diff --git a/glimpl/android/glandroidimpl.go b/glimpl/android/glandroidimpl.go index 138854f..27df866 100644 --- a/glimpl/android/glandroidimpl.go +++ b/glimpl/android/glandroidimpl.go @@ -16,7 +16,7 @@ type GLImpl struct{} var _ canvas.GL = GLImpl{} -func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { +func (GLImpl) Ptr(data interface{}) unsafe.Pointer { if data == nil { return unsafe.Pointer(nil) } @@ -43,40 +43,40 @@ func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { } return addr } -func (_ GLImpl) ActiveTexture(texture uint32) { +func (GLImpl) ActiveTexture(texture uint32) { C.glActiveTexture(C.uint(texture)) } -func (_ GLImpl) AttachShader(program uint32, shader uint32) { +func (GLImpl) AttachShader(program uint32, shader uint32) { C.glAttachShader(C.uint(program), C.uint(shader)) } -func (_ GLImpl) BindBuffer(target uint32, buffer uint32) { +func (GLImpl) BindBuffer(target uint32, buffer uint32) { C.glBindBuffer(C.uint(target), C.uint(buffer)) } -func (_ GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { +func (GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { C.glBindFramebuffer(C.uint(target), C.uint(framebuffer)) } -func (_ GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { +func (GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { C.glBindRenderbuffer(C.uint(target), C.uint(renderbuffer)) } -func (_ GLImpl) BindTexture(target uint32, texture uint32) { +func (GLImpl) BindTexture(target uint32, texture uint32) { C.glBindTexture(C.uint(target), C.uint(texture)) } -func (_ GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { +func (GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { C.glBlendFunc(C.uint(sfactor), C.uint(dfactor)) } -func (_ GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { +func (GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { C.glBufferData(C.uint(target), C.long(size), data, C.uint(usage)) } -func (_ GLImpl) CheckFramebufferStatus(target uint32) uint32 { +func (GLImpl) CheckFramebufferStatus(target uint32) uint32 { return uint32(C.glCheckFramebufferStatus(C.uint(target))) } -func (_ GLImpl) Clear(mask uint32) { +func (GLImpl) Clear(mask uint32) { C.glClear(C.uint(mask)) } -func (_ GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { +func (GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { C.glClearColor(C.float(red), C.float(green), C.float(blue), C.float(alpha)) } -func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { +func (GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { var r, g, b, a C.uchar if red { r = 1 @@ -92,72 +92,72 @@ func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { } C.glColorMask(r, g, b, a) } -func (_ GLImpl) CompileShader(shader uint32) { +func (GLImpl) CompileShader(shader uint32) { C.glCompileShader(C.uint(shader)) } -func (_ GLImpl) CreateProgram() uint32 { +func (GLImpl) CreateProgram() uint32 { return uint32(C.glCreateProgram()) } -func (_ GLImpl) CreateShader(xtype uint32) uint32 { +func (GLImpl) CreateShader(xtype uint32) uint32 { return uint32(C.glCreateShader(C.uint(xtype))) } -func (_ GLImpl) DeleteShader(shader uint32) { +func (GLImpl) DeleteShader(shader uint32) { C.glDeleteShader(C.uint(shader)) } -func (_ GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { +func (GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { C.glDeleteFramebuffers(C.int(n), (*C.uint)(framebuffers)) } -func (_ GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { +func (GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { C.glDeleteRenderbuffers(C.int(n), (*C.uint)(renderbuffers)) } -func (_ GLImpl) DeleteTextures(n int32, textures *uint32) { +func (GLImpl) DeleteTextures(n int32, textures *uint32) { C.glDeleteTextures(C.int(n), (*C.uint)(textures)) } -func (_ GLImpl) Disable(cap uint32) { +func (GLImpl) Disable(cap uint32) { C.glDisable(C.uint(cap)) } -func (_ GLImpl) DisableVertexAttribArray(index uint32) { +func (GLImpl) DisableVertexAttribArray(index uint32) { C.glDisableVertexAttribArray(C.uint(index)) } -func (_ GLImpl) DrawArrays(mode