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glescustom.cpp
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glescustom.cpp
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// glGenBuffers uses an output parameter to return an array of ints.
Handle<Value> GLESglGenBuffersCallback(const Arguments& args) {
if (args.Length() != 1)
return v8::Undefined();
HandleScope handle_scope;
GLsizei num_buffers = args[0]->Int32Value();
GLuint* buffers = new GLuint[num_buffers];
glGenBuffers(num_buffers, buffers);
// TODO(deanm): There should be a way to initialize the array faster.
Local<Array> res = Array::New(num_buffers);
for (int i = 0; i < num_buffers; ++i) {
res->Set(Integer::New(i), Integer::New(buffers[i]));
}
delete[] buffers;
return handle_scope.Close(res);
}
Handle<Value> GLESglGenRenderbuffersCallback(const Arguments& args) {
if (args.Length() != 1)
return v8::Undefined();
HandleScope handle_scope;
GLsizei num_buffers = args[0]->Int32Value();
GLuint* buffers = new GLuint[num_buffers];
glGenRenderbuffers(num_buffers, buffers);
// TODO(deanm): There should be a way to initialize the array faster.
Local<Array> res = Array::New(num_buffers);
for (int i = 0; i < num_buffers; ++i) {
res->Set(Integer::New(i), Integer::New(buffers[i]));
}
delete[] buffers;
return handle_scope.Close(res);
}
Handle<Value> GLESglGenFramebuffersCallback(const Arguments& args) {
if (args.Length() != 1)
return v8::Undefined();
HandleScope handle_scope;
GLsizei num_buffers = args[0]->Int32Value();
GLuint* buffers = new GLuint[num_buffers];
glGenFramebuffers(num_buffers, buffers);
// TODO(deanm): There should be a way to initialize the array faster.
Local<Array> res = Array::New(num_buffers);
for (int i = 0; i < num_buffers; ++i) {
res->Set(Integer::New(i), Integer::New(buffers[i]));
}
delete[] buffers;
return handle_scope.Close(res);
}
Handle<Value> GLESglGenTexturesCallback(const Arguments& args) {
if (args.Length() != 1)
return v8::Undefined();
HandleScope handle_scope;
GLsizei num_textures = args[0]->Int32Value();
GLuint* textures = new GLuint[num_textures];
glGenTextures(num_textures, textures);
Local<Array> res = Array::New(num_textures);
for (int i = 0; i < num_textures; ++i) {
res->Set(Integer::New(i), Integer::New(textures[i]));
}
delete[] textures;
return handle_scope.Close(res);
}
// glGetShaderiv uses an output parameter to return an int.
Handle<Value> GLESglGetShaderivCallback(const Arguments& args) {
if (args.Length() < 2)
return v8::Undefined();
HandleScope handle_scope;
unsigned int arg0 = args[0]->Uint32Value();
int arg1 = args[1]->IntegerValue();
int out;
glGetShaderiv((GLuint) arg0, (GLenum) arg1, (GLint*)&out);
v8::Local<v8::Value> val = v8::Integer::New(out);
return handle_scope.Close(val);
}
// We expect to be called with a shader id and a single string.
Handle<Value> GLESglShaderSourceCallback(const Arguments& args) {
if (args.Length() != 2)
return v8::Undefined();
HandleScope handle_scope;
GLuint shader_id = args[0]->Uint32Value();
// GLSL source is defined as an ASCII subset.
