%% %% %CopyrightBegin% %% %% Copyright Ericsson AB 2008-2016. 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 www.opengl.org %% %% 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 matrix12() :: {float(),float(),float(),float(), float(),float(),float(),float(), float(),float(),float(),float()}. -type matrix16() :: {float(),float(),float(),float(), float(),float(),float(),float(), float(),float(),float(),float(), float(),float(),float(),float()}. -type matrix() :: matrix12() | matrix16(). -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(Op). %% @hidden cast(Op, Args) -> Port = get(opengl_port), _ = erlang:port_control(Port,Op,Args), ok. %% @hidden rec(Op) -> receive {'_egl_result_', Res} -> Res; {'_egl_error_', Op, Res} -> error({error,Res,Op}); {'_egl_error_', Other, Res} -> Err = io_lib:format("~p in op: ~p", [Res, Other]), error_logger:error_report([{gl, error}, {message, lists:flatten(Err)}]), rec(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 external documentation. -spec clearIndex(C) -> 'ok' when C :: float(). clearIndex(C) -> cast(5037, <>). %% @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 external documentation. -spec clearColor(Red, Green, Blue, Alpha) -> 'ok' when Red :: clamp(),Green :: clamp(),Blue :: clamp(),Alpha :: clamp(). clearColor(Red,Green,Blue,Alpha) -> cast(5038, <>). %% @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 external documentation. -spec clear(Mask) -> 'ok' when Mask :: integer(). clear(Mask) -> cast(5039, <>). %% @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 external documentation. -spec indexMask(Mask) -> 'ok' when Mask :: integer(). indexMask(Mask) -> cast(5040, <>). %% @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 external 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, <>). %% @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 external documentation. -spec alphaFunc(Func, Ref) -> 'ok' when Func :: enum(),Ref :: clamp(). alphaFunc(Func,Ref) -> cast(5042, <>). %% @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]. %% %% %% %%
` Parameter '(f R f G f B f A)
`?GL_ZERO' %% (0 0 0 0)
`?GL_ONE'(1 1 1 1)
`?GL_SRC_COLOR'(R s0 k/R G s0 k/G B s0 k/B A s0 k/A)
`?GL_ONE_MINUS_SRC_COLOR'(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B %% A s0 k/A)
`?GL_DST_COLOR' %% (R d k/R G d k/G B d k/B A d k/A)
`?GL_ONE_MINUS_DST_COLOR'(1 1 1 1)-(R d k/R G d k/G B d k/B %% A d k/A)
`?GL_SRC_ALPHA' %% (A s0 k/A A s0 k/A A s0 k/A A s0 k/A)
`?GL_ONE_MINUS_SRC_ALPHA'(1 1 1 1)-(A s0 k/A A s0 k/A A s0 %% k/A A s0 k/A)
`?GL_DST_ALPHA' %% (A d k/A A d k/A A d k/A A d k/A)
`?GL_ONE_MINUS_DST_ALPHA'(1 1 1 1)-(A d k/A A d k/A A d k/A %% A d k/A)
`?GL_CONSTANT_COLOR' %% (R c G c B c A c)
`?GL_ONE_MINUS_CONSTANT_COLOR'(1 1 1 1)-(R c G c B c A c)
%% `?GL_CONSTANT_ALPHA'(A c A c A c A c)
`?GL_ONE_MINUS_CONSTANT_ALPHA'(1 1 1 1)-(A c A c A c A c)
`?GL_SRC_ALPHA_SATURATE'(i i i 1)
`?GL_SRC1_COLOR' %% (R s1 k/R G s1 k/G B s1 k/B A s1 k/A)
`?GL_ONE_MINUS_SRC1_COLOR'(1 1 1 1)-(R s1 k/R G s1 k/G B %% s1 k/B A s1 k/A)
`?GL_SRC1_ALPHA' %% (A s1 k/A A s1 k/A A s1 k/A A s1 k/A)
`?GL_ONE_MINUS_SRC1_ALPHA'(1 1 1 1)-(A s1 k/A A s1 k/A A %% s1 k/A A s1 k/A)
%% %% %% 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 external documentation. -spec blendFunc(Sfactor, Dfactor) -> 'ok' when Sfactor :: enum(),Dfactor :: enum(). blendFunc(Sfactor,Dfactor) -> cast(5043, <>). %% @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. %% %% %% %% %% %% %%
` Opcode '` Resulting Operation '
`?GL_CLEAR' 0
`?GL_SET' 1
`?GL_COPY' s
`?GL_COPY_INVERTED' %% ~s
`?GL_NOOP' d
`?GL_INVERT' %% ~d
`?GL_AND' s & d
`?GL_NAND' ~(s & d)
`?GL_OR' s | d
`?GL_NOR' %% ~(s | d)
`?GL_XOR' s ^ d
`?GL_EQUIV' %% ~(s ^ d)
`?GL_AND_REVERSE' s & ~d
`?GL_AND_INVERTED' ~s & d
`?GL_OR_REVERSE' %% s | ~d
`?GL_OR_INVERTED' ~s | d
%% %% `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 external documentation. -spec logicOp(Opcode) -> 'ok' when Opcode :: enum(). logicOp(Opcode) -> cast(5044, <>). %% @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 external documentation. -spec cullFace(Mode) -> 'ok' when Mode :: enum(). cullFace(Mode) -> cast(5045, <>). %% @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 external documentation. -spec frontFace(Mode) -> 'ok' when Mode :: enum(). frontFace(Mode) -> cast(5046, <>). %% @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 external documentation. -spec pointSize(Size) -> 'ok' when Size :: float(). pointSize(Size) -> cast(5047, <>). %% @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 external documentation. -spec lineWidth(Width) -> 'ok' when Width :: float(). lineWidth(Width) -> cast(5048, <>). %% @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 external documentation. -spec lineStipple(Factor, Pattern) -> 'ok' when Factor :: integer(),Pattern :: integer(). lineStipple(Factor,Pattern) -> cast(5049, <>). %% @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 external documentation. -spec polygonMode(Face, Mode) -> 'ok' when Face :: enum(),Mode :: enum(). polygonMode(Face,Mode) -> cast(5050, <>). %% @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 external documentation. -spec polygonOffset(Factor, Units) -> 'ok' when Factor :: float(),Units :: float(). polygonOffset(Factor,Units) -> cast(5051, <>). %% @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 external 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 external 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 external documentation. -spec edgeFlag(Flag) -> 'ok' when Flag :: 0|1. edgeFlag(Flag) -> cast(5054, <>). %% @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 external documentation. -spec scissor(X, Y, Width, Height) -> 'ok' when X :: integer(),Y :: integer(),Width :: integer(),Height :: integer(). scissor(X,Y,Width,Height) -> cast(5055, <>). %% @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 external documentation. -spec clipPlane(Plane, Equation) -> 'ok' when Plane :: enum(),Equation :: {float(),float(),float(),float()}. clipPlane(Plane,{E1,E2,E3,E4}) -> cast(5056, <>). %% @doc Return the coefficients of the specified clipping plane %% %% ``gl:getClipPlane'' returns in `Equation' the four coefficients of the plane equation %% for `Plane' . %% %% See external documentation. -spec getClipPlane(Plane) -> {float(),float(),float(),float()} when Plane :: enum(). getClipPlane(Plane) -> call(5057, <>). %% @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 external documentation. -spec drawBuffer(Mode) -> 'ok' when Mode :: enum(). drawBuffer(Mode) -> cast(5058, <>). %% @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 external documentation. -spec readBuffer(Mode) -> 'ok' when Mode :: enum(). readBuffer(Mode) -> cast(5059, <>). %% @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 external documentation. -spec enable(Cap) -> 'ok' when Cap :: enum(). enable(Cap) -> cast(5060, <>). %% @doc %% See {@link enable/1} -spec disable(Cap) -> 'ok' when Cap :: enum(). disable(Cap) -> cast(5061, <>). %% @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' : %% %% %%
` Constant ' %% ` See '
`?GL_BLEND' {@link gl:blendFunc/2} %% , {@link gl:logicOp/1}
`?GL_CLIP_DISTANCE'`i' {@link gl:enable/1} %%
`?GL_COLOR_LOGIC_OP' {@link gl:logicOp/1}
`?GL_CULL_FACE' %% {@link gl:cullFace/1}
`?GL_DEPTH_CLAMP' {@link gl:enable/1} %%
`?GL_DEPTH_TEST' {@link gl:depthFunc/1} , {@link gl:depthRange/2} %%
`?GL_DITHER' {@link gl:enable/1}
`?GL_FRAMEBUFFER_SRGB' %% {@link gl:enable/1}
`?GL_LINE_SMOOTH' {@link gl:lineWidth/1} %%
`?GL_MULTISAMPLE' {@link gl:sampleCoverage/2}
%% `?GL_POLYGON_SMOOTH' {@link gl:polygonMode/2}
`?GL_POLYGON_OFFSET_FILL' %% {@link gl:polygonOffset/2}
`?GL_POLYGON_OFFSET_LINE' %% {@link gl:polygonOffset/2}
`?GL_POLYGON_OFFSET_POINT' {@link gl:polygonOffset/2} %%
`?GL_PROGRAM_POINT_SIZE' {@link gl:enable/1}
%% `?GL_PRIMITIVE_RESTART' {@link gl:enable/1} , {@link gl:primitiveRestartIndex/1}
`?GL_SAMPLE_ALPHA_TO_COVERAGE' {@link gl:sampleCoverage/2}
`?GL_SAMPLE_ALPHA_TO_ONE' {@link gl:sampleCoverage/2}
%% `?GL_SAMPLE_COVERAGE' {@link gl:sampleCoverage/2}
`?GL_SAMPLE_MASK' %% {@link gl:enable/1}
`?GL_SCISSOR_TEST' {@link gl:scissor/4} %%
`?GL_STENCIL_TEST' {@link gl:stencilFunc/3} , {@link gl:stencilOp/3} %%
`?GL_TEXTURE_CUBEMAP_SEAMLESS' {@link gl:enable/1}
%% %% %% %% See external documentation. -spec isEnabled(Cap) -> 0|1 when Cap :: enum(). isEnabled(Cap) -> call(5062, <>). %% @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 external documentation. -spec enableClientState(Cap) -> 'ok' when Cap :: enum(). enableClientState(Cap) -> cast(5063, <>). %% @doc %% See {@link enableClientState/1} -spec disableClientState(Cap) -> 'ok' when Cap :: enum(). disableClientState(Cap) -> cast(5064, <>). %% @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 external documentation. -spec getBooleanv(Pname) -> [0|1] when Pname :: enum(). getBooleanv(Pname) -> call(5065, <>). %% @doc %% See {@link getBooleanv/1} -spec getDoublev(Pname) -> [float()] when Pname :: enum(). getDoublev(Pname) -> call(5066, <>). %% @doc %% See {@link getBooleanv/1} -spec getFloatv(Pname) -> [float()] when Pname :: enum(). getFloatv(Pname) -> call(5067, <>). %% @doc %% See {@link getBooleanv/1} -spec getIntegerv(Pname) -> [integer()] when Pname :: enum(). getIntegerv(Pname) -> call(5068, <>). %% @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): %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %%
`?GL_ACCUM_BUFFER_BIT' Accumulation buffer clear value %%
`?GL_COLOR_BUFFER_BIT'`?GL_ALPHA_TEST' enable bit
Alpha test function and reference value
%% `?GL_BLEND' enable bit
Blending source and destination %% functions
Constant blend color
%% Blending equation
`?GL_DITHER' enable bit
%% `?GL_DRAW_BUFFER' setting
`?GL_COLOR_LOGIC_OP' %% enable bit
`?GL_INDEX_LOGIC_OP' enable bit
Logic op function
Color mode and index mode %% clear values
Color mode and index mode writemasks
`?GL_CURRENT_BIT' Current RGBA color
Current %% color index
Current normal vector
%% Current texture coordinates
Current raster position
`?GL_CURRENT_RASTER_POSITION_VALID' flag
%% RGBA color associated with current raster position
Color %% index associated with current raster position
Texture coordinates %% associated with current raster position
`?GL_EDGE_FLAG' %% flag
`?GL_DEPTH_BUFFER_BIT'`?GL_DEPTH_TEST' enable %% bit
Depth buffer test function
%% Depth buffer clear value
`?GL_DEPTH_WRITEMASK' enable %% bit
`?GL_ENABLE_BIT'`?GL_ALPHA_TEST' flag
`?GL_AUTO_NORMAL' flag
`?GL_BLEND' flag %%
Enable bits for the user-definable clipping planes
`?GL_COLOR_MATERIAL'
`?GL_CULL_FACE' %% flag
`?GL_DEPTH_TEST' flag
`?GL_DITHER' %% flag
`?GL_FOG' flag
`?GL_LIGHT' %% `i' where `?0' <= `i' < `?GL_MAX_LIGHTS'
`?GL_LIGHTING' flag
`?GL_LINE_SMOOTH' %% flag
`?GL_LINE_STIPPLE' flag
`?GL_COLOR_LOGIC_OP' %% flag
`?GL_INDEX_LOGIC_OP' flag
%% `?GL_MAP1_'`x' where `x' is a map type
`?GL_MAP2_' %% `x' where `x' is a map type
`?GL_MULTISAMPLE' %% flag
`?GL_NORMALIZE' flag
`?GL_POINT_SMOOTH' %% flag
`?GL_POLYGON_OFFSET_LINE' flag
`?GL_POLYGON_OFFSET_FILL' flag
`?GL_POLYGON_OFFSET_POINT' %% flag
`?GL_POLYGON_SMOOTH' flag
%% `?GL_POLYGON_STIPPLE' flag
`?GL_SAMPLE_ALPHA_TO_COVERAGE' %% flag
`?GL_SAMPLE_ALPHA_TO_ONE' flag
`?GL_SAMPLE_COVERAGE' flag
`?GL_SCISSOR_TEST' %% flag
`?GL_STENCIL_TEST' flag
`?GL_TEXTURE_1D' %% flag
`?GL_TEXTURE_2D' flag
`?GL_TEXTURE_3D' %% flag
Flags `?GL_TEXTURE_GEN_'`x' where `x' %% is S, T, R, or Q
`?GL_EVAL_BIT'`?GL_MAP1_'`x' %% enable bits, where `x' is a map type
`?GL_MAP2_'`x' %% enable bits, where `x' is a map type
1D grid endpoints %% and divisions
2D grid endpoints and divisions
%% `?GL_AUTO_NORMAL' enable bit
`?GL_FOG_BIT'`?GL_FOG' %% enable bit
Fog color
Fog density %%
Linear fog start
Linear fog end
Fog index
`?GL_FOG_MODE' value
`?GL_HINT_BIT'`?GL_PERSPECTIVE_CORRECTION_HINT' setting
`?GL_POINT_SMOOTH_HINT' setting
`?GL_LINE_SMOOTH_HINT' %% setting
`?GL_POLYGON_SMOOTH_HINT' setting
%% `?GL_FOG_HINT' setting
`?GL_GENERATE_MIPMAP_HINT' %% setting
`?GL_TEXTURE_COMPRESSION_HINT' setting
`?GL_LIGHTING_BIT'`?GL_COLOR_MATERIAL' enable bit
`?GL_COLOR_MATERIAL_FACE' value
Color material %% parameters that are tracking the current color
Ambient scene %% color
`?GL_LIGHT_MODEL_LOCAL_VIEWER' value
%% `?GL_LIGHT_MODEL_TWO_SIDE' setting
`?GL_LIGHTING' %% enable bit
Enable bit for each light
%% Ambient, diffuse, and specular intensity for each light
Direction, %% position, exponent, and cutoff angle for each light
Constant, %% linear, and quadratic attenuation factors for each light
Ambient, %% diffuse, specular, and emissive color for each material
Ambient, %% diffuse, and specular color indices for each material
Specular %% exponent for each material
`?GL_SHADE_MODEL' setting
`?GL_LINE_BIT'`?GL_LINE_SMOOTH' flag
`?GL_LINE_STIPPLE' enable bit
Line stipple pattern %% and repeat counter
Line width
`?GL_LIST_BIT' %% `?GL_LIST_BASE' setting
`?GL_MULTISAMPLE_BIT' %% `?GL_MULTISAMPLE' flag
`?GL_SAMPLE_ALPHA_TO_COVERAGE' %% flag
`?GL_SAMPLE_ALPHA_TO_ONE' flag
`?GL_SAMPLE_COVERAGE' flag
`?GL_SAMPLE_COVERAGE_VALUE' %% value
`?GL_SAMPLE_COVERAGE_INVERT' value
%% `?GL_PIXEL_MODE_BIT'`?GL_RED_BIAS' and `?GL_RED_SCALE' settings
`?GL_GREEN_BIAS' and `?GL_GREEN_SCALE' values
`?GL_BLUE_BIAS' and `?GL_BLUE_SCALE'
`?GL_ALPHA_BIAS' %% and `?GL_ALPHA_SCALE'
`?GL_DEPTH_BIAS' and `?GL_DEPTH_SCALE' %%
`?GL_INDEX_OFFSET' and `?GL_INDEX_SHIFT' values
`?GL_MAP_COLOR' and `?GL_MAP_STENCIL' flags
`?GL_ZOOM_X' and `?GL_ZOOM_Y' factors
`?GL_READ_BUFFER' %% setting
`?GL_POINT_BIT'`?GL_POINT_SMOOTH' flag
Point size
`?GL_POLYGON_BIT'`?GL_CULL_FACE' %% enable bit
`?GL_CULL_FACE_MODE' value
`?GL_FRONT_FACE' indicator
`?GL_POLYGON_MODE' %% setting
`?GL_POLYGON_SMOOTH' flag
%% `?GL_POLYGON_STIPPLE' enable bit
`?GL_POLYGON_OFFSET_FILL' %% flag
`?GL_POLYGON_OFFSET_LINE' flag
`?GL_POLYGON_OFFSET_POINT' flag
`?GL_POLYGON_OFFSET_FACTOR' %%
`?GL_POLYGON_OFFSET_UNITS'
`?GL_POLYGON_STIPPLE_BIT' %% Polygon stipple image
`?GL_SCISSOR_BIT'`?GL_SCISSOR_TEST' %% flag
Scissor box
`?GL_STENCIL_BUFFER_BIT' %% `?GL_STENCIL_TEST' enable bit
Stencil function %% and reference value
Stencil value mask
Stencil fail, pass, and depth buffer pass actions
Stencil %% buffer clear value
Stencil buffer writemask
%% `?GL_TEXTURE_BIT' Enable bits for the four texture coordinates
Border color for each texture image
Minification %% function for each texture image
Magnification function for %% each texture image
Texture coordinates and wrap mode for each %% texture image
Color and mode for each texture environment
Enable bits `?GL_TEXTURE_GEN_'`x', `x' is S, T, %% R, and Q
`?GL_TEXTURE_GEN_MODE' setting for S, T, R, and %% Q
{@link gl:texGend/3} plane equations for S, T, R, and Q
Current texture bindings (for example, `?GL_TEXTURE_BINDING_2D')
`?GL_TRANSFORM_BIT' Coefficients of the six clipping planes
Enable bits for the user-definable clipping planes
%% `?GL_MATRIX_MODE' value
`?GL_NORMALIZE' %% flag
`?GL_RESCALE_NORMAL' flag
`?GL_VIEWPORT_BIT' %% Depth range (near and far)
Viewport origin and extent %%
%% %% {@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 external documentation. -spec pushAttrib(Mask) -> 'ok' when Mask :: integer(). pushAttrib(Mask) -> cast(5069, <>). %% @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 external documentation. -spec pushClientAttrib(Mask) -> 'ok' when Mask :: integer(). pushClientAttrib(Mask) -> cast(5071, <>). %% @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 external documentation. -spec renderMode(Mode) -> integer() when Mode :: enum(). renderMode(Mode) -> call(5073, <>). %% @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 external 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 external documentation. -spec getString(Name) -> string() when Name :: enum(). getString(Name) -> call(5075, <>). %% @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 external 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 external 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 external documentation. -spec hint(Target, Mode) -> 'ok' when Target :: enum(),Mode :: enum(). hint(Target,Mode) -> cast(5078, <>). %% @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 external documentation. -spec clearDepth(Depth) -> 'ok' when Depth :: clamp(). clearDepth(Depth) -> cast(5079, <>). %% @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 external documentation. -spec depthFunc(Func) -> 'ok' when Func :: enum(). depthFunc(Func) -> cast(5080, <>). %% @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 external documentation. -spec depthMask(Flag) -> 'ok' when Flag :: 0|1. depthMask(Flag) -> cast(5081, <>). %% @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 external documentation. -spec depthRange(Near_val, Far_val) -> 'ok' when Near_val :: clamp(),Far_val :: clamp(). depthRange(Near_val,Far_val) -> cast(5082, <>). %% @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 external documentation. -spec clearAccum(Red, Green, Blue, Alpha) -> 'ok' when Red :: float(),Green :: float(),Blue :: float(),Alpha :: float(). clearAccum(Red,Green,Blue,Alpha) -> cast(5083, <>). %% @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 external documentation. -spec accum(Op, Value) -> 'ok' when Op :: enum(),Value :: float(). accum(Op,Value) -> cast(5084, <>). %% @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 external documentation. -spec matrixMode(Mode) -> 'ok' when Mode :: enum(). matrixMode(Mode) -> cast(5085, <>). %% @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 external 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, <>). %% @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 external 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, <>). %% @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 external documentation. -spec viewport(X, Y, Width, Height) -> 'ok' when X :: integer(),Y :: integer(),Width :: integer(),Height :: integer(). viewport(X,Y,Width,Height) -> cast(5088, <>). %% @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 external 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 external 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 external 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, <>); loadMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5092, <>). %% @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, <>); loadMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5093, <>). %% @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 external 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, <>); multMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5094, <>). %% @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, <>); multMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5095, <>). %% @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 external documentation. -spec rotated(Angle, X, Y, Z) -> 'ok' when Angle :: float(),X :: float(),Y :: float(),Z :: float(). rotated(Angle,X,Y,Z) -> cast(5096, <>). %% @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, <>). %% @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 external documentation. -spec scaled(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). scaled(X,Y,Z) -> cast(5098, <>). %% @doc %% See {@link scaled/3} -spec scalef(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). scalef(X,Y,Z) -> cast(5099, <>). %% @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 external documentation. -spec translated(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). translated(X,Y,Z) -> cast(5100, <>). %% @doc %% See {@link translated/3} -spec translatef(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). translatef(X,Y,Z) -> cast(5101, <>). %% @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 external documentation. -spec isList(List) -> 0|1 when List :: integer(). isList(List) -> call(5102, <>). %% @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 external documentation. -spec deleteLists(List, Range) -> 'ok' when List :: integer(),Range :: integer(). deleteLists(List,Range) -> cast(5103, <>). %% @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 external documentation. -spec genLists(Range) -> integer() when Range :: integer(). genLists(Range) -> call(5104, <>). %% @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 external documentation. -spec newList(List, Mode) -> 'ok' when List :: integer(),Mode :: enum(). newList(List,Mode) -> cast(5105, <>). %% @doc glBeginList %% %% See external 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 external documentation. -spec callList(List) -> 'ok' when List :: integer(). callList(List) -> cast(5107, <>). %% @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 external documentation. -spec callLists(Lists) -> 'ok' when Lists :: [integer()]. callLists(Lists) -> cast(5108, <<(length(Lists)):?