLenum,Id:?GLuint>>).
%% @doc Delete transform feedback objects
%%
%% ``gl:deleteTransformFeedbacks'' deletes the `N' transform feedback objects whose
%% names are stored in the array `Ids' . Unused names in `Ids' are ignored, as is
%% the name zero. After a transform feedback object is deleted, its name is again unused
%% and it has no contents. If an active transform feedback object is deleted, its name immediately
%% becomes unused, but the underlying object is not deleted until it is no longer active.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteTransformFeedbacks.xml">external</a> documentation.
-spec deleteTransformFeedbacks(Ids) -> ok when Ids :: [integer()].
deleteTransformFeedbacks(Ids) ->
cast(5758, <<(length(Ids)):?GLuint,
(<< <<C:?GLuint>> || C <- Ids>>)/binary,0:(((1+length(Ids)) rem 2)*32)>>).
%% @doc Reserve transform feedback object names
%%
%% ``gl:genTransformFeedbacks'' returns `N' previously unused transform feedback object
%% names in `Ids' . These names are marked as used, for the purposes of ``gl:genTransformFeedbacks''
%% only, but they acquire transform feedback state only when they are first bound.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenTransformFeedbacks.xml">external</a> documentation.
-spec genTransformFeedbacks(N) -> [integer()] when N :: integer().
genTransformFeedbacks(N) ->
call(5759, <<N:?GLsizei>>).
%% @doc Determine if a name corresponds to a transform feedback object
%%
%% ``gl:isTransformFeedback'' returns `?GL_TRUE' if `Id' is currently the name
%% of a transform feedback object. If `Id' is zero, or if `?id' is not the name
%% of a transform feedback object, or if an error occurs, ``gl:isTransformFeedback'' returns
%% `?GL_FALSE'. If `Id' is a name returned by {@link gl:genTransformFeedbacks/1} ,
%% but that has not yet been bound through a call to {@link gl:bindTransformFeedback/2} , then
%% the name is not a transform feedback object and ``gl:isTransformFeedback'' returns `?GL_FALSE'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsTransformFeedback.xml">external</a> documentation.
-spec isTransformFeedback(Id) -> 0|1 when Id :: integer().
isTransformFeedback(Id) ->
call(5760, <<Id:?GLuint>>).
%% @doc Pause transform feedback operations
%%
%% ``gl:pauseTransformFeedback'' pauses transform feedback operations on the currently
%% active transform feedback object. When transform feedback operations are paused, transform
%% feedback is still considered active and changing most transform feedback state related
%% to the object results in an error. However, a new transform feedback object may be bound
%% while transform feedback is paused.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glPauseTransformFeedback.xml">external</a> documentation.
-spec pauseTransformFeedback() -> ok.
pauseTransformFeedback() ->
cast(5761, <<>>).
%% @doc Resume transform feedback operations
%%
%% ``gl:resumeTransformFeedback'' resumes transform feedback operations on the currently
%% active transform feedback object. When transform feedback operations are paused, transform
%% feedback is still considered active and changing most transform feedback state related
%% to the object results in an error. However, a new transform feedback object may be bound
%% while transform feedback is paused.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glResumeTransformFeedback.xml">external</a> documentation.
-spec resumeTransformFeedback() -> ok.
resumeTransformFeedback() ->
cast(5762, <<>>).
%% @doc Render primitives using a count derived from a transform feedback object
%%
%% ``gl:drawTransformFeedback'' draws primitives of a type specified by `Mode' using
%% a count retrieved from the transform feedback specified by `Id' . Calling ``gl:drawTransformFeedback''
%% is equivalent to calling {@link gl:drawArrays/3} with `Mode' as specified, `First'
%% set to zero, and `Count' set to the number of vertices captured on vertex stream
%% zero the last time transform feedback was active on the transform feedback object named
%% by `Id' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawTransformFeedback.xml">external</a> documentation.
-spec drawTransformFeedback(Mode, Id) -> ok when Mode :: enum(),Id :: integer().
drawTransformFeedback(Mode,Id) ->
cast(5763, <<Mode:?GLenum,Id:?GLuint>>).
%% @doc Render primitives using a count derived from a specifed stream of a transform feedback object
%%
%% ``gl:drawTransformFeedbackStream'' draws primitives of a type specified by `Mode'
%% using a count retrieved from the transform feedback stream specified by `Stream'
%% of the transform feedback object specified by `Id' . Calling ``gl:drawTransformFeedbackStream''
%% is equivalent to calling {@link gl:drawArrays/3} with `Mode' as specified, `First'
%% set to zero, and `Count' set to the number of vertices captured on vertex stream `Stream'
%% the last time transform feedback was active on the transform feedback object named by `Id'
%% .
%%
%% Calling {@link gl:drawTransformFeedback/2} is equivalent to calling ``gl:drawTransformFeedbackStream''
%% with `Stream' set to zero.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawTransformFeedbackStream.xml">external</a> documentation.
-spec drawTransformFeedbackStream(Mode, Id, Stream) -> ok when Mode :: enum(),Id :: integer(),Stream :: integer().
drawTransformFeedbackStream(Mode,Id,Stream) ->
cast(5764, <<Mode:?GLenum,Id:?GLuint,Stream:?GLuint>>).
%% @doc glBeginQueryIndexe
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBeginQueryIndexe.xml">external</a> documentation.
-spec beginQueryIndexed(Target, Index, Id) -> ok when Target :: enum(),Index :: integer(),Id :: integer().
beginQueryIndexed(Target,Index,Id) ->
cast(5765, <<Target:?GLenum,Index:?GLuint,Id:?GLuint>>).
%% @doc Delimit the boundaries of a query object on an indexed target
%%
%% ``gl:beginQueryIndexed'' and {@link gl:endQueryIndexed/2} delimit the boundaries of a
%% query object. `Query' must be a name previously returned from a call to {@link gl:genQueries/1}
%% . If a query object with name `Id' does not yet exist it is created with the type
%% determined by `Target' . `Target' must be one of `?GL_SAMPLES_PASSED', `?GL_ANY_SAMPLES_PASSED'
%% , `?GL_PRIMITIVES_GENERATED', `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN', or `?GL_TIME_ELAPSED'
%% . The behavior of the query object depends on its type and is as follows.
%%
%% `Index' specifies the index of the query target and must be between a `Target' -specific
%% maximum.
%%
%% If `Target' is `?GL_SAMPLES_PASSED', `Id' must be an unused name, or the
%% name of an existing occlusion query object. When ``gl:beginQueryIndexed'' is executed,
%% the query object's samples-passed counter is reset to 0. Subsequent rendering will increment
%% the counter for every sample that passes the depth test. If the value of `?GL_SAMPLE_BUFFERS'
%% is 0, then the samples-passed count is incremented by 1 for each fragment. If the value
%% of `?GL_SAMPLE_BUFFERS' is 1, then the samples-passed count is incremented by the
%% number of samples whose coverage bit is set. However, implementations, at their discression
%% may instead increase the samples-passed count by the value of `?GL_SAMPLES' if any
%% sample in the fragment is covered. When ``gl:endQueryIndexed'' is executed, the samples-passed
%% counter is assigned to the query object's result value. This value can be queried by calling
%% {@link gl:getQueryObjectiv/2} with `Pname' `?GL_QUERY_RESULT'. When `Target'
%% is `?GL_SAMPLES_PASSED', `Index' must be zero.
%%
%% If `Target' is `?GL_ANY_SAMPLES_PASSED', `Id' must be an unused name,
%% or the name of an existing boolean occlusion query object. When ``gl:beginQueryIndexed''
%% is executed, the query object's samples-passed flag is reset to `?GL_FALSE'. Subsequent
%% rendering causes the flag to be set to `?GL_TRUE' if any sample passes the depth
%% test. When ``gl:endQueryIndexed'' is executed, the samples-passed flag is assigned to
%% the query object's result value. This value can be queried by calling {@link gl:getQueryObjectiv/2}
%% with `Pname' `?GL_QUERY_RESULT'. When `Target' is `?GL_ANY_SAMPLES_PASSED'
%% , `Index' must be zero.
%%
%% If `Target' is `?GL_PRIMITIVES_GENERATED', `Id' must be an unused name,
%% or the name of an existing primitive query object previously bound to the `?GL_PRIMITIVES_GENERATED'
%% query binding. When ``gl:beginQueryIndexed'' is executed, the query object's primitives-generated
%% counter is reset to 0. Subsequent rendering will increment the counter once for every
%% vertex that is emitted from the geometry shader to the stream given by `Index' , or
%% from the vertex shader if `Index' is zero and no geometry shader is present. When ``gl:endQueryIndexed''
%% is executed, the primitives-generated counter for stream `Index' is assigned to
%% the query object's result value. This value can be queried by calling {@link gl:getQueryObjectiv/2}
%% with `Pname' `?GL_QUERY_RESULT'. When `Target' is `?GL_PRIMITIVES_GENERATED'
%% , `Index' must be less than the value of `?GL_MAX_VERTEX_STREAMS'.
%%
%% If `Target' is `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN', `Id' must
%% be an unused name, or the name of an existing primitive query object previously bound
%% to the `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN' query binding. When ``gl:beginQueryIndexed''
%% is executed, the query object's primitives-written counter for the stream specified by `Index'
%% is reset to 0. Subsequent rendering will increment the counter once for every vertex
%% that is written into the bound transform feedback buffer(s) for stream `Index' . If
%% transform feedback mode is not activated between the call to ``gl:beginQueryIndexed''
%% and ``gl:endQueryIndexed'', the counter will not be incremented. When ``gl:endQueryIndexed''
%% is executed, the primitives-written counter for stream `Index' is assigned to the
%% query object's result value. This value can be queried by calling {@link gl:getQueryObjectiv/2}
%% with `Pname' `?GL_QUERY_RESULT'. When `Target' is `?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN'
%% , `Index' must be less than the value of `?GL_MAX_VERTEX_STREAMS'.
%%
%% If `Target' is `?GL_TIME_ELAPSED', `Id' must be an unused name, or the
%% name of an existing timer query object previously bound to the `?GL_TIME_ELAPSED'
%% query binding. When ``gl:beginQueryIndexed'' is executed, the query object's time counter
%% is reset to 0. When ``gl:endQueryIndexed'' is executed, the elapsed server time that
%% has passed since the call to ``gl:beginQueryIndexed'' is written into the query object's
%% time counter. This value can be queried by calling {@link gl:getQueryObjectiv/2} with `Pname'
%% `?GL_QUERY_RESULT'. When `Target' is `?GL_TIME_ELAPSED', `Index' must
%% be zero.
%%
%% Querying the `?GL_QUERY_RESULT' implicitly flushes the GL pipeline until the rendering
%% delimited by the query object has completed and the result is available. `?GL_QUERY_RESULT_AVAILABLE'
%% can be queried to determine if the result is immediately available or if the rendering
%% is not yet complete.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBeginQueryIndexed.xml">external</a> documentation.
-spec endQueryIndexed(Target, Index) -> ok when Target :: enum(),Index :: integer().
endQueryIndexed(Target,Index) ->
cast(5766, <<Target:?GLenum,Index:?GLuint>>).
