mobile/gl/types_prod.go

79 строки
2.5 KiB
Go

// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build linux darwin
// +build !gldebug
package gl
// #include "work.h"
import "C"
import "fmt"
// Enum is equivalent to GLenum, and is normally used with one of the
// constants defined in this package.
type Enum uint32
// Types are defined a structs so that in debug mode they can carry
// extra information, such as a string name. See typesdebug.go.
// Attrib identifies the location of a specific attribute variable.
type Attrib struct {
Value uint
}
// Program identifies a compiled shader program.
type Program struct {
Value uint32
}
// Shader identifies a GLSL shader.
type Shader struct {
Value uint32
}
// Buffer identifies a GL buffer object.
type Buffer struct {
Value uint32
}
// Framebuffer identifies a GL framebuffer.
type Framebuffer struct {
Value uint32
}
// A Renderbuffer is a GL object that holds an image in an internal format.
type Renderbuffer struct {
Value uint32
}
// A Texture identifies a GL texture unit.
type Texture struct {
Value uint32
}
// Uniform identifies the location of a specific uniform variable.
type Uniform struct {
Value int32
}
func (v Attrib) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Enum) c() C.uintptr_t { return C.uintptr_t(v) }
func (v Program) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Shader) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Buffer) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Framebuffer) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Renderbuffer) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Texture) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Uniform) c() C.uintptr_t { return C.uintptr_t(v.Value) }
func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d)", v.Value) }
func (v Program) String() string { return fmt.Sprintf("Program(%d)", v.Value) }
func (v Shader) String() string { return fmt.Sprintf("Shader(%d)", v.Value) }
func (v Buffer) String() string { return fmt.Sprintf("Buffer(%d)", v.Value) }
func (v Framebuffer) String() string { return fmt.Sprintf("Framebuffer(%d)", v.Value) }
func (v Renderbuffer) String() string { return fmt.Sprintf("Renderbuffer(%d)", v.Value) }
func (v Texture) String() string { return fmt.Sprintf("Texture(%d)", v.Value) }
func (v Uniform) String() string { return fmt.Sprintf("Uniform(%d)", v.Value) }