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 external documentation. -spec listBase(Base) -> 'ok' when Base :: integer(). listBase(Base) -> cast(5109, <>). %% @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 external documentation. -spec 'begin'(Mode) -> 'ok' when Mode :: enum(). 'begin'(Mode) -> cast(5110, <>). %% @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 external documentation. -spec vertex2d(X, Y) -> 'ok' when X :: float(),Y :: float(). vertex2d(X,Y) -> cast(5112, <>). %% @doc %% See {@link vertex2d/2} -spec vertex2f(X, Y) -> 'ok' when X :: float(),Y :: float(). vertex2f(X,Y) -> cast(5113, <>). %% @doc %% See {@link vertex2d/2} -spec vertex2i(X, Y) -> 'ok' when X :: integer(),Y :: integer(). vertex2i(X,Y) -> cast(5114, <>). %% @doc %% See {@link vertex2d/2} -spec vertex2s(X, Y) -> 'ok' when X :: integer(),Y :: integer(). vertex2s(X,Y) -> cast(5115, <>). %% @doc %% See {@link vertex2d/2} -spec vertex3d(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). vertex3d(X,Y,Z) -> cast(5116, <>). %% @doc %% See {@link vertex2d/2} -spec vertex3f(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). vertex3f(X,Y,Z) -> cast(5117, <>). %% @doc %% See {@link vertex2d/2} -spec vertex3i(X, Y, Z) -> 'ok' when X :: integer(),Y :: integer(),Z :: integer(). vertex3i(X,Y,Z) -> cast(5118, <>). %% @doc %% See {@link vertex2d/2} -spec vertex3s(X, Y, Z) -> 'ok' when X :: integer(),Y :: integer(),Z :: integer(). vertex3s(X,Y,Z) -> cast(5119, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec normal3b(Nx, Ny, Nz) -> 'ok' when Nx :: integer(),Ny :: integer(),Nz :: integer(). normal3b(Nx,Ny,Nz) -> cast(5124, <>). %% @doc %% See {@link normal3b/3} -spec normal3d(Nx, Ny, Nz) -> 'ok' when Nx :: float(),Ny :: float(),Nz :: float(). normal3d(Nx,Ny,Nz) -> cast(5125, <>). %% @doc %% See {@link normal3b/3} -spec normal3f(Nx, Ny, Nz) -> 'ok' when Nx :: float(),Ny :: float(),Nz :: float(). normal3f(Nx,Ny,Nz) -> cast(5126, <>). %% @doc %% See {@link normal3b/3} -spec normal3i(Nx, Ny, Nz) -> 'ok' when Nx :: integer(),Ny :: integer(),Nz :: integer(). normal3i(Nx,Ny,Nz) -> cast(5127, <>). %% @doc %% See {@link normal3b/3} -spec normal3s(Nx, Ny, Nz) -> 'ok' when Nx :: integer(),Ny :: integer(),Nz :: integer(). normal3s(Nx,Ny,Nz) -> cast(5128, <>). %% @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 external documentation. -spec indexd(C) -> 'ok' when C :: float(). indexd(C) -> cast(5129, <>). %% @doc %% See {@link indexd/1} -spec indexf(C) -> 'ok' when C :: float(). indexf(C) -> cast(5130, <>). %% @doc %% See {@link indexd/1} -spec indexi(C) -> 'ok' when C :: integer(). indexi(C) -> cast(5131, <>). %% @doc %% See {@link indexd/1} -spec indexs(C) -> 'ok' when C :: integer(). indexs(C) -> cast(5132, <>). %% @doc %% See {@link indexd/1} -spec indexub(C) -> 'ok' when C :: integer(). indexub(C) -> cast(5133, <>). %% @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 external documentation. -spec color3b(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). color3b(Red,Green,Blue) -> cast(5134, <>). %% @doc %% See {@link color3b/3} -spec color3d(Red, Green, Blue) -> 'ok' when Red :: float(),Green :: float(),Blue :: float(). color3d(Red,Green,Blue) -> cast(5135, <>). %% @doc %% See {@link color3b/3} -spec color3f(Red, Green, Blue) -> 'ok' when Red :: float(),Green :: float(),Blue :: float(). color3f(Red,Green,Blue) -> cast(5136, <>). %% @doc %% See {@link color3b/3} -spec color3i(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). color3i(Red,Green,Blue) -> cast(5137, <>). %% @doc %% See {@link color3b/3} -spec color3s(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). color3s(Red,Green,Blue) -> cast(5138, <>). %% @doc %% See {@link color3b/3} -spec color3ub(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). color3ub(Red,Green,Blue) -> cast(5139, <>). %% @doc %% See {@link color3b/3} -spec color3ui(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). color3ui(Red,Green,Blue) -> cast(5140, <>). %% @doc %% See {@link color3b/3} -spec color3us(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). color3us(Red,Green,Blue) -> cast(5141, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec texCoord1d(S) -> 'ok' when S :: float(). texCoord1d(S) -> cast(5150, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord1f(S) -> 'ok' when S :: float(). texCoord1f(S) -> cast(5151, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord1i(S) -> 'ok' when S :: integer(). texCoord1i(S) -> cast(5152, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord1s(S) -> 'ok' when S :: integer(). texCoord1s(S) -> cast(5153, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord2d(S, T) -> 'ok' when S :: float(),T :: float(). texCoord2d(S,T) -> cast(5154, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord2f(S, T) -> 'ok' when S :: float(),T :: float(). texCoord2f(S,T) -> cast(5155, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord2i(S, T) -> 'ok' when S :: integer(),T :: integer(). texCoord2i(S,T) -> cast(5156, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord2s(S, T) -> 'ok' when S :: integer(),T :: integer(). texCoord2s(S,T) -> cast(5157, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord3d(S, T, R) -> 'ok' when S :: float(),T :: float(),R :: float(). texCoord3d(S,T,R) -> cast(5158, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord3f(S, T, R) -> 'ok' when S :: float(),T :: float(),R :: float(). texCoord3f(S,T,R) -> cast(5159, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord3i(S, T, R) -> 'ok' when S :: integer(),T :: integer(),R :: integer(). texCoord3i(S,T,R) -> cast(5160, <>). %% @doc %% See {@link texCoord1d/1} -spec texCoord3s(S, T, R) -> 'ok' when S :: integer(),T :: integer(),R :: integer(). texCoord3s(S,T,R) -> cast(5161, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec rasterPos2d(X, Y) -> 'ok' when X :: float(),Y :: float(). rasterPos2d(X,Y) -> cast(5166, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos2f(X, Y) -> 'ok' when X :: float(),Y :: float(). rasterPos2f(X,Y) -> cast(5167, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos2i(X, Y) -> 'ok' when X :: integer(),Y :: integer(). rasterPos2i(X,Y) -> cast(5168, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos2s(X, Y) -> 'ok' when X :: integer(),Y :: integer(). rasterPos2s(X,Y) -> cast(5169, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos3d(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). rasterPos3d(X,Y,Z) -> cast(5170, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos3f(X, Y, Z) -> 'ok' when X :: float(),Y :: float(),Z :: float(). rasterPos3f(X,Y,Z) -> cast(5171, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos3i(X, Y, Z) -> 'ok' when X :: integer(),Y :: integer(),Z :: integer(). rasterPos3i(X,Y,Z) -> cast(5172, <>). %% @doc %% See {@link rasterPos2d/2} -spec rasterPos3s(X, Y, Z) -> 'ok' when X :: integer(),Y :: integer(),Z :: integer(). rasterPos3s(X,Y,Z) -> cast(5173, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec rectd(X1, Y1, X2, Y2) -> 'ok' when X1 :: float(),Y1 :: float(),X2 :: float(),Y2 :: float(). rectd(X1,Y1,X2,Y2) -> cast(5178, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @doc %% See {@link rectd/4} -spec rectdv(V1, V2) -> 'ok' when V1 :: {float(),float()},V2 :: {float(),float()}. rectdv({V1,V2},{V1,V2}) -> cast(5182, <>). %% @doc %% See {@link rectd/4} -spec rectfv(V1, V2) -> 'ok' when V1 :: {float(),float()},V2 :: {float(),float()}. rectfv({V1,V2},{V1,V2}) -> cast(5183, <>). %% @doc %% See {@link rectd/4} -spec rectiv(V1, V2) -> 'ok' when V1 :: {integer(),integer()},V2 :: {integer(),integer()}. rectiv({V1,V2},{V1,V2}) -> cast(5184, <>). %% @doc %% See {@link rectd/4} -spec rectsv(V1, V2) -> 'ok' when V1 :: {integer(),integer()},V2 :: {integer(),integer()}. rectsv({V1,V2},{V1,V2}) -> cast(5185, <>). %% @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 external 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, <>); vertexPointer(Size,Type,Stride,Ptr) -> send_bin(Ptr), cast(5187, <>). %% @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 external 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, <>); normalPointer(Type,Stride,Ptr) -> send_bin(Ptr), cast(5189, <>). %% @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 external 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, <>); colorPointer(Size,Type,Stride,Ptr) -> send_bin(Ptr), cast(5191, <>). %% @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 external 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, <>); indexPointer(Type,Stride,Ptr) -> send_bin(Ptr), cast(5193, <>). %% @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 external 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, <>); texCoordPointer(Size,Type,Stride,Ptr) -> send_bin(Ptr), cast(5195, <>). %% @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 external documentation. -spec edgeFlagPointer(Stride, Ptr) -> 'ok' when Stride :: integer(),Ptr :: offset()|mem(). edgeFlagPointer(Stride,Ptr) when is_integer(Ptr) -> cast(5196, <>); edgeFlagPointer(Stride,Ptr) -> send_bin(Ptr), cast(5197, <>). %% @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 external documentation. -spec arrayElement(I) -> 'ok' when I :: integer(). arrayElement(I) -> cast(5198, <>). %% @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 external documentation. -spec drawArrays(Mode, First, Count) -> 'ok' when Mode :: enum(),First :: integer(),Count :: integer(). drawArrays(Mode,First,Count) -> cast(5199, <>). %% @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 external 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, <>); drawElements(Mode,Count,Type,Indices) -> send_bin(Indices), cast(5201, <>). %% @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 external 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, <>); interleavedArrays(Format,Stride,Pointer) -> send_bin(Pointer), cast(5203, <>). %% @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. %% %% %%
` Primitive Type of Polygon ' i` Vertex '
Single polygon ( i== 1) 1
Triangle %% strip i+2
Triangle fan i+2
Independent %% triangle 3 i
Quad strip 2 i+2
%% Independent quad 4 i
%% %% Flat and smooth shading are specified by ``gl:shadeModel'' with `Mode' set to `?GL_FLAT' %% and `?GL_SMOOTH', respectively. %% %% See external documentation. -spec shadeModel(Mode) -> 'ok' when Mode :: enum(). shadeModel(Mode) -> cast(5204, <>). %% @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 external documentation. -spec lightf(Light, Pname, Param) -> 'ok' when Light :: enum(),Pname :: enum(),Param :: float(). lightf(Light,Pname,Param) -> cast(5205, <>). %% @doc %% See {@link lightf/3} -spec lighti(Light, Pname, Param) -> 'ok' when Light :: enum(),Pname :: enum(),Param :: integer(). lighti(Light,Pname,Param) -> cast(5206, <>). %% @doc %% See {@link lightf/3} -spec lightfv(Light, Pname, Params) -> 'ok' when Light :: enum(),Pname :: enum(),Params :: tuple(). lightfv(Light,Pname,Params) -> cast(5207, <> ||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 :: tuple(). lightiv(Light,Pname,Params) -> cast(5208, <> ||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 external documentation. -spec getLightfv(Light, Pname) -> {float(),float(),float(),float()} when Light :: enum(),Pname :: enum(). getLightfv(Light,Pname) -> call(5209, <>). %% @doc %% See {@link getLightfv/2} -spec getLightiv(Light, Pname) -> {integer(),integer(),integer(),integer()} when Light :: enum(),Pname :: enum(). getLightiv(Light,Pname) -> call(5210, <>). %% @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 external documentation. -spec lightModelf(Pname, Param) -> 'ok' when Pname :: enum(),Param :: float(). lightModelf(Pname,Param) -> cast(5211, <>). %% @doc %% See {@link lightModelf/2} -spec lightModeli(Pname, Param) -> 'ok' when Pname :: enum(),Param :: integer(). lightModeli(Pname,Param) -> cast(5212, <>). %% @doc %% See {@link lightModelf/2} -spec lightModelfv(Pname, Params) -> 'ok' when Pname :: enum(),Params :: tuple(). lightModelfv(Pname,Params) -> cast(5213, <> ||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 :: tuple(). lightModeliv(Pname,Params) -> cast(5214, <> ||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 external documentation. -spec materialf(Face, Pname, Param) -> 'ok' when Face :: enum(),Pname :: enum(),Param :: float(). materialf(Face,Pname,Param) -> cast(5215, <>). %% @doc %% See {@link materialf/3} -spec materiali(Face, Pname, Param) -> 'ok' when Face :: enum(),Pname :: enum(),Param :: integer(). materiali(Face,Pname,Param) -> cast(5216, <>). %% @doc %% See {@link materialf/3} -spec materialfv(Face, Pname, Params) -> 'ok' when Face :: enum(),Pname :: enum(),Params :: tuple(). materialfv(Face,Pname,Params) -> cast(5217, <> ||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 :: tuple(). materialiv(Face,Pname,Params) -> cast(5218, <> ||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 external documentation. -spec getMaterialfv(Face, Pname) -> {float(),float(),float(),float()} when Face :: enum(),Pname :: enum(). getMaterialfv(Face,Pname) -> call(5219, <>). %% @doc %% See {@link getMaterialfv/2} -spec getMaterialiv(Face, Pname) -> {integer(),integer(),integer(),integer()} when Face :: enum(),Pname :: enum(). getMaterialiv(Face,Pname) -> call(5220, <>). %% @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 external documentation. -spec colorMaterial(Face, Mode) -> 'ok' when Face :: enum(),Mode :: enum(). colorMaterial(Face,Mode) -> cast(5221, <>). %% @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 external documentation. -spec pixelZoom(Xfactor, Yfactor) -> 'ok' when Xfactor :: float(),Yfactor :: float(). pixelZoom(Xfactor,Yfactor) -> cast(5222, <>). %% @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''. %% %% %% %% %% %%
`Pname' ` Type '` Initial Value '` Valid Range '
`?GL_PACK_SWAP_BYTES' %% boolean false true or false
`?GL_PACK_LSB_FIRST' %% boolean false true or false
`?GL_PACK_ROW_LENGTH' %% integer 0 [0)
`?GL_PACK_IMAGE_HEIGHT' integer 0 [0)
`?GL_PACK_SKIP_ROWS' %% integer 0 [0)
`?GL_PACK_SKIP_PIXELS' integer %% 0 [0)
`?GL_PACK_SKIP_IMAGES' integer %% 0 [0)
`?GL_PACK_ALIGNMENT' integer 4 1, 2, 4, or 8
`?GL_UNPACK_SWAP_BYTES' boolean %% false true or false
`?GL_UNPACK_LSB_FIRST' %% boolean false true or false
`?GL_UNPACK_ROW_LENGTH' %% integer 0 [0)
`?GL_UNPACK_IMAGE_HEIGHT' integer 0 [0)
`?GL_UNPACK_SKIP_ROWS' %% integer 0 [0)
`?GL_UNPACK_SKIP_PIXELS' %% integer 0 [0)
`?GL_UNPACK_SKIP_IMAGES' %% integer 0 [0)
`?GL_UNPACK_ALIGNMENT' integer %% 4 1, 2, 4, or 8
%% %% ``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 external documentation. -spec pixelStoref(Pname, Param) -> 'ok' when Pname :: enum(),Param :: float(). pixelStoref(Pname,Param) -> cast(5223, <>). %% @doc %% See {@link pixelStoref/2} -spec pixelStorei(Pname, Param) -> 'ok' when Pname :: enum(),Param :: integer(). pixelStorei(Pname,Param) -> cast(5224, <>). %% @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''. %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %%
`Pname' ` Type '` Initial Value '` Valid Range '
`?GL_MAP_COLOR' %% boolean false true/false
`?GL_MAP_STENCIL' boolean false true/false
`?GL_INDEX_SHIFT' integer 0 (-)
`?GL_INDEX_OFFSET' integer %% 0 (-)
`?GL_RED_SCALE' float 1 (-)
`?GL_GREEN_SCALE' float 1 (-)
`?GL_BLUE_SCALE' float 1 (-)
`?GL_ALPHA_SCALE' %% float 1 (-)
`?GL_DEPTH_SCALE' %% float 1 (-)
`?GL_RED_BIAS' float %% 0 (-)
`?GL_GREEN_BIAS' float 0 (-)
`?GL_BLUE_BIAS' float 0 (-)
`?GL_ALPHA_BIAS' %% float 0 (-)
`?GL_DEPTH_BIAS' %% float 0 (-)
`?GL_POST_COLOR_MATRIX_RED_SCALE' %% float 1 (-)
`?GL_POST_COLOR_MATRIX_GREEN_SCALE' float 1 (-)
`?GL_POST_COLOR_MATRIX_BLUE_SCALE' float 1 (-)
`?GL_POST_COLOR_MATRIX_ALPHA_SCALE' float 1 (-)
`?GL_POST_COLOR_MATRIX_RED_BIAS' float 0 (-)
`?GL_POST_COLOR_MATRIX_GREEN_BIAS' float 0 (-)
`?GL_POST_COLOR_MATRIX_BLUE_BIAS' float 0 (-)
`?GL_POST_COLOR_MATRIX_ALPHA_BIAS' float 0 (-)
`?GL_POST_CONVOLUTION_RED_SCALE' float 1 (-)
`?GL_POST_CONVOLUTION_GREEN_SCALE' float 1 (-)
`?GL_POST_CONVOLUTION_BLUE_SCALE' float 1 (-)
`?GL_POST_CONVOLUTION_ALPHA_SCALE' float 1 (-)
`?GL_POST_CONVOLUTION_RED_BIAS' float 0 (-)
`?GL_POST_CONVOLUTION_GREEN_BIAS' float 0 (-)
`?GL_POST_CONVOLUTION_BLUE_BIAS' float 0 (-)
`?GL_POST_CONVOLUTION_ALPHA_BIAS' float 0 (-)
%% %% ``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 external documentation. -spec pixelTransferf(Pname, Param) -> 'ok' when Pname :: enum(),Param :: float(). pixelTransferf(Pname,Param) -> cast(5225, <>). %% @doc %% See {@link pixelTransferf/2} -spec pixelTransferi(Pname, Param) -> 'ok' when Pname :: enum(),Param :: integer(). pixelTransferi(Pname,Param) -> cast(5226, <>). %% @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. %% %% %% %% %% %% %% %% %% %%
`Map' %% ` Lookup Index '` Lookup Value '` Initial Size '` Initial Value '
`?GL_PIXEL_MAP_I_TO_I' color index color index 1 0
`?GL_PIXEL_MAP_S_TO_S' %% stencil index stencil index 1 0
%% `?GL_PIXEL_MAP_I_TO_R' color index R 1 0
`?GL_PIXEL_MAP_I_TO_G' color index G 1 0
`?GL_PIXEL_MAP_I_TO_B' color index B 1 0
`?GL_PIXEL_MAP_I_TO_A' color index A 1 0
`?GL_PIXEL_MAP_R_TO_R' R R 1 0
`?GL_PIXEL_MAP_G_TO_G' G G 1 0
`?GL_PIXEL_MAP_B_TO_B' B B 1 0
`?GL_PIXEL_MAP_A_TO_A' A A 1 0
%% %% See external documentation. -spec pixelMapfv(Map, Mapsize, Values) -> 'ok' when Map :: enum(),Mapsize :: integer(),Values :: binary(). pixelMapfv(Map,Mapsize,Values) -> send_bin(Values), cast(5227, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec getPixelMapfv(Map, Values) -> 'ok' when Map :: enum(),Values :: mem(). getPixelMapfv(Map,Values) -> send_bin(Values), call(5230, <>). %% @doc %% See {@link getPixelMapfv/2} -spec getPixelMapuiv(Map, Values) -> 'ok' when Map :: enum(),Values :: mem(). getPixelMapuiv(Map,Values) -> send_bin(Values), call(5231, <>). %% @doc %% See {@link getPixelMapfv/2} -spec getPixelMapusv(Map, Values) -> 'ok' when Map :: enum(),Values :: mem(). getPixelMapusv(Map,Values) -> send_bin(Values), call(5232, <>). %% @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 external 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, <>); bitmap(Width,Height,Xorig,Yorig,Xmove,Ymove,Bitmap) -> send_bin(Bitmap), cast(5234, <>). %% @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). %% %% %% %% %% %% %% %% %% %%
`Type' ` Index Mask '` Component Conversion ' %%
`?GL_UNSIGNED_BYTE' 2 8-1(2 8-1) c
`?GL_BYTE' 2 7-1((2 8-1) c-1)/2
`?GL_UNSIGNED_SHORT' %% 2 16-1(2 16-1) c
`?GL_SHORT' 2 15-1((2 %% 16-1) %% c-1)/2
`?GL_UNSIGNED_INT' 2 32-1(2 32-1) c
`?GL_INT' %% 2 31-1((2 32-1) c-1)/2
`?GL_HALF_FLOAT' none %% c
`?GL_FLOAT' none c
`?GL_UNSIGNED_BYTE_3_3_2' %% 2 N-1(2 N-1) c
`?GL_UNSIGNED_BYTE_2_3_3_REV' %% 2 N-1(2 N-1) c
`?GL_UNSIGNED_SHORT_5_6_5' 2 N-1 %% (2 N-1) c
`?GL_UNSIGNED_SHORT_5_6_5_REV' 2 N-1(2 N-1) c
`?GL_UNSIGNED_SHORT_4_4_4_4' 2 N-1(2 N-1) c
`?GL_UNSIGNED_SHORT_4_4_4_4_REV' %% 2 N-1(2 N-1) c
`?GL_UNSIGNED_SHORT_5_5_5_1' 2 %% N-1(2 N-1) c
`?GL_UNSIGNED_SHORT_1_5_5_5_REV' 2 N-1(2 N-1) c
`?GL_UNSIGNED_INT_8_8_8_8' 2 N-1(2 N-1) c
`?GL_UNSIGNED_INT_8_8_8_8_REV' 2 N-1(2 N-1) c
`?GL_UNSIGNED_INT_10_10_10_2' %% 2 N-1(2 N-1) c
`?GL_UNSIGNED_INT_2_10_10_10_REV' %% 2 N-1(2 N-1) c
`?GL_UNSIGNED_INT_24_8' 2 N-1(2 %% N-1) %% c
`?GL_UNSIGNED_INT_10F_11F_11F_REV' -- Special
`?GL_UNSIGNED_INT_5_9_9_9_REV' -- Special
`?GL_FLOAT_32_UNSIGNED_INT_24_8_REV' none c (Depth Only)
%% %% 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 external 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, <>). %% @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: %% %% %% %% %% %% %% %% %%
` Type '` Corresponding Type '
`?GL_UNSIGNED_BYTE' unsigned 8-bit integer
`?GL_BYTE' %% signed 8-bit integer
`?GL_BITMAP' single bits %% in unsigned 8-bit integers