%% @doc Return parameters of an indexed query object target
%%
%% ``gl:getQueryIndexediv'' returns in `Params' a selected parameter of the indexed
%% query object target specified by `Target' and `Index' . `Index' specifies
%% the index of the query object target and must be between zero and a target-specific maxiumum.
%%
%%
%% `Pname' names a specific query object target parameter. When `Pname' is `?GL_CURRENT_QUERY'
%% , the name of the currently active query for the specified `Index' of `Target' ,
%% or zero if no query is active, will be placed in `Params' . If `Pname' is `?GL_QUERY_COUNTER_BITS'
%% , the implementation-dependent number of bits used to hold the result of queries for `Target'
%% is returned in `Params' .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetQueryIndexed.xml">external</a> documentation.
-spec getQueryIndexediv(Target, Index, Pname) -> integer() when Target :: enum(),Index :: integer(),Pname :: enum().
getQueryIndexediv(Target,Index,Pname) ->
call(5767, <<Target:?GLenum,Index:?GLuint,Pname:?GLenum>>).
%% @doc Release resources consumed by the implementation's shader compiler
%%
%% ``gl:releaseShaderCompiler'' provides a hint to the implementation that it may free
%% internal resources associated with its shader compiler. {@link gl:compileShader/1} may
%% subsequently be called and the implementation may at that time reallocate resources previously
%% freed by the call to ``gl:releaseShaderCompiler''.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glReleaseShaderCompiler.xml">external</a> documentation.
-spec releaseShaderCompiler() -> ok.
releaseShaderCompiler() ->
cast(5768, <<>>).
%% @doc Load pre-compiled shader binaries
%%
%% ``gl:shaderBinary'' loads pre-compiled shader binary code into the `Count' shader
%% objects whose handles are given in `Shaders' . `Binary' points to `Length'
%% bytes of binary shader code stored in client memory. `BinaryFormat' specifies the
%% format of the pre-compiled code.
%%
%% The binary image contained in `Binary' will be decoded according to the extension
%% specification defining the specified `BinaryFormat' token. OpenGL does not define
%% any specific binary formats, but it does provide a mechanism to obtain token vaues for
%% such formats provided by such extensions.
%%
%% Depending on the types of the shader objects in `Shaders' , ``gl:shaderBinary''
%% will individually load binary vertex or fragment shaders, or load an executable binary
%% that contains an optimized pair of vertex and fragment shaders stored in the same binary.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glShaderBinary.xml">external</a> documentation.
-spec shaderBinary(Shaders, Binaryformat, Binary) -> ok when Shaders :: [integer()],Binaryformat :: enum(),Binary :: binary().
shaderBinary(Shaders,Binaryformat,Binary) ->
send_bin(Binary),
cast(5769, <<(length(Shaders)):?GLuint,
(<< <<C:?GLuint>> || C <- Shaders>>)/binary,0:(((1+length(Shaders)) rem 2)*32),Binaryformat:?GLenum>>).
%% @doc Retrieve the range and precision for numeric formats supported by the shader compiler
%%
%% ``gl:getShaderPrecisionFormat'' retrieves the numeric range and precision for the implementation's
%% representation of quantities in different numeric formats in specified shader type. `ShaderType'
%% specifies the type of shader for which the numeric precision and range is to be retrieved
%% and must be one of `?GL_VERTEX_SHADER' or `?GL_FRAGMENT_SHADER'. `PrecisionType'
%% specifies the numeric format to query and must be one of `?GL_LOW_FLOAT', `?GL_MEDIUM_FLOAT'
%% `?GL_HIGH_FLOAT', `?GL_LOW_INT', `?GL_MEDIUM_INT', or `?GL_HIGH_INT'.
%%
%%
%% `Range' points to an array of two integers into which the format's numeric range
%% will be returned. If min and max are the smallest values representable in the format,
%% then the values returned are defined to be: `Range' [0] = floor(log2(|min|)) and `Range'
%% [1] = floor(log2(|max|)).
%%
%% `Precision' specifies the address of an integer into which will be written the log2
%% value of the number of bits of precision of the format. If the smallest representable
%% value greater than 1 is 1 + `eps', then the integer addressed by `Precision'
%% will contain floor(-log2(eps)).
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderPrecisionFormat.xml">external</a> documentation.
-spec getShaderPrecisionFormat(Shadertype, Precisiontype) -> {Range :: {integer(),integer()},Precision :: integer()} when Shadertype :: enum(),Precisiontype :: enum().
getShaderPrecisionFormat(Shadertype,Precisiontype) ->
call(5770, <<Shadertype:?GLenum,Precisiontype:?GLenum>>).
%% @doc
%% See {@link depthRange/2}
-spec depthRangef(N, F) -> ok when N :: clamp(),F :: clamp().
depthRangef(N,F) ->
cast(5771, <<N:?GLclampf,F:?GLclampf>>).
%% @doc glClearDepthf
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glClearDepthf.xml">external</a> documentation.
-spec clearDepthf(D) -> ok when D :: clamp().
clearDepthf(D) ->
cast(5772, <<D:?GLclampf>>).
%% @doc Return a binary representation of a program object's compiled and linked executable source
%%
%% ``gl:getProgramBinary'' returns a binary representation of the compiled and linked executable
%% for `Program' into the array of bytes whose address is specified in `Binary' .
%% The maximum number of bytes that may be written into `Binary' is specified by `BufSize'
%% . If the program binary is greater in size than `BufSize' bytes, then an error is
%% generated, otherwise the actual number of bytes written into `Binary' is returned
%% in the variable whose address is given by `Length' . If `Length' is `?NULL',
%% then no length is returned.
%%
%% The format of the program binary written into `Binary' is returned in the variable
%% whose address is given by `BinaryFormat' , and may be implementation dependent. The
%% binary produced by the GL may subsequently be returned to the GL by calling {@link gl:programBinary/3}
%% , with `BinaryFormat' and `Length' set to the values returned by ``gl:getProgramBinary''
%% , and passing the returned binary data in the `Binary' parameter.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramBinary.xml">external</a> documentation.
-spec getProgramBinary(Program, BufSize) -> {BinaryFormat :: enum(),Binary :: binary()} when Program :: integer(),BufSize :: integer().
getProgramBinary(Program,BufSize) ->
call(5773, <<Program:?GLuint,BufSize:?GLsizei>>).
%% @doc Load a program object with a program binary
%%
%% ``gl:programBinary'' loads a program object with a program binary previously returned
%% from {@link gl:getProgramBinary/2} . `BinaryFormat' and `Binary' must be those
%% returned by a previous call to {@link gl:getProgramBinary/2} , and `Length' must be
%% the length returned by {@link gl:getProgramBinary/2} , or by {@link gl:getProgramiv/2} when
%% called with `Pname' set to `?GL_PROGRAM_BINARY_LENGTH'. If these conditions
%% are not met, loading the program binary will fail and `Program' 's `?GL_LINK_STATUS'
%% will be set to `?GL_FALSE'.
%%
%% A program object's program binary is replaced by calls to {@link gl:linkProgram/1} or ``gl:programBinary''
%% . When linking success or failure is concerned, ``gl:programBinary'' can be considered
%% to perform an implicit linking operation. {@link gl:linkProgram/1} and ``gl:programBinary''
%% both set the program object's `?GL_LINK_STATUS' to `?GL_TRUE' or `?GL_FALSE'
%% .
%%
%% A successful call to ``gl:programBinary'' will reset all uniform variables to their
%% initial values. The initial value is either the value of the variable's initializer as
%% specified in the original shader source, or zero if no initializer was present. Additionally,
%% all vertex shader input and fragment shader output assignments that were in effect when
%% the program was linked before saving are restored with ``gl:programBinary'' is called.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramBinary.xml">external</a> documentation.
-spec programBinary(Program, BinaryFormat, Binary) -> ok when Program :: integer(),BinaryFormat :: enum(),Binary :: binary().
programBinary(Program,BinaryFormat,Binary) ->
send_bin(Binary),
cast(5774, <<Program:?GLuint,BinaryFormat:?GLenum>>).
%% @doc Specify a parameter for a program object
%%
%% ``gl:programParameter'' specifies a new value for the parameter nameed by `Pname'
%% for the program object `Program' .
%%
%% If `Pname' is `?GL_PROGRAM_BINARY_RETRIEVABLE_HINT', `Value' should be `?GL_FALSE'
%% or `?GL_TRUE' to indicate to the implementation the intention of the application
%% to retrieve the program's binary representation with {@link gl:getProgramBinary/2} . The
%% implementation may use this information to store information that may be useful for a
%% future query of the program's binary. It is recommended to set `?GL_PROGRAM_BINARY_RETRIEVABLE_HINT'
%% for the program to `?GL_TRUE' before calling {@link gl:linkProgram/1} , and using
%% the program at run-time if the binary is to be retrieved later.
%%
%% If `Pname' is `?GL_PROGRAM_SEPARABLE', `Value' must be `?GL_TRUE'
%% or `?GL_FALSE' and indicates whether `Program' can be bound to individual pipeline
%% stages via {@link gl:useProgramStages/3} . A program's `?GL_PROGRAM_SEPARABLE' parameter
%% must be set to `?GL_TRUE'`before' {@link gl:linkProgram/1} is called in order
%% for it to be usable with a program pipeline object. The initial state of `?GL_PROGRAM_SEPARABLE'
%% is `?GL_FALSE'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramParameter.xml">external</a> documentation.
-spec programParameteri(Program, Pname, Value) -> ok when Program :: integer(),Pname :: enum(),Value :: integer().
programParameteri(Program,Pname,Value) ->
cast(5775, <<Program:?GLuint,Pname:?GLenum,Value:?GLint>>).
%% @doc Bind stages of a program object to a program pipeline
%%
%% ``gl:useProgramStages'' binds executables from a program object associated with a specified
%% set of shader stages to the program pipeline object given by `Pipeline' . `Pipeline'
%% specifies the program pipeline object to which to bind the executables. `Stages'
%% contains a logical combination of bits indicating the shader stages to use within `Program'
%% with the program pipeline object `Pipeline' . `Stages' must be a logical combination
%% of `?GL_VERTEX_SHADER_BIT', `?GL_TESS_CONTROL_SHADER_BIT', `?GL_TESS_EVALUATION_SHADER_BIT'
%% , `?GL_GEOMETRY_SHADER_BIT', and `?GL_FRAGMENT_SHADER_BIT'. Additionally, the
%% special value `?GL_ALL_SHADER_BITS' may be specified to indicate that all executables
%% contained in `Program' should be installed in `Pipeline' .
%%
%% If `Program' refers to a program object with a valid shader attached for an indicated
%% shader stage, ``gl:useProgramStages'' installs the executable code for that stage in
%% the indicated program pipeline object `Pipeline' . If `Program' is zero, or refers
%% to a program object with no valid shader executable for a given stage, it is as if the
%% pipeline object has no programmable stage configured for the indicated shader stages. If `Stages'
%% contains bits other than those listed above, and is not equal to `?GL_ALL_SHADER_BITS'
%% , an error is generated.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glUseProgramStages.xml">external</a> documentation.