v8::String::AsciiValue code_ascii(args[1]);
if (!*code_ascii)
return v8::Undefined();
const char* code_str = *code_ascii;
GLsizei code_len = code_ascii.length();
glShaderSource(shader_id, 1, &code_str, &code_len);
Handle<Object> res(GlesFactory::self_);
return res;
}
Handle<Value> GLESglVertexAttribPointerCallback(const Arguments& args) {
if (args.Length() != 6)
return v8::Undefined();
HandleScope handle_scope;
unsigned int index = args[0]->Uint32Value();
unsigned int size = args[1]->Uint32Value();
unsigned int type = args[2]->Uint32Value();
unsigned int normalized = args[3]->Uint32Value();
int stride = args[4]->IntegerValue();
void* ans;
if(args[5]->IsArray()) {
Handle<Array> data = Handle<Array>::Cast(args[5]);
//I guess most of these types could be thrown away
switch(type) {
// case GL_BYTE:
// GLbyte* arg1 = new GLbyte[data->Length()];
// for (unsigned j = 0; j < data->Length(); j++) {
// Handle<Value> arg(data->Get(Integer::New(j)));
// arg1[j] = (GLbyte)arg->IntegerValue();
// }
// ans = (void *)arg1;
// break;
//
// case GL_UNSIGNED_BYTE:
// GLubyte* arg1 = new GLubyte[data->Length()];
// for (unsigned j = 0; j < data->Length(); j++) {
// Handle<Value> arg(data->Get(Integer::New(j)));
// arg1[j] = (GLubyte)arg->Uint32Value();
// }
// ans = (void *)arg1;
// break;
case GL_SHORT:
{
GLshort* arg1 = new GLshort[data->Length()];
for (unsigned j = 0; j < data->Length(); j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLshort)arg->IntegerValue();
}
ans = (void *)arg1;
}
break;
case GL_UNSIGNED_SHORT:
{
GLushort* arg1 = new GLushort[data->Length()];
for (unsigned j = 0; j < data->Length(); j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLushort)arg->Uint32Value();
}
ans = (void *)arg1;
}
break;
case GL_FLOAT:
{
GLfloat* arg1 = new GLfloat[data->Length()];
for (unsigned j = 0; j < data->Length(); j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLfloat)arg->NumberValue();
}
ans = (void *)arg1;
}
break;
// case GL_FIXED:
// {
// GLfixed* arg1 = new GLfixed[data->Length()];
// for (unsigned j = 0; j < data->Length(); j++) {
// Handle<Value> arg(data->Get(Integer::New(j)));
// arg1[j] = (GLfixed)arg->IntegerValue();
// }
// ans = (void *)arg1;
// }
// break;
default: return v8::Undefined();
}
} else {
ans = (void *)args[5]->IntegerValue();
}
glVertexAttribPointer((GLuint)index,
(GLint)size,
(GLenum)type,
(GLboolean)normalized,
(GLsizei)stride,
(const void*)ans);
//should I delete[] ans?
Handle<Object> res(GlesFactory::self_);
return res;
}
Handle<Value> GLESglDrawElementsCallback(const Arguments& args) {
if (args.Length() != 4)
return v8::Undefined();
HandleScope handle_scope;
unsigned int mode = args[0]->Uint32Value();
int count = args[1]->IntegerValue();
unsigned int type = args[2]->Uint32Value();
void* ans;
if(args[3]->IsArray()) {
Handle<Array> data = Handle<Array>::Cast(args[3]);
switch(type) {
case GL_UNSIGNED_SHORT:
{
GLushort* arg1 = new GLushort[data->Length()];
for (unsigned j = 0; j < data->Length(); j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLushort)arg->Uint32Value();
}
ans = (void *)arg1;
}
break;
default: return v8::Undefined();
}
} else {
ans = (void *)args[3]->IntegerValue();
}
glDrawElements((GLenum)mode,
(GLsizei)count,
(GLenum)type,
(const GLvoid*)ans);
//should I delete[] ans?