`?GL_UNSIGNED_SHORT' unsigned %% 16-bit integer
`?GL_SHORT' signed 16-bit integer
`?GL_UNSIGNED_INT' unsigned 32-bit integer
`?GL_INT' %% 32-bit integer
`?GL_FLOAT' single-precision %% floating-point
`?GL_UNSIGNED_BYTE_3_3_2' unsigned 8-bit %% integer
`?GL_UNSIGNED_BYTE_2_3_3_REV' unsigned 8-bit %% integer with reversed component ordering
`?GL_UNSIGNED_SHORT_5_6_5' unsigned 16-bit integer
`?GL_UNSIGNED_SHORT_5_6_5_REV' %% unsigned 16-bit integer with reversed component ordering
`?GL_UNSIGNED_SHORT_4_4_4_4' %% unsigned 16-bit integer
`?GL_UNSIGNED_SHORT_4_4_4_4_REV' unsigned 16-bit integer with reversed component ordering
`?GL_UNSIGNED_SHORT_5_5_5_1' %% unsigned 16-bit integer
`?GL_UNSIGNED_SHORT_1_5_5_5_REV' unsigned 16-bit integer with reversed component ordering
`?GL_UNSIGNED_INT_8_8_8_8' %% unsigned 32-bit integer
`?GL_UNSIGNED_INT_8_8_8_8_REV' unsigned 32-bit integer with reversed component ordering
`?GL_UNSIGNED_INT_10_10_10_2' %% unsigned 32-bit integer
`?GL_UNSIGNED_INT_2_10_10_10_REV' unsigned 32-bit integer with reversed component ordering
%% %% 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 external 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, <>); drawPixels(Width,Height,Format,Type,Pixels) -> send_bin(Pixels), cast(5237, <>). %% @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 external 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, <>). %% @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 external documentation. -spec stencilFunc(Func, Ref, Mask) -> 'ok' when Func :: enum(),Ref :: integer(),Mask :: integer(). stencilFunc(Func,Ref,Mask) -> cast(5239, <>). %% @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 external documentation. -spec stencilMask(Mask) -> 'ok' when Mask :: integer(). stencilMask(Mask) -> cast(5240, <>). %% @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 external documentation. -spec stencilOp(Fail, Zfail, Zpass) -> 'ok' when Fail :: enum(),Zfail :: enum(),Zpass :: enum(). stencilOp(Fail,Zfail,Zpass) -> cast(5241, <>). %% @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 external documentation. -spec clearStencil(S) -> 'ok' when S :: integer(). clearStencil(S) -> cast(5242, <>). %% @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 external documentation. -spec texGend(Coord, Pname, Param) -> 'ok' when Coord :: enum(),Pname :: enum(),Param :: float(). texGend(Coord,Pname,Param) -> cast(5243, <>). %% @doc %% See {@link texGend/3} -spec texGenf(Coord, Pname, Param) -> 'ok' when Coord :: enum(),Pname :: enum(),Param :: float(). texGenf(Coord,Pname,Param) -> cast(5244, <>). %% @doc %% See {@link texGend/3} -spec texGeni(Coord, Pname, Param) -> 'ok' when Coord :: enum(),Pname :: enum(),Param :: integer(). texGeni(Coord,Pname,Param) -> cast(5245, <>). %% @doc %% See {@link texGend/3} -spec texGendv(Coord, Pname, Params) -> 'ok' when Coord :: enum(),Pname :: enum(),Params :: tuple(). texGendv(Coord,Pname,Params) -> cast(5246, <> ||C <- tuple_to_list(Params)>>)/binary>>). %% @doc %% See {@link texGend/3} -spec texGenfv(Coord, Pname, Params) -> 'ok' when Coord :: enum(),Pname :: enum(),Params :: tuple(). texGenfv(Coord,Pname,Params) -> cast(5247, <> ||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 :: tuple(). texGeniv(Coord,Pname,Params) -> cast(5248, <> ||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 external documentation. -spec getTexGendv(Coord, Pname) -> {float(),float(),float(),float()} when Coord :: enum(),Pname :: enum(). getTexGendv(Coord,Pname) -> call(5249, <>). %% @doc %% See {@link getTexGendv/2} -spec getTexGenfv(Coord, Pname) -> {float(),float(),float(),float()} when Coord :: enum(),Pname :: enum(). getTexGenfv(Coord,Pname) -> call(5250, <>). %% @doc %% See {@link getTexGendv/2} -spec getTexGeniv(Coord, Pname) -> {integer(),integer(),integer(),integer()} when Coord :: enum(),Pname :: enum(). getTexGeniv(Coord,Pname) -> call(5251, <>). %% @doc glTexEnvf %% %% See external documentation. -spec texEnvf(Target, Pname, Param) -> 'ok' when Target :: enum(),Pname :: enum(),Param :: float(). texEnvf(Target,Pname,Param) -> cast(5252, <>). %% @doc glTexEnvi %% %% See external documentation. -spec texEnvi(Target, Pname, Param) -> 'ok' when Target :: enum(),Pname :: enum(),Param :: integer(). texEnvi(Target,Pname,Param) -> cast(5253, <>). %% @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. %% %% %% %%
Texture Base Internal Format C s A s
`?GL_ALPHA' (0, 0, 0) A t
`?GL_LUMINANCE' %% ( L t, L t, L t ) 1
`?GL_LUMINANCE_ALPHA' ( L t, L t, L t ) A t
`?GL_INTENSITY' ( %% I t, I t, I t ) I t
`?GL_RGB' ( R t, G t, B %% t ) 1
`?GL_RGBA' ( R t, G t, B t ) %% A t
%% %% 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. %% %% %% %% %% %% %%
Texture Base Internal Format `?Value'`?GL_REPLACE' %% Function `?GL_MODULATE' Function `?GL_DECAL' Function %% `?GL_BLEND' Function `?GL_ADD' Function
%% `?GL_ALPHA' C v= C p C p undefined C p C p
A v= A s A p A s %% A v=A p A s A p A s
`?GL_LUMINANCE' C v= %% C s C p C s undefined C p (1-C s)+C c C s C p+C s
(or 1) A v= A p A p A p A %% p
`?GL_LUMINANCE_ALPHA' C v= C s C p C %% s undefined C p (1-C s)+C c C s C p+C s
(or 2) A v= A s A p A s A p A s A p A s
`?GL_INTENSITY' C v= C s C p C s %% undefined C p (1-C s)+C c C s C p+C s
A v= %% A s A p A s A p (1-A s)+A c A s A p+A s
`?GL_RGB' %% C v= C s C p C s C s C p (1-C s)+C c C s %% C p+C s
(or 3) A v= A p A p A p A p A p
`?GL_RGBA' C v= C s %% C p C s C p (1-A s)+C s A s C p (1-C s)+C c C s C p+C s
%% (or 4) A v= A s A p A s A p A p A s %% A p A s
%% %% 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'. %% %% %% %%
`?GL_COMBINE_RGB'` Texture Function '
`?GL_REPLACE' Arg0
`?GL_MODULATE' %% Arg0×Arg1
`?GL_ADD' Arg0+Arg1
`?GL_ADD_SIGNED' %% Arg0+Arg1-0.5
`?GL_INTERPOLATE' Arg0×Arg2+Arg1×(1- %% Arg2)
`?GL_SUBTRACT' Arg0-Arg1
`?GL_DOT3_RGB' %% or `?GL_DOT3_RGBA' 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)))
%% %% 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: %% %% %% %%
`?GL_COMBINE_ALPHA'` Texture Function '
`?GL_REPLACE' Arg0
`?GL_MODULATE' %% Arg0×Arg1
`?GL_ADD' Arg0+Arg1
`?GL_ADD_SIGNED' %% Arg0+Arg1-0.5
`?GL_INTERPOLATE' Arg0×Arg2+Arg1×(1- %% Arg2)
`?GL_SUBTRACT' Arg0-Arg1
%% %% 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: %% %% %% %% %% %% %% %% %% %%
`?GL_SRCn_RGB'`?GL_OPERANDn_RGB'` Argument Value ' %%
`?GL_TEXTURE'`?GL_SRC_COLOR'(C %% s)
`?GL_ONE_MINUS_SRC_COLOR' 1-(C s)
%% `?GL_SRC_ALPHA'(A s)
`?GL_ONE_MINUS_SRC_ALPHA' 1-(A s)
`?GL_TEXTUREn'`?GL_SRC_COLOR'(C s)
`?GL_ONE_MINUS_SRC_COLOR' 1-(C s)
`?GL_SRC_ALPHA' %% (A s)
`?GL_ONE_MINUS_SRC_ALPHA' 1-(A s)
`?GL_CONSTANT'`?GL_SRC_COLOR'(C c)
`?GL_ONE_MINUS_SRC_COLOR' %% 1-(C c)
`?GL_SRC_ALPHA'(A c)
`?GL_ONE_MINUS_SRC_ALPHA' 1-(A c)
`?GL_PRIMARY_COLOR'`?GL_SRC_COLOR'(C f)
`?GL_ONE_MINUS_SRC_COLOR' 1-(C f)
`?GL_SRC_ALPHA'(A f)
%% `?GL_ONE_MINUS_SRC_ALPHA' 1-(A f)
`?GL_PREVIOUS'`?GL_SRC_COLOR' %% (C p)
`?GL_ONE_MINUS_SRC_COLOR' 1-(C p)
`?GL_SRC_ALPHA'(A p)
`?GL_ONE_MINUS_SRC_ALPHA' %% 1-(A p)
%% %% 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: %% %% %% %% %%
`?GL_SRCn_ALPHA'`?GL_OPERANDn_ALPHA'` Argument Value ' %%
`?GL_TEXTURE'`?GL_SRC_ALPHA'(A %% s)
`?GL_ONE_MINUS_SRC_ALPHA' 1-(A s)
`?GL_TEXTUREn' %% `?GL_SRC_ALPHA'(A s)
`?GL_ONE_MINUS_SRC_ALPHA' %% 1-(A s)
`?GL_CONSTANT'`?GL_SRC_ALPHA'(A %% c)
`?GL_ONE_MINUS_SRC_ALPHA' 1-(A c)
`?GL_PRIMARY_COLOR' %% `?GL_SRC_ALPHA'(A f)
`?GL_ONE_MINUS_SRC_ALPHA' %% 1-(A f)
`?GL_PREVIOUS'`?GL_SRC_ALPHA'(A %% p)
`?GL_ONE_MINUS_SRC_ALPHA' 1-(A p)
%% %% %% 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 external documentation. -spec texEnvfv(Target, Pname, Params) -> 'ok' when Target :: enum(),Pname :: enum(),Params :: tuple(). texEnvfv(Target,Pname,Params) -> cast(5254, <> ||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 :: tuple(). texEnviv(Target,Pname,Params) -> cast(5255, <> ||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 external documentation. -spec getTexEnvfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum(). getTexEnvfv(Target,Pname) -> call(5256, <>). %% @doc %% See {@link getTexEnvfv/2} -spec getTexEnviv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum(). getTexEnviv(Target,Pname) -> call(5257, <>). %% @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: %%
%% ` Texture Comparison Function '` Computed result '
`?GL_LEQUAL' result={1.0 0.0 r<=(D t) r>(D t))
`?GL_GEQUAL' %% result={1.0 0.0 r>=(D t) r<(D t))
`?GL_LESS' result={1.0 0.0 r<(D t) r>=(D t))
`?GL_GREATER' %% result={1.0 0.0 r>(D t) r<=(D t))
`?GL_EQUAL' result={1.0 0.0 r=(D t) r&ne; %% (D t))
`?GL_NOTEQUAL' %% result={1.0 0.0 r&ne;(D t) r=(D t))
`?GL_ALWAYS' result=1.0
%% `?GL_NEVER' result=0.0
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 external documentation. -spec texParameterf(Target, Pname, Param) -> 'ok' when Target :: enum(),Pname :: enum(),Param :: float(). texParameterf(Target,Pname,Param) -> cast(5258, <>). %% @doc %% See {@link texParameterf/3} -spec texParameteri(Target, Pname, Param) -> 'ok' when Target :: enum(),Pname :: enum(),Param :: integer(). texParameteri(Target,Pname,Param) -> cast(5259, <>). %% @doc %% See {@link texParameterf/3} -spec texParameterfv(Target, Pname, Params) -> 'ok' when Target :: enum(),Pname :: enum(),Params :: tuple(). texParameterfv(Target,Pname,Params) -> cast(5260, <> ||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 :: tuple(). texParameteriv(Target,Pname,Params) -> cast(5261, <> ||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 external documentation. -spec getTexParameterfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum(). getTexParameterfv(Target,Pname) -> call(5262, <>). %% @doc %% See {@link getTexParameterfv/2} -spec getTexParameteriv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum(). getTexParameteriv(Target,Pname) -> call(5263, <>). %% @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 external documentation. -spec getTexLevelParameterfv(Target, Level, Pname) -> {float()} when Target :: enum(),Level :: integer(),Pname :: enum(). getTexLevelParameterfv(Target,Level,Pname) -> call(5264, <>). %% @doc %% See {@link getTexLevelParameterfv/3} -spec getTexLevelParameteriv(Target, Level, Pname) -> {integer()} when Target :: enum(),Level :: integer(),Pname :: enum(). getTexLevelParameteriv(Target,Level,Pname) -> call(5265, <>). %% @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 external 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, <>); texImage1D(Target,Level,InternalFormat,Width,Border,Format,Type,Pixels) -> send_bin(Pixels), cast(5267, <>). %% @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 external 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, <>); texImage2D(Target,Level,InternalFormat,Width,Height,Border,Format,Type,Pixels) -> send_bin(Pixels), cast(5269, <>). %% @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 external 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, <>). %% @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 external documentation. -spec genTextures(N) -> [integer()] when N :: integer(). genTextures(N) -> call(5271, <>). %% @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 external documentation. -spec deleteTextures(Textures) -> 'ok' when Textures :: [integer()]. deleteTextures(Textures) -> cast(5272, <<(length(Textures)):?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 external documentation. -spec bindTexture(Target, Texture) -> 'ok' when Target :: enum(),Texture :: integer(). bindTexture(Target,Texture) -> cast(5273, <>). %% @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 external documentation. -spec prioritizeTextures(Textures, Priorities) -> 'ok' when Textures :: [integer()],Priorities :: [clamp()]. prioritizeTextures(Textures,Priorities) -> cast(5274, <<(length(Textures)):?GLuint, (<< <> || C <- Textures>>)/binary,0:(((1+length(Textures)) rem 2)*32),(length(Priorities)):?GLuint, (<< <> || 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 external documentation. -spec areTexturesResident(Textures) -> {0|1,Residences :: [0|1]} when Textures :: [integer()]. areTexturesResident(Textures) -> call(5275, <<(length(Textures)):?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 external documentation. -spec isTexture(Texture) -> 0|1 when Texture :: integer(). isTexture(Texture) -> call(5276, <>). %% @doc glTexSubImage %% %% See external 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, <>); texSubImage1D(Target,Level,Xoffset,Width,Format,Type,Pixels) -> send_bin(Pixels), cast(5278, <>). %% @doc glTexSubImage %% %% See external 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, <>); texSubImage2D(Target,Level,Xoffset,Yoffset,Width,Height,Format,Type,Pixels) -> send_bin(Pixels), cast(5280, <>). %% @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 external 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, <>). %% @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 external 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, <>). %% @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 external 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, <>). %% @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 external 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, <>). %% @doc glMap %% %% See external 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, <>). %% @doc glMap %% %% See external 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, <>). %% @doc glMap %% %% See external 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, <>). %% @doc glMap %% %% See external 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, <>). %% @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 external documentation. -spec getMapdv(Target, Query, V) -> 'ok' when Target :: enum(),Query :: enum(),V :: mem(). getMapdv(Target,Query,V) -> send_bin(V), call(5289, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec evalCoord1d(U) -> 'ok' when U :: float(). evalCoord1d(U) -> cast(5292, <>). %% @doc %% See {@link evalCoord1d/1} -spec evalCoord1f(U) -> 'ok' when U :: float(). evalCoord1f(U) -> cast(5293, <>). %% @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, <>). %% @doc %% See {@link evalCoord1d/1} -spec evalCoord2f(U, V) -> 'ok' when U :: float(),V :: float(). evalCoord2f(U,V) -> cast(5295, <>). %% @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 external documentation. -spec mapGrid1d(Un, U1, U2) -> 'ok' when Un :: integer(),U1 :: float(),U2 :: float(). mapGrid1d(Un,U1,U2) -> cast(5296, <>). %% @doc %% See {@link mapGrid1d/3} -spec mapGrid1f(Un, U1, U2) -> 'ok' when Un :: integer(),U1 :: float(),U2 :: float(). mapGrid1f(Un,U1,U2) -> cast(5297, <>). %% @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, <>). %% @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, <>). %% @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 external documentation. -spec evalPoint1(I) -> 'ok' when I :: integer(). evalPoint1(I) -> cast(5300, <>). %% @doc %% See {@link evalPoint1/1} -spec evalPoint2(I, J) -> 'ok' when I :: integer(),J :: integer(). evalPoint2(I,J) -> cast(5301, <>). %% @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 external documentation. -spec evalMesh1(Mode, I1, I2) -> 'ok' when Mode :: enum(),I1 :: integer(),I2 :: integer(). evalMesh1(Mode,I1,I2) -> cast(5302, <>). %% @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, <>). %% @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 external documentation. -spec fogf(Pname, Param) -> 'ok' when Pname :: enum(),Param :: float(). fogf(Pname,Param) -> cast(5304, <>). %% @doc %% See {@link fogf/2} -spec fogi(Pname, Param) -> 'ok' when Pname :: enum(),Param :: integer(). fogi(Pname,Param) -> cast(5305, <>). %% @doc %% See {@link fogf/2} -spec fogfv(Pname, Params) -> 'ok' when Pname :: enum(),Params :: tuple(). fogfv(Pname,Params) -> cast(5306, <> ||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 :: tuple(). fogiv(Pname,Params) -> cast(5307, <> ||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. %% %% %% %%
` Type '` Coordinates '` Color '` Texture '` Total Number of Values '
%% `?GL_2D'`x', `y' 2
`?GL_3D' %% `x', `y', `z' 3
`?GL_3D_COLOR' %% `x', `y', `z' k 3+k
`?GL_3D_COLOR_TEXTURE' %% `x', `y', `z' k 4 7+k
%% `?GL_4D_COLOR_TEXTURE'`x', `y', `z', `w' k 4 8+k
%% %% 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 external documentation. -spec feedbackBuffer(Size, Type, Buffer) -> 'ok' when Size :: integer(),Type :: enum(),Buffer :: mem(). feedbackBuffer(Size,Type,Buffer) -> send_bin(Buffer), call(5308, <>). %% @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 external documentation. -spec passThrough(Token) -> 'ok' when Token :: float(). passThrough(Token) -> cast(5309, <>). %% @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 external documentation. -spec selectBuffer(Size, Buffer) -> 'ok' when Size :: integer(),Buffer :: mem(). selectBuffer(Size,Buffer) -> send_bin(Buffer), call(5310, <>). %% @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 external 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 external documentation. -spec loadName(Name) -> 'ok' when Name :: integer(). loadName(Name) -> cast(5312, <>). %% @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 external documentation. -spec pushName(Name) -> 'ok' when Name :: integer(). pushName(Name) -> cast(5313, <>). %% @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 external documentation. -spec blendColor(Red, Green, Blue, Alpha) -> 'ok' when Red :: clamp(),Green :: clamp(),Blue :: clamp(),Alpha :: clamp(). blendColor(Red,Green,Blue,Alpha) -> cast(5315, <>). %% @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]. %%
` Mode ' %% ` RGB Components '` Alpha Component '
`?GL_FUNC_ADD' %% 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 Ar=A s %% s A+A d d A
`?GL_FUNC_SUBTRACT' 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 Ar=A s s A-A d d A
`?GL_FUNC_REVERSE_SUBTRACT' %% 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 Ar=A d %% d A-A s s A
`?GL_MIN' Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d) Ar=min %% (A s A d)
`?GL_MAX' Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d) Ar=max(A s A d)
%% %% 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 external documentation. -spec blendEquation(Mode) -> 'ok' when Mode :: enum(). blendEquation(Mode) -> cast(5316, <>). %% @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 external 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, <>); drawRangeElements(Mode,Start,End,Count,Type,Indices) -> send_bin(Indices), cast(5318, <>). %% @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 external 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, <>); texImage3D(Target,Level,InternalFormat,Width,Height,Depth,Border,Format,Type,Pixels) -> send_bin(Pixels), cast(5320, <>). %% @doc glTexSubImage %% %% See external 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, <>); texSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,Width,Height,Depth,Format,Type,Pixels) -> send_bin(Pixels), cast(5322, <>). %% @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 external 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, <>). %% @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: %% %% %% %% %% %% %%
` Internal Format '` Red '` Green '` Blue '` Alpha '` Luminance '` Intensity ' %%
`?GL_ALPHA' A
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' R %% G B A
%% %% 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: %% %% %% %%
` Representation '` Meaning '
r Table index computed from R
g Table index %% computed from G
b Table index computed from B
a %% Table index computed from A
L[i] Luminance value at %% table index i
I[i] Intensity value at table index i
R[i] Red value at table index i
G[i] Green value %% at table index i
B[i] Blue value at table index i
%% A[i] Alpha value at table index i
%% %% then the result of color table lookup is as follows: %% %% %% %%
` Resulting Texture Components '
` Table Internal Format ' %% ` R '` G '` B '` A '
`?GL_ALPHA'RGBA[a]
%% `?GL_LUMINANCE'L[r]L[g]L[b]At
`?GL_LUMINANCE_ALPHA' %% L[r]L[g]L[b]A[a]
`?GL_INTENSITY'I[r]I[g]I[b]I[a]
`?GL_RGB'R[r] %% G[g]B[b]A
`?GL_RGBA'R[r] %% G[g]B[b]A[a]