-spec useProgramStages(Pipeline, Stages, Program) -> ok when Pipeline :: integer(),Stages :: integer(),Program :: integer().
useProgramStages(Pipeline,Stages,Program) ->
cast(5776, <<Pipeline:?GLuint,Stages:?GLbitfield,Program:?GLuint>>).
%% @doc Set the active program object for a program pipeline object
%%
%% ``gl:activeShaderProgram'' sets the linked program named by `Program' to be the
%% active program for the program pipeline object `Pipeline' . The active program in
%% the active program pipeline object is the target of calls to {@link gl:uniform1f/2} when
%% no program has been made current through a call to {@link gl:useProgram/1} .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glActiveShaderProgram.xml">external</a> documentation.
-spec activeShaderProgram(Pipeline, Program) -> ok when Pipeline :: integer(),Program :: integer().
activeShaderProgram(Pipeline,Program) ->
cast(5777, <<Pipeline:?GLuint,Program:?GLuint>>).
%% @doc glCreateShaderProgramv
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCreateShaderProgramv.xml">external</a> documentation.
-spec createShaderProgramv(Type, Strings) -> integer() when Type :: enum(),Strings :: [string()].
createShaderProgramv(Type,Strings) ->
StringsTemp = list_to_binary([[Str|[0]] || Str <- Strings ]),
call(5778, <<Type:?GLenum,(length(Strings)):?GLuint,(size(StringsTemp)):?GLuint,(StringsTemp)/binary,0:((8-((size(StringsTemp)+0) rem 8)) rem 8)>>).
%% @doc Bind a program pipeline to the current context
%%
%% ``gl:bindProgramPipeline'' binds a program pipeline object to the current context. `Pipeline'
%% must be a name previously returned from a call to {@link gl:genProgramPipelines/1} . If
%% no program pipeline exists with name `Pipeline' then a new pipeline object is created
%% with that name and initialized to the default state vector.
%%
%% When a program pipeline object is bound using ``gl:bindProgramPipeline'', any previous
%% binding is broken and is replaced with a binding to the specified pipeline object. If `Pipeline'
%% is zero, the previous binding is broken and is not replaced, leaving no pipeline object
%% bound. If no current program object has been established by {@link gl:useProgram/1} , the
%% program objects used for each stage and for uniform updates are taken from the bound program
%% pipeline object, if any. If there is a current program object established by {@link gl:useProgram/1}
%% , the bound program pipeline object has no effect on rendering or uniform updates. When
%% a bound program pipeline object is used for rendering, individual shader executables are
%% taken from its program objects.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindProgramPipeline.xml">external</a> documentation.
-spec bindProgramPipeline(Pipeline) -> ok when Pipeline :: integer().
bindProgramPipeline(Pipeline) ->
cast(5779, <<Pipeline:?GLuint>>).
%% @doc Delete program pipeline objects
%%
%% ``gl:deleteProgramPipelines'' deletes the `N' program pipeline objects whose names
%% are stored in the array `Pipelines' . Unused names in `Pipelines' are ignored,
%% as is the name zero. After a program pipeline object is deleted, its name is again unused
%% and it has no contents. If program pipeline object that is currently bound is deleted,
%% the binding for that object reverts to zero and no program pipeline object becomes current.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDeleteProgramPipelines.xml">external</a> documentation.
-spec deleteProgramPipelines(Pipelines) -> ok when Pipelines :: [integer()].
deleteProgramPipelines(Pipelines) ->
cast(5780, <<(length(Pipelines)):?GLuint,
(<< <<C:?GLuint>> || C <- Pipelines>>)/binary,0:(((1+length(Pipelines)) rem 2)*32)>>).
%% @doc Reserve program pipeline object names
%%
%% ``gl:genProgramPipelines'' returns `N' previously unused program pipeline object
%% names in `Pipelines' . These names are marked as used, for the purposes of ``gl:genProgramPipelines''
%% only, but they acquire program pipeline state only when they are first bound.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGenProgramPipelines.xml">external</a> documentation.
-spec genProgramPipelines(N) -> [integer()] when N :: integer().
genProgramPipelines(N) ->
call(5781, <<N:?GLsizei>>).
%% @doc Determine if a name corresponds to a program pipeline object
%%
%% ``gl:isProgramPipeline'' returns `?GL_TRUE' if `Pipeline' is currently the
%% name of a program pipeline object. If `Pipeline' is zero, or if `?pipeline'
%% is not the name of a program pipeline object, or if an error occurs, ``gl:isProgramPipeline''
%% returns `?GL_FALSE'. If `Pipeline' is a name returned by {@link gl:genProgramPipelines/1}
%% , but that has not yet been bound through a call to {@link gl:bindProgramPipeline/1} , then
%% the name is not a program pipeline object and ``gl:isProgramPipeline'' returns `?GL_FALSE'
%% .
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glIsProgramPipeline.xml">external</a> documentation.
-spec isProgramPipeline(Pipeline) -> 0|1 when Pipeline :: integer().
isProgramPipeline(Pipeline) ->
call(5782, <<Pipeline:?GLuint>>).
%% @doc Retrieve properties of a program pipeline object
%%
%% ``gl:getProgramPipelineiv'' retrieves the value of a property of the program pipeline
%% object `Pipeline' . `Pname' specifies the name of the parameter whose value to
%% retrieve. The value of the parameter is written to the variable whose address is given
%% by `Params' .
%%
%% If `Pname' is `?GL_ACTIVE_PROGRAM', the name of the active program object of
%% the program pipeline object is returned in `Params' .
%%
%% If `Pname' is `?GL_VERTEX_SHADER', the name of the current program object for
%% the vertex shader type of the program pipeline object is returned in `Params' .
%%
%% If `Pname' is `?GL_TESS_CONTROL_SHADER', the name of the current program object
%% for the tessellation control shader type of the program pipeline object is returned in `Params'
%% .
%%
%% If `Pname' is `?GL_TESS_EVALUATION_SHADER', the name of the current program
%% object for the tessellation evaluation shader type of the program pipeline object is returned
%% in `Params' .
%%
%% If `Pname' is `?GL_GEOMETRY_SHADER', the name of the current program object
%% for the geometry shader type of the program pipeline object is returned in `Params' .
%%
%%
%% If `Pname' is `?GL_FRAGMENT_SHADER', the name of the current program object
%% for the fragment shader type of the program pipeline object is returned in `Params' .
%%
%%
%% If `Pname' is `?GL_INFO_LOG_LENGTH', the length of the info log, including
%% the null terminator, is returned in `Params' . If there is no info log, zero is returned.
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramPipeline.xml">external</a> documentation.
-spec getProgramPipelineiv(Pipeline, Pname) -> integer() when Pipeline :: integer(),Pname :: enum().
getProgramPipelineiv(Pipeline,Pname) ->
call(5783, <<Pipeline:?GLuint,Pname:?GLenum>>).
%% @doc Specify the value of a uniform variable for a specified program object
%%
%% ``gl:programUniform'' modifies the value of a uniform variable or a uniform variable
%% array. The location of the uniform variable to be modified is specified by `Location' ,
%% which should be a value returned by {@link gl:getUniformLocation/2} . ``gl:programUniform''
%% operates on the program object specified by `Program' .
%%
%% The commands ``gl:programUniform{1|2|3|4}{f|i|ui}'' are used to change the value of
%% the uniform variable specified by `Location' using the values passed as arguments.
%% The number specified in the command should match the number of components in the data
%% type of the specified uniform variable (e.g., `1' for float, int, unsigned int, bool;
%% `2' for vec2, ivec2, uvec2, bvec2, etc.). The suffix `f' indicates that floating-point
%% values are being passed; the suffix `i' indicates that integer values are being passed;
%% the suffix `ui' indicates that unsigned integer values are being passed, and this
%% type should also match the data type of the specified uniform variable. The `i' variants
%% of this function should be used to provide values for uniform variables defined as int, ivec2
%% , ivec3, ivec4, or arrays of these. The `ui' variants of this function should be
%% used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4,
%% or arrays of these. The `f' variants should be used to provide values for uniform
%% variables of type float, vec2, vec3, vec4, or arrays of these. Either the `i', `ui'
%% or `f' variants may be used to provide values for uniform variables of type bool, bvec2
%% , bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input
%% value is 0 or 0.0f, and it will be set to true otherwise.
%%
%% All active uniform variables defined in a program object are initialized to 0 when the
%% program object is linked successfully. They retain the values assigned to them by a call
%% to ``gl:programUniform'' until the next successful link operation occurs on the program
%% object, when they are once again initialized to 0.
%%
%% The commands ``gl:programUniform{1|2|3|4}{f|i|ui}v'' can be used to modify a single
%% uniform variable or a uniform variable array. These commands pass a count and a pointer
%% to the values to be loaded into a uniform variable or a uniform variable array. A count
%% of 1 should be used if modifying the value of a single uniform variable, and a count of
%% 1 or greater can be used to modify an entire array or part of an array. When loading `n'
%% elements starting at an arbitrary position `m' in a uniform variable array, elements
%% `m' + `n' - 1 in the array will be replaced with the new values. If `M' + `N'
%% - 1 is larger than the size of the uniform variable array, values for all array elements
%% beyond the end of the array will be ignored. The number specified in the name of the command
%% indicates the number of components for each element in `Value' , and it should match
%% the number of components in the data type of the specified uniform variable (e.g., `1'
%% for float, int, bool; `2' for vec2, ivec2, bvec2, etc.). The data type specified
%% in the name of the command must match the data type for the specified uniform variable
%% as described previously for ``gl:programUniform{1|2|3|4}{f|i|ui}''.
%%
%% For uniform variable arrays, each element of the array is considered to be of the type
%% indicated in the name of the command (e.g., ``gl:programUniform3f'' or ``gl:programUniform3fv''
%% can be used to load a uniform variable array of type vec3). The number of elements of
%% the uniform variable array to be modified is specified by `Count'
%%
%% The commands ``gl:programUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv'' are used
%% to modify a matrix or an array of matrices. The numbers in the command name are interpreted
%% as the dimensionality of the matrix. The number `2' indicates a 2 × 2 matrix (i.e.,
%% 4 values), the number `3' indicates a 3 × 3 matrix (i.e., 9 values), and the number `4'
%% indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit,
%% with the first number representing the number of columns and the second number representing
%% the number of rows. For example, `2x4' indicates a 2 × 4 matrix with 2 columns and
%% 4 rows (i.e., 8 values). If `Transpose' is `?GL_FALSE', each matrix is assumed
%% to be supplied in column major order. If `Transpose' is `?GL_TRUE', each matrix
%% is assumed to be supplied in row major order. The `Count' argument indicates the
%% number of matrices to be passed. A count of 1 should be used if modifying the value of
%% a single matrix, and a count greater than 1 can be used to modify an array of matrices.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glProgramUniform.xml">external</a> documentation.