uint32, first int32, count int32) { +func (GLImpl) DrawArrays(mode uint32, first int32, count int32) { C.glDrawArrays(C.uint(mode), C.int(first), C.int(count)) } -func (_ GLImpl) Enable(cap uint32) { +func (GLImpl) Enable(cap uint32) { C.glEnable(C.uint(cap)) } -func (_ GLImpl) EnableVertexAttribArray(index uint32) { +func (GLImpl) EnableVertexAttribArray(index uint32) { C.glEnableVertexAttribArray(C.uint(index)) } -func (_ GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { +func (GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { C.glFramebufferRenderbuffer(C.uint(target), C.uint(attachment), C.uint(renderbuffertarget), C.uint(renderbuffer)) } -func (_ GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { +func (GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { C.glFramebufferTexture2D(C.uint(target), C.uint(attachment), C.GL_TEXTURE_2D, C.uint(texture), C.int(level)) } -func (_ GLImpl) GenBuffers(n int32, buffers *uint32) { +func (GLImpl) GenBuffers(n int32, buffers *uint32) { C.glGenBuffers(C.int(n), (*C.uint)(buffers)) } -func (_ GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { +func (GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { C.glGenFramebuffers(C.int(n), (*C.uint)(framebuffers)) } -func (_ GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { +func (GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { C.glGenRenderbuffers(C.int(n), (*C.uint)(renderbuffers)) } -func (_ GLImpl) GenTextures(n int32, textures *uint32) { +func (GLImpl) GenTextures(n int32, textures *uint32) { C.glGenTextures(C.int(n), (*C.uint)(textures)) } -func (_ GLImpl) GenerateMipmap(target uint32) { +func (GLImpl) GenerateMipmap(target uint32) { C.glGenerateMipmap(C.uint(target)) } -func (_ GLImpl) GetAttribLocation(program uint32, name string) int32 { +func (GLImpl) GetAttribLocation(program uint32, name string) int32 { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return int32(C.glGetAttribLocation(C.uint(program), cname)) } -func (_ GLImpl) GetError() uint32 { +func (GLImpl) GetError() uint32 { return uint32(C.glGetError()) } -func (_ GLImpl) GetProgramInfoLog(program uint32) string { +func (GLImpl) GetProgramInfoLog(program uint32) string { var length C.int C.glGetProgramiv(C.uint(program), C.GL_INFO_LOG_LENGTH, &length) if length == 0 { @@ -168,10 +168,10 @@ func (_ GLImpl) GetProgramInfoLog(program uint32) string { C.glGetProgramInfoLog(C.uint(program), C.int(length), nil, (*C.char)(clog)) return string(C.GoBytes(clog, length)) } -func (_ GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { +func (GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { C.glGetProgramiv(C.uint(program), C.uint(pname), (*C.int)(params)) } -func (_ GLImpl) GetShaderInfoLog(program uint32) string { +func (GLImpl) GetShaderInfoLog(program uint32) string { var length C.int C.glGetShaderiv(C.uint(program), C.GL_INFO_LOG_LENGTH, &length) if length == 0 { @@ -182,82 +182,82 @@ func (_ GLImpl) GetShaderInfoLog(program uint32) string { C.glGetShaderInfoLog(C.uint(program), C.int(length), nil, (*C.char)(clog)) return string(C.GoBytes(clog, length)) } -func (_ GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { +func (GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { C.glGetShaderiv(C.uint(shader), C.uint(pname), (*C.int)(params)) } -func (_ GLImpl) GetUniformLocation(program uint32, name string) int32 { +func (GLImpl) GetUniformLocation(program uint32, name string) int32 { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return int32(C.glGetUniformLocation(C.uint(program), cname)) } -func (_ GLImpl) LinkProgram(program uint32) { +func (GLImpl) LinkProgram(program uint32) { C.glLinkProgram(C.uint(program)) } -func (_ GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { C.glReadPixels(C.int(x), C.int(y), C.int(width), C.int(height), C.uint(format), C.uint(xtype), pixels) } -func (_ GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { +func (GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { C.glRenderbufferStorage(C.uint(target), C.uint(internalformat), C.int(width), C.int(height)) } -func (_ GLImpl) Scissor(x int32, y int32, width int32, height int32) { +func (GLImpl) Scissor(x int32, y int32, width int32, height int32) { C.glScissor(C.int(x), C.int(y), C.int(width), C.int(height)) } -func (_ GLImpl) ShaderSource(shader uint32, source string) { +func (GLImpl) ShaderSource(shader uint32, source string) { csource := C.CString(source) defer C.free(unsafe.Pointer(csource)) C.glShaderSource(C.uint(shader), 1, &csource, nil) } -func (_ GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { +func (GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { C.glStencilFunc(C.uint(xfunc), C.int(ref), C.uint(mask)) } -func (_ GLImpl) StencilMask(mask uint32) { +func (GLImpl) StencilMask(mask uint32) { C.glStencilMask(C.uint(mask)) } -func (_ GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { +func (GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { C.glStencilOp(C.uint(fail), C.uint(zfail), C.uint(zpass)) } -func (_ GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { C.glTexImage2D(C.uint(target), C.int(level), C.int(internalformat), C.int(width), C.int(height), C.int(border), C.uint(format), C.uint(xtype), pixels) } -func (_ GLImpl) TexParameteri(target uint32, pname uint32, param int32) { +func (GLImpl) TexParameteri(target uint32, pname uint32, param int32) { C.glTexParameteri(C.uint(target), C.uint(pname), C.int(param)) } -func (_ GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { C.glTexSubImage2D(C.uint(target), C.int(level), C.int(xoffset), C.int(yoffset), C.int(width), C.int(height), C.uint(format), C.uint(xtype), pixels) } -func (_ GLImpl) Uniform1f(location int32, v0 float32) { +func (GLImpl) Uniform1f(location int32, v0 float32) { C.glUniform1f(C.int(location), C.float(v0)) } -func (_ GLImpl) Uniform1fv(location int32, count int32, v *float32) { +func (GLImpl) Uniform1fv(location int32, count int32, v *float32) { C.glUniform1fv(C.int(location), C.int(count), (*C.float)(v)) } -func (_ GLImpl) Uniform1i(location int32, v0 int32) { +func (GLImpl) Uniform1i(location int32, v0 int32) { C.glUniform1i(C.int(location), C.int(v0)) } -func (_ GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { +func (GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { C.glUniform2f(C.int(location), C.float(v0), C.float(v1)) } -func (_ GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { +func (GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { C.glUniform4f(C.int(location), C.float(v0), C.float(v1), C.float(v2), C.float(v3)) } -func (_ GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { +func (GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { var t C.uchar if transpose { t = 1 } C.glUniformMatrix3fv(C.int(location), C.int(count), t, (*C.float)(value)) } -func (_ GLImpl) UseProgram(program uint32) { +func (GLImpl) UseProgram(program uint32) { C.glUseProgram(C.uint(program)) } -func (_ GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { +func (GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { var n C.uchar if normalized { n = 1 } C.glVertexAttribPointer(C.uint(index), C.int(size), C.uint(xtype), n, C.int(stride), unsafe.Pointer(uintptr(offset))) } -func (_ GLImpl) Viewport(x int32, y int32, width int32, height int32) { +func (GLImpl) Viewport(x int32, y int32, width int32, height int32) { C.glViewport(C.int(x), C.int(y), C.int(width), C.int(height)) } diff --git a/glimpl/gogl/goglimpl.go b/glimpl/gogl/goglimpl.go index ccd3919..71a5bc7 100644 --- a/glimpl/gogl/goglimpl.go +++ b/glimpl/gogl/goglimpl.go @@ -12,109 +12,109 @@ type GLImpl struct{} var _ canvas.GL = GLImpl{} -func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { +func (GLImpl) Ptr(data interface{}) unsafe.Pointer { return gl.Ptr(data) } -func (_ GLImpl) ActiveTexture(texture uint32) { +func (GLImpl) ActiveTexture(texture uint32) { gl.ActiveTexture(texture) } -func (_ GLImpl) AttachShader(program uint32, shader uint32) { +func (GLImpl) AttachShader(program uint32, shader uint32) { gl.AttachShader(program, shader) } -func (_ GLImpl) BindBuffer(target uint32, buffer uint32) { +func (GLImpl) BindBuffer(target uint32, buffer uint32) { gl.BindBuffer(target, buffer) } -func (_ GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { +func (GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { gl.BindFramebuffer(target, framebuffer) } -func (_ GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { +func (GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { gl.BindRenderbuffer(target, renderbuffer) } -func (_ GLImpl) BindTexture(target uint32, texture uint32) { +func (GLImpl) BindTexture(target uint32, texture uint32) { gl.BindTexture(target, texture) } -func (_ GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { +func (GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { gl.BlendFunc(sfactor, dfactor) } -func (_ GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { +func (GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { gl.BufferData(target, size, data, usage) } -func (_ GLImpl) CheckFramebufferStatus(target uint32) uint32 { +func (GLImpl) CheckFramebufferStatus(target uint32) uint32 { return gl.CheckFramebufferStatus(target) } -func (_ GLImpl) Clear(mask uint32) { +func (GLImpl) Clear(mask uint32) { gl.Clear(mask) } -func (_ GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { +func (GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { gl.ClearColor(red, green, blue, alpha) } -func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { +func (GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { gl.ColorMask(red, green, blue, alpha) } -func (_ GLImpl) CompileShader(shader uint32) { +func (GLImpl) CompileShader(shader uint32) { gl.CompileShader(shader) } -func (_ GLImpl) CreateProgram() uint32 { +func (GLImpl) CreateProgram() uint32 { return gl.CreateProgram() } -func (_ GLImpl) CreateShader(xtype uint32) uint32 { +func (GLImpl) CreateShader(xtype uint32) uint32 { return gl.CreateShader(xtype) } -func (_ GLImpl) DeleteShader(shader uint32) { +func (GLImpl) DeleteShader(shader uint32) { gl.DeleteShader(shader) } -func (_ GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { +func (GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { gl.DeleteFramebuffers(n, framebuffers) } -func (_ GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { +func (GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { gl.DeleteRenderbuffers(n, renderbuffers) } -func (_ GLImpl) DeleteTextures(n int32, textures *uint32) { +func (GLImpl) DeleteTextures(n int32, textures *uint32) { gl.DeleteTextures(n, textures) } -func (_ GLImpl) Disable(cap uint32) { +func (GLImpl) Disable(cap uint32) { gl.Disable(cap) } -func (_ GLImpl) DisableVertexAttribArray(index uint32) { +func (GLImpl) DisableVertexAttribArray(index uint32) { gl.DisableVertexAttribArray(index) } -func (_ GLImpl) DrawArrays(mode uint32, first int32, count int32) { +func (GLImpl) DrawArrays(mode uint32, first int32, count int32) { gl.DrawArrays(mode, first, count) } -func (_ GLImpl) Enable(cap uint32) { +func (GLImpl) Enable(cap uint32) { gl.Enable(cap) } -func (_ GLImpl) EnableVertexAttribArray(index uint32) { +func (GLImpl) EnableVertexAttribArray(index uint32) { gl.EnableVertexAttribArray(index) } -func (_ GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { +func (GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { gl.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer) } -func (_ GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { +func (GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { gl.FramebufferTexture(target, attachment, texture, level) } -func (_ GLImpl) GenBuffers(n int32, buffers *uint32) { +func (GLImpl) GenBuffers(n int32, buffers *uint32) { gl.GenBuffers(n, buffers) } -func (_ GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { +func (GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { gl.GenFramebuffers(n, framebuffers) } -func (_ GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { +func (GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { gl.GenRenderbuffers(n, renderbuffers) } -func (_ GLImpl) GenTextures(n int32, textures *uint32) { +func (GLImpl) GenTextures(n int32, textures *uint32) { gl.GenTextures(n, textures) } -func (_ GLImpl) GenerateMipmap(target uint32) { +func (GLImpl) GenerateMipmap(target uint32) { gl.GenerateMipmap(target) } -func (_ GLImpl) GetAttribLocation(program uint32, name string) int32 { +func (GLImpl) GetAttribLocation(program uint32, name string) int32 { return gl.GetAttribLocation(program, gl.Str(name+"\x00")) } -func (_ GLImpl) GetError() uint32 { +func (GLImpl) GetError() uint32 { return gl.GetError() } -func (_ GLImpl) GetProgramInfoLog(program uint32) string { +func (GLImpl) GetProgramInfoLog(program uint32) string { var length int32 gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &length) if length == 0 { @@ -124,10 +124,10 @@ func (_ GLImpl) GetProgramInfoLog(program uint32) string { gl.GetProgramInfoLog(program, length, nil, gl.Str(log)) return log } -func (_ GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { +func (GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { gl.GetProgramiv(program, pname, params) } -func (_ GLImpl) GetShaderInfoLog(program uint32) string { +func (GLImpl) GetShaderInfoLog(program uint32) string { var length int32 gl.GetShaderiv(program, gl.INFO_LOG_LENGTH, &length) if length == 0 { @@ -137,71 +137,71 @@ func (_ GLImpl) GetShaderInfoLog(program uint32) string { gl.GetShaderInfoLog(program, length, nil, gl.Str(log)) return log } -func (_ GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { +func (GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { gl.GetShaderiv(shader, pname, params) } -func (_ GLImpl) GetUniformLocation(program uint32, name string) int32 { +func (GLImpl) GetUniformLocation(program uint32, name string) int32 { return gl.GetUniformLocation(program, gl.Str(name+"\x00")) } -func (_ GLImpl) LinkProgram(program uint32) { +func (GLImpl) LinkProgram(program uint32) { gl.LinkProgram(program) } -func (_ GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { +func (GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { gl.RenderbufferStorage(target, internalformat, width, height) } -func (_ GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.ReadPixels(x, y, width, height, format, xtype, pixels) } -func (_ GLImpl) Scissor(x int32, y int32, width int32, height int32) { +func (GLImpl) Scissor(x int32, y int32, width int32, height int32) { gl.Scissor(x, y, width, height) } -func (_ GLImpl) ShaderSource(shader uint32, source string) { +func (GLImpl) ShaderSource(shader uint32, source string) { csource, freeFunc := gl.Strs(source + "\x00") gl.ShaderSource(shader, 1, csource, nil) freeFunc() } -func (_ GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { +func (GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { gl.StencilFunc(xfunc, ref, mask) } -func (_ GLImpl) StencilMask(mask uint32) { +func (GLImpl) StencilMask(mask uint32) { gl.StencilMask(mask) } -func (_ GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { +func (GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { gl.StencilOp(fail, zfail, zpass) } -func (_ GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.TexImage2D(target, level, internalformat, width, height, border, format, xtype, pixels) } -func (_ GLImpl) TexParameteri(target uint32, pname uint32, param int32) { +func (GLImpl) TexParameteri(target uint32, pname uint32, param int32) { gl.TexParameteri(target, pname, param) } -func (_ GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, xtype, pixels) } -func (_ GLImpl) Uniform1f(location int32, v0 float32) { +func (GLImpl) Uniform1f(location int32, v0 float32) { gl.Uniform1f(location, v0) } -func (_ GLImpl) Uniform1fv(location int32, count int32, v *float32) { +func (GLImpl) Uniform1fv(location int32, count int32, v *float32) { gl.Uniform1fv(location, count, v) } -func (_ GLImpl) Uniform1i(location int32, v0 int32) { +func (GLImpl) Uniform1i(location int32, v0 int32) { gl.Uniform1i(location, v0) } -func (_ GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { +func (GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { gl.Uniform2f(location, v0, v1) } -func (_ GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { +func (GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { gl.Uniform4f(location, v0, v1, v2, v3) } -func (_ GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { +func (GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { gl.UniformMatrix3fv(location, count, transpose, value) } -func (_ GLImpl) UseProgram(program uint32) { +func (GLImpl) UseProgram(program uint32) { gl.UseProgram(program) } -func (_ GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { +func (GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { gl.VertexAttribPointer(index, size, xtype, normalized, stride, gl.PtrOffset(int(offset))) } -func (_ GLImpl) Viewport(x int32, y int32, width int32, height int32) { +func (GLImpl) Viewport(x int32, y int32, width int32, height int32) { gl.Viewport(x, y, width, height) } diff --git a/glimpl/ios/gliosimpl.go b/glimpl/ios/gliosimpl.go index fb4aad9..a34bc55 100644 --- a/glimpl/ios/gliosimpl.go +++ b/glimpl/ios/gliosimpl.go @@ -16,7 +16,7 @@ type GLImpl struct{} var _ canvas.GL = GLImpl{} -func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { +func (GLImpl) Ptr(data interface{}) unsafe.Pointer { if data == nil { return unsafe.Pointer(nil) } @@ -43,40 +43,40 @@ func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { } return addr } -func (_ GLImpl) ActiveTexture(texture uint32) { +func (GLImpl) ActiveTexture(texture uint32) { C.glActiveTexture(C.GLenum(texture)) } -func (_ GLImpl) AttachShader(program uint32, shader uint32) { +func (GLImpl) AttachShader(program uint32, shader uint32) { C.glAttachShader(C.GLuint(program), C.GLuint(shader)) } -func (_ GLImpl) BindBuffer(target uint32, buffer uint32) { +func (GLImpl) BindBuffer(target uint32, buffer uint32) { C.glBindBuffer(C.GLenum(target), C.GLuint(buffer)) } -func (_ GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { +func (GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { C.glBindFramebuffer(C.GLenum(target), C.GLuint(framebuffer)) } -func (_ GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { +func (GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { C.glBindRenderbuffer(C.GLenum(target), C.GLuint(renderbuffer)) } -func (_ GLImpl) BindTexture(target uint32, texture uint32) { +func (GLImpl) BindTexture(target uint32, texture uint32) { C.glBindTexture(C.GLenum(target), C.GLuint(texture)) } -func (_ GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { +func (GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor)) } -func (_ GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { +func (GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), data, C.GLenum(usage)) } -func (_ GLImpl) CheckFramebufferStatus(target uint32) uint32 { +func (GLImpl) CheckFramebufferStatus(target uint32) uint32 { return uint32(C.glCheckFramebufferStatus(C.GLenum(target))) } -func (_ GLImpl) Clear(mask uint32) { +func (GLImpl) Clear(mask uint32) { C.glClear(C.GLbitfield(mask)) } -func (_ GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { +func (GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { C.glClearColor(C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) } -func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { +func (GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { var r, g, b, a C.GLboolean if red { r = 1 @@ -92,72 +92,72 @@ func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { } C.glColorMask(r, g, b, a) } -func (_ GLImpl) CompileShader(shader uint32) { +func (GLImpl) CompileShader(shader uint32) { C.glCompileShader(C.GLuint(shader)) } -func (_ GLImpl) CreateProgram() uint32 { +func (GLImpl) CreateProgram() uint32 { return uint32(C.glCreateProgram()) } -func (_ GLImpl) CreateShader(xtype uint32) uint32 { +func (GLImpl) CreateShader(xtype uint32) uint32 { return uint32(C.glCreateShader(C.GLenum(xtype))) } -func (_ GLImpl) DeleteShader(shader uint32) { +func (GLImpl) DeleteShader(shader