%% %% 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 external 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, <>); colorTable(Target,Internalformat,Width,Format,Type,Table) -> send_bin(Table), cast(5325, <>). %% @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 external 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, <>). %% @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, <>). %% @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: %% %% %% %% %% %% %%
` Internal Format '` Red '` Green '` Blue '` Alpha '` Luminance '` Intensity ' %%
`?GL_ALPHA' A
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' R %% G B A
%% %% 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 external 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, <>). %% @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 %% %%
` Internal Component '` Resulting Component '
Red Red
Green Green
%% Blue Blue
Alpha Alpha
Luminance %% Red
Intensity Red
%% %% %% %% See external 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, <>). %% @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. %% %% %%
` Parameter '` N '` Meaning '
`?GL_COLOR_TABLE_FORMAT' 1 Internal format %% (e.g., `?GL_RGBA')
`?GL_COLOR_TABLE_WIDTH' 1 %% Number of elements in table
`?GL_COLOR_TABLE_RED_SIZE' %% 1 Size of red component, in bits
`?GL_COLOR_TABLE_GREEN_SIZE' %% 1 Size of green component
`?GL_COLOR_TABLE_BLUE_SIZE' %% 1 Size of blue component
`?GL_COLOR_TABLE_ALPHA_SIZE' %% 1 Size of alpha component
`?GL_COLOR_TABLE_LUMINANCE_SIZE' %% 1 Size of luminance component
`?GL_COLOR_TABLE_INTENSITY_SIZE' %% 1 Size of intensity component
%% %% %% %% See external documentation. -spec getColorTableParameterfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum(). getColorTableParameterfv(Target,Pname) -> call(5330, <>). %% @doc %% See {@link getColorTableParameterfv/2} -spec getColorTableParameteriv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum(). getColorTableParameteriv(Target,Pname) -> call(5331, <>). %% @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 external 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, <>); colorSubTable(Target,Start,Count,Format,Type,Data) -> send_bin(Data), cast(5333, <>). %% @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 external 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, <>). %% @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: %% %% %% %% %% %% %%
` Internal Format '` Red '` Green '` Blue '` Alpha '` Luminance '` Intensity ' %%
`?GL_ALPHA' A
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' R %% G B A
%% %% 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 external 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, <>); convolutionFilter1D(Target,Internalformat,Width,Format,Type,Image) -> send_bin(Image), cast(5336, <>). %% @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: %% %% %% %% %% %% %%
` Internal Format '` Red '` Green '` Blue '` Alpha '` Luminance '` Intensity ' %%
`?GL_ALPHA' A
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' R %% G B A
%% %% 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 external 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, <>); convolutionFilter2D(Target,Internalformat,Width,Height,Format,Type,Image) -> send_bin(Image), cast(5338, <>). %% @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 external documentation. -spec convolutionParameterf(Target, Pname, Params) -> 'ok' when Target :: enum(),Pname :: enum(),Params :: tuple(). convolutionParameterf(Target,Pname,Params) -> cast(5339, <> ||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 :: tuple()}. 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 :: tuple(). convolutionParameteri(Target,Pname,Params) -> cast(5340, <> ||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 :: tuple()}. 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: %% %% %% %% %% %% %%
` Internal Format '` Red '` Green '` Blue '` Alpha '` Luminance '` Intensity ' %%
`?GL_ALPHA' A
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' R %% G B A
%% %% 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 external 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, <>). %% @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: %% %% %% %% %% %% %%
` Internal Format '` Red '` Green '` Blue '` Alpha '` Luminance '` Intensity ' %%
`?GL_ALPHA' A
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' R %% G B A
%% %% 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 external 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, <>). %% @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. %%
` Internal Component ' %% ` Resulting Component '
Red Red
Green Green
Blue Blue
%% Alpha Alpha
Luminance Red
Intensity %% Red
%% %% %% %% See external 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, <>). %% @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 external documentation. -spec getConvolutionParameterfv(Target, Pname) -> {float(),float(),float(),float()} when Target :: enum(),Pname :: enum(). getConvolutionParameterfv(Target,Pname) -> call(5344, <>). %% @doc %% See {@link getConvolutionParameterfv/2} -spec getConvolutionParameteriv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum(). getConvolutionParameteriv(Target,Pname) -> call(5345, <>). %% @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: %% %% %%
` Internal Format '` Red ' %% ` Green '` Blue '` Alpha '` Luminance ' %% ` Intensity '
`?GL_LUMINANCE' R
`?GL_LUMINANCE_ALPHA' A R
`?GL_INTENSITY' %% R
`?GL_RGB' R G B
`?GL_RGBA' %% R G B A
%% %% %% 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 external 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, <>); separableFilter2D(Target,Internalformat,Width,Height,Format,Type,Row,Column) -> send_bin(Row), send_bin(Column), cast(5347, <>). %% @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: %% %%
` Internal Component '` Resulting Component '
Red Red
Green Green
%% Blue Blue
Alpha Alpha
Luminance %% Red
%% %% %% %% See external 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, <>). %% @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: %% %% %% %%
` Parameter '` Description '
`?GL_HISTOGRAM_WIDTH' Histogram table width
`?GL_HISTOGRAM_FORMAT' %% Internal format
`?GL_HISTOGRAM_RED_SIZE' Red %% component counter size, in bits
`?GL_HISTOGRAM_GREEN_SIZE' %% Green component counter size, in bits
`?GL_HISTOGRAM_BLUE_SIZE' Blue component counter size, in bits
`?GL_HISTOGRAM_ALPHA_SIZE' %% Alpha component counter size, in bits
`?GL_HISTOGRAM_LUMINANCE_SIZE' %% Luminance component counter size, in bits
`?GL_HISTOGRAM_SINK' %% Value of the `sink' parameter
%% %% %% %% See external documentation. -spec getHistogramParameterfv(Target, Pname) -> {float()} when Target :: enum(),Pname :: enum(). getHistogramParameterfv(Target,Pname) -> call(5349, <>). %% @doc %% See {@link getHistogramParameterfv/2} -spec getHistogramParameteriv(Target, Pname) -> {integer()} when Target :: enum(),Pname :: enum(). getHistogramParameteriv(Target,Pname) -> call(5350, <>). %% @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: %% %% %% %%
` Internal Component '` Resulting Component '
Red Red
Green Green
Blue Blue
Alpha Alpha
%% Luminance Red
%% %% 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 external 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, <>). %% @doc Get minmax parameters %% %% ``gl:getMinmaxParameter'' retrieves parameters for the current minmax table by setting `Pname' %% to one of the following values: %% %% %%
` Parameter '` Description '
`?GL_MINMAX_FORMAT' Internal format of minmax table
%% `?GL_MINMAX_SINK' Value of the `sink' parameter
%% %% %% %% %% See external documentation. -spec getMinmaxParameterfv(Target, Pname) -> {float()} when Target :: enum(),Pname :: enum(). getMinmaxParameterfv(Target,Pname) -> call(5352, <>). %% @doc %% See {@link getMinmaxParameterfv/2} -spec getMinmaxParameteriv(Target, Pname) -> {integer()} when Target :: enum(),Pname :: enum(). getMinmaxParameteriv(Target,Pname) -> call(5353, <>). %% @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 external 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, <>). %% @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 external documentation. -spec minmax(Target, Internalformat, Sink) -> 'ok' when Target :: enum(),Internalformat :: enum(),Sink :: 0|1. minmax(Target,Internalformat,Sink) -> cast(5355, <>). %% @doc Reset histogram table entries to zero %% %% ``gl:resetHistogram'' resets all the elements of the current histogram table to zero. %% %% See external documentation. -spec resetHistogram(Target) -> 'ok' when Target :: enum(). resetHistogram(Target) -> cast(5356, <>). %% @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 external documentation. -spec resetMinmax(Target) -> 'ok' when Target :: enum(). resetMinmax(Target) -> cast(5357, <>). %% @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 external documentation. -spec activeTexture(Texture) -> 'ok' when Texture :: enum(). activeTexture(Texture) -> cast(5358, <>). %% @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 external documentation. -spec sampleCoverage(Value, Invert) -> 'ok' when Value :: clamp(),Invert :: 0|1. sampleCoverage(Value,Invert) -> cast(5359, <>). %% @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 external 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, <>); compressedTexImage3D(Target,Level,Internalformat,Width,Height,Depth,Border,ImageSize,Data) -> send_bin(Data), cast(5361, <>). %% @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 external 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, <>); compressedTexImage2D(Target,Level,Internalformat,Width,Height,Border,ImageSize,Data) -> send_bin(Data), cast(5363, <>). %% @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 external 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, <>); compressedTexImage1D(Target,Level,Internalformat,Width,Border,ImageSize,Data) -> send_bin(Data), cast(5365, <>). %% @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 external 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, <>); compressedTexSubImage3D(Target,Level,Xoffset,Yoffset,Zoffset,Width,Height,Depth,Format,ImageSize,Data) -> send_bin(Data), cast(5367, <>). %% @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 external 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, <>); compressedTexSubImage2D(Target,Level,Xoffset,Yoffset,Width,Height,Format,ImageSize,Data) -> send_bin(Data), cast(5369, <>). %% @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 external 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, <>); compressedTexSubImage1D(Target,Level,Xoffset,Width,Format,ImageSize,Data) -> send_bin(Data), cast(5371, <>). %% @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 external documentation. -spec getCompressedTexImage(Target, Lod, Img) -> 'ok' when Target :: enum(),Lod :: integer(),Img :: mem(). getCompressedTexImage(Target,Lod,Img) -> send_bin(Img), call(5372, <>). %% @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 external documentation. -spec clientActiveTexture(Texture) -> 'ok' when Texture :: enum(). clientActiveTexture(Texture) -> cast(5373, <>). %% @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 external documentation. -spec multiTexCoord1d(Target, S) -> 'ok' when Target :: enum(),S :: float(). multiTexCoord1d(Target,S) -> cast(5374, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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, <>). %% @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 external 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, <>); loadTransposeMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5390, <>). %% @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, <>); loadTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5391, <>). %% @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 external 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, <>); multTransposeMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5392, <>). %% @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, <>); multTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5393, <>). %% @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]. %% %% %% %% %% %%
` Parameter '` RGB Factor '` Alpha Factor ' %%
`?GL_ZERO'(0 0 0) 0
`?GL_ONE' %% (1 1 1) 1
`?GL_SRC_COLOR'(R s0 k/R G s0 k/G B s0 %% k/B) A s0 k/A
`?GL_ONE_MINUS_SRC_COLOR'(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B) 1-A s0 k/A
%% `?GL_DST_COLOR'(R d k/R G d k/G B d k/B) A d k/A
`?GL_ONE_MINUS_DST_COLOR' %% (1 1 1)-(R d k/R G d k/G B d k/B) 1-A d k/A
`?GL_SRC_ALPHA'(A s0 k/A A s0 %% k/A A s0 k/A) A %% s0 k/A
`?GL_ONE_MINUS_SRC_ALPHA'(1 1 1)-(A s0 k/A A s0 k/A A s0 k/A %% ) 1-A s0 k/A
`?GL_DST_ALPHA'(A d k/A A d k/A A d k/A) A d k/A
`?GL_ONE_MINUS_DST_ALPHA' %% (1 1 1)-(A d k/A A d k/A A d k/A) 1-A d k/A
`?GL_CONSTANT_COLOR'(R c G c %% B c) %% A c
`?GL_ONE_MINUS_CONSTANT_COLOR'(1 1 1)-(R c G c B c) 1-A c
`?GL_CONSTANT_ALPHA'(A c A c A c) A c
`?GL_ONE_MINUS_CONSTANT_ALPHA' %% (1 1 1)-(A c A c A c) 1-A c
`?GL_SRC_ALPHA_SATURATE'(i i i) %% 1
`?GL_SRC1_COLOR'(R s1 k/R G s1 k/G B s1 k/B) A s1 k/A
`?GL_ONE_MINUS_SRC_COLOR' %% (1 1 1 1)-(R s1 k/R G s1 k/G B s1 k/B) 1-A s1 k/A
`?GL_SRC1_ALPHA'(A s1 k/A A %% s1 k/A A s1 k/A) A %% s1 k/A
`?GL_ONE_MINUS_SRC_ALPHA'(1 1 1)-(A s1 k/A A s1 k/A A s1 k/A %% ) 1-A s1 k/A
%% %% 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 external documentation. -spec blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha, DfactorAlpha) -> 'ok' when SfactorRGB :: enum(),DfactorRGB :: enum(),SfactorAlpha :: enum(),DfactorAlpha :: enum(). blendFuncSeparate(SfactorRGB,DfactorRGB,SfactorAlpha,DfactorAlpha) -> cast(5394, <>). %% @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 external documentation. -spec multiDrawArrays(Mode, First, Count) -> 'ok' when Mode :: enum(),First :: [integer()]|mem(),Count :: [integer()]|mem(). multiDrawArrays(Mode,First,Count) when is_list(First), is_list(Count) -> cast(5395, <> || C <- First>>)/binary,0:(((length(First)) rem 2)*32),(length(Count)):?GLuint, (<< <> || C <- Count>>)/binary,0:(((1+length(Count)) rem 2)*32)>>); multiDrawArrays(Mode,First,Count) -> send_bin(First), FirstLen = byte_size(if is_binary(First) -> First; is_tuple(First) -> element(2, First) end) div 4, send_bin(Count), CountLen = byte_size(if is_binary(Count) -> Count; is_tuple(Count) -> element(2, Count) end) div 4, cast(5396, <>). %% @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 external documentation. -spec pointParameterf(Pname, Param) -> 'ok' when Pname :: enum(),Param :: float(). pointParameterf(Pname,Param) -> cast(5397, <>). %% @doc %% See {@link pointParameterf/2} -spec pointParameterfv(Pname, Params) -> 'ok' when Pname :: enum(),Params :: tuple(). pointParameterfv(Pname,Params) -> cast(5398, <> ||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(5399, <>). %% @doc %% See {@link pointParameterf/2} -spec pointParameteriv(Pname, Params) -> 'ok' when Pname :: enum(),Params :: tuple(). pointParameteriv(Pname,Params) -> cast(5400, <> ||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 external documentation. -spec fogCoordf(Coord) -> 'ok' when Coord :: float(). fogCoordf(Coord) -> cast(5401, <>). %% @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(5402, <>). %% @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 external documentation. -spec fogCoordPointer(Type, Stride, Pointer) -> 'ok' when Type :: enum(),Stride :: integer(),Pointer :: offset()|mem(). fogCoordPointer(Type,Stride,Pointer) when is_integer(Pointer) -> cast(5403, <>); fogCoordPointer(Type,Stride,Pointer) -> send_bin(Pointer), cast(5404, <>). %% @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 external documentation. -spec secondaryColor3b(Red, Green, Blue) -> 'ok' when Red :: integer(),Green :: integer(),Blue :: integer(). secondaryColor3b(Red,Green,Blue) -> cast(5405, <>). %% @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(5406, <>). %% @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(5407, <>). %% @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(5408, <>). %% @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(5409, <>). %% @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(5410, <>). %% @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(5411, <>). %% @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(5412, <>). %% @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 external 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(5413, <>); secondaryColorPointer(Size,Type,Stride,Pointer) -> send_bin(Pointer), cast(5414, <>). %% @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 external documentation. -spec windowPos2d(X, Y) -> 'ok' when X :: float(),Y :: float(). windowPos2d(X,Y) -> cast(5415, <>). %% @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(5416, <>). %% @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(5417, <>). %% @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(5418, <>). %% @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(5419, <>). %% @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(5420, <>). %% @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(5421, <>). %% @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(5422, <>). %% @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 external documentation. -spec genQueries(N) -> [integer()] when N :: integer(). genQueries(N) -> call(5423, <>). %% @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 external documentation. -spec deleteQueries(Ids) -> 'ok' when Ids :: [integer()]. deleteQueries(Ids) -> cast(5424, <<(length(Ids)):?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 external documentation. -spec isQuery(Id) -> 0|1 when Id :: integer(). isQuery(Id) -> call(5425, <>). %% @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 external documentation. -spec beginQuery(Target, Id) -> 'ok' when Target :: enum(),Id :: integer(). beginQuery(Target,Id) -> cast(5426, <>). %% @doc %% See {@link beginQuery/2} -spec endQuery(Target) -> 'ok' when Target :: enum(). endQuery(Target) -> cast(5427, <>). %% @doc glGetQuery %% %% See external documentation. -spec getQueryiv(Target, Pname) -> integer() when Target :: enum(),Pname :: enum(). getQueryiv(Target,Pname) -> call(5428, <>). %% @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 external documentation. -spec getQueryObjectiv(Id, Pname) -> integer() when Id :: integer(),Pname :: enum(). getQueryObjectiv(Id,Pname) -> call(5429, <>). %% @doc %% See {@link getQueryObjectiv/2} -spec getQueryObjectuiv(Id, Pname) -> integer() when Id :: integer(),Pname :: enum(). getQueryObjectuiv(Id,Pname) -> call(5430, <>). %% @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 external documentation. -spec bindBuffer(Target, Buffer) -> 'ok' when Target :: enum(),Buffer :: integer(). bindBuffer(Target,Buffer) -> cast(5431, <>). %% @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 external documentation. -spec deleteBuffers(Buffers) -> 'ok' when Buffers :: [integer()]. deleteBuffers(Buffers) -> cast(5432, <<(length(Buffers)):?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 external documentation. -spec genBuffers(N) -> [integer()] when N :: integer(). genBuffers(N) -> call(5433, <>). %% @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 external documentation. -spec isBuffer(Buffer) -> 0|1 when Buffer :: integer(). isBuffer(Buffer) -> call(5434, <>). %% @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 external 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(5435, <>); bufferData(Target,Size,Data,Usage) -> send_bin(Data), cast(5436, <>). %% @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 external 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(5437, <>); bufferSubData(Target,Offset,Size,Data) -> send_bin(Data), cast(5438, <>). %% @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 external 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(5439, <>). %% @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 external documentation. -spec getBufferParameteriv(Target, Pname) -> integer() when Target :: enum(),Pname :: enum(). getBufferParameteriv(Target,Pname) -> call(5440, <>). %% @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]. %%