-spec programUniform1i(Program, Location, V0) -> ok when Program :: integer(),Location :: integer(),V0 :: integer().
programUniform1i(Program,Location,V0) ->
cast(5784, <<Program:?GLuint,Location:?GLint,V0:?GLint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1iv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [integer()].
programUniform1iv(Program,Location,Value) ->
cast(5785, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<C:?GLint>> || C <- Value>>)/binary,0:(((1+length(Value)) rem 2)*32)>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1f(Program, Location, V0) -> ok when Program :: integer(),Location :: integer(),V0 :: float().
programUniform1f(Program,Location,V0) ->
cast(5786, <<Program:?GLuint,Location:?GLint,V0:?GLfloat>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1fv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [float()].
programUniform1fv(Program,Location,Value) ->
cast(5787, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<C:?GLfloat>> || C <- Value>>)/binary,0:(((1+length(Value)) rem 2)*32)>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1d(Program, Location, V0) -> ok when Program :: integer(),Location :: integer(),V0 :: float().
programUniform1d(Program,Location,V0) ->
cast(5788, <<Program:?GLuint,Location:?GLint,V0:?GLdouble>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1dv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [float()].
programUniform1dv(Program,Location,Value) ->
cast(5789, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,0:32,
(<< <<C:?GLdouble>> || C <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1ui(Program, Location, V0) -> ok when Program :: integer(),Location :: integer(),V0 :: integer().
programUniform1ui(Program,Location,V0) ->
cast(5790, <<Program:?GLuint,Location:?GLint,V0:?GLuint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform1uiv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [integer()].
programUniform1uiv(Program,Location,Value) ->
cast(5791, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<C:?GLuint>> || C <- Value>>)/binary,0:(((1+length(Value)) rem 2)*32)>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2i(Program, Location, V0, V1) -> ok when Program :: integer(),Location :: integer(),V0 :: integer(),V1 :: integer().
programUniform2i(Program,Location,V0,V1) ->
cast(5792, <<Program:?GLuint,Location:?GLint,V0:?GLint,V1:?GLint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2iv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{integer(),integer()}].
programUniform2iv(Program,Location,Value) ->
cast(5793, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLint,V2:?GLint>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2f(Program, Location, V0, V1) -> ok when Program :: integer(),Location :: integer(),V0 :: float(),V1 :: float().
programUniform2f(Program,Location,V0,V1) ->
cast(5794, <<Program:?GLuint,Location:?GLint,V0:?GLfloat,V1:?GLfloat>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2fv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{float(),float()}].
programUniform2fv(Program,Location,Value) ->
cast(5795, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2d(Program, Location, V0, V1) -> ok when Program :: integer(),Location :: integer(),V0 :: float(),V1 :: float().
programUniform2d(Program,Location,V0,V1) ->
cast(5796, <<Program:?GLuint,Location:?GLint,V0:?GLdouble,V1:?GLdouble>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2dv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{float(),float()}].
programUniform2dv(Program,Location,Value) ->
cast(5797, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2ui(Program, Location, V0, V1) -> ok when Program :: integer(),Location :: integer(),V0 :: integer(),V1 :: integer().
programUniform2ui(Program,Location,V0,V1) ->
cast(5798, <<Program:?GLuint,Location:?GLint,V0:?GLuint,V1:?GLuint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform2uiv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{integer(),integer()}].
programUniform2uiv(Program,Location,Value) ->
cast(5799, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLuint,V2:?GLuint>> || {V1,V2} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3i(Program, Location, V0, V1, V2) -> ok when Program :: integer(),Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer().
programUniform3i(Program,Location,V0,V1,V2) ->
cast(5800, <<Program:?GLuint,Location:?GLint,V0:?GLint,V1:?GLint,V2:?GLint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3iv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{integer(),integer(),integer()}].
programUniform3iv(Program,Location,Value) ->
cast(5801, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLint,V2:?GLint,V3:?GLint>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3f(Program, Location, V0, V1, V2) -> ok when Program :: integer(),Location :: integer(),V0 :: float(),V1 :: float(),V2 :: float().
programUniform3f(Program,Location,V0,V1,V2) ->
cast(5802, <<Program:?GLuint,Location:?GLint,V0:?GLfloat,V1:?GLfloat,V2:?GLfloat>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3fv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{float(),float(),float()}].
programUniform3fv(Program,Location,Value) ->
cast(5803, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3d(Program, Location, V0, V1, V2) -> ok when Program :: integer(),Location :: integer(),V0 :: float(),V1 :: float(),V2 :: float().
programUniform3d(Program,Location,V0,V1,V2) ->
cast(5804, <<Program:?GLuint,Location:?GLint,V0:?GLdouble,V1:?GLdouble,V2:?GLdouble>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3dv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{float(),float(),float()}].
programUniform3dv(Program,Location,Value) ->
cast(5805, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3ui(Program, Location, V0, V1, V2) -> ok when Program :: integer(),Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer().
programUniform3ui(Program,Location,V0,V1,V2) ->
cast(5806, <<Program:?GLuint,Location:?GLint,V0:?GLuint,V1:?GLuint,V2:?GLuint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform3uiv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{integer(),integer(),integer()}].
programUniform3uiv(Program,Location,Value) ->
cast(5807, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLuint,V2:?GLuint,V3:?GLuint>> || {V1,V2,V3} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4i(Program, Location, V0, V1, V2, V3) -> ok when Program :: integer(),Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer(),V3 :: integer().
programUniform4i(Program,Location,V0,V1,V2,V3) ->
cast(5808, <<Program:?GLuint,Location:?GLint,V0:?GLint,V1:?GLint,V2:?GLint,V3:?GLint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4iv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{integer(),integer(),integer(),integer()}].
programUniform4iv(Program,Location,Value) ->
cast(5809, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLint,V2:?GLint,V3:?GLint,V4:?GLint>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4f(Program, Location, V0, V1, V2, V3) -> ok when Program :: integer(),Location :: integer(),V0 :: float(),V1 :: float(),V2 :: float(),V3 :: float().
programUniform4f(Program,Location,V0,V1,V2,V3) ->
cast(5810, <<Program:?GLuint,Location:?GLint,V0:?GLfloat,V1:?GLfloat,V2:?GLfloat,V3:?GLfloat>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4fv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{float(),float(),float(),float()}].
programUniform4fv(Program,Location,Value) ->
cast(5811, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4d(Program, Location, V0, V1, V2, V3) -> ok when Program :: integer(),Location :: integer(),V0 :: float(),V1 :: float(),V2 :: float(),V3 :: float().
programUniform4d(Program,Location,V0,V1,V2,V3) ->
cast(5812, <<Program:?GLuint,Location:?GLint,V0:?GLdouble,V1:?GLdouble,V2:?GLdouble,V3:?GLdouble>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4dv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{float(),float(),float(),float()}].
programUniform4dv(Program,Location,Value) ->
cast(5813, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4ui(Program, Location, V0, V1, V2, V3) -> ok when Program :: integer(),Location :: integer(),V0 :: integer(),V1 :: integer(),V2 :: integer(),V3 :: integer().
programUniform4ui(Program,Location,V0,V1,V2,V3) ->
cast(5814, <<Program:?GLuint,Location:?GLint,V0:?GLuint,V1:?GLuint,V2:?GLuint,V3:?GLuint>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniform4uiv(Program, Location, Value) -> ok when Program :: integer(),Location :: integer(),Value :: [{integer(),integer(),integer(),integer()}].
programUniform4uiv(Program,Location,Value) ->
cast(5815, <<Program:?GLuint,Location:?GLint,(length(Value)):?GLuint,
(<< <<V1:?GLuint,V2:?GLuint,V3:?GLuint,V4:?GLuint>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix2fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float()}].
programUniformMatrix2fv(Program,Location,Transpose,Value) ->
cast(5816, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix3fv(Program,Location,Transpose,Value) ->
cast(5817, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix4fv(Program,Location,Transpose,Value) ->
cast(5818, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat,V10:?GLfloat,V11:?GLfloat,V12:?GLfloat,V13:?GLfloat,V14:?GLfloat,V15:?GLfloat,V16:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12,V13,V14,V15,V16} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix2dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float()}].
programUniformMatrix2dv(Program,Location,Transpose,Value) ->
cast(5819, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble>> || {V1,V2,V3,V4} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix3dv(Program,Location,Transpose,Value) ->
cast(5820, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix4dv(Program,Location,Transpose,Value) ->
cast(5821, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble,V10:?GLdouble,V11:?GLdouble,V12:?GLdouble,V13:?GLdouble,V14:?GLdouble,V15:?GLdouble,V16:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12,V13,V14,V15,V16} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix2x3fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
programUniformMatrix2x3fv(Program,Location,Transpose,Value) ->
cast(5822, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix3x2fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
programUniformMatrix3x2fv(Program,Location,Transpose,Value) ->
cast(5823, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix2x4fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix2x4fv(Program,Location,Transpose,Value) ->
cast(5824, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix4x2fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix4x2fv(Program,Location,Transpose,Value) ->
cast(5825, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix3x4fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix3x4fv(Program,Location,Transpose,Value) ->
cast(5826, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat,V10:?GLfloat,V11:?GLfloat,V12:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix4x3fv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix4x3fv(Program,Location,Transpose,Value) ->
cast(5827, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:24,(length(Value)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat,V5:?GLfloat,V6:?GLfloat,V7:?GLfloat,V8:?GLfloat,V9:?GLfloat,V10:?GLfloat,V11:?GLfloat,V12:?GLfloat>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix2x3dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
programUniformMatrix2x3dv(Program,Location,Transpose,Value) ->
cast(5828, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix3x2dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float()}].
programUniformMatrix3x2dv(Program,Location,Transpose,Value) ->
cast(5829, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble>> || {V1,V2,V3,V4,V5,V6} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix2x4dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix2x4dv(Program,Location,Transpose,Value) ->
cast(5830, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix4x2dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix4x2dv(Program,Location,Transpose,Value) ->
cast(5831, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix3x4dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix3x4dv(Program,Location,Transpose,Value) ->
cast(5832, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble,V10:?GLdouble,V11:?GLdouble,V12:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc
%% See {@link programUniform1i/3}
-spec programUniformMatrix4x3dv(Program, Location, Transpose, Value) -> ok when Program :: integer(),Location :: integer(),Transpose :: 0|1,Value :: [{float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float(),float()}].
programUniformMatrix4x3dv(Program,Location,Transpose,Value) ->
cast(5833, <<Program:?GLuint,Location:?GLint,Transpose:?GLboolean,0:56,(length(Value)):?GLuint,0:32,
(<< <<V1:?GLdouble,V2:?GLdouble,V3:?GLdouble,V4:?GLdouble,V5:?GLdouble,V6:?GLdouble,V7:?GLdouble,V8:?GLdouble,V9:?GLdouble,V10:?GLdouble,V11:?GLdouble,V12:?GLdouble>> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>).
%% @doc Validate a program pipeline object against current GL state
%%
%% ``gl:validateProgramPipeline'' instructs the implementation to validate the shader executables
%% contained in `Pipeline' against the current GL state. The implementation may use
%% this as an opportunity to perform any internal shader modifications that may be required
%% to ensure correct operation of the installed shaders given the current GL state.