Handle<Object> res(GlesFactory::self_);
return res;
}
//Accepts GL_UNSIGNED_SHORT and GL_FLOAT as types
//TODO(nico): deal with interleaved data
Handle<Value> GLESglBufferDataCallback(const Arguments& args) {
if (args.Length() != 4 || !args[1]->IsArray())
return v8::Undefined();
unsigned int target = args[0]->Uint32Value();
unsigned int type = args[2]->Uint32Value();
unsigned int usage = args[3]->Uint32Value();
Handle<Array> data = Handle<Array>::Cast(args[1]);
unsigned int len = data->Length();
if (type == GL_FLOAT) {
GLfloat* arg1 = new GLfloat[len];
for (unsigned j = 0; j < len; j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLfloat)arg->NumberValue();
}
glBufferData((GLenum)target,
(GLsizeiptr)(len * sizeof(*arg1)),
(const void*)arg1,
(GLenum)usage);
delete[] arg1;
} else if (type == GL_UNSIGNED_SHORT) {
GLushort* arg1 = new GLushort[len];
for (unsigned j = 0; j < len; j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLushort)arg->Uint32Value();
}
glBufferData((GLenum)target,
(GLsizeiptr)(len * sizeof(*arg1)),
(const void*)arg1,
(GLenum)usage);
delete[] arg1;
}
Handle<Object> res(GlesFactory::self_);
return res;
}
//Accepts GL_UNSIGNED_SHORT and GL_FLOAT as types
//TODO(nico): deal with interleaved data
Handle<Value> GLESglBufferSubDataCallback(const Arguments& args) {
if (args.Length() != 4)
return v8::Undefined();
HandleScope handle_scope;
unsigned int target = args[0]->Uint32Value();
unsigned int offset = args[1]->Uint32Value();
unsigned int type = args[3]->Uint32Value();
void* ans;
if(args[2]->IsArray()) {
Handle<Array> data = Handle<Array>::Cast(args[2]);
unsigned int len = data->Length();
switch(type) {
case GL_FLOAT:
{
GLfloat* arg1 = new GLfloat[len];
for (unsigned j = 0; j < data->Length(); j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLfloat)arg->NumberValue();
}
ans = (void *)arg1;
}
break;
case GL_UNSIGNED_SHORT:
{
GLushort* arg1 = new GLushort[len];
for (unsigned j = 0; j < data->Length(); j++) {
Handle<Value> arg(data->Get(Integer::New(j)));
arg1[j] = (GLushort)arg->Uint32Value();
}
ans = (void *)arg1;
}
break;
default: return v8::Undefined();
}
glBufferSubData((GLenum)target,
(GLintptr)offset,
(GLsizeiptr)len,
(const void*)ans);
//should I delete[] ans?
}
Handle<Object> res(GlesFactory::self_);
return res;
}
Handle<Value> GLESglReadPixelsCallback(const Arguments& args) {
if (args.Length() != 6)
return v8::Undefined();
HandleScope handle_scope;
int x = args[0]->IntegerValue();
int y = args[1]->IntegerValue();
unsigned width = args[2]->Uint32Value();
unsigned height = args[3]->Uint32Value();
unsigned format = args[4]->Uint32Value();
unsigned type = args[5]->Uint32Value();
//TODO(nico): should support other formats also
if(format == GL_RGB && type == GL_UNSIGNED_BYTE) {
unsigned len = width * height * 3;
GLubyte *ans = new GLubyte[len];