` Mode ' %% ` RGB Components '` Alpha Component '
`?GL_FUNC_ADD' %% 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 Ar=A s %% s A+A d d A
`?GL_FUNC_SUBTRACT' 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 Ar=A s s A-A d d A
`?GL_FUNC_REVERSE_SUBTRACT' %% 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 Ar=A d %% d A-A s s A
`?GL_MIN' Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d) Ar=min %% (A s A d)
`?GL_MAX' Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d) Ar=max(A s A d)
%% %% 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 external documentation. -spec blendEquationSeparate(ModeRGB, ModeAlpha) -> 'ok' when ModeRGB :: enum(),ModeAlpha :: enum(). blendEquationSeparate(ModeRGB,ModeAlpha) -> cast(5441, <>). %% @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 external documentation. -spec drawBuffers(Bufs) -> 'ok' when Bufs :: [enum()]. drawBuffers(Bufs) -> cast(5442, <<(length(Bufs)):?GLuint, (<< <> || 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 external documentation. -spec stencilOpSeparate(Face, Sfail, Dpfail, Dppass) -> 'ok' when Face :: enum(),Sfail :: enum(),Dpfail :: enum(),Dppass :: enum(). stencilOpSeparate(Face,Sfail,Dpfail,Dppass) -> cast(5443, <>). %% @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 external documentation. -spec stencilFuncSeparate(Face, Func, Ref, Mask) -> 'ok' when Face :: enum(),Func :: enum(),Ref :: integer(),Mask :: integer(). stencilFuncSeparate(Face,Func,Ref,Mask) -> cast(5444, <>). %% @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 external documentation. -spec stencilMaskSeparate(Face, Mask) -> 'ok' when Face :: enum(),Mask :: integer(). stencilMaskSeparate(Face,Mask) -> cast(5445, <>). %% @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 external documentation. -spec attachShader(Program, Shader) -> 'ok' when Program :: integer(),Shader :: integer(). attachShader(Program,Shader) -> cast(5446, <>). %% @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 external documentation. -spec bindAttribLocation(Program, Index, Name) -> 'ok' when Program :: integer(),Index :: integer(),Name :: string(). bindAttribLocation(Program,Index,Name) -> cast(5447, <>). %% @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 external documentation. -spec compileShader(Shader) -> 'ok' when Shader :: integer(). compileShader(Shader) -> cast(5448, <>). %% @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 external documentation. -spec createProgram() -> integer(). createProgram() -> call(5449, <<>>). %% @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 external documentation. -spec createShader(Type) -> integer() when Type :: enum(). createShader(Type) -> call(5450, <>). %% @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 external documentation. -spec deleteProgram(Program) -> 'ok' when Program :: integer(). deleteProgram(Program) -> cast(5451, <>). %% @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 external documentation. -spec deleteShader(Shader) -> 'ok' when Shader :: integer(). deleteShader(Shader) -> cast(5452, <>). %% @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 external documentation. -spec detachShader(Program, Shader) -> 'ok' when Program :: integer(),Shader :: integer(). detachShader(Program,Shader) -> cast(5453, <>). %% @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 external documentation. -spec disableVertexAttribArray(Index) -> 'ok' when Index :: integer(). disableVertexAttribArray(Index) -> cast(5454, <>). %% @doc %% See {@link disableVertexAttribArray/1} -spec enableVertexAttribArray(Index) -> 'ok' when Index :: integer(). enableVertexAttribArray(Index) -> cast(5455, <>). %% @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 external documentation. -spec getActiveAttrib(Program, Index, BufSize) -> {Size :: integer(),Type :: enum(),Name :: string()} when Program :: integer(),Index :: integer(),BufSize :: integer(). getActiveAttrib(Program,Index,BufSize) -> call(5456, <>). %% @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. %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %% %%
` Returned Symbolic Contant '` Shader Uniform Type '
`?GL_FLOAT'`?float'
`?GL_FLOAT_VEC2' %% `?vec2'
`?GL_FLOAT_VEC3'`?vec3'
`?GL_FLOAT_VEC4'`?vec4'
`?GL_DOUBLE'`?double'
`?GL_DOUBLE_VEC2'`?dvec2'
`?GL_DOUBLE_VEC3'`?dvec3'
`?GL_DOUBLE_VEC4' %% `?dvec4'
`?GL_INT'`?int'
%% `?GL_INT_VEC2'`?ivec2'
`?GL_INT_VEC3'`?ivec3' %%
`?GL_INT_VEC4'`?ivec4'
`?GL_UNSIGNED_INT' %% `?unsigned int'
`?GL_UNSIGNED_INT_VEC2'`?uvec2' %%
`?GL_UNSIGNED_INT_VEC3'`?uvec3'
`?GL_UNSIGNED_INT_VEC4' %% `?uvec4'
`?GL_BOOL'`?bool'
`?GL_BOOL_VEC2'`?bvec2'
`?GL_BOOL_VEC3' %% `?bvec3'
`?GL_BOOL_VEC4'`?bvec4'
%% `?GL_FLOAT_MAT2'`?mat2'
`?GL_FLOAT_MAT3' %% `?mat3'
`?GL_FLOAT_MAT4'`?mat4'
%% `?GL_FLOAT_MAT2x3'`?mat2x3'
`?GL_FLOAT_MAT2x4'`?mat2x4'
`?GL_FLOAT_MAT3x2'`?mat3x2'
`?GL_FLOAT_MAT3x4'`?mat3x4'
`?GL_FLOAT_MAT4x2' %% `?mat4x2'
`?GL_FLOAT_MAT4x3'`?mat4x3'
`?GL_DOUBLE_MAT2'`?dmat2'
`?GL_DOUBLE_MAT3' %% `?dmat3'
`?GL_DOUBLE_MAT4'`?dmat4'
`?GL_DOUBLE_MAT2x3'`?dmat2x3'
`?GL_DOUBLE_MAT2x4' %% `?dmat2x4'
`?GL_DOUBLE_MAT3x2'`?dmat3x2'
`?GL_DOUBLE_MAT3x4'`?dmat3x4'
`?GL_DOUBLE_MAT4x2' %% `?dmat4x2'
`?GL_DOUBLE_MAT4x3'`?dmat4x3'
`?GL_SAMPLER_1D'`?sampler1D'
`?GL_SAMPLER_2D' %% `?sampler2D'
`?GL_SAMPLER_3D'`?sampler3D' %%
`?GL_SAMPLER_CUBE'`?samplerCube'
`?GL_SAMPLER_1D_SHADOW' %% `?sampler1DShadow'
`?GL_SAMPLER_2D_SHADOW'`?sampler2DShadow' %%
`?GL_SAMPLER_1D_ARRAY'`?sampler1DArray'
`?GL_SAMPLER_2D_ARRAY'`?sampler2DArray'
`?GL_SAMPLER_1D_ARRAY_SHADOW' %% `?sampler1DArrayShadow'
`?GL_SAMPLER_2D_ARRAY_SHADOW'`?sampler2DArrayShadow'
`?GL_SAMPLER_2D_MULTISAMPLE' %% `?sampler2DMS'
`?GL_SAMPLER_2D_MULTISAMPLE_ARRAY'`?sampler2DMSArray' %%
`?GL_SAMPLER_CUBE_SHADOW'`?samplerCubeShadow'
`?GL_SAMPLER_BUFFER'`?samplerBuffer'
`?GL_SAMPLER_2D_RECT' %% `?sampler2DRect'
`?GL_SAMPLER_2D_RECT_SHADOW' %% `?sampler2DRectShadow'
`?GL_INT_SAMPLER_1D'`?isampler1D' %%
`?GL_INT_SAMPLER_2D'`?isampler2D'
`?GL_INT_SAMPLER_3D' %% `?isampler3D'
`?GL_INT_SAMPLER_CUBE'`?isamplerCube' %%
`?GL_INT_SAMPLER_1D_ARRAY'`?isampler1DArray'
`?GL_INT_SAMPLER_2D_ARRAY'`?isampler2DArray'
`?GL_INT_SAMPLER_2D_MULTISAMPLE' %% `?isampler2DMS'
`?GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY'`?isampler2DMSArray'
`?GL_INT_SAMPLER_BUFFER'`?isamplerBuffer' %%
`?GL_INT_SAMPLER_2D_RECT'`?isampler2DRect'
`?GL_UNSIGNED_INT_SAMPLER_1D'`?usampler1D'
`?GL_UNSIGNED_INT_SAMPLER_2D' %% `?usampler2D'
`?GL_UNSIGNED_INT_SAMPLER_3D'`?usampler3D' %%
`?GL_UNSIGNED_INT_SAMPLER_CUBE'`?usamplerCube'
`?GL_UNSIGNED_INT_SAMPLER_1D_ARRAY'`?usampler2DArray'
`?GL_UNSIGNED_INT_SAMPLER_2D_ARRAY'`?usampler2DArray'
`?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE'`?usampler2DMS'
`?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY'`?usampler2DMSArray' %%
`?GL_UNSIGNED_INT_SAMPLER_BUFFER'`?usamplerBuffer'
`?GL_UNSIGNED_INT_SAMPLER_2D_RECT'`?usampler2DRect'
`?GL_IMAGE_1D'`?image1D'
`?GL_IMAGE_2D'`?image2D'
`?GL_IMAGE_3D'`?image3D'
`?GL_IMAGE_2D_RECT'`?image2DRect'
`?GL_IMAGE_CUBE' %% `?imageCube'
`?GL_IMAGE_BUFFER'`?imageBuffer' %%
`?GL_IMAGE_1D_ARRAY'`?image1DArray'
%% `?GL_IMAGE_2D_ARRAY'`?image2DArray'
`?GL_IMAGE_2D_MULTISAMPLE' %% `?image2DMS'
`?GL_IMAGE_2D_MULTISAMPLE_ARRAY' %% `?image2DMSArray'
`?GL_INT_IMAGE_1D'`?iimage1D'
`?GL_INT_IMAGE_2D'`?iimage2D'
`?GL_INT_IMAGE_3D' %% `?iimage3D'
`?GL_INT_IMAGE_2D_RECT'`?iimage2DRect' %%
`?GL_INT_IMAGE_CUBE'`?iimageCube'
`?GL_INT_IMAGE_BUFFER' %% `?iimageBuffer'
`?GL_INT_IMAGE_1D_ARRAY'`?iimage1DArray' %%
`?GL_INT_IMAGE_2D_ARRAY'`?iimage2DArray'
`?GL_INT_IMAGE_2D_MULTISAMPLE'`?iimage2DMS'
`?GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY' %% `?iimage2DMSArray'
`?GL_UNSIGNED_INT_IMAGE_1D' %% `?uimage1D'
`?GL_UNSIGNED_INT_IMAGE_2D'`?uimage2D' %%
`?GL_UNSIGNED_INT_IMAGE_3D'`?uimage3D'
%% `?GL_UNSIGNED_INT_IMAGE_2D_RECT'`?uimage2DRect'
`?GL_UNSIGNED_INT_IMAGE_CUBE' %% `?uimageCube'
`?GL_UNSIGNED_INT_IMAGE_BUFFER' %% `?uimageBuffer'
`?GL_UNSIGNED_INT_IMAGE_1D_ARRAY'`?uimage1DArray' %%
`?GL_UNSIGNED_INT_IMAGE_2D_ARRAY'`?uimage2DArray'
`?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE'`?uimage2DMS'
`?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY'`?uimage2DMSArray'
`?GL_UNSIGNED_INT_ATOMIC_COUNTER'`?atomic_uint'
%% %% 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 external documentation. -spec getActiveUniform(Program, Index, BufSize) -> {Size :: integer(),Type :: enum(),Name :: string()} when Program :: integer(),Index :: integer(),BufSize :: integer(). getActiveUniform(Program,Index,BufSize) -> call(5457, <>). %% @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 external documentation. -spec getAttachedShaders(Program, MaxCount) -> [integer()] when Program :: integer(),MaxCount :: integer(). getAttachedShaders(Program,MaxCount) -> call(5458, <>). %% @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 external documentation. -spec getAttribLocation(Program, Name) -> integer() when Program :: integer(),Name :: string(). getAttribLocation(Program,Name) -> call(5459, <>). %% @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 external documentation. -spec getProgramiv(Program, Pname) -> integer() when Program :: integer(),Pname :: enum(). getProgramiv(Program,Pname) -> call(5460, <>). %% @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 external documentation. -spec getProgramInfoLog(Program, BufSize) -> string() when Program :: integer(),BufSize :: integer(). getProgramInfoLog(Program,BufSize) -> call(5461, <>). %% @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 external documentation. -spec getShaderiv(Shader, Pname) -> integer() when Shader :: integer(),Pname :: enum(). getShaderiv(Shader,Pname) -> call(5462, <>). %% @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 external documentation. -spec getShaderInfoLog(Shader, BufSize) -> string() when Shader :: integer(),BufSize :: integer(). getShaderInfoLog(Shader,BufSize) -> call(5463, <>). %% @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 external documentation. -spec getShaderSource(Shader, BufSize) -> string() when Shader :: integer(),BufSize :: integer(). getShaderSource(Shader,BufSize) -> call(5464, <>). %% @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 external documentation. -spec getUniformLocation(Program, Name) -> integer() when Program :: integer(),Name :: string(). getUniformLocation(Program,Name) -> call(5465, <>). %% @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 external documentation. -spec getUniformfv(Program, Location) -> matrix() when Program :: integer(),Location :: integer(). getUniformfv(Program,Location) -> call(5466, <>). %% @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(5467, <>). %% @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 external documentation. -spec getVertexAttribdv(Index, Pname) -> {float(),float(),float(),float()} when Index :: integer(),Pname :: enum(). getVertexAttribdv(Index,Pname) -> call(5468, <>). %% @doc %% See {@link getVertexAttribdv/2} -spec getVertexAttribfv(Index, Pname) -> {float(),float(),float(),float()} when Index :: integer(),Pname :: enum(). getVertexAttribfv(Index,Pname) -> call(5469, <>). %% @doc %% See {@link getVertexAttribdv/2} -spec getVertexAttribiv(Index, Pname) -> {integer(),integer(),integer(),integer()} when Index :: integer(),Pname :: enum(). getVertexAttribiv(Index,Pname) -> call(5470, <>). %% @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 external documentation. -spec isProgram(Program) -> 0|1 when Program :: integer(). isProgram(Program) -> call(5471, <>). %% @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 external documentation. -spec isShader(Shader) -> 0|1 when Shader :: integer(). isShader(Shader) -> call(5472, <>). %% @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 external documentation. -spec linkProgram(Program) -> 'ok' when Program :: integer(). linkProgram(Program) -> cast(5473, <>). %% @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 external documentation. -spec shaderSource(Shader, String) -> 'ok' when Shader :: integer(),String :: iolist(). shaderSource(Shader,String) -> StringTemp = list_to_binary([[Str|[0]] || Str <- String ]), cast(5474, <>). %% @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 external documentation. -spec useProgram(Program) -> 'ok' when Program :: integer(). useProgram(Program) -> cast(5475, <>). %% @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 external documentation. -spec uniform1f(Location, V0) -> 'ok' when Location :: integer(),V0 :: float(). uniform1f(Location,V0) -> cast(5476, <>). %% @doc %% See {@link uniform1f/2} -spec uniform2f(Location, V0, V1) -> 'ok' when Location :: integer(),V0 :: float(),V1 :: float(). uniform2f(Location,V0,V1) -> cast(5477, <>). %% @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(5478, <>). %% @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(5479, <>). %% @doc %% See {@link uniform1f/2} -spec uniform1i(Location, V0) -> 'ok' when Location :: integer(),V0 :: integer(). uniform1i(Location,V0) -> cast(5480, <>). %% @doc %% See {@link uniform1f/2} -spec uniform2i(Location, V0, V1) -> 'ok' when Location :: integer(),V0 :: integer(),V1 :: integer(). uniform2i(Location,V0,V1) -> cast(5481, <>). %% @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(5482, <>). %% @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(5483, <>). %% @doc %% See {@link uniform1f/2} -spec uniform1fv(Location, Value) -> 'ok' when Location :: integer(),Value :: [float()]. uniform1fv(Location,Value) -> cast(5484, <> || 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(5485, <> || {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(5486, <> || {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(5487, <> || {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(5488, <> || 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(5489, <> || {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(5490, <> || {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(5491, <> || {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(5492, <> || {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(5493, <> || {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(5494, <> || {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 external documentation. -spec validateProgram(Program) -> 'ok' when Program :: integer(). validateProgram(Program) -> cast(5495, <>). %% @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 external documentation. -spec vertexAttrib1d(Index, X) -> 'ok' when Index :: integer(),X :: float(). vertexAttrib1d(Index,X) -> cast(5496, <>). %% @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(5497, <>). %% @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(5498, <>). %% @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(5499, <>). %% @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(5500, <>). %% @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(5501, <>). %% @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(5502, <>). %% @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(5503, <>). %% @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(5504, <>). %% @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(5505, <>). %% @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(5506, <>). %% @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(5507, <>). %% @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(5508, <>). %% @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(5509, <>). %% @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(5510, <>). %% @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(5511, <>). %% @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(5512, <>). %% @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(5513, <>). %% @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(5514, <>). %% @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(5515, <>). %% @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(5516, <>). %% @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(5517, <>). %% @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(5518, <>). %% @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 external 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(5519, <>); vertexAttribPointer(Index,Size,Type,Normalized,Stride,Pointer) -> send_bin(Pointer), cast(5520, <>). %% @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(5521, <> || {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(5522, <> || {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(5523, <> || {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(5524, <> || {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(5525, <> || {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(5526, <> || {V1,V2,V3,V4,V5,V6,V7,V8,V9,V10,V11,V12} <- Value>>)/binary>>). %% @doc glColorMaski %% %% See external 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(5527, <>). %% @doc %% See {@link getBooleanv/1} -spec getBooleani_v(Target, Index) -> [0|1] when Target :: enum(),Index :: integer(). getBooleani_v(Target,Index) -> call(5528, <>). %% @doc %% See {@link getBooleanv/1} -spec getIntegeri_v(Target, Index) -> [integer()] when Target :: enum(),Index :: integer(). getIntegeri_v(Target,Index) -> call(5529, <>). %% @doc %% See {@link enable/1} -spec enablei(Target, Index) -> 'ok' when Target :: enum(),Index :: integer(). enablei(Target,Index) -> cast(5530, <>). %% @doc glEnablei %% %% See external documentation. -spec disablei(Target, Index) -> 'ok' when Target :: enum(),Index :: integer(). disablei(Target,Index) -> cast(5531, <>). %% @doc glIsEnabledi %% %% See external documentation. -spec isEnabledi(Target, Index) -> 0|1 when Target :: enum(),Index :: integer(). isEnabledi(Target,Index) -> call(5532, <>). %% @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: %% %%
` Transform Feedback ' `PrimitiveMode' ` Allowed Render Primitive ' %% `Modes'
`?GL_POINTS'`?GL_POINTS'
`?GL_LINES'`?GL_LINES', `?GL_LINE_LOOP', `?GL_LINE_STRIP' %% , `?GL_LINES_ADJACENCY', `?GL_LINE_STRIP_ADJACENCY'
`?GL_TRIANGLES' %% `?GL_TRIANGLES', `?GL_TRIANGLE_STRIP', `?GL_TRIANGLE_FAN', `?GL_TRIANGLES_ADJACENCY' %% , `?GL_TRIANGLE_STRIP_ADJACENCY'
%% %% If a geometry shader is present, the output primitive type from the geometry shader must %% match those provided in the following table: %%
` Transform Feedback ' %% `PrimitiveMode' ` Allowed Geometry Shader Output Primitive Type '
`?GL_POINTS'`?points'
`?GL_LINES' %% `?line_strip'
`?GL_TRIANGLES'`?triangle_strip' %%