%%
%% After a program pipeline has been validated, its validation status is set to `?GL_TRUE'
%% . The validation status of a program pipeline object may be queried by calling {@link gl:getProgramPipelineiv/2}
%% with parameter `?GL_VALIDATE_STATUS'.
%%
%% If `Pipeline' is a name previously returned from a call to {@link gl:genProgramPipelines/1}
%% but that has not yet been bound by a call to {@link gl:bindProgramPipeline/1} , a new program
%% pipeline object is created with name `Pipeline' and the default state vector.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgramPipeline.xml">external</a> documentation.
-spec validateProgramPipeline(Pipeline) -> ok when Pipeline :: integer().
validateProgramPipeline(Pipeline) ->
cast(5834, <<Pipeline:?GLuint>>).
%% @doc Retrieve the info log string from a program pipeline object
%%
%% ``gl:getProgramPipelineInfoLog'' retrieves the info log for the program pipeline object
%% `Pipeline' . The info log, including its null terminator, is written into the array
%% of characters whose address is given by `InfoLog' . The maximum number of characters
%% that may be written into `InfoLog' is given by `BufSize' , and the actual number
%% of characters written into `InfoLog' is returned in the integer whose address is
%% given by `Length' . If `Length' is `?NULL', no length is returned.
%%
%% The actual length of the info log for the program pipeline may be determined by calling {@link gl:getProgramPipelineiv/2}
%% with `Pname' set to `?GL_INFO_LOG_LENGTH'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramPipelineInfoLog.xml">external</a> documentation.
-spec getProgramPipelineInfoLog(Pipeline, BufSize) -> string() when Pipeline :: integer(),BufSize :: integer().
getProgramPipelineInfoLog(Pipeline,BufSize) ->
call(5835, <<Pipeline:?GLuint,BufSize:?GLsizei>>).
%% @doc glVertexAttribL
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribL.xml">external</a> documentation.
-spec vertexAttribL1d(Index, X) -> ok when Index :: integer(),X :: float().
vertexAttribL1d(Index,X) ->
cast(5836, <<Index:?GLuint,0:32,X:?GLdouble>>).
%% @doc glVertexAttribL
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribL.xml">external</a> documentation.
-spec vertexAttribL2d(Index, X, Y) -> ok when Index :: integer(),X :: float(),Y :: float().
vertexAttribL2d(Index,X,Y) ->
cast(5837, <<Index:?GLuint,0:32,X:?GLdouble,Y:?GLdouble>>).
%% @doc glVertexAttribL
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribL.xml">external</a> documentation.
-spec vertexAttribL3d(Index, X, Y, Z) -> ok when Index :: integer(),X :: float(),Y :: float(),Z :: float().
vertexAttribL3d(Index,X,Y,Z) ->
cast(5838, <<Index:?GLuint,0:32,X:?GLdouble,Y:?GLdouble,Z:?GLdouble>>).
%% @doc glVertexAttribL
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribL.xml">external</a> documentation.
-spec vertexAttribL4d(Index, X, Y, Z, W) -> ok when Index :: integer(),X :: float(),Y :: float(),Z :: float(),W :: float().
vertexAttribL4d(Index,X,Y,Z,W) ->
cast(5839, <<Index:?GLuint,0:32,X:?GLdouble,Y:?GLdouble,Z:?GLdouble,W:?GLdouble>>).
%% @equiv vertexAttribL1d(Index,X)
-spec vertexAttribL1dv(Index :: integer(),V) -> ok when V :: {X :: float()}.
vertexAttribL1dv(Index,{X}) -> vertexAttribL1d(Index,X).
%% @equiv vertexAttribL2d(Index,X,Y)
-spec vertexAttribL2dv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float()}.
vertexAttribL2dv(Index,{X,Y}) -> vertexAttribL2d(Index,X,Y).
%% @equiv vertexAttribL3d(Index,X,Y,Z)
-spec vertexAttribL3dv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float(),Z :: float()}.
vertexAttribL3dv(Index,{X,Y,Z}) -> vertexAttribL3d(Index,X,Y,Z).
%% @equiv vertexAttribL4d(Index,X,Y,Z,W)
-spec vertexAttribL4dv(Index :: integer(),V) -> ok when V :: {X :: float(),Y :: float(),Z :: float(),W :: float()}.
vertexAttribL4dv(Index,{X,Y,Z,W}) -> vertexAttribL4d(Index,X,Y,Z,W).
%% @doc glVertexAttribLPointer
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribLPointer.xml">external</a> documentation.
-spec vertexAttribLPointer(Index, Size, Type, Stride, Pointer) -> ok when Index :: integer(),Size :: integer(),Type :: enum(),Stride :: integer(),Pointer :: offset()|mem().
vertexAttribLPointer(Index,Size,Type,Stride,Pointer) when is_integer(Pointer) ->
cast(5840, <<Index:?GLuint,Size:?GLint,Type:?GLenum,Stride:?GLsizei,Pointer:?GLuint>>);
vertexAttribLPointer(Index,Size,Type,Stride,Pointer) ->
send_bin(Pointer),
cast(5841, <<Index:?GLuint,Size:?GLint,Type:?GLenum,Stride:?GLsizei>>).
%% @doc glGetVertexAttribL
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetVertexAttribL.xml">external</a> documentation.
-spec getVertexAttribLdv(Index, Pname) -> {float(),float(),float(),float()} when Index :: integer(),Pname :: enum().
getVertexAttribLdv(Index,Pname) ->
call(5842, <<Index:?GLuint,Pname:?GLenum>>).
%% @doc glViewportArrayv
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glViewportArrayv.xml">external</a> documentation.
-spec viewportArrayv(First, V) -> ok when First :: integer(),V :: [{float(),float(),float(),float()}].
viewportArrayv(First,V) ->
cast(5843, <<First:?GLuint,(length(V)):?GLuint,
(<< <<V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat>> || {V1,V2,V3,V4} <- V>>)/binary>>).
%% @doc Set a specified viewport
%%
%% ``gl:viewportIndexedf'' and ``gl:viewportIndexedfv'' specify the parameters for a
%% single viewport. `Index' specifies the index of the viewport to modify. `Index'
%% must be less than the value of `?GL_MAX_VIEWPORTS'. For ``gl:viewportIndexedf'', `X'
%% , `Y' , `W' , and `H' specify the left, bottom, width and height of the viewport
%% in pixels, respectively. For ``gl:viewportIndexedfv'', `V' contains the address
%% of an array of floating point values specifying the left ( x), bottom ( y), width ( w),
%% and height ( h) of each viewport, in that order. x and y give the location of the viewport's
%% lower left corner, and w and h give the width and height of the viewport, respectively.
%% The viewport specifies the affine transformation of x and y from normalized device
%% coordinates to window coordinates. Let (x nd y nd) be normalized device coordinates. Then the window
%% coordinates (x w y w) are computed as follows:
%%
%% x w=(x nd+1) (width/2)+x
%%
%% y w=(y nd+1) (height/2)+y
%%
%% The location of the viewport's bottom left corner, given by ( x, y) is clamped to be
%% within the implementaiton-dependent viewport bounds range. The viewport bounds range [
%% min, max] can be determined by calling {@link gl:getBooleanv/1} with argument `?GL_VIEWPORT_BOUNDS_RANGE'
%% . Viewport width and height are silently clamped to a range that depends on the implementation.
%% To query this range, call {@link gl:getBooleanv/1} with argument `?GL_MAX_VIEWPORT_DIMS'.
%%
%% The precision with which the GL interprets the floating point viewport bounds is implementation-dependent
%% and may be determined by querying the impementation-defined constant `?GL_VIEWPORT_SUBPIXEL_BITS'
%% .
%%
%% Calling ``gl:viewportIndexedfv'' is equivalent to calling see `glViewportArray'
%% with `First' set to `Index' , `Count' set to 1 and `V' passsed directly.
%% ``gl:viewportIndexedf'' is equivalent to: void glViewportIndexedf(GLuint index, GLfloat
%% x, GLfloat y, GLfloat w, GLfloat h) { const float v[4] = { x, y, w, h }; glViewportArrayv(index,
%% 1, v); }
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glViewportIndexed.xml">external</a> documentation.
-spec viewportIndexedf(Index, X, Y, W, H) -> ok when Index :: integer(),X :: float(),Y :: float(),W :: float(),H :: float().
viewportIndexedf(Index,X,Y,W,H) ->
cast(5844, <<Index:?GLuint,X:?GLfloat,Y:?GLfloat,W:?GLfloat,H:?GLfloat>>).
%% @doc
%% See {@link viewportIndexedf/5}
-spec viewportIndexedfv(Index, V) -> ok when Index :: integer(),V :: {float(),float(),float(),float()}.
viewportIndexedfv(Index,{V1,V2,V3,V4}) ->
cast(5845, <<Index:?GLuint,V1:?GLfloat,V2:?GLfloat,V3:?GLfloat,V4:?GLfloat>>).
%% @doc glScissorArrayv
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glScissorArrayv.xml">external</a> documentation.
-spec scissorArrayv(First, V) -> ok when First :: integer(),V :: [{integer(),integer(),integer(),integer()}].
scissorArrayv(First,V) ->
cast(5846, <<First:?GLuint,(length(V)):?GLuint,
(<< <<V1:?GLint,V2:?GLint,V3:?GLint,V4:?GLint>> || {V1,V2,V3,V4} <- V>>)/binary>>).
%% @doc glScissorIndexe
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glScissorIndexe.xml">external</a> documentation.
-spec scissorIndexed(Index, Left, Bottom, Width, Height) -> ok when Index :: integer(),Left :: integer(),Bottom :: integer(),Width :: integer(),Height :: integer().
scissorIndexed(Index,Left,Bottom,Width,Height) ->
cast(5847, <<Index:?GLuint,Left:?GLint,Bottom:?GLint,Width:?GLsizei,Height:?GLsizei>>).
%% @doc glScissorIndexe
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glScissorIndexe.xml">external</a> documentation.
-spec scissorIndexedv(Index, V) -> ok when Index :: integer(),V :: {integer(),integer(),integer(),integer()}.
scissorIndexedv(Index,{V1,V2,V3,V4}) ->
cast(5848, <<Index:?GLuint,V1:?GLint,V2:?GLint,V3:?GLint,V4:?GLint>>).
%% @doc glDepthRangeArrayv
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDepthRangeArrayv.xml">external</a> documentation.
-spec depthRangeArrayv(First, V) -> ok when First :: integer(),V :: [{clamp(),clamp()}].
depthRangeArrayv(First,V) ->
cast(5849, <<First:?GLuint,0:32,(length(V)):?GLuint,0:32,
(<< <<V1:?GLclampd,V2:?GLclampd>> || {V1,V2} <- V>>)/binary>>).
%% @doc glDepthRangeIndexe
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDepthRangeIndexe.xml">external</a> documentation.