glReadPixels((GLint)x,
(GLint)y,
(GLsizei)width,
(GLsizei)height,
(GLenum)format,
(GLenum)type, ans);
Local<Array> res = Array::New(len);
for (unsigned i = 0; i < len; ++i) {
res->Set(Integer::New(i), Integer::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
return v8::Undefined();
}
Handle<Value> GLESglGetActiveAttribCallback(const Arguments& args) {
if (args.Length() != 2)
return v8::Undefined();
HandleScope handle_scope;
unsigned program = args[0]->Uint32Value();
unsigned index = args[1]->Uint32Value();
char name[256];
int length = 0;
int size = 0;
unsigned type = 0;
glGetActiveAttrib((GLuint)program,
(GLuint)index,
(GLsizei)sizeof(name),
(GLsizei*)&length,
(GLint*)&size,
(GLenum*)&type,
(GLchar*)name);
Handle<Object> ans = Object::New();
ans->Set(String::New("type"), Uint32::New(type));
ans->Set(String::New("size"), Integer::New(size));
ans->Set(String::New("name"), String::New(name, length));
return ans;
}
Handle<Value> GLESglGetActiveUniformCallback(const Arguments& args) {
if (args.Length() != 2)
return v8::Undefined();
HandleScope handle_scope;
unsigned program = args[0]->Uint32Value();
unsigned index = args[1]->Uint32Value();
char name[256];
int length = 0;
int size = 0;
unsigned type = 0;
glGetActiveUniform((GLuint)program,
(GLuint)index,
(GLsizei)sizeof(name),
(GLsizei*)&length,
(GLint*)&size,
(GLenum*)&type,
(GLchar*)name);
// Create a template for the answer object that'll hold
// type/size/name as properties
Handle<Object> ans = Object::New();
ans->Set(String::New("type"), Uint32::New(type));
ans->Set(String::New("size"), Integer::New(size));
ans->Set(String::New("name"), String::New(name));
return ans;
}
Handle<Value> GLESglGetAttachedShadersCallback(const Arguments& args) {
if (args.Length() != 1)
return v8::Undefined();
HandleScope handle_scope;
unsigned program = args[0]->Uint32Value();
int maxcount = 500;
int count = 0;
unsigned* shaders = new unsigned[maxcount];
glGetAttachedShaders((GLuint)program,
(GLsizei)maxcount,
(GLsizei*)&count,
(GLuint*)shaders);
Local<Array> res = Array::New(count);
for (int i = 0; i < count; ++i) {
res->Set(Integer::New(i), Uint32::New(shaders[i]));
}
delete[] shaders;
return handle_scope.Close(res);
}
Handle<Value> GLESglGetBufferParameterivCallback(const Arguments& args) {
//if less that nbr of formal parameters then do nothing
if (args.Length() < 2) return v8::Undefined();
//define handle scope
HandleScope handle_scope;
//get arguments
unsigned target = args[0]->IntegerValue();
unsigned pname = args[1]->IntegerValue();
int ans = 0;
//TODO(nico): does this return an array or just GLint?
glGetBufferParameteriv((GLenum)target,
(GLenum)pname,
(GLint*)&ans);
return handle_scope.Close(Integer::New(ans));
}
//GetBooleanv, GetIntegerv, GetString, GetFloatv, GetDoublev should map here.