%% %% See external documentation. -spec beginTransformFeedback(PrimitiveMode) -> 'ok' when PrimitiveMode :: enum(). beginTransformFeedback(PrimitiveMode) -> cast(5533, <>). %% @doc %% See {@link beginTransformFeedback/1} -spec endTransformFeedback() -> 'ok'. endTransformFeedback() -> cast(5534, <<>>). %% @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 external 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(5535, <>). %% @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 external documentation. -spec bindBufferBase(Target, Index, Buffer) -> 'ok' when Target :: enum(),Index :: integer(),Buffer :: integer(). bindBufferBase(Target,Index,Buffer) -> cast(5536, <>). %% @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 external documentation. -spec transformFeedbackVaryings(Program, Varyings, BufferMode) -> 'ok' when Program :: integer(),Varyings :: iolist(),BufferMode :: enum(). transformFeedbackVaryings(Program,Varyings,BufferMode) -> VaryingsTemp = list_to_binary([[Str|[0]] || Str <- Varyings ]), cast(5537, <>). %% @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 external documentation. -spec getTransformFeedbackVarying(Program, Index, BufSize) -> {Size :: integer(),Type :: enum(),Name :: string()} when Program :: integer(),Index :: integer(),BufSize :: integer(). getTransformFeedbackVarying(Program,Index,BufSize) -> call(5538, <>). %% @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 external documentation. -spec clampColor(Target, Clamp) -> 'ok' when Target :: enum(),Clamp :: enum(). clampColor(Target,Clamp) -> cast(5539, <>). %% @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 external documentation. -spec beginConditionalRender(Id, Mode) -> 'ok' when Id :: integer(),Mode :: enum(). beginConditionalRender(Id,Mode) -> cast(5540, <>). %% @doc %% See {@link beginConditionalRender/2} -spec endConditionalRender() -> 'ok'. endConditionalRender() -> cast(5541, <<>>). %% @doc glVertexAttribIPointer %% %% See external 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(5542, <>); vertexAttribIPointer(Index,Size,Type,Stride,Pointer) -> send_bin(Pointer), cast(5543, <>). %% @doc %% See {@link getVertexAttribdv/2} -spec getVertexAttribIiv(Index, Pname) -> {integer(),integer(),integer(),integer()} when Index :: integer(),Pname :: enum(). getVertexAttribIiv(Index,Pname) -> call(5544, <>). %% @doc glGetVertexAttribI %% %% See external documentation. -spec getVertexAttribIuiv(Index, Pname) -> {integer(),integer(),integer(),integer()} when Index :: integer(),Pname :: enum(). getVertexAttribIuiv(Index,Pname) -> call(5545, <>). %% @doc %% See {@link vertexAttrib1d/2} -spec vertexAttribI1i(Index, X) -> 'ok' when Index :: integer(),X :: integer(). vertexAttribI1i(Index,X) -> cast(5546, <>). %% @doc %% See {@link vertexAttrib1d/2} -spec vertexAttribI2i(Index, X, Y) -> 'ok' when Index :: integer(),X :: integer(),Y :: integer(). vertexAttribI2i(Index,X,Y) -> cast(5547, <>). %% @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(5548, <>). %% @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(5549, <>). %% @doc %% See {@link vertexAttrib1d/2} -spec vertexAttribI1ui(Index, X) -> 'ok' when Index :: integer(),X :: integer(). vertexAttribI1ui(Index,X) -> cast(5550, <>). %% @doc %% See {@link vertexAttrib1d/2} -spec vertexAttribI2ui(Index, X, Y) -> 'ok' when Index :: integer(),X :: integer(),Y :: integer(). vertexAttribI2ui(Index,X,Y) -> cast(5551, <>). %% @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(5552, <>). %% @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(5553, <>). %% @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(5554, <>). %% @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(5555, <>). %% @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(5556, <>). %% @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(5557, <>). %% @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(5558, <>). %% @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 external documentation. -spec bindFragDataLocation(Program, Color, Name) -> 'ok' when Program :: integer(),Color :: integer(),Name :: string(). bindFragDataLocation(Program,Color,Name) -> cast(5559, <>). %% @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 external documentation. -spec getFragDataLocation(Program, Name) -> integer() when Program :: integer(),Name :: string(). getFragDataLocation(Program,Name) -> call(5560, <>). %% @doc %% See {@link uniform1f/2} -spec uniform1ui(Location, V0) -> 'ok' when Location :: integer(),V0 :: integer(). uniform1ui(Location,V0) -> cast(5561, <>). %% @doc %% See {@link uniform1f/2} -spec uniform2ui(Location, V0, V1) -> 'ok' when Location :: integer(),V0 :: integer(),V1 :: integer(). uniform2ui(Location,V0,V1) -> cast(5562, <>). %% @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(5563, <>). %% @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(5564, <>). %% @doc %% See {@link uniform1f/2} -spec uniform1uiv(Location, Value) -> 'ok' when Location :: integer(),Value :: [integer()]. uniform1uiv(Location,Value) -> cast(5565, <> || 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(5566, <> || {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(5567, <> || {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(5568, <> || {V1,V2,V3,V4} <- Value>>)/binary>>). %% @doc %% See {@link texParameterf/3} -spec texParameterIiv(Target, Pname, Params) -> 'ok' when Target :: enum(),Pname :: enum(),Params :: tuple(). texParameterIiv(Target,Pname,Params) -> cast(5569, <> ||C <- tuple_to_list(Params)>>)/binary,0:(((1+size(Params)) rem 2)*32)>>). %% @doc glTexParameterI %% %% See external documentation. -spec texParameterIuiv(Target, Pname, Params) -> 'ok' when Target :: enum(),Pname :: enum(),Params :: tuple(). texParameterIuiv(Target,Pname,Params) -> cast(5570, <> ||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(5571, <>). %% @doc glGetTexParameterI %% %% See external documentation. -spec getTexParameterIuiv(Target, Pname) -> {integer(),integer(),integer(),integer()} when Target :: enum(),Pname :: enum(). getTexParameterIuiv(Target,Pname) -> call(5572, <>). %% @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 external documentation. -spec clearBufferiv(Buffer, Drawbuffer, Value) -> 'ok' when Buffer :: enum(),Drawbuffer :: integer(),Value :: tuple(). clearBufferiv(Buffer,Drawbuffer,Value) -> cast(5573, <> ||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 :: tuple(). clearBufferuiv(Buffer,Drawbuffer,Value) -> cast(5574, <> ||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 :: tuple(). clearBufferfv(Buffer,Drawbuffer,Value) -> cast(5575, <> ||C <- tuple_to_list(Value)>>)/binary,0:(((1+size(Value)) rem 2)*32)>>). %% @doc glClearBufferfi %% %% See external documentation. -spec clearBufferfi(Buffer, Drawbuffer, Depth, Stencil) -> 'ok' when Buffer :: enum(),Drawbuffer :: integer(),Depth :: float(),Stencil :: integer(). clearBufferfi(Buffer,Drawbuffer,Depth,Stencil) -> cast(5576, <>). %% @doc %% See {@link getString/1} -spec getStringi(Name, Index) -> string() when Name :: enum(),Index :: integer(). getStringi(Name,Index) -> call(5577, <>). %% @doc glDrawArraysInstance %% %% See external documentation. -spec drawArraysInstanced(Mode, First, Count, Primcount) -> 'ok' when Mode :: enum(),First :: integer(),Count :: integer(),Primcount :: integer(). drawArraysInstanced(Mode,First,Count,Primcount) -> cast(5578, <>). %% @doc glDrawElementsInstance %% %% See external 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(5579, <>); drawElementsInstanced(Mode,Count,Type,Indices,Primcount) -> send_bin(Indices), cast(5580, <>). %% @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: %% %% %% %% %% %% %% %% %% %% %%
` Component ' %%
`Sized Internal Format'`Base Type'`Components'`Norm'0123
`?GL_R8'ubyte1YESR001
`?GL_R16'ushort1YESR %% 001
`?GL_R16F'half1NOR001
`?GL_R32F'float %% 1NOR001
`?GL_R8I' %% byte1NOR001
`?GL_R16I' %% short1NOR001
%% `?GL_R32I'int1NOR001
`?GL_R8UI'ubyte1NOR0 %% 01
`?GL_R16UI'ushort1NO %% R001
`?GL_R32UI'uint1NOR001
`?GL_RG8'ubyte %% 2YESRG01
`?GL_RG16' %% ushort2YESRG01
`?GL_RG16F'half2NORG0 %% 1
`?GL_RG32F'float2NORG %% 01
`?GL_RG8I'byte2NORG01
`?GL_RG16I'short %% 2NORG01
`?GL_RG32I'int2NORG01
`?GL_RG8UI' %% ubyte2NORG01
%% `?GL_RG16UI'ushort2NORG0 %% 1
`?GL_RG32UI'uint2NORG %% 01
`?GL_RGB32F'float3NO %% RGB1
`?GL_RGB32I'int3NORGB1
`?GL_RGB32UI' %% uint3NORGB1
%% `?GL_RGBA8'uint4YESRGB %% A
`?GL_RGBA16'short4YESR %% GBA
`?GL_RGBA16F'half4NO %% RGBA
`?GL_RGBA32F'float %% 4NORGBA
`?GL_RGBA8I' %% byte4NORGBA
%% `?GL_RGBA16I'short4NORGB %% A
`?GL_RGBA32I'int4NORG %% BA
`?GL_RGBA8UI'ubyte4NO %% RGBA
`?GL_RGBA16UI'ushort %% 4NORGBA
`?GL_RGBA32UI' %% uint4NORGBA
%% %% 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 external documentation. -spec texBuffer(Target, Internalformat, Buffer) -> 'ok' when Target :: enum(),Internalformat :: enum(),Buffer :: integer(). texBuffer(Target,Internalformat,Buffer) -> cast(5581, <>). %% @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 external documentation. -spec primitiveRestartIndex(Index) -> 'ok' when Index :: integer(). primitiveRestartIndex(Index) -> cast(5582, <>). %% @doc %% See {@link getBooleanv/1} -spec getInteger64i_v(Target, Index) -> [integer()] when Target :: enum(),Index :: integer(). getInteger64i_v(Target,Index) -> call(5583, <>). %% @doc glGetBufferParameteri64v %% %% See external documentation. -spec getBufferParameteri64v(Target, Pname) -> [integer()] when Target :: enum(),Pname :: enum(). getBufferParameteri64v(Target,Pname) -> call(5584, <>). %% @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 external documentation. -spec framebufferTexture(Target, Attachment, Texture, Level) -> 'ok' when Target :: enum(),Attachment :: enum(),Texture :: integer(),Level :: integer(). framebufferTexture(Target,Attachment,Texture,Level) -> cast(5585, <>). %% @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 external documentation. -spec vertexAttribDivisor(Index, Divisor) -> 'ok' when Index :: integer(),Divisor :: integer(). vertexAttribDivisor(Index,Divisor) -> cast(5586, <>). %% @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 external documentation. -spec minSampleShading(Value) -> 'ok' when Value :: clamp(). minSampleShading(Value) -> cast(5587, <>). %% @doc %% See {@link blendEquation/1} -spec blendEquationi(Buf, Mode) -> 'ok' when Buf :: integer(),Mode :: enum(). blendEquationi(Buf,Mode) -> cast(5588, <>). %% @doc %% See {@link blendEquationSeparate/2} -spec blendEquationSeparatei(Buf, ModeRGB, ModeAlpha) -> 'ok' when Buf :: integer(),ModeRGB :: enum(),ModeAlpha :: enum(). blendEquationSeparatei(Buf,ModeRGB,ModeAlpha) -> cast(5589, <>). %% @doc glBlendFunci %% %% See external documentation. -spec blendFunci(Buf, Src, Dst) -> 'ok' when Buf :: integer(),Src :: enum(),Dst :: enum(). blendFunci(Buf,Src,Dst) -> cast(5590, <>). %% @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(5591, <>). %% @doc glLoadTransposeMatrixARB %% %% See external 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(5592, <>); loadTransposeMatrixfARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5592, <>). %% @doc glLoadTransposeMatrixARB %% %% See external 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(5593, <>); loadTransposeMatrixdARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5593, <>). %% @doc glMultTransposeMatrixARB %% %% See external 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(5594, <>); multTransposeMatrixfARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5594, <>). %% @doc glMultTransposeMatrixARB %% %% See external 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(5595, <>); multTransposeMatrixdARB({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> cast(5595, <>). %% @doc glWeightARB %% %% See external documentation. -spec weightbvARB(Weights) -> 'ok' when Weights :: [integer()]. weightbvARB(Weights) -> cast(5596, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:((8-((length(Weights)+ 4) rem 8)) rem 8)>>). %% @doc glWeightARB %% %% See external documentation. -spec weightsvARB(Weights) -> 'ok' when Weights :: [integer()]. weightsvARB(Weights) -> cast(5597, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:((8-((length(Weights)*2+ 4) rem 8)) rem 8)>>). %% @doc glWeightARB %% %% See external documentation. -spec weightivARB(Weights) -> 'ok' when Weights :: [integer()]. weightivARB(Weights) -> cast(5598, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:(((1+length(Weights)) rem 2)*32)>>). %% @doc glWeightARB %% %% See external documentation. -spec weightfvARB(Weights) -> 'ok' when Weights :: [float()]. weightfvARB(Weights) -> cast(5599, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:(((1+length(Weights)) rem 2)*32)>>). %% @doc glWeightARB %% %% See external documentation. -spec weightdvARB(Weights) -> 'ok' when Weights :: [float()]. weightdvARB(Weights) -> cast(5600, <<(length(Weights)):?GLuint,0:32, (<< <> || C <- Weights>>)/binary>>). %% @doc glWeightARB %% %% See external documentation. -spec weightubvARB(Weights) -> 'ok' when Weights :: [integer()]. weightubvARB(Weights) -> cast(5601, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:((8-((length(Weights)+ 4) rem 8)) rem 8)>>). %% @doc glWeightARB %% %% See external documentation. -spec weightusvARB(Weights) -> 'ok' when Weights :: [integer()]. weightusvARB(Weights) -> cast(5602, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:((8-((length(Weights)*2+ 4) rem 8)) rem 8)>>). %% @doc glWeightARB %% %% See external documentation. -spec weightuivARB(Weights) -> 'ok' when Weights :: [integer()]. weightuivARB(Weights) -> cast(5603, <<(length(Weights)):?GLuint, (<< <> || C <- Weights>>)/binary,0:(((1+length(Weights)) rem 2)*32)>>). %% @doc glVertexBlenARB %% %% See external documentation. -spec vertexBlendARB(Count) -> 'ok' when Count :: integer(). vertexBlendARB(Count) -> cast(5604, <>). %% @doc glCurrentPaletteMatrixARB %% %% See external documentation. -spec currentPaletteMatrixARB(Index) -> 'ok' when Index :: integer(). currentPaletteMatrixARB(Index) -> cast(5605, <>). %% @doc glMatrixIndexARB %% %% See external documentation. -spec matrixIndexubvARB(Indices) -> 'ok' when Indices :: [integer()]. matrixIndexubvARB(Indices) -> cast(5606, <<(length(Indices)):?GLuint, (<< <> || C <- Indices>>)/binary,0:((8-((length(Indices)+ 4) rem 8)) rem 8)>>). %% @doc glMatrixIndexARB %% %% See external documentation. -spec matrixIndexusvARB(Indices) -> 'ok' when Indices :: [integer()]. matrixIndexusvARB(Indices) -> cast(5607, <<(length(Indices)):?GLuint, (<< <> || C <- Indices>>)/binary,0:((8-((length(Indices)*2+ 4) rem 8)) rem 8)>>). %% @doc glMatrixIndexARB %% %% See external documentation. -spec matrixIndexuivARB(Indices) -> 'ok' when Indices :: [integer()]. matrixIndexuivARB(Indices) -> cast(5608, <<(length(Indices)):?GLuint, (<< <> || C <- Indices>>)/binary,0:(((1+length(Indices)) rem 2)*32)>>). %% @doc glProgramStringARB %% %% See external documentation. -spec programStringARB(Target, Format, String) -> 'ok' when Target :: enum(),Format :: enum(),String :: string(). programStringARB(Target,Format,String) -> cast(5609, <>). %% @doc glBindProgramARB %% %% See external documentation. -spec bindProgramARB(Target, Program) -> 'ok' when Target :: enum(),Program :: integer(). bindProgramARB(Target,Program) -> cast(5610, <>). %% @doc glDeleteProgramsARB %% %% See external documentation. -spec deleteProgramsARB(Programs) -> 'ok' when Programs :: [integer()]. deleteProgramsARB(Programs) -> cast(5611, <<(length(Programs)):?GLuint, (<< <> || C <- Programs>>)/binary,0:(((1+length(Programs)) rem 2)*32)>>). %% @doc glGenProgramsARB %% %% See external documentation. -spec genProgramsARB(N) -> [integer()] when N :: integer(). genProgramsARB(N) -> call(5612, <>). %% @doc glProgramEnvParameterARB %% %% See external 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(5613, <>). %% @doc glProgramEnvParameterARB %% %% See external 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(5614, <>). %% @doc glProgramEnvParameterARB %% %% See external 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(5615, <>). %% @doc glProgramEnvParameterARB %% %% See external 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(5616, <>). %% @doc glProgramLocalParameterARB %% %% See external 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(5617, <>). %% @doc glProgramLocalParameterARB %% %% See external 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(5618, <>). %% @doc glProgramLocalParameterARB %% %% See external 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(5619, <>). %% @doc glProgramLocalParameterARB %% %% See external 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(5620, <>). %% @doc glGetProgramEnvParameterARB %% %% See external documentation. -spec getProgramEnvParameterdvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer(). getProgramEnvParameterdvARB(Target,Index) -> call(5621, <>). %% @doc glGetProgramEnvParameterARB %% %% See external documentation. -spec getProgramEnvParameterfvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer(). getProgramEnvParameterfvARB(Target,Index) -> call(5622, <>). %% @doc glGetProgramLocalParameterARB %% %% See external documentation. -spec getProgramLocalParameterdvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer(). getProgramLocalParameterdvARB(Target,Index) -> call(5623, <>). %% @doc glGetProgramLocalParameterARB %% %% See external documentation. -spec getProgramLocalParameterfvARB(Target, Index) -> {float(),float(),float(),float()} when Target :: enum(),Index :: integer(). getProgramLocalParameterfvARB(Target,Index) -> call(5624, <>). %% @doc glGetProgramStringARB %% %% See external documentation. -spec getProgramStringARB(Target, Pname, String) -> 'ok' when Target :: enum(),Pname :: enum(),String :: mem(). getProgramStringARB(Target,Pname,String) -> send_bin(String), call(5625, <>). %% @doc glGetBufferParameterARB %% %% See external documentation. -spec getBufferParameterivARB(Target, Pname) -> [integer()] when Target :: enum(),Pname :: enum(). getBufferParameterivARB(Target,Pname) -> call(5626, <>). %% @doc glDeleteObjectARB %% %% See external documentation. -spec deleteObjectARB(Obj) -> 'ok' when Obj :: integer(). deleteObjectARB(Obj) -> cast(5627, <>). %% @doc glGetHandleARB %% %% See external documentation. -spec getHandleARB(Pname) -> integer() when Pname :: enum(). getHandleARB(Pname) -> call(5628, <>). %% @doc glDetachObjectARB %% %% See external documentation. -spec detachObjectARB(ContainerObj, AttachedObj) -> 'ok' when ContainerObj :: integer(),AttachedObj :: integer(). detachObjectARB(ContainerObj,AttachedObj) -> cast(5629, <>). %% @doc glCreateShaderObjectARB %% %% See external documentation. -spec createShaderObjectARB(ShaderType) -> integer() when ShaderType :: enum(). createShaderObjectARB(ShaderType) -> call(5630, <>). %% @doc glShaderSourceARB %% %% See external documentation. -spec shaderSourceARB(ShaderObj, String) -> 'ok' when ShaderObj :: integer(),String :: iolist(). shaderSourceARB(ShaderObj,String) -> StringTemp = list_to_binary([[Str|[0]] || Str <- String ]), cast(5631, <>). %% @doc glCompileShaderARB %% %% See external documentation. -spec compileShaderARB(ShaderObj) -> 'ok' when ShaderObj :: integer(). compileShaderARB(ShaderObj) -> cast(5632, <>). %% @doc glCreateProgramObjectARB %% %% See external documentation. -spec createProgramObjectARB() -> integer(). createProgramObjectARB() -> call(5633, <<>>). %% @doc glAttachObjectARB %% %% See external documentation. -spec attachObjectARB(ContainerObj, Obj) -> 'ok' when ContainerObj :: integer(),Obj :: integer(). attachObjectARB(ContainerObj,Obj) -> cast(5634, <>). %% @doc glLinkProgramARB %% %% See external documentation. -spec linkProgramARB(ProgramObj) -> 'ok' when ProgramObj :: integer(). linkProgramARB(ProgramObj) -> cast(5635, <>). %% @doc glUseProgramObjectARB %% %% See external documentation. -spec useProgramObjectARB(ProgramObj) -> 'ok' when ProgramObj :: integer(). useProgramObjectARB(ProgramObj) -> cast(5636, <>). %% @doc glValidateProgramARB %% %% See external documentation. -spec validateProgramARB(ProgramObj) -> 'ok' when ProgramObj :: integer(). validateProgramARB(ProgramObj) -> cast(5637, <>). %% @doc glGetObjectParameterARB %% %% See external documentation. -spec getObjectParameterfvARB(Obj, Pname) -> float() when Obj :: integer(),Pname :: enum(). getObjectParameterfvARB(Obj,Pname) -> call(5638, <>). %% @doc glGetObjectParameterARB %% %% See external documentation. -spec getObjectParameterivARB(Obj, Pname) -> integer() when Obj :: integer(),Pname :: enum(). getObjectParameterivARB(Obj,Pname) -> call(5639, <>). %% @doc glGetInfoLogARB %% %% See external documentation. -spec getInfoLogARB(Obj, MaxLength) -> string() when Obj :: integer(),MaxLength :: integer(). getInfoLogARB(Obj,MaxLength) -> call(5640, <>). %% @doc glGetAttachedObjectsARB %% %% See external documentation. -spec getAttachedObjectsARB(ContainerObj, MaxCount) -> [integer()] when ContainerObj :: integer(),MaxCount :: integer(). getAttachedObjectsARB(ContainerObj,MaxCount) -> call(5641, <>). %% @doc glGetUniformLocationARB %% %% See external documentation. -spec getUniformLocationARB(ProgramObj, Name) -> integer() when ProgramObj :: integer(),Name :: string(). getUniformLocationARB(ProgramObj,Name) -> call(5642, <>). %% @doc glGetActiveUniformARB %% %% See external documentation. -spec getActiveUniformARB(ProgramObj, Index, MaxLength) -> {Size :: integer(),Type :: enum(),Name :: string()} when ProgramObj :: integer(),Index :: integer(),MaxLength :: integer(). getActiveUniformARB(ProgramObj,Index,MaxLength) -> call(5643, <>). %% @doc glGetUniformARB %% %% See external documentation. -spec getUniformfvARB(ProgramObj, Location) -> matrix() when ProgramObj :: integer(),Location :: integer(). getUniformfvARB(ProgramObj,Location) -> call(5644, <>). %% @doc glGetUniformARB %% %% See external 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(5645, <>). %% @doc glGetShaderSourceARB %% %% See external documentation. -spec getShaderSourceARB(Obj, MaxLength) -> string() when Obj :: integer(),MaxLength :: integer(). getShaderSourceARB(Obj,MaxLength) -> call(5646, <>). %% @doc glBindAttribLocationARB %% %% See external documentation. -spec bindAttribLocationARB(ProgramObj, Index, Name) -> 'ok' when ProgramObj :: integer(),Index :: integer(),Name :: string(). bindAttribLocationARB(ProgramObj,Index,Name) -> cast(5647, <>). %% @doc glGetActiveAttribARB %% %% See external documentation. -spec getActiveAttribARB(ProgramObj, Index, MaxLength) -> {Size :: integer(),Type :: enum(),Name :: string()} when ProgramObj :: integer(),Index :: integer(),MaxLength :: integer(). getActiveAttribARB(ProgramObj,Index,MaxLength) -> call(5648, <>). %% @doc glGetAttribLocationARB %% %% See external documentation. -spec getAttribLocationARB(ProgramObj, Name) -> integer() when ProgramObj :: integer(),Name :: string(). getAttribLocationARB(ProgramObj,Name) -> call(5649, <>). %% @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 external documentation. -spec isRenderbuffer(Renderbuffer) -> 0|1 when Renderbuffer :: integer(). isRenderbuffer(Renderbuffer) -> call(5650, <>). %% @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 external documentation. -spec bindRenderbuffer(Target, Renderbuffer) -> 'ok' when Target :: enum(),Renderbuffer :: integer(). bindRenderbuffer(Target,Renderbuffer) -> cast(5651, <>). %% @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 external documentation. -spec deleteRenderbuffers(Renderbuffers) -> 'ok' when Renderbuffers :: [integer()]. deleteRenderbuffers(Renderbuffers) -> cast(5652, <<(length(Renderbuffers)):?