-spec depthRangeIndexed(Index, N, F) -> ok when Index :: integer(),N :: clamp(),F :: clamp().
depthRangeIndexed(Index,N,F) ->
cast(5850, <<Index:?GLuint,0:32,N:?GLclampd,F:?GLclampd>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getFloati_v(Target, Index) -> [float()] when Target :: enum(),Index :: integer().
getFloati_v(Target,Index) ->
call(5851, <<Target:?GLenum,Index:?GLuint>>).
%% @doc
%% See {@link getBooleanv/1}
-spec getDoublei_v(Target, Index) -> [float()] when Target :: enum(),Index :: integer().
getDoublei_v(Target,Index) ->
call(5852, <<Target:?GLenum,Index:?GLuint>>).
%% @doc glDebugMessageControlARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDebugMessageControlARB.xml">external</a> documentation.
-spec debugMessageControlARB(Source, Type, Severity, Ids, Enabled) -> ok when Source :: enum(),Type :: enum(),Severity :: enum(),Ids :: [integer()],Enabled :: 0|1.
debugMessageControlARB(Source,Type,Severity,Ids,Enabled) ->
cast(5853, <<Source:?GLenum,Type:?GLenum,Severity:?GLenum,(length(Ids)):?GLuint,
(<< <<C:?GLuint>> || C <- Ids>>)/binary,0:(((length(Ids)) rem 2)*32),Enabled:?GLboolean>>).
%% @doc glDebugMessageInsertARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDebugMessageInsertARB.xml">external</a> documentation.
-spec debugMessageInsertARB(Source, Type, Id, Severity, Buf) -> ok when Source :: enum(),Type :: enum(),Id :: integer(),Severity :: enum(),Buf :: string().
debugMessageInsertARB(Source,Type,Id,Severity,Buf) ->
cast(5854, <<Source:?GLenum,Type:?GLenum,Id:?GLuint,Severity:?GLenum,(list_to_binary([Buf|[0]]))/binary,0:((8-((length(Buf)+ 1) rem 8)) rem 8)>>).
%% @doc glGetDebugMessageLogARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetDebugMessageLogARB.xml">external</a> documentation.
-spec getDebugMessageLogARB(Count, Bufsize) -> {integer(),Sources :: [enum()],Types :: [enum()],Ids :: [integer()],Severities :: [enum()],MessageLog :: [string()]} when Count :: integer(),Bufsize :: integer().
getDebugMessageLogARB(Count,Bufsize) ->
call(5855, <<Count:?GLuint,Bufsize:?GLsizei>>).
%% @doc glGetGraphicsResetStatusARB
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetGraphicsResetStatusARB.xml">external</a> documentation.
-spec getGraphicsResetStatusARB() -> enum().
getGraphicsResetStatusARB() ->
call(5856, <<>>).
%% @doc Draw multiple instances of a range of elements with offset applied to instanced attributes
%%
%% ``gl:drawArraysInstancedBaseInstance'' behaves identically to {@link gl:drawArrays/3}
%% except that `Primcount' instances of the range of elements are executed and the value
%% of the internal counter `InstanceID' advances for each iteration. `InstanceID'
%% is an internal 32-bit integer counter that may be read by a vertex shader as `?gl_InstanceID'
%% .
%%
%% ``gl:drawArraysInstancedBaseInstance'' has the same effect as: if ( mode or count is
%% invalid ) generate appropriate error else { for (int i = 0; i < primcount ; i++) {
%% instanceID = i; glDrawArrays(mode, first, count); } instanceID = 0; }
%%
%% Specific vertex attributes may be classified as `instanced' through the use of {@link gl:vertexAttribDivisor/2}
%% . Instanced vertex attributes supply per-instance vertex data to the vertex shader. The
%% index of the vertex fetched from the enabled instanced vertex attribute arrays is calculated
%% as: |gl_ InstanceID/divisor|&plus; baseInstance. Note that `Baseinstance' does not affect the shader-visible
%% value of `?gl_InstanceID'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawArraysInstancedBaseInstance.xml">external</a> documentation.
-spec drawArraysInstancedBaseInstance(Mode, First, Count, Primcount, Baseinstance) -> ok when Mode :: enum(),First :: integer(),Count :: integer(),Primcount :: integer(),Baseinstance :: integer().
drawArraysInstancedBaseInstance(Mode,First,Count,Primcount,Baseinstance) ->
cast(5857, <<Mode:?GLenum,First:?GLint,Count:?GLsizei,Primcount:?GLsizei,Baseinstance:?GLuint>>).
%% @doc Draw multiple instances of a set of elements with offset applied to instanced attributes
%%
%% ``gl:drawElementsInstancedBaseInstance'' behaves identically to {@link gl:drawElements/4}
%% except that `Primcount' instances of the set of elements are executed and the value
%% of the internal counter `InstanceID' advances for each iteration. `InstanceID'
%% is an internal 32-bit integer counter that may be read by a vertex shader as `?gl_InstanceID'
%% .
%%
%% ``gl:drawElementsInstancedBaseInstance'' has the same effect as: if (mode, count, or
%% type is invalid ) generate appropriate error else { for (int i = 0; i < primcount ;
%% i++) { instanceID = i; glDrawElements(mode, count, type, indices); } instanceID = 0; }
%%
%% Specific vertex attributes may be classified as `instanced' through the use of {@link gl:vertexAttribDivisor/2}
%% . Instanced vertex attributes supply per-instance vertex data to the vertex shader. The
%% index of the vertex fetched from the enabled instanced vertex attribute arrays is calculated
%% as |gl_ InstanceID/divisor|&plus; baseInstance. Note that `Baseinstance' does not affect the shader-visible
%% value of `?gl_InstanceID'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElementsInstancedBaseInstance.xml">external</a> documentation.
-spec drawElementsInstancedBaseInstance(Mode, Count, Type, Indices, Primcount, Baseinstance) -> ok when Mode :: enum(),Count :: integer(),Type :: enum(),Indices :: offset()|mem(),Primcount :: integer(),Baseinstance :: integer().
drawElementsInstancedBaseInstance(Mode,Count,Type,Indices,Primcount,Baseinstance) when is_integer(Indices) ->
cast(5858, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Indices:?GLuint,Primcount:?GLsizei,Baseinstance:?GLuint>>);
drawElementsInstancedBaseInstance(Mode,Count,Type,Indices,Primcount,Baseinstance) ->
send_bin(Indices),
cast(5859, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Primcount:?GLsizei,Baseinstance:?GLuint>>).
%% @doc Render multiple instances of a set of primitives from array data with a per-element offset
%%
%% ``gl:drawElementsInstancedBaseVertexBaseInstance'' behaves identically to {@link gl:drawElementsInstanced/5}
%% except that the `i'th element transferred by the corresponding draw call will be
%% taken from element `Indices' [i] + `Basevertex' of each enabled array. If the
%% resulting value is larger than the maximum value representable by `Type' , it is as
%% if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow
%% conditions). The operation is undefined if the sum would be negative. The `Basevertex'
%% has no effect on the shader-visible value of `?gl_VertexID'.
%%
%% Specific vertex attributes may be classified as `instanced' through the use of {@link gl:vertexAttribDivisor/2}
%% . Instanced vertex attributes supply per-instance vertex data to the vertex shader. The
%% index of the vertex fetched from the enabled instanced vertex attribute arrays is calculated
%% as |gl_ InstanceID/divisor|&plus; baseInstance. Note that `Baseinstance' does not affect the shader-visible
%% value of `?gl_InstanceID'.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawElementsInstancedBaseVertexBaseInstance.xml">external</a> documentation.
-spec drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type, Indices, Primcount, Basevertex, Baseinstance) -> ok when Mode :: enum(),Count :: integer(),Type :: enum(),Indices :: offset()|mem(),Primcount :: integer(),Basevertex :: integer(),Baseinstance :: integer().
drawElementsInstancedBaseVertexBaseInstance(Mode,Count,Type,Indices,Primcount,Basevertex,Baseinstance) when is_integer(Indices) ->
cast(5860, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Indices:?GLuint,Primcount:?GLsizei,Basevertex:?GLint,Baseinstance:?GLuint>>);
drawElementsInstancedBaseVertexBaseInstance(Mode,Count,Type,Indices,Primcount,Basevertex,Baseinstance) ->
send_bin(Indices),
cast(5861, <<Mode:?GLenum,Count:?GLsizei,Type:?GLenum,Primcount:?GLsizei,Basevertex:?GLint,Baseinstance:?GLuint>>).
%% @doc glDrawTransformFeedbackInstance
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawTransformFeedbackInstance.xml">external</a> documentation.
-spec drawTransformFeedbackInstanced(Mode, Id, Primcount) -> ok when Mode :: enum(),Id :: integer(),Primcount :: integer().
drawTransformFeedbackInstanced(Mode,Id,Primcount) ->
cast(5862, <<Mode:?GLenum,Id:?GLuint,Primcount:?GLsizei>>).
%% @doc glDrawTransformFeedbackStreamInstance
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDrawTransformFeedbackStreamInstance.xml">external</a> documentation.
-spec drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Primcount) -> ok when Mode :: enum(),Id :: integer(),Stream :: integer(),Primcount :: integer().
drawTransformFeedbackStreamInstanced(Mode,Id,Stream,Primcount) ->
cast(5863, <<Mode:?GLenum,Id:?GLuint,Stream:?GLuint,Primcount:?GLsizei>>).
%% @doc glGetInternalformat
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glGetInternalformat.xml">external</a> documentation.
-spec getInternalformativ(Target, Internalformat, Pname, BufSize) -> [integer()] when Target :: enum(),Internalformat :: enum(),Pname :: enum(),BufSize :: integer().
getInternalformativ(Target,Internalformat,Pname,BufSize) ->
call(5864, <<Target:?GLenum,Internalformat:?GLenum,Pname:?GLenum,BufSize:?GLsizei>>).
%% @doc Bind a level of a texture to an image unit
%%
%% ``gl:bindImageTexture'' binds a single level of a texture to an image unit for the purpose
%% of reading and writing it from shaders. `Unit' specifies the zero-based index of
%% the image unit to which to bind the texture level. `Texture' specifies the name of
%% an existing texture object to bind to the image unit. If `Texture' is zero, then
%% any existing binding to the image unit is broken. `Level' specifies the level of
%% the texture to bind to the image unit.
%%
%% If `Texture' is the name of a one-, two-, or three-dimensional array texture, a
%% cube map or cube map array texture, or a two-dimensional multisample array texture, then
%% it is possible to bind either the entire array, or only a single layer of the array to
%% the image unit. In such cases, if `Layered' is `?GL_TRUE', the entire array
%% is attached to the image unit and `Layer' is ignored. However, if `Layered' is `?GL_FALSE'
%% then `Layer' specifies the layer of the array to attach to the image unit.
%%
%% `Access' specifies the access types to be performed by shaders and may be set to `?GL_READ_ONLY'
%% , `?GL_WRITE_ONLY', or `?GL_READ_WRITE' to indicate read-only, write-only or
%% read-write access, respectively. Violation of the access type specified in `Access'
%% (for example, if a shader writes to an image bound with `Access' set to `?GL_READ_ONLY'
%% ) will lead to undefined results, possibly including program termination.