Handle<Value> GLESglGetParameterCallback(const Arguments& args) {
//if less that nbr of formal parameters then do nothing
if (args.Length() < 1) return v8::Undefined();
//define handle scope
HandleScope handle_scope;
//get arguments
unsigned pname = args[0]->Uint32Value();
switch(pname) {
//return 1 int value
case GL_ALPHA_TEST_FUNC:
case GL_ACCUM_ALPHA_BITS:
case GL_ACCUM_BLUE_BITS:
case GL_ACCUM_GREEN_BITS:
case GL_ACCUM_RED_BITS:
case GL_ALPHA_BITS:
case GL_ATTRIB_STACK_DEPTH:
case GL_AUX_BUFFERS:
case GL_BLEND_DST:
case GL_BLEND_EQUATION_EXT:
case GL_BLEND_SRC:
case GL_BLUE_BITS:
case GL_SUBPIXEL_BITS:
case GL_CLIENT_ATTRIB_STACK_DEPTH:
case GL_COLOR_ARRAY_SIZE:
case GL_COLOR_ARRAY_STRIDE:
case GL_COLOR_ARRAY_TYPE:
case GL_COLOR_MATERIAL_FACE:
case GL_COLOR_MATERIAL_PARAMETER:
case GL_CULL_FACE_MODE:
case GL_DEPTH_BITS:
case GL_DEPTH_FUNC:
case GL_DRAW_BUFFER:
case GL_EDGE_FLAG_ARRAY_STRIDE:
case GL_FOG_HINT:
case GL_FOG_MODE:
case GL_FRONT_FACE:
case GL_GREEN_BITS:
case GL_INDEX_ARRAY_STRIDE:
case GL_INDEX_ARRAY_TYPE:
case GL_INDEX_BITS:
case GL_INDEX_WRITEMASK:
case GL_LINE_SMOOTH_HINT:
case GL_LINE_STIPPLE_PATTERN:
case GL_LINE_STIPPLE_REPEAT:
case GL_LIST_BASE:
case GL_LIST_INDEX: //name of the display list
case GL_LIST_MODE:
case GL_LOGIC_OP_MODE:
case GL_MAP1_GRID_SEGMENTS:
case GL_MATRIX_MODE:
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
case GL_MAX_ATTRIB_STACK_DEPTH:
case GL_MAX_CLIP_PLANES:
case GL_MAX_EVAL_ORDER:
case GL_MAX_LIGHTS:
case GL_MAX_LIST_NESTING:
case GL_MAX_MODELVIEW_STACK_DEPTH:
case GL_MAX_NAME_STACK_DEPTH:
case GL_MAX_PIXEL_MAP_TABLE:
case GL_MAX_PROJECTION_STACK_DEPTH:
case GL_MAX_TEXTURE_SIZE:
case GL_MAX_TEXTURE_STACK_DEPTH:
case GL_MODELVIEW_STACK_DEPTH:
case GL_NAME_STACK_DEPTH:
case GL_NORMAL_ARRAY_STRIDE:
case GL_NORMAL_ARRAY_TYPE:
case GL_PACK_ALIGNMENT:
case GL_PACK_ROW_LENGTH:
case GL_PACK_SKIP_PIXELS:
case GL_PACK_SKIP_ROWS:
case GL_PERSPECTIVE_CORRECTION_HINT:
case GL_PIXEL_MAP_A_TO_A_SIZE:
case GL_PIXEL_MAP_B_TO_B_SIZE:
case GL_PIXEL_MAP_G_TO_G_SIZE:
case GL_PIXEL_MAP_I_TO_A_SIZE:
case GL_PIXEL_MAP_I_TO_B_SIZE:
case GL_PIXEL_MAP_I_TO_G_SIZE:
case GL_PIXEL_MAP_I_TO_I_SIZE:
case GL_PIXEL_MAP_I_TO_R_SIZE:
case GL_PIXEL_MAP_R_TO_R_SIZE:
case GL_PIXEL_MAP_S_TO_S_SIZE:
case GL_POINT_SMOOTH_HINT:
case GL_POLYGON_SMOOTH_HINT:
case GL_PROJECTION_STACK_DEPTH:
case GL_RED_BITS:
case GL_RENDER_MODE:
case GL_SHADE_MODEL:
case GL_STENCIL_BITS:
case GL_STENCIL_CLEAR_VALUE:
case GL_STENCIL_FAIL:
case GL_STENCIL_FUNC:
case GL_STENCIL_PASS_DEPTH_FAIL:
case GL_STENCIL_PASS_DEPTH_PASS:
case GL_STENCIL_REF:
case GL_STENCIL_VALUE_MASK:
case GL_STENCIL_WRITEMASK:
// case GL_TEXTURE_1D_BINDING:
// case GL_TEXTURE_2D_BINDING:
case GL_TEXTURE_COORD_ARRAY_SIZE:
case GL_TEXTURE_COORD_ARRAY_STRIDE:
case GL_TEXTURE_COORD_ARRAY_TYPE:
case GL_TEXTURE_STACK_DEPTH:
case GL_UNPACK_ALIGNMENT:
case GL_UNPACK_ROW_LENGTH:
case GL_UNPACK_SKIP_PIXELS:
case GL_UNPACK_SKIP_ROWS:
case GL_VERTEX_ARRAY_SIZE:
case GL_VERTEX_ARRAY_STRIDE:
case GL_VERTEX_ARRAY_TYPE:
{
int ans = 0;
glGetIntegerv((GLenum)pname, (GLint*)&ans);
return handle_scope.Close(Integer::New(ans));
}
//2 values int
case GL_LINE_WIDTH_RANGE:
case GL_MAP2_GRID_SEGMENTS:
case GL_MAX_VIEWPORT_DIMS:
case GL_POLYGON_MODE:
{
int* ans = new int[2];
glGetIntegerv((GLenum)pname, ans);
Local<Array> res = Array::New(2);
for (int i = 0; i < 2; ++i) {
res->Set(Integer::New(i), Integer::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//4 values int
case GL_SCISSOR_BOX:
case GL_VIEWPORT:
{
int* ans = new int[4];
glGetIntegerv((GLenum)pname, ans);
Local<Array> res = Array::New(4);
for (int i = 0; i < 4; ++i) {
res->Set(Integer::New(i), Integer::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//1 value boolean
case GL_ALPHA_TEST:
case GL_AUTO_NORMAL:
case GL_BLEND:
case GL_DEPTH_TEST:
// case GL_CLIP_PLANEi:
case GL_COLOR_ARRAY:
case GL_COLOR_LOGIC_OP:
case GL_COLOR_MATERIAL:
case GL_CULL_FACE:
case GL_CURRENT_RASTER_POSITION_VALID:
case GL_DEPTH_WRITEMASK:
case GL_DITHER:
case GL_DOUBLEBUFFER:
case GL_EDGE_FLAG:
case GL_EDGE_FLAG_ARRAY:
case GL_FOG:
case GL_INDEX_ARRAY:
case GL_INDEX_LOGIC_OP:
case GL_INDEX_MODE:
// case GL_LIGHTi:
case GL_LIGHTING:
case GL_LIGHT_MODEL_LOCAL_VIEWER:
case GL_LIGHT_MODEL_TWO_SIDE:
case GL_LINE_SMOOTH:
case GL_LINE_STIPPLE:
case GL_MAP1_COLOR_4:
case GL_MAP1_INDEX:
case GL_MAP1_NORMAL:
case GL_MAP1_TEXTURE_COORD_1:
case GL_MAP1_TEXTURE_COORD_2:
case GL_MAP1_TEXTURE_COORD_3:
case GL_MAP1_TEXTURE_COORD_4:
case GL_MAP1_VERTEX_3:
case GL_MAP1_VERTEX_4:
case GL_MAP2_COLOR_4:
case GL_MAP2_INDEX:
case GL_MAP2_NORMAL:
case GL_MAP2_TEXTURE_COORD_1:
case GL_MAP2_TEXTURE_COORD_2:
case GL_MAP2_TEXTURE_COORD_3:
case GL_MAP2_TEXTURE_COORD_4:
case GL_MAP2_VERTEX_3:
case GL_MAP2_VERTEX_4:
case GL_MAP_COLOR:
case GL_MAP_STENCIL:
case GL_NORMAL_ARRAY:
case GL_NORMALIZE:
case GL_PACK_LSB_FIRST:
case GL_PACK_SWAP_BYTES:
case GL_POINT_SMOOTH:
case GL_POLYGON_OFFSET_FILL:
case GL_POLYGON_OFFSET_LINE:
case GL_POLYGON_OFFSET_POINT:
case GL_POLYGON_SMOOTH:
case GL_POLYGON_STIPPLE:
case GL_READ_BUFFER:
case GL_RGBA_MODE:
case GL_SCISSOR_TEST:
case GL_STENCIL_TEST:
case GL_STEREO:
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_COORD_ARRAY:
case GL_TEXTURE_GEN_Q:
case GL_TEXTURE_GEN_R:
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_T:
case GL_UNPACK_LSB_FIRST:
case GL_VERTEX_ARRAY:
case GL_UNPACK_SWAP_BYTES:
{
GLboolean ans = 0;
glGetBooleanv((GLenum)pname, &ans);
return handle_scope.Close(Boolean::New(ans != GL_FALSE));
}
//1 value float
case GL_ALPHA_BIAS:
case GL_ALPHA_SCALE:
case GL_BLUE_BIAS:
case GL_BLUE_SCALE:
case GL_RED_BIAS:
case GL_RED_SCALE:
case GL_GREEN_BIAS:
case GL_GREEN_SCALE:
case GL_DEPTH_BIAS:
case GL_DEPTH_SCALE:
case GL_ALPHA_TEST_REF:
case GL_ZOOM_X:
case GL_ZOOM_Y:
case GL_CURRENT_INDEX:
case GL_CURRENT_RASTER_DISTANCE:
case GL_CURRENT_RASTER_INDEX:
case GL_DEPTH_CLEAR_VALUE:
case GL_FOG_DENSITY:
case GL_FOG_END:
case GL_FOG_INDEX:
case GL_FOG_START:
case GL_INDEX_CLEAR_VALUE:
case GL_INDEX_OFFSET:
case GL_INDEX_SHIFT:
case GL_LINE_WIDTH:
case GL_LINE_WIDTH_GRANULARITY:
case GL_POINT_SIZE:
case GL_POINT_SIZE_GRANULARITY:
{
float ans = 0.0f;
glGetFloatv((GLenum)pname, &ans);
return handle_scope.Close(Number::New(ans));
}
//4 values float
case GL_BLEND_COLOR_EXT:
case GL_ACCUM_CLEAR_VALUE:
case GL_COLOR_CLEAR_VALUE:
case GL_CURRENT_COLOR:
case GL_CURRENT_RASTER_COLOR:
case GL_CURRENT_RASTER_POSITION:
case GL_CURRENT_RASTER_TEXTURE_COORDS:
case GL_CURRENT_TEXTURE_COORDS:
case GL_FOG_COLOR:
case GL_LIGHT_MODEL_AMBIENT:
case GL_MAP2_GRID_DOMAIN:
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
{
float* ans = new float[4];
glGetFloatv((GLenum)pname, ans);
Local<Array> res = Array::New(4);
for (int i = 0; i < 4; ++i) {
res->Set(Integer::New(i), Number::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//3 values float
case GL_CURRENT_NORMAL:
{
float* ans = new float[3];
glGetFloatv((GLenum)pname, ans);
Local<Array> res = Array::New(3);
for (int i = 0; i < 3; ++i) {
res->Set(Integer::New(i), Number::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//2 values float
case GL_DEPTH_RANGE:
case GL_MAP1_GRID_DOMAIN:
case GL_POINT_SIZE_RANGE:
{
float* ans = new float[2];
glGetFloatv((GLenum)pname, ans);
Local<Array> res = Array::New(2);
for (int i = 0; i < 2; ++i) {
res->Set(Integer::New(i), Number::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//16 values float
case GL_MODELVIEW_MATRIX:
case GL_PROJECTION_MATRIX:
case GL_TEXTURE_MATRIX:
{
float* ans = new float[16];
glGetFloatv((GLenum)pname, ans);
Local<Array> res = Array::New(16);
for (int i = 0; i < 16; ++i) {
res->Set(Integer::New(i), Number::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//4 values boolean
case GL_COLOR_WRITEMASK:
{
GLboolean* ans = new GLboolean[4];
glGetBooleanv((GLenum)pname, ans);
Local<Array> res = Array::New(4);
for (int i = 0; i < 4; ++i) {
res->Set(Integer::New(i), Boolean::New(ans[i] != GL_FALSE));
}
delete[] ans;
return handle_scope.Close(res);
}
}
return v8::Undefined();
}
Handle<Value> GLESglGetProgramivCallback(const Arguments& args) {
//if less that nbr of formal parameters then do nothing
if (args.Length() != 2) return v8::Undefined();
//define handle scope
HandleScope handle_scope;
//get arguments
unsigned program = args[0]->Uint32Value();
unsigned pname = args[1]->Uint32Value();
int ans;
//TODO(nico): I haven't seen any case where this function might return
//an array.