uint32) { C.glDeleteShader(C.GLuint(shader)) } -func (_ GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { +func (GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { C.glDeleteFramebuffers(C.GLsizei(n), (*C.GLuint)(framebuffers)) } -func (_ GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { +func (GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { C.glDeleteRenderbuffers(C.GLsizei(n), (*C.GLuint)(renderbuffers)) } -func (_ GLImpl) DeleteTextures(n int32, textures *uint32) { +func (GLImpl) DeleteTextures(n int32, textures *uint32) { C.glDeleteTextures(C.GLsizei(n), (*C.GLuint)(textures)) } -func (_ GLImpl) Disable(cap uint32) { +func (GLImpl) Disable(cap uint32) { C.glDisable(C.GLenum(cap)) } -func (_ GLImpl) DisableVertexAttribArray(index uint32) { +func (GLImpl) DisableVertexAttribArray(index uint32) { C.glDisableVertexAttribArray(C.GLuint(index)) } -func (_ GLImpl) DrawArrays(mode uint32, first int32, count int32) { +func (GLImpl) DrawArrays(mode uint32, first int32, count int32) { C.glDrawArrays(C.GLenum(mode), C.GLint(first), C.GLsizei(count)) } -func (_ GLImpl) Enable(cap uint32) { +func (GLImpl) Enable(cap uint32) { C.glEnable(C.GLenum(cap)) } -func (_ GLImpl) EnableVertexAttribArray(index uint32) { +func (GLImpl) EnableVertexAttribArray(index uint32) { C.glEnableVertexAttribArray(C.GLuint(index)) } -func (_ GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { +func (GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer)) } -func (_ GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { +func (GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GL_TEXTURE_2D, C.GLuint(texture), C.GLint(level)) } -func (_ GLImpl) GenBuffers(n int32, buffers *uint32) { +func (GLImpl) GenBuffers(n int32, buffers *uint32) { C.glGenBuffers(C.GLsizei(n), (*C.GLuint)(buffers)) } -func (_ GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { +func (GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { C.glGenFramebuffers(C.GLsizei(n), (*C.GLuint)(framebuffers)) } -func (_ GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { +func (GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { C.glGenRenderbuffers(C.GLsizei(n), (*C.GLuint)(renderbuffers)) } -func (_ GLImpl) GenTextures(n int32, textures *uint32) { +func (GLImpl) GenTextures(n int32, textures *uint32) { C.glGenTextures(C.GLsizei(n), (*C.GLuint)(textures)) } -func (_ GLImpl) GenerateMipmap(target uint32) { +func (GLImpl) GenerateMipmap(target uint32) { C.glGenerateMipmap(C.GLenum(target)) } -func (_ GLImpl) GetAttribLocation(program uint32, name string) int32 { +func (GLImpl) GetAttribLocation(program uint32, name string) int32 { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return int32(C.glGetAttribLocation(C.GLuint(program), (*C.GLchar)(cname))) } -func (_ GLImpl) GetError() uint32 { +func (GLImpl) GetError() uint32 { return uint32(C.glGetError()) } -func (_ GLImpl) GetProgramInfoLog(program uint32) string { +func (GLImpl) GetProgramInfoLog(program uint32) string { var length C.GLint C.glGetProgramiv(C.GLuint(program), C.GL_INFO_LOG_LENGTH, &length) if length == 0 { @@ -168,10 +168,10 @@ func (_ GLImpl) GetProgramInfoLog(program uint32) string { C.glGetProgramInfoLog(C.GLuint(program), C.GLsizei(length), nil, (*C.GLchar)(clog)) return string(C.GoBytes(clog, C.int(length))) } -func (_ GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { +func (GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { C.glGetProgramiv(C.GLuint(program), C.GLenum(pname), (*C.GLint)(params)) } -func (_ GLImpl) GetShaderInfoLog(program uint32) string { +func (GLImpl) GetShaderInfoLog(program uint32) string { var length C.GLint C.glGetShaderiv(C.GLuint(program), C.GL_INFO_LOG_LENGTH, &length) if length == 0 { @@ -182,82 +182,82 @@ func (_ GLImpl) GetShaderInfoLog(program uint32) string { C.glGetShaderInfoLog(C.GLuint(program), C.GLsizei(length), nil, (*C.GLchar)(clog)) return string(C.GoBytes(clog, C.int(length))) } -func (_ GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { +func (GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(params)) } -func (_ GLImpl) GetUniformLocation(program uint32, name string) int32 { +func (GLImpl) GetUniformLocation(program uint32, name string) int32 { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return int32(C.glGetUniformLocation(C.GLuint(program), (*C.GLchar)(cname))) } -func (_ GLImpl) LinkProgram(program uint32) { +func (GLImpl) LinkProgram(program uint32) { C.glLinkProgram(C.GLuint(program)) } -func (_ GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(xtype), pixels) } -func (_ GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { +func (GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalformat), C.GLint(width), C.GLint(height)) } -func (_ GLImpl) Scissor(x int32, y int32, width int32, height int32) { +func (GLImpl) Scissor(x int32, y int32, width int32, height int32) { C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } -func (_ GLImpl) ShaderSource(shader uint32, source string) { +func (GLImpl) ShaderSource(shader uint32, source string) { csource := (*C.GLchar)(C.CString(source)) defer C.free(unsafe.Pointer(csource)) C.glShaderSource(C.GLuint(shader), 1, &csource, nil) } -func (_ GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { +func (GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { C.glStencilFunc(C.GLenum(xfunc), C.GLint(ref), C.GLuint(mask)) } -func (_ GLImpl) StencilMask(mask uint32) { +func (GLImpl) StencilMask(mask uint32) { C.glStencilMask(C.GLuint(mask)) } -func (_ GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { +func (GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { C.glStencilOp(C.GLenum(fail), C.GLenum(zfail), C.GLenum(zpass)) } -func (_ GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalformat), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLenum(format), C.GLenum(xtype), pixels) } -func (_ GLImpl) TexParameteri(target uint32, pname uint32, param int32) { +func (GLImpl) TexParameteri(target uint32, pname uint32, param int32) { C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param)) } -func (_ GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { +func (GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { C.glTexSubImage2D(C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(xtype), pixels) } -func (_ GLImpl) Uniform1f(location int32, v0 float32) { +func (GLImpl) Uniform1f(location int32, v0 float32) { C.glUniform1f(C.GLint(location), C.GLfloat(v0)) } -func (_ GLImpl) Uniform1fv(location int32, count int32, v *float32) { +func (GLImpl) Uniform1fv(location int32, count int32, v *float32) { C.glUniform1fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(v)) } -func (_ GLImpl) Uniform1i(location int32, v0 int32) { +func (GLImpl) Uniform1i(location int32, v0 int32) { C.glUniform1i(C.GLint(location), C.GLint(v0)) } -func (_ GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { +func (GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { C.glUniform2f(C.GLint(location), C.GLfloat(v0), C.GLfloat(v1)) } -func (_ GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { +func (GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { C.glUniform4f(C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) } -func (_ GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { +func (GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { var t C.GLboolean if transpose { t = 1 } C.glUniformMatrix3fv(C.GLint(location), C.GLsizei(count), t, (*C.GLfloat)(value)) } -func (_ GLImpl) UseProgram(program uint32) { +func (GLImpl) UseProgram(program uint32) { C.glUseProgram(C.GLuint(program)) } -func (_ GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { +func (GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { var n C.GLboolean if normalized { n = 1 } C.glVertexAttribPointer(C.GLuint(index), C.GLint(size), C.GLenum(xtype), n, C.GLsizei(stride), unsafe.Pointer(uintptr(offset))) } -func (_ GLImpl) Viewport(x int32, y int32, width int32, height int32) { +func (GLImpl) Viewport(x int32, y int32, width int32, height int32) { C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) }