%%
%% `Format' specifies the format that is to be used when performing formatted stores
%% into the image from shaders. `Format' must be compatible with the texture's internal
%% format and must be one of the formats listed in the following table.
%%
%% <table><tbody><tr><td>` Image Unit Format '</td><td>` Format Qualifier '</td></tr>
%% </tbody><tbody><tr><td>`?GL_RGBA32F'</td><td>rgba32f</td></tr><tr><td>`?GL_RGBA16F'
%% </td><td>rgba16f</td></tr><tr><td>`?GL_RG32F'</td><td>rg32f</td></tr><tr><td>`?GL_RG16F'
%% </td><td>rg16f</td></tr><tr><td>`?GL_R11F_G11F_B10F'</td><td>r11f_g11f_b10f</td></tr>
%% <tr><td>`?GL_R32F'</td><td>r32f</td></tr><tr><td>`?GL_R16F'</td><td>r16f</td></tr>
%% <tr><td>`?GL_RGBA32UI'</td><td>rgba32ui</td></tr><tr><td>`?GL_RGBA16UI'</td><td>
%% rgba16ui</td></tr><tr><td>`?GL_RGB10_A2UI'</td><td>rgb10_a2ui</td></tr><tr><td>`?GL_RGBA8UI'
%% </td><td>rgba8ui</td></tr><tr><td>`?GL_RG32UI'</td><td>rg32ui</td></tr><tr><td>`?GL_RG16UI'
%% </td><td>rg16ui</td></tr><tr><td>`?GL_RG8UI'</td><td>rg8ui</td></tr><tr><td>`?GL_R32UI'
%% </td><td>r32ui</td></tr><tr><td>`?GL_R16UI'</td><td>r16ui</td></tr><tr><td>`?GL_R8UI'
%% </td><td>r8ui</td></tr><tr><td>`?GL_RGBA32I'</td><td>rgba32i</td></tr><tr><td>`?GL_RGBA16I'
%% </td><td>rgba16i</td></tr><tr><td>`?GL_RGBA8I'</td><td>rgba8i</td></tr><tr><td>`?GL_RG32I'
%% </td><td>rg32i</td></tr><tr><td>`?GL_RG16I'</td><td>rg16i</td></tr><tr><td>`?GL_RG8I'
%% </td><td>rg8i</td></tr><tr><td>`?GL_R32I'</td><td>r32i</td></tr><tr><td>`?GL_R16I'
%% </td><td>r16i</td></tr><tr><td>`?GL_R8I'</td><td>r8i</td></tr><tr><td>`?GL_RGBA16'
%% </td><td>rgba16</td></tr><tr><td>`?GL_RGB10_A2'</td><td>rgb10_a2</td></tr><tr><td>`?GL_RGBA8'
%% </td><td>rgba8</td></tr><tr><td>`?GL_RG16'</td><td>rg16</td></tr><tr><td>`?GL_RG8'
%% </td><td>rg8</td></tr><tr><td>`?GL_R16'</td><td>r16</td></tr><tr><td>`?GL_R8'</td>
%% <td>r8</td></tr><tr><td>`?GL_RGBA16_SNORM'</td><td>rgba16_snorm</td></tr><tr><td>`?GL_RGBA8_SNORM'
%% </td><td>rgba8_snorm</td></tr><tr><td>`?GL_RG16_SNORM'</td><td>rg16_snorm</td></tr><tr>
%% <td>`?GL_RG8_SNORM'</td><td>rg8_snorm</td></tr><tr><td>`?GL_R16_SNORM'</td><td>r16_snorm
%% </td></tr><tr><td>`?GL_R8_SNORM'</td><td>r8_snorm</td></tr></tbody></table>
%%
%% When a texture is bound to an image unit, the `Format' parameter for the image unit
%% need not exactly match the texture internal format as long as the formats are considered
%% compatible as defined in the OpenGL Specification. The matching criterion used for a given
%% texture may be determined by calling {@link gl:getTexParameterfv/2} with `Value' set
%% to `?GL_IMAGE_FORMAT_COMPATIBILITY_TYPE', with return values of `?GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE'
%% and `?GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS', specifying matches by size and class,
%% respectively.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glBindImageTexture.xml">external</a> documentation.
-spec bindImageTexture(Unit, Texture, Level, Layered, Layer, Access, Format) -> ok when Unit :: integer(),Texture :: integer(),Level :: integer(),Layered :: 0|1,Layer :: integer(),Access :: enum(),Format :: enum().
bindImageTexture(Unit,Texture,Level,Layered,Layer,Access,Format) ->
cast(5865, <<Unit:?GLuint,Texture:?GLuint,Level:?GLint,Layered:?GLboolean,0:24,Layer:?GLint,Access:?GLenum,Format:?GLenum>>).
%% @doc Defines a barrier ordering memory transactions
%%
%% ``gl:memoryBarrier'' defines a barrier ordering the memory transactions issued prior
%% to the command relative to those issued after the barrier. For the purposes of this ordering,
%% memory transactions performed by shaders are considered to be issued by the rendering
%% command that triggered the execution of the shader. `Barriers' is a bitfield indicating
%% the set of operations that are synchronized with shader stores; the bits used in `Barriers'
%% are as follows:
%%
%%
%%
%% `?GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT': If set, vertex data sourced from buffer objects
%% after the barrier will reflect data written by shaders prior to the barrier. The set of
%% buffer objects affected by this bit is derived from the buffer object bindings used for
%% generic vertex attributes derived from the `?GL_VERTEX_ATTRIB_ARRAY_BUFFER' bindings.
%%
%%
%% `?GL_ELEMENT_ARRAY_BARRIER_BIT': If set, vertex array indices sourced from buffer
%% objects after the barrier will reflect data written by shaders prior to the barrier. The
%% buffer objects affected by this bit are derived from the `?GL_ELEMENT_ARRAY_BUFFER'
%% binding.
%%
%% `?GL_UNIFORM_BARRIER_BIT': Shader uniforms sourced from buffer objects after the
%% barrier will reflect data written by shaders prior to the barrier.
%%
%% `?GL_TEXTURE_FETCH_BARRIER_BIT': Texture fetches from shaders, including fetches
%% from buffer object memory via buffer textures, after the barrier will reflect data written
%% by shaders prior to the barrier.
%%
%% `?GL_SHADER_IMAGE_ACCESS_BARRIER_BIT': Memory accesses using shader image load,
%% store, and atomic built-in functions issued after the barrier will reflect data written
%% by shaders prior to the barrier. Additionally, image stores and atomics issued after the
%% barrier will not execute until all memory accesses (e.g., loads, stores, texture fetches,
%% vertex fetches) initiated prior to the barrier complete.
%%
%% `?GL_COMMAND_BARRIER_BIT': Command data sourced from buffer objects by Draw*Indirect
%% commands after the barrier will reflect data written by shaders prior to the barrier.
%% The buffer objects affected by this bit are derived from the `?GL_DRAW_INDIRECT_BUFFER'
%% binding.
%%
%% `?GL_PIXEL_BUFFER_BARRIER_BIT': Reads and writes of buffer objects via the `?GL_PIXEL_PACK_BUFFER'
%% and `?GL_PIXEL_UNPACK_BUFFER' bindings (via {@link gl:readPixels/7} , {@link gl:texSubImage1D/7}
%% , etc.) after the barrier will reflect data written by shaders prior to the barrier. Additionally,
%% buffer object writes issued after the barrier will wait on the completion of all shader
%% writes initiated prior to the barrier.
%%
%% `?GL_TEXTURE_UPDATE_BARRIER_BIT': Writes to a texture via ``gl:tex(Sub)Image*'', ``gl:copyTex(Sub)Image*''
%% , ``gl:compressedTex(Sub)Image*'', and reads via {@link gl:getTexImage/5} after the barrier
%% will reflect data written by shaders prior to the barrier. Additionally, texture writes
%% from these commands issued after the barrier will not execute until all shader writes
%% initiated prior to the barrier complete.
%%
%% `?GL_BUFFER_UPDATE_BARRIER_BIT': Reads or writes via {@link gl:bufferSubData/4} , {@link gl:copyBufferSubData/5}
%% , or {@link gl:getBufferSubData/4} , or to buffer object memory mapped by see `glMapBuffer'
%% or see `glMapBufferRange' after the barrier will reflect data written by shaders
%% prior to the barrier. Additionally, writes via these commands issued after the barrier
%% will wait on the completion of any shader writes to the same memory initiated prior to
%% the barrier.
%%
%% `?GL_FRAMEBUFFER_BARRIER_BIT': Reads and writes via framebuffer object attachments
%% after the barrier will reflect data written by shaders prior to the barrier. Additionally,
%% framebuffer writes issued after the barrier will wait on the completion of all shader
%% writes issued prior to the barrier.
%%
%% `?GL_TRANSFORM_FEEDBACK_BARRIER_BIT': Writes via transform feedback bindings after
%% the barrier will reflect data written by shaders prior to the barrier. Additionally, transform
%% feedback writes issued after the barrier will wait on the completion of all shader writes
%% issued prior to the barrier.
%%
%% `?GL_ATOMIC_COUNTER_BARRIER_BIT': Accesses to atomic counters after the barrier
%% will reflect writes prior to the barrier.
%%
%% If `Barriers' is `?GL_ALL_BARRIER_BITS', shader memory accesses will be synchronized
%% relative to all the operations described above.
%%
%% Implementations may cache buffer object and texture image memory that could be written
%% by shaders in multiple caches; for example, there may be separate caches for texture,
%% vertex fetching, and one or more caches for shader memory accesses. Implementations are
%% not required to keep these caches coherent with shader memory writes. Stores issued by
%% one invocation may not be immediately observable by other pipeline stages or other shader
%% invocations because the value stored may remain in a cache local to the processor executing
%% the store, or because data overwritten by the store is still in a cache elsewhere in the
%% system. When ``gl:memoryBarrier'' is called, the GL flushes and/or invalidates any caches
%% relevant to the operations specified by the `Barriers' parameter to ensure consistent
%% ordering of operations across the barrier.
%%
%% To allow for independent shader invocations to communicate by reads and writes to a common
%% memory address, image variables in the OpenGL Shading Language may be declared as "coherent".
%% Buffer object or texture image memory accessed through such variables may be cached only
%% if caches are automatically updated due to stores issued by any other shader invocation.
%% If the same address is accessed using both coherent and non-coherent variables, the accesses
%% using variables declared as coherent will observe the results stored using coherent variables
%% in other invocations. Using variables declared as "coherent" guarantees only that the
%% results of stores will be immediately visible to shader invocations using similarly-declared
%% variables; calling ``gl:memoryBarrier'' is required to ensure that the stores are visible
%% to other operations.
%%
%% The following guidelines may be helpful in choosing when to use coherent memory accesses
%% and when to use barriers.
%%
%% Data that are read-only or constant may be accessed without using coherent variables or
%% calling MemoryBarrier(). Updates to the read-only data via API calls such as BufferSubData
%% will invalidate shader caches implicitly as required.