glGetProgramiv((GLuint)program, (GLenum)pname, (GLint*) &ans);
return handle_scope.Close(Integer::New(ans));
}
Handle<Value> GLESglGetProgramInfoLogCallback(const Arguments& args) {
if (args.Length() != 1) return v8::Undefined();
//define handle scope
HandleScope handle_scope;
//get arguments
unsigned program = args[0]->Uint32Value();
//query string length
int len = 0;
glGetProgramiv((GLuint)program, GL_INFO_LOG_LENGTH, &len);
char* log = new char[len];
glGetProgramInfoLog((GLuint)program, (GLsizei)len, NULL, log);
return handle_scope.Close(String::New(log));
}
Handle<Value> GLESglGetTexParameterCallback(const Arguments& args) {
if (args.Length() != 2) return v8::Undefined();
//define handle scope
HandleScope handle_scope;
//get arguments
unsigned target = args[0]->Uint32Value();
unsigned pname = args[1]->Uint32Value();
switch(pname) {
//1 int
case GL_TEXTURE_MAG_FILTER:
case GL_TEXTURE_MIN_FILTER:
case GL_TEXTURE_WRAP_S:
case GL_TEXTURE_WRAP_T:
{
int ans = 0;
glTexParameteriv((GLenum)target, (GLenum)pname, (GLint*) &ans);
return handle_scope.Close(Integer::New(ans));
}
//4 floats
case GL_TEXTURE_BORDER_COLOR:
{
float* ans = new float[4];
glTexParameterfv((GLenum)target, (GLenum)pname, (GLfloat*) ans);
Local<Array> res = Array::New(4);
for (int i = 0; i < 4; ++i) {
res->Set(Integer::New(i), Number::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
//1 float
case GL_TEXTURE_PRIORITY:
{
float ans = 0;
glTexParameterfv((GLenum)target, (GLenum)pname, (GLfloat*) &ans);
return handle_scope.Close(Number::New(ans));
}
//1 boolean
case GL_TEXTURE_RESIDENT:
{
int ans = 0;
glTexParameteriv((GLenum)target, (GLenum)pname, (GLint*) &ans);
return handle_scope.Close(Boolean::New(ans != GL_FALSE));
}
}
return v8::Undefined();
}
Handle<Value> GLESglGetVertexAttribCallback(const Arguments& args) {
if (args.Length() != 2) return v8::Undefined();
//define handle scope
HandleScope handle_scope;
//get arguments
unsigned index = args[0]->Uint32Value();
unsigned pname = args[1]->Uint32Value();
switch(pname) {
//1 int value
case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
case GL_VERTEX_ATTRIB_ARRAY_SIZE:
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
{
GLint ans = 0;
glGetVertexAttribiv((GLuint)index, (GLenum)pname, &ans);
return handle_scope.Close(Integer::New(ans));
}
//1 boolean value
case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
{
GLint ans = 0;
glGetVertexAttribiv((GLuint)index, (GLenum)pname, &ans);
return handle_scope.Close(Boolean::New(ans != GL_FALSE));
}
//4 float values
case GL_CURRENT_VERTEX_ATTRIB: //(?)
{
GLfloat* ans = new GLfloat[4];
glGetVertexAttribfv((GLuint)index, (GLenum)pname, ans);
Local<Array> res = Array::New(4);
for (int i = 0; i < 4; ++i) {
res->Set(Integer::New(i), Integer::New(ans[i]));
}
delete[] ans;
return handle_scope.Close(res);
}
}
return v8::Undefined();
}
Handle<Value> GLESglTexImage2DCallback(const Arguments& args) {