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 external documentation. -spec genRenderbuffers(N) -> [integer()] when N :: integer(). genRenderbuffers(N) -> call(5653, <>). %% @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 external documentation. -spec renderbufferStorage(Target, Internalformat, Width, Height) -> 'ok' when Target :: enum(),Internalformat :: enum(),Width :: integer(),Height :: integer(). renderbufferStorage(Target,Internalformat,Width,Height) -> cast(5654, <>). %% @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 external documentation. -spec getRenderbufferParameteriv(Target, Pname) -> integer() when Target :: enum(),Pname :: enum(). getRenderbufferParameteriv(Target,Pname) -> call(5655, <>). %% @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 external documentation. -spec isFramebuffer(Framebuffer) -> 0|1 when Framebuffer :: integer(). isFramebuffer(Framebuffer) -> call(5656, <>). %% @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 external documentation. -spec bindFramebuffer(Target, Framebuffer) -> 'ok' when Target :: enum(),Framebuffer :: integer(). bindFramebuffer(Target,Framebuffer) -> cast(5657, <>). %% @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 external documentation. -spec deleteFramebuffers(Framebuffers) -> 'ok' when Framebuffers :: [integer()]. deleteFramebuffers(Framebuffers) -> cast(5658, <<(length(Framebuffers)):?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 external documentation. -spec genFramebuffers(N) -> [integer()] when N :: integer(). genFramebuffers(N) -> call(5659, <>). %% @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 external documentation. -spec checkFramebufferStatus(Target) -> enum() when Target :: enum(). checkFramebufferStatus(Target) -> call(5660, <>). %% @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(5661, <>). %% @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(5662, <>). %% @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(5663, <>). %% @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 external documentation. -spec framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer) -> 'ok' when Target :: enum(),Attachment :: enum(),Renderbuffertarget :: enum(),Renderbuffer :: integer(). framebufferRenderbuffer(Target,Attachment,Renderbuffertarget,Renderbuffer) -> cast(5664, <>). %% @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 external documentation. -spec getFramebufferAttachmentParameteriv(Target, Attachment, Pname) -> integer() when Target :: enum(),Attachment :: enum(),Pname :: enum(). getFramebufferAttachmentParameteriv(Target,Attachment,Pname) -> call(5665, <>). %% @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 external documentation. -spec generateMipmap(Target) -> 'ok' when Target :: enum(). generateMipmap(Target) -> cast(5666, <>). %% @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 external 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(5667, <>). %% @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 external 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(5668, <>). %% @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(5669, <>). %% @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(5670, <>). %% @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 external documentation. -spec flushMappedBufferRange(Target, Offset, Length) -> 'ok' when Target :: enum(),Offset :: integer(),Length :: integer(). flushMappedBufferRange(Target,Offset,Length) -> cast(5671, <>). %% @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 external documentation. -spec bindVertexArray(Array) -> 'ok' when Array :: integer(). bindVertexArray(Array) -> cast(5672, <>). %% @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 external documentation. -spec deleteVertexArrays(Arrays) -> 'ok' when Arrays :: [integer()]. deleteVertexArrays(Arrays) -> cast(5673, <<(length(Arrays)):?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 external documentation. -spec genVertexArrays(N) -> [integer()] when N :: integer(). genVertexArrays(N) -> call(5674, <>). %% @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 external documentation. -spec isVertexArray(Array) -> 0|1 when Array :: integer(). isVertexArray(Array) -> call(5675, <>). %% @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 external documentation. -spec getUniformIndices(Program, UniformNames) -> [integer()] when Program :: integer(),UniformNames :: iolist(). getUniformIndices(Program,UniformNames) -> UniformNamesTemp = list_to_binary([[Str|[0]] || Str <- UniformNames ]), call(5676, <>). %% @doc glGetActiveUniforms %% %% See external documentation. -spec getActiveUniformsiv(Program, UniformIndices, Pname) -> [integer()] when Program :: integer(),UniformIndices :: [integer()],Pname :: enum(). getActiveUniformsiv(Program,UniformIndices,Pname) -> call(5677, <> || 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 external documentation. -spec getActiveUniformName(Program, UniformIndex, BufSize) -> string() when Program :: integer(),UniformIndex :: integer(),BufSize :: integer(). getActiveUniformName(Program,UniformIndex,BufSize) -> call(5678, <>). %% @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 external documentation. -spec getUniformBlockIndex(Program, UniformBlockName) -> integer() when Program :: integer(),UniformBlockName :: string(). getUniformBlockIndex(Program,UniformBlockName) -> call(5679, <>). %% @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 external 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(5680, <>). %% @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 external documentation. -spec getActiveUniformBlockName(Program, UniformBlockIndex, BufSize) -> string() when Program :: integer(),UniformBlockIndex :: integer(),BufSize :: integer(). getActiveUniformBlockName(Program,UniformBlockIndex,BufSize) -> call(5681, <>). %% @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 external documentation. -spec uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding) -> 'ok' when Program :: integer(),UniformBlockIndex :: integer(),UniformBlockBinding :: integer(). uniformBlockBinding(Program,UniformBlockIndex,UniformBlockBinding) -> cast(5682, <>). %% @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 external 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(5683, <>). %% @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 external 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(5684, <>); drawElementsBaseVertex(Mode,Count,Type,Indices,Basevertex) -> send_bin(Indices), cast(5685, <>). %% @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 external 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(5686, <>); drawRangeElementsBaseVertex(Mode,Start,End,Count,Type,Indices,Basevertex) -> send_bin(Indices), cast(5687, <>). %% @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 external 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(5688, <>); drawElementsInstancedBaseVertex(Mode,Count,Type,Indices,Primcount,Basevertex) -> send_bin(Indices), cast(5689, <>). %% @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: %% %% %% %%
` Primitive Type of Polygon '`i'` First Vertex Convention ' %% ` Last Vertex Convention '
point `i' %% `i'
independent line 2`i' - 1 2`i'
line loop `i' %% %% `i' + 1, if `i' < `n' %% %% 1, if `i' = `n'
line strip `i'`i' %% + 1
independent triangle 3`i' - 2 3`i'
triangle strip `i'`i' + 2
%% triangle fan `i' + 1 `i' + 2
line adjacency %% 4`i' - 2 4`i' - 1
line strip adjacency `i' + 1 `i' + 2
triangle adjacency 6`i' %% - 5 6`i' - 1
triangle strip adjacency 2`i' %% - 1 2`i' + 3
%% %% 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 external documentation. -spec provokingVertex(Mode) -> 'ok' when Mode :: enum(). provokingVertex(Mode) -> cast(5690, <>). %% @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 external documentation. -spec fenceSync(Condition, Flags) -> integer() when Condition :: enum(),Flags :: integer(). fenceSync(Condition,Flags) -> call(5691, <>). %% @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 external documentation. -spec isSync(Sync) -> 0|1 when Sync :: integer(). isSync(Sync) -> call(5692, <>). %% @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 external documentation. -spec deleteSync(Sync) -> 'ok' when Sync :: integer(). deleteSync(Sync) -> cast(5693, <>). %% @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 external documentation. -spec clientWaitSync(Sync, Flags, Timeout) -> enum() when Sync :: integer(),Flags :: integer(),Timeout :: integer(). clientWaitSync(Sync,Flags,Timeout) -> call(5694, <>). %% @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 external documentation. -spec waitSync(Sync, Flags, Timeout) -> 'ok' when Sync :: integer(),Flags :: integer(),Timeout :: integer(). waitSync(Sync,Flags,Timeout) -> cast(5695, <>). %% @doc %% See {@link getBooleanv/1} -spec getInteger64v(Pname) -> [integer()] when Pname :: enum(). getInteger64v(Pname) -> call(5696, <>). %% @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 external documentation. -spec getSynciv(Sync, Pname, BufSize) -> [integer()] when Sync :: integer(),Pname :: enum(),BufSize :: integer(). getSynciv(Sync,Pname,BufSize) -> call(5697, <>). %% @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 external 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(5698, <>). %% @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 external 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(5699, <>). %% @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 external documentation. -spec getMultisamplefv(Pname, Index) -> {float(),float()} when Pname :: enum(),Index :: integer(). getMultisamplefv(Pname,Index) -> call(5700, <>). %% @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 external documentation. -spec sampleMaski(Index, Mask) -> 'ok' when Index :: integer(),Mask :: integer(). sampleMaski(Index,Mask) -> cast(5701, <>). %% @doc glNamedStringARB %% %% See external documentation. -spec namedStringARB(Type, Name, String) -> 'ok' when Type :: enum(),Name :: string(),String :: string(). namedStringARB(Type,Name,String) -> cast(5702, <>). %% @doc glDeleteNamedStringARB %% %% See external documentation. -spec deleteNamedStringARB(Name) -> 'ok' when Name :: string(). deleteNamedStringARB(Name) -> cast(5703, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>). %% @doc glCompileShaderIncludeARB %% %% See external documentation. -spec compileShaderIncludeARB(Shader, Path) -> 'ok' when Shader :: integer(),Path :: iolist(). compileShaderIncludeARB(Shader,Path) -> PathTemp = list_to_binary([[Str|[0]] || Str <- Path ]), cast(5704, <>). %% @doc glIsNamedStringARB %% %% See external documentation. -spec isNamedStringARB(Name) -> 0|1 when Name :: string(). isNamedStringARB(Name) -> call(5705, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8)>>). %% @doc glGetNamedStringARB %% %% See external documentation. -spec getNamedStringARB(Name, BufSize) -> string() when Name :: string(),BufSize :: integer(). getNamedStringARB(Name,BufSize) -> call(5706, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8),BufSize:?GLsizei>>). %% @doc glGetNamedStringARB %% %% See external documentation. -spec getNamedStringivARB(Name, Pname) -> integer() when Name :: string(),Pname :: enum(). getNamedStringivARB(Name,Pname) -> call(5707, <<(list_to_binary([Name|[0]]))/binary,0:((8-((length(Name)+ 1) rem 8)) rem 8),Pname:?GLenum>>). %% @doc glBindFragDataLocationIndexe %% %% See external documentation. -spec bindFragDataLocationIndexed(Program, ColorNumber, Index, Name) -> 'ok' when Program :: integer(),ColorNumber :: integer(),Index :: integer(),Name :: string(). bindFragDataLocationIndexed(Program,ColorNumber,Index,Name) -> cast(5708, <>). %% @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 external documentation. -spec getFragDataIndex(Program, Name) -> integer() when Program :: integer(),Name :: string(). getFragDataIndex(Program,Name) -> call(5709, <>). %% @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 external documentation. -spec genSamplers(Count) -> [integer()] when Count :: integer(). genSamplers(Count) -> call(5710, <>). %% @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 external documentation. -spec deleteSamplers(Samplers) -> 'ok' when Samplers :: [integer()]. deleteSamplers(Samplers) -> cast(5711, <<(length(Samplers)):?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 external documentation. -spec isSampler(Sampler) -> 0|1 when Sampler :: integer(). isSampler(Sampler) -> call(5712, <>). %% @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 external documentation. -spec bindSampler(Unit, Sampler) -> 'ok' when Unit :: integer(),Sampler :: integer(). bindSampler(Unit,Sampler) -> cast(5713, <>). %% @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: %%
%% ` Texture Comparison Function '` Computed result '
`?GL_LEQUAL' result={1.0 0.0 r<=(D t) r>(D t))
`?GL_GEQUAL' %% result={1.0 0.0 r>=(D t) r<(D t))
`?GL_LESS' result={1.0 0.0 r<(D t) r>=(D t))
`?GL_GREATER' %% result={1.0 0.0 r>(D t) r<=(D t))
`?GL_EQUAL' result={1.0 0.0 r=(D t) r&ne; %% (D t))
`?GL_NOTEQUAL' %% result={1.0 0.0 r&ne;(D t) r=(D t))
`?GL_ALWAYS' result=1.0
%% `?GL_NEVER' result=0.0
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 external documentation. -spec samplerParameteri(Sampler, Pname, Param) -> 'ok' when Sampler :: integer(),Pname :: enum(),Param :: integer(). samplerParameteri(Sampler,Pname,Param) -> cast(5714, <>). %% @doc %% See {@link samplerParameteri/3} -spec samplerParameteriv(Sampler, Pname, Param) -> 'ok' when Sampler :: integer(),Pname :: enum(),Param :: [integer()]. samplerParameteriv(Sampler,Pname,Param) -> cast(5715, <> || 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(5716, <>). %% @doc %% See {@link samplerParameteri/3} -spec samplerParameterfv(Sampler, Pname, Param) -> 'ok' when Sampler :: integer(),Pname :: enum(),Param :: [float()]. samplerParameterfv(Sampler,Pname,Param) -> cast(5717, <> || 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(5718, <> || C <- Param>>)/binary,0:(((1+length(Param)) rem 2)*32)>>). %% @doc glSamplerParameterI %% %% See external documentation. -spec samplerParameterIuiv(Sampler, Pname, Param) -> 'ok' when Sampler :: integer(),Pname :: enum(),Param :: [integer()]. samplerParameterIuiv(Sampler,Pname,Param) -> cast(5719, <> || 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 external documentation. -spec getSamplerParameteriv(Sampler, Pname) -> [integer()] when Sampler :: integer(),Pname :: enum(). getSamplerParameteriv(Sampler,Pname) -> call(5720, <>). %% @doc %% See {@link getSamplerParameteriv/2} -spec getSamplerParameterIiv(Sampler, Pname) -> [integer()] when Sampler :: integer(),Pname :: enum(). getSamplerParameterIiv(Sampler,Pname) -> call(5721, <>). %% @doc %% See {@link getSamplerParameteriv/2} -spec getSamplerParameterfv(Sampler, Pname) -> [float()] when Sampler :: integer(),Pname :: enum(). getSamplerParameterfv(Sampler,Pname) -> call(5722, <>). %% @doc glGetSamplerParameterI %% %% See external documentation. -spec getSamplerParameterIuiv(Sampler, Pname) -> [integer()] when Sampler :: integer(),Pname :: enum(). getSamplerParameterIuiv(Sampler,Pname) -> call(5723, <>). %% @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 external documentation. -spec queryCounter(Id, Target) -> 'ok' when Id :: integer(),Target :: enum(). queryCounter(Id,Target) -> cast(5724, <>). %% @doc glGetQueryObjecti64v %% %% See external documentation. -spec getQueryObjecti64v(Id, Pname) -> integer() when Id :: integer(),Pname :: enum(). getQueryObjecti64v(Id,Pname) -> call(5725, <>). %% @doc glGetQueryObjectui64v %% %% See external documentation. -spec getQueryObjectui64v(Id, Pname) -> integer() when Id :: integer(),Pname :: enum(). getQueryObjectui64v(Id,Pname) -> call(5726, <>). %% @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 external documentation. -spec drawArraysIndirect(Mode, Indirect) -> 'ok' when Mode :: enum(),Indirect :: offset()|mem(). drawArraysIndirect(Mode,Indirect) when is_integer(Indirect) -> cast(5727, <>); drawArraysIndirect(Mode,Indirect) -> send_bin(Indirect), cast(5728, <>). %% @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 external documentation. -spec drawElementsIndirect(Mode, Type, Indirect) -> 'ok' when Mode :: enum(),Type :: enum(),Indirect :: offset()|mem(). drawElementsIndirect(Mode,Type,Indirect) when is_integer(Indirect) -> cast(5729, <>); drawElementsIndirect(Mode,Type,Indirect) -> send_bin(Indirect), cast(5730, <>). %% @doc %% See {@link uniform1f/2} -spec uniform1d(Location, X) -> 'ok' when Location :: integer(),X :: float(). uniform1d(Location,X) -> cast(5731, <>). %% @doc %% See {@link uniform1f/2} -spec uniform2d(Location, X, Y) -> 'ok' when Location :: integer(),X :: float(),Y :: float(). uniform2d(Location,X,Y) -> cast(5732, <>). %% @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(5733, <>). %% @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(5734, <>). %% @doc %% See {@link uniform1f/2} -spec uniform1dv(Location, Value) -> 'ok' when Location :: integer(),Value :: [float()]. uniform1dv(Location,Value) -> cast(5735, <> || C <- Value>>)/binary>>). %% @doc %% See {@link uniform1f/2} -spec uniform2dv(Location, Value) -> 'ok' when Location :: integer(),Value :: [{float(),float()}]. uniform2dv(Location,Value) -> cast(5736, <> || {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(5737, <> || {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(5738, <> || {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(5739, <> || {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(5740, <> || {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(5741, <> || {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(5742, <> || {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(5743, <> || {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(5744, <> || {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(5745, <> || {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(5746, <> || {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(5747, <> || {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(5748, <>). %% @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 external documentation. -spec getSubroutineUniformLocation(Program, Shadertype, Name) -> integer() when Program :: integer(),Shadertype :: enum(),Name :: string(). getSubroutineUniformLocation(Program,Shadertype,Name) -> call(5749, <>). %% @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 external documentation. -spec getSubroutineIndex(Program, Shadertype, Name) -> integer() when Program :: integer(),Shadertype :: enum(),Name :: string(). getSubroutineIndex(Program,Shadertype,Name) -> call(5750, <>). %% @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 external documentation. -spec getActiveSubroutineUniformName(Program, Shadertype, Index, Bufsize) -> string() when Program :: integer(),Shadertype :: enum(),Index :: integer(),Bufsize :: integer(). getActiveSubroutineUniformName(Program,Shadertype,Index,Bufsize) -> call(5751, <>). %% @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 external documentation. -spec getActiveSubroutineName(Program, Shadertype, Index, Bufsize) -> string() when Program :: integer(),Shadertype :: enum(),Index :: integer(),Bufsize :: integer(). getActiveSubroutineName(Program,Shadertype,Index,Bufsize) -> call(5752, <>). %% @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 external documentation. -spec uniformSubroutinesuiv(Shadertype, Indices) -> 'ok' when Shadertype :: enum(),Indices :: [integer()]. uniformSubroutinesuiv(Shadertype,Indices) -> cast(5753, <> || 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 external 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(5754, <>). %% @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 external documentation. -spec getProgramStageiv(Program, Shadertype, Pname) -> integer() when Program :: integer(),Shadertype :: enum(),Pname :: enum(). getProgramStageiv(Program,Shadertype,Pname) -> call(5755, <>). %% @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 external documentation. -spec patchParameteri(Pname, Value) -> 'ok' when Pname :: enum(),Value :: integer(). patchParameteri(Pname,Value) -> cast(5756, <>). %% @doc %% See {@link patchParameteri/2} -spec patchParameterfv(Pname, Values) -> 'ok' when Pname :: enum(),Values :: [float()]. patchParameterfv(Pname,Values) -> cast(5757, <> || 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 external documentation. -spec bindTransformFeedback(Target, Id) -> 'ok' when Target :: enum(),Id :: integer(). bindTransformFeedback(Target,Id) -> cast(5758, <>). %% @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 external documentation. -spec deleteTransformFeedbacks(Ids) -> 'ok' when Ids :: [integer()]. deleteTransformFeedbacks(Ids) -> cast(5759, <<(length(Ids)):?