%%
%% Data that are shared between shader invocations at a fine granularity (e.g., written by
%% one invocation, consumed by another invocation) should use coherent variables to read
%% and write the shared data.
%%
%% Data written by one shader invocation and consumed by other shader invocations launched
%% as a result of its execution ("dependent invocations") should use coherent variables in
%% the producing shader invocation and call memoryBarrier() after the last write. The consuming
%% shader invocation should also use coherent variables.
%%
%% Data written to image variables in one rendering pass and read by the shader in a later
%% pass need not use coherent variables or memoryBarrier(). Calling MemoryBarrier() with
%% the SHADER_IMAGE_ACCESS_BARRIER_BIT set in `Barriers' between passes is necessary.
%%
%% Data written by the shader in one rendering pass and read by another mechanism (e.g.,
%% vertex or index buffer pulling) in a later pass need not use coherent variables or memoryBarrier().
%% Calling ``gl:memoryBarrier'' with the appropriate bits set in `Barriers' between
%% passes is necessary.
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glMemoryBarrier.xml">external</a> documentation.
-spec memoryBarrier(Barriers) -> ok when Barriers :: integer().
memoryBarrier(Barriers) ->
cast(5866, <<Barriers:?GLbitfield>>).
%% @doc Simultaneously specify storage for all levels of a one-dimensional texture
%%
%% ``gl:texStorage1D'' specifies the storage requirements for all levels of a one-dimensional
%% texture simultaneously. Once a texture is specified with this command, the format and
%% dimensions of all levels become immutable unless it is a proxy texture. The contents of
%% the image may still be modified, however, its storage requirements may not change. Such
%% a texture is referred to as an `immutable-format' texture.
%%
%% Calling ``gl:texStorage1D'' is equivalent, assuming no errors are generated, to executing
%% the following pseudo-code: for (i = 0; i < levels; i++) { glTexImage1D(target, i,
%% internalformat, width, 0, format, type, NULL); width = max(1, (width / 2)); }
%%
%% Since no texture data is actually provided, the values used in the pseudo-code for `Format'
%% and `Type' are irrelevant and may be considered to be any values that are legal
%% for the chosen `Internalformat' enumerant. `Internalformat' must be one of the
%% sized internal formats given in Table 1 below, one of the sized depth-component formats `?GL_DEPTH_COMPONENT32F'
%% , `?GL_DEPTH_COMPONENT24', or `?GL_DEPTH_COMPONENT16', or one of the combined
%% depth-stencil formats, `?GL_DEPTH32F_STENCIL8', or `?GL_DEPTH24_STENCIL8'. Upon
%% success, the value of `?GL_TEXTURE_IMMUTABLE_FORMAT' becomes `?GL_TRUE'. The
%% value of `?GL_TEXTURE_IMMUTABLE_FORMAT' may be discovered by calling {@link gl:getTexParameterfv/2}
%% with `Pname' set to `?GL_TEXTURE_IMMUTABLE_FORMAT'. No further changes to the
%% dimensions or format of the texture object may be made. Using any command that might alter
%% the dimensions or format of the texture object (such as {@link gl:texImage1D/8} or another
%% call to ``gl:texStorage1D'') will result in the generation of a `?GL_INVALID_OPERATION'
%% error, even if it would not, in fact, alter the dimensions or format of the object.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexStorage1D.xml">external</a> documentation.
-spec texStorage1D(Target, Levels, Internalformat, Width) -> ok when Target :: enum(),Levels :: integer(),Internalformat :: enum(),Width :: integer().
texStorage1D(Target,Levels,Internalformat,Width) ->
cast(5867, <<Target:?GLenum,Levels:?GLsizei,Internalformat:?GLenum,Width:?GLsizei>>).
%% @doc Simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
%%
%% ``gl:texStorage2D'' specifies the storage requirements for all levels of a two-dimensional
%% texture or one-dimensional texture array simultaneously. Once a texture is specified with
%% this command, the format and dimensions of all levels become immutable unless it is a
%% proxy texture. The contents of the image may still be modified, however, its storage requirements
%% may not change. Such a texture is referred to as an `immutable-format' texture.
%%
%% The behavior of ``gl:texStorage2D'' depends on the `Target' parameter. When `Target'
%% is `?GL_TEXTURE_2D', `?GL_PROXY_TEXTURE_2D', `?GL_TEXTURE_RECTANGLE', `?GL_PROXY_TEXTURE_RECTANGLE'
%% or `?GL_PROXY_TEXTURE_CUBE_MAP', calling ``gl:texStorage2D'' is equivalent, assuming
%% no errors are generated, to executing the following pseudo-code: for (i = 0; i < levels;
%% i++) { glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL);
%% width = max(1, (width / 2)); height = max(1, (height / 2)); }
%%
%% When `Target' is `?GL_TEXTURE_CUBE_MAP', ``gl:texStorage2D'' is equivalent
%% to: for (i = 0; i < levels; i++) { for (face in (+X, -X, +Y, -Y, +Z, -Z)) { glTexImage2D(face,
%% i, internalformat, width, height, 0, format, type, NULL); } width = max(1, (width / 2));
%% height = max(1, (height / 2)); }
%%
%% When `Target' is `?GL_TEXTURE_1D' or `?GL_TEXTURE_1D_ARRAY', ``gl:texStorage2D''
%% is equivalent to: for (i = 0; i < levels; i++) { glTexImage2D(target, i, internalformat,
%% width, height, 0, format, type, NULL); width = max(1, (width / 2)); }
%%
%% Since no texture data is actually provided, the values used in the pseudo-code for `Format'
%% and `Type' are irrelevant and may be considered to be any values that are legal
%% for the chosen `Internalformat' enumerant. `Internalformat' must be one of the
%% sized internal formats given in Table 1 below, one of the sized depth-component formats `?GL_DEPTH_COMPONENT32F'
%% , `?GL_DEPTH_COMPONENT24', or `?GL_DEPTH_COMPONENT16', or one of the combined
%% depth-stencil formats, `?GL_DEPTH32F_STENCIL8', or `?GL_DEPTH24_STENCIL8'. Upon
%% success, the value of `?GL_TEXTURE_IMMUTABLE_FORMAT' becomes `?GL_TRUE'. The
%% value of `?GL_TEXTURE_IMMUTABLE_FORMAT' may be discovered by calling {@link gl:getTexParameterfv/2}
%% with `Pname' set to `?GL_TEXTURE_IMMUTABLE_FORMAT'. No further changes to the
%% dimensions or format of the texture object may be made. Using any command that might alter
%% the dimensions or format of the texture object (such as {@link gl:texImage2D/9} or another
%% call to ``gl:texStorage2D'') will result in the generation of a `?GL_INVALID_OPERATION'
%% error, even if it would not, in fact, alter the dimensions or format of the object.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexStorage2D.xml">external</a> documentation.
-spec texStorage2D(Target, Levels, Internalformat, Width, Height) -> ok when Target :: enum(),Levels :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer().
texStorage2D(Target,Levels,Internalformat,Width,Height) ->
cast(5868, <<Target:?GLenum,Levels:?GLsizei,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei>>).
%% @doc Simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
%%
%% ``gl:texStorage3D'' specifies the storage requirements for all levels of a three-dimensional,
%% two-dimensional array or cube-map array texture simultaneously. Once a texture is specified
%% with this command, the format and dimensions of all levels become immutable unless it
%% is a proxy texture. The contents of the image may still be modified, however, its storage
%% requirements may not change. Such a texture is referred to as an `immutable-format'
%% texture.
%%
%% The behavior of ``gl:texStorage3D'' depends on the `Target' parameter. When `Target'
%% is `?GL_TEXTURE_3D', or `?GL_PROXY_TEXTURE_3D', calling ``gl:texStorage3D''
%% is equivalent, assuming no errors are generated, to executing the following pseudo-code:
%% for (i = 0; i < levels; i++) { glTexImage3D(target, i, internalformat, width, height,
%% depth, 0, format, type, NULL); width = max(1, (width / 2)); height = max(1, (height /
%% 2)); depth = max(1, (depth / 2)); }
%%
%% When `Target' is `?GL_TEXTURE_2D_ARRAY', `?GL_PROXY_TEXTURE_2D_ARRAY', `?GL_TEXTURE_CUBE_MAP_ARRAY'
%% , or `?GL_PROXY_TEXTURE_CUBE_MAP_ARRAY', ``gl:texStorage3D'' is equivalent to:
%% for (i = 0; i < levels; i++) { glTexImage3D(target, i, internalformat, width, height,
%% depth, 0, format, type, NULL); width = max(1, (width / 2)); height = max(1, (height /
%% 2)); }
%%
%% Since no texture data is actually provided, the values used in the pseudo-code for `Format'
%% and `Type' are irrelevant and may be considered to be any values that are legal
%% for the chosen `Internalformat' enumerant. `Internalformat' must be one of the
%% sized internal formats given in Table 1 below, one of the sized depth-component formats `?GL_DEPTH_COMPONENT32F'
%% , `?GL_DEPTH_COMPONENT24', or `?GL_DEPTH_COMPONENT16', or one of the combined
%% depth-stencil formats, `?GL_DEPTH32F_STENCIL8', or `?GL_DEPTH24_STENCIL8'. Upon
%% success, the value of `?GL_TEXTURE_IMMUTABLE_FORMAT' becomes `?GL_TRUE'. The
%% value of `?GL_TEXTURE_IMMUTABLE_FORMAT' may be discovered by calling {@link gl:getTexParameterfv/2}
%% with `Pname' set to `?GL_TEXTURE_IMMUTABLE_FORMAT'. No further changes to the
%% dimensions or format of the texture object may be made. Using any command that might alter
%% the dimensions or format of the texture object (such as {@link gl:texImage3D/10} or another
%% call to ``gl:texStorage3D'') will result in the generation of a `?GL_INVALID_OPERATION'
%% error, even if it would not, in fact, alter the dimensions or format of the object.
%%
%%
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glTexStorage3D.xml">external</a> documentation.
-spec texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) -> ok when Target :: enum(),Levels :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Depth :: integer().
texStorage3D(Target,Levels,Internalformat,Width,Height,Depth) ->
cast(5869, <<Target:?GLenum,Levels:?GLsizei,Internalformat:?GLenum,Width:?GLsizei,Height:?GLsizei,Depth:?GLsizei>>).
%% @doc glDepthBoundsEXT
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glDepthBoundsEXT.xml">external</a> documentation.
-spec depthBoundsEXT(Zmin, Zmax) -> ok when Zmin :: clamp(),Zmax :: clamp().
depthBoundsEXT(Zmin,Zmax) ->
cast(5870, <<Zmin:?GLclampd,Zmax:?GLclampd>>).
%% @doc glStencilClearTagEXT
%%
%% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glStencilClearTagEXT.xml">external</a> documentation.
-spec stencilClearTagEXT(StencilTagBits, StencilClearTag) -> ok when StencilTagBits :: integer(),StencilClearTag :: integer().
stencilClearTagEXT(StencilTagBits,StencilClearTag) ->
cast(5871, <<StencilTagBits:?GLsizei,StencilClearTag:?GLuint>>).