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 external documentation. -spec genTransformFeedbacks(N) -> [integer()] when N :: integer(). genTransformFeedbacks(N) -> call(5760, <>). %% @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 external documentation. -spec isTransformFeedback(Id) -> 0|1 when Id :: integer(). isTransformFeedback(Id) -> call(5761, <>). %% @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 external documentation. -spec pauseTransformFeedback() -> 'ok'. pauseTransformFeedback() -> cast(5762, <<>>). %% @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 external documentation. -spec resumeTransformFeedback() -> 'ok'. resumeTransformFeedback() -> cast(5763, <<>>). %% @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 external documentation. -spec drawTransformFeedback(Mode, Id) -> 'ok' when Mode :: enum(),Id :: integer(). drawTransformFeedback(Mode,Id) -> cast(5764, <>). %% @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 external documentation. -spec drawTransformFeedbackStream(Mode, Id, Stream) -> 'ok' when Mode :: enum(),Id :: integer(),Stream :: integer(). drawTransformFeedbackStream(Mode,Id,Stream) -> cast(5765, <>). %% @doc glBeginQueryIndexe %% %% See external documentation. -spec beginQueryIndexed(Target, Index, Id) -> 'ok' when Target :: enum(),Index :: integer(),Id :: integer(). beginQueryIndexed(Target,Index,Id) -> cast(5766, <>). %% @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 external documentation. -spec endQueryIndexed(Target, Index) -> 'ok' when Target :: enum(),Index :: integer(). endQueryIndexed(Target,Index) -> cast(5767, <>). %% @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 external documentation. -spec getQueryIndexediv(Target, Index, Pname) -> integer() when Target :: enum(),Index :: integer(),Pname :: enum(). getQueryIndexediv(Target,Index,Pname) -> call(5768, <>). %% @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 external documentation. -spec releaseShaderCompiler() -> 'ok'. releaseShaderCompiler() -> cast(5769, <<>>). %% @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 external documentation. -spec shaderBinary(Shaders, Binaryformat, Binary) -> 'ok' when Shaders :: [integer()],Binaryformat :: enum(),Binary :: binary(). shaderBinary(Shaders,Binaryformat,Binary) -> send_bin(Binary), cast(5770, <<(length(Shaders)):?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 external documentation. -spec getShaderPrecisionFormat(Shadertype, Precisiontype) -> {Range :: {integer(),integer()},Precision :: integer()} when Shadertype :: enum(),Precisiontype :: enum(). getShaderPrecisionFormat(Shadertype,Precisiontype) -> call(5771, <>). %% @doc %% See {@link depthRange/2} -spec depthRangef(N, F) -> 'ok' when N :: clamp(),F :: clamp(). depthRangef(N,F) -> cast(5772, <>). %% @doc glClearDepthf %% %% See external documentation. -spec clearDepthf(D) -> 'ok' when D :: clamp(). clearDepthf(D) -> cast(5773, <>). %% @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 external documentation. -spec getProgramBinary(Program, BufSize) -> {BinaryFormat :: enum(),Binary :: binary()} when Program :: integer(),BufSize :: integer(). getProgramBinary(Program,BufSize) -> call(5774, <>). %% @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 external documentation. -spec programBinary(Program, BinaryFormat, Binary) -> 'ok' when Program :: integer(),BinaryFormat :: enum(),Binary :: binary(). programBinary(Program,BinaryFormat,Binary) -> send_bin(Binary), cast(5775, <>). %% @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 external documentation. -spec programParameteri(Program, Pname, Value) -> 'ok' when Program :: integer(),Pname :: enum(),Value :: integer(). programParameteri(Program,Pname,Value) -> cast(5776, <>). %% @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 external documentation. -spec useProgramStages(Pipeline, Stages, Program) -> 'ok' when Pipeline :: integer(),Stages :: integer(),Program :: integer(). useProgramStages(Pipeline,Stages,Program) -> cast(5777, <>). %% @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 external documentation. -spec activeShaderProgram(Pipeline, Program) -> 'ok' when Pipeline :: integer(),Program :: integer(). activeShaderProgram(Pipeline,Program) -> cast(5778, <>). %% @doc glCreateShaderProgramv %% %% See external documentation. -spec createShaderProgramv(Type, Strings) -> integer() when Type :: enum(),Strings :: iolist(). createShaderProgramv(Type,Strings) -> StringsTemp = list_to_binary([[Str|[0]] || Str <- Strings ]), call(5779, <>). %% @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 external documentation. -spec bindProgramPipeline(Pipeline) -> 'ok' when Pipeline :: integer(). bindProgramPipeline(Pipeline) -> cast(5780, <>). %% @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 external documentation. -spec deleteProgramPipelines(Pipelines) -> 'ok' when Pipelines :: [integer()]. deleteProgramPipelines(Pipelines) -> cast(5781, <<(length(Pipelines)):?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 external documentation. -spec genProgramPipelines(N) -> [integer()] when N :: integer(). genProgramPipelines(N) -> call(5782, <>). %% @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 external documentation. -spec isProgramPipeline(Pipeline) -> 0|1 when Pipeline :: integer(). isProgramPipeline(Pipeline) -> call(5783, <>). %% @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 external documentation. -spec getProgramPipelineiv(Pipeline, Pname) -> integer() when Pipeline :: integer(),Pname :: enum(). getProgramPipelineiv(Pipeline,Pname) -> call(5784, <>). %% @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 external documentation. -spec programUniform1i(Program, Location, V0) -> 'ok' when Program :: integer(),Location :: integer(),V0 :: integer(). programUniform1i(Program,Location,V0) -> cast(5785, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform1iv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [integer()]. programUniform1iv(Program,Location,Value) -> cast(5786, <> || 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(5787, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform1fv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [float()]. programUniform1fv(Program,Location,Value) -> cast(5788, <> || 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(5789, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform1dv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [float()]. programUniform1dv(Program,Location,Value) -> cast(5790, <> || 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(5791, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform1uiv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [integer()]. programUniform1uiv(Program,Location,Value) -> cast(5792, <> || 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(5793, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform2iv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [{integer(),integer()}]. programUniform2iv(Program,Location,Value) -> cast(5794, <> || {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(5795, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform2fv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [{float(),float()}]. programUniform2fv(Program,Location,Value) -> cast(5796, <> || {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(5797, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform2dv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [{float(),float()}]. programUniform2dv(Program,Location,Value) -> cast(5798, <> || {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(5799, <>). %% @doc %% See {@link programUniform1i/3} -spec programUniform2uiv(Program, Location, Value) -> 'ok' when Program :: integer(),Location :: integer(),Value :: [{integer(),integer()}]. programUniform2uiv(Program,Location,Value) -> cast(5800, <> || {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(5801, <>). %% @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(5802, <> || {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(5803, <>). %% @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(5804, <> || {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(5805, <>). %% @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(5806, <> || {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(5807, <>). %% @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(5808, <> || {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(5809, <>). %% @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(5810, <> || {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(5811, <>). %% @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(5812, <> || {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(5813, <>). %% @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(5814, <> || {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(5815, <>). %% @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(5816, <> || {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(5817, <> || {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(5818, <> || {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(5819, <> || {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(5820, <> || {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(5821, <> || {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(5822, <> || {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(5823, <> || {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(5824, <> || {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(5825, <> || {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(5826, <> || {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(5827, <> || {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(5828, <> || {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(5829, <> || {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(5830, <> || {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(5831, <> || {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(5832, <> || {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(5833, <> || {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(5834, <> || {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 external documentation. -spec validateProgramPipeline(Pipeline) -> 'ok' when Pipeline :: integer(). validateProgramPipeline(Pipeline) -> cast(5835, <>). %% @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 external documentation. -spec getProgramPipelineInfoLog(Pipeline, BufSize) -> string() when Pipeline :: integer(),BufSize :: integer(). getProgramPipelineInfoLog(Pipeline,BufSize) -> call(5836, <>). %% @doc glVertexAttribL %% %% See external documentation. -spec vertexAttribL1d(Index, X) -> 'ok' when Index :: integer(),X :: float(). vertexAttribL1d(Index,X) -> cast(5837, <>). %% @doc glVertexAttribL %% %% See external documentation. -spec vertexAttribL2d(Index, X, Y) -> 'ok' when Index :: integer(),X :: float(),Y :: float(). vertexAttribL2d(Index,X,Y) -> cast(5838, <>). %% @doc glVertexAttribL %% %% See external documentation. -spec vertexAttribL3d(Index, X, Y, Z) -> 'ok' when Index :: integer(),X :: float(),Y :: float(),Z :: float(). vertexAttribL3d(Index,X,Y,Z) -> cast(5839, <>). %% @doc glVertexAttribL %% %% See external 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(5840, <>). %% @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 external 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(5841, <>); vertexAttribLPointer(Index,Size,Type,Stride,Pointer) -> send_bin(Pointer), cast(5842, <>). %% @doc glGetVertexAttribL %% %% See external documentation. -spec getVertexAttribLdv(Index, Pname) -> {float(),float(),float(),float()} when Index :: integer(),Pname :: enum(). getVertexAttribLdv(Index,Pname) -> call(5843, <>). %% @doc glViewportArrayv %% %% See external documentation. -spec viewportArrayv(First, V) -> 'ok' when First :: integer(),V :: [{float(),float(),float(),float()}]. viewportArrayv(First,V) -> cast(5844, <> || {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 external 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(5845, <>). %% @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(5846, <>). %% @doc glScissorArrayv %% %% See external documentation. -spec scissorArrayv(First, V) -> 'ok' when First :: integer(),V :: [{integer(),integer(),integer(),integer()}]. scissorArrayv(First,V) -> cast(5847, <> || {V1,V2,V3,V4} <- V>>)/binary>>). %% @doc glScissorIndexe %% %% See external 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(5848, <>). %% @doc glScissorIndexe %% %% See external documentation. -spec scissorIndexedv(Index, V) -> 'ok' when Index :: integer(),V :: {integer(),integer(),integer(),integer()}. scissorIndexedv(Index,{V1,V2,V3,V4}) -> cast(5849, <>). %% @doc glDepthRangeArrayv %% %% See external documentation. -spec depthRangeArrayv(First, V) -> 'ok' when First :: integer(),V :: [{clamp(),clamp()}]. depthRangeArrayv(First,V) -> cast(5850, <> || {V1,V2} <- V>>)/binary>>). %% @doc glDepthRangeIndexe %% %% See external documentation. -spec depthRangeIndexed(Index, N, F) -> 'ok' when Index :: integer(),N :: clamp(),F :: clamp(). depthRangeIndexed(Index,N,F) -> cast(5851, <>). %% @doc %% See {@link getBooleanv/1} -spec getFloati_v(Target, Index) -> [float()] when Target :: enum(),Index :: integer(). getFloati_v(Target,Index) -> call(5852, <>). %% @doc %% See {@link getBooleanv/1} -spec getDoublei_v(Target, Index) -> [float()] when Target :: enum(),Index :: integer(). getDoublei_v(Target,Index) -> call(5853, <>). %% @doc glDebugMessageControlARB %% %% See external 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(5854, <> || C <- Ids>>)/binary,0:(((length(Ids)) rem 2)*32),Enabled:?GLboolean>>). %% @doc glDebugMessageInsertARB %% %% See external 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(5855, <>). %% @doc glGetDebugMessageLogARB %% %% See external 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(5856, <>). %% @doc glGetGraphicsResetStatusARB %% %% See external documentation. -spec getGraphicsResetStatusARB() -> enum(). getGraphicsResetStatusARB() -> call(5857, <<>>). %% @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 external 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(5858, <>). %% @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 external 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(5859, <>); drawElementsInstancedBaseInstance(Mode,Count,Type,Indices,Primcount,Baseinstance) -> send_bin(Indices), cast(5860, <>). %% @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 external 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(5861, <>); drawElementsInstancedBaseVertexBaseInstance(Mode,Count,Type,Indices,Primcount,Basevertex,Baseinstance) -> send_bin(Indices), cast(5862, <>). %% @doc glDrawTransformFeedbackInstance %% %% See external documentation. -spec drawTransformFeedbackInstanced(Mode, Id, Primcount) -> 'ok' when Mode :: enum(),Id :: integer(),Primcount :: integer(). drawTransformFeedbackInstanced(Mode,Id,Primcount) -> cast(5863, <>). %% @doc glDrawTransformFeedbackStreamInstance %% %% See external documentation. -spec drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Primcount) -> 'ok' when Mode :: enum(),Id :: integer(),Stream :: integer(),Primcount :: integer(). drawTransformFeedbackStreamInstanced(Mode,Id,Stream,Primcount) -> cast(5864, <>). %% @doc glGetInternalformat %% %% See external documentation. -spec getInternalformativ(Target, Internalformat, Pname, BufSize) -> [integer()] when Target :: enum(),Internalformat :: enum(),Pname :: enum(),BufSize :: integer(). getInternalformativ(Target,Internalformat,Pname,BufSize) -> call(5865, <>). %% @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. %% %% %% %% %% %% %%
` Image Unit Format '` Format Qualifier '
`?GL_RGBA32F'rgba32f
`?GL_RGBA16F' %% rgba16f
`?GL_RG32F'rg32f
`?GL_RG16F' %% rg16f
`?GL_R11F_G11F_B10F'r11f_g11f_b10f
`?GL_R32F'r32f
`?GL_R16F'r16f
`?GL_RGBA32UI'rgba32ui
`?GL_RGBA16UI' %% rgba16ui
`?GL_RGB10_A2UI'rgb10_a2ui
`?GL_RGBA8UI' %% rgba8ui
`?GL_RG32UI'rg32ui
`?GL_RG16UI' %% rg16ui
`?GL_RG8UI'rg8ui
`?GL_R32UI' %% r32ui
`?GL_R16UI'r16ui
`?GL_R8UI' %% r8ui
`?GL_RGBA32I'rgba32i
`?GL_RGBA16I' %% rgba16i
`?GL_RGBA8I'rgba8i
`?GL_RG32I' %% rg32i
`?GL_RG16I'rg16i
`?GL_RG8I' %% rg8i
`?GL_R32I'r32i
`?GL_R16I' %% r16i
`?GL_R8I'r8i
`?GL_RGBA16' %% rgba16
`?GL_RGB10_A2'rgb10_a2
`?GL_RGBA8' %% rgba8
`?GL_RG16'rg16
`?GL_RG8' %% rg8
`?GL_R16'r16
`?GL_R8'r8
`?GL_RGBA16_SNORM'rgba16_snorm
`?GL_RGBA8_SNORM' %% rgba8_snorm
`?GL_RG16_SNORM'rg16_snorm
`?GL_RG8_SNORM'rg8_snorm
`?GL_R16_SNORM'r16_snorm %%
`?GL_R8_SNORM'r8_snorm
%% %% 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 external 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(5866, <>). %% @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 external documentation. -spec memoryBarrier(Barriers) -> 'ok' when Barriers :: integer(). memoryBarrier(Barriers) -> cast(5867, <>). %% @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 external documentation. -spec texStorage1D(Target, Levels, Internalformat, Width) -> 'ok' when Target :: enum(),Levels :: integer(),Internalformat :: enum(),Width :: integer(). texStorage1D(Target,Levels,Internalformat,Width) -> cast(5868, <>). %% @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 external 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(5869, <>). %% @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 external 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(5870, <>). %% @doc glDepthBoundsEXT %% %% See external documentation. -spec depthBoundsEXT(Zmin, Zmax) -> 'ok' when Zmin :: clamp(),Zmax :: clamp(). depthBoundsEXT(Zmin,Zmax) -> cast(5871, <>). %% @doc glStencilClearTagEXT %% %% See external documentation. -spec stencilClearTagEXT(StencilTagBits, StencilClearTag) -> 'ok' when StencilTagBits :: integer(),StencilClearTag :: integer(). stencilClearTagEXT(StencilTagBits,StencilClearTag) -> cast(5872, <>).