| Index: third_party/go/src/golang.org/x/mobile/gl/types_common.go
|
| diff --git a/third_party/go/src/golang.org/x/mobile/gl/types_common.go b/third_party/go/src/golang.org/x/mobile/gl/types_common.go
|
| deleted file mode 100644
|
| index 1222c3e4ee1e61903a16b1ee00f269ead02e66ce..0000000000000000000000000000000000000000
|
| --- a/third_party/go/src/golang.org/x/mobile/gl/types_common.go
|
| +++ /dev/null
|
| @@ -1,104 +0,0 @@
|
| -// 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
|
| -
|
| -package gl
|
| -
|
| -// This file contains GL Types and their methods that are independent of the
|
| -// "gldebug" build tag.
|
| -
|
| -/*
|
| -#cgo darwin,amd64 LDFLAGS: -framework OpenGL
|
| -#cgo darwin,arm LDFLAGS: -framework OpenGLES
|
| -#cgo linux LDFLAGS: -lGLESv2
|
| -
|
| -#cgo darwin,amd64 CFLAGS: -Dos_darwin_amd64
|
| -#cgo darwin,arm CFLAGS: -Dos_darwin_arm
|
| -#cgo linux CFLAGS: -Dos_linux
|
| -
|
| -#ifdef os_linux
|
| -#include <GLES2/gl2.h>
|
| -#endif
|
| -#ifdef os_darwin_arm
|
| -#include <OpenGLES/ES2/gl.h>
|
| -#endif
|
| -#ifdef os_darwin_amd64
|
| -#include <OpenGL/gl3.h>
|
| -#endif
|
| -
|
| -void blendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { glBlendColor(r, g, b, a); }
|
| -void clearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { glClearColor(r, g, b, a); }
|
| -void clearDepthf(GLfloat d) { glClearDepthf(d); }
|
| -void depthRangef(GLfloat n, GLfloat f) { glDepthRangef(n, f); }
|
| -void sampleCoverage(GLfloat v, GLboolean invert) { glSampleCoverage(v, invert); }
|
| -*/
|
| -import "C"
|
| -import "golang.org/x/mobile/f32"
|
| -
|
| -// WriteAffine writes the contents of an Affine to a 3x3 matrix GL uniform.
|
| -func (u Uniform) WriteAffine(a *f32.Affine) {
|
| - var m [9]float32
|
| - m[0*3+0] = a[0][0]
|
| - m[0*3+1] = a[1][0]
|
| - m[0*3+2] = 0
|
| - m[1*3+0] = a[0][1]
|
| - m[1*3+1] = a[1][1]
|
| - m[1*3+2] = 0
|
| - m[2*3+0] = a[0][2]
|
| - m[2*3+1] = a[1][2]
|
| - m[2*3+2] = 1
|
| - UniformMatrix3fv(u, m[:])
|
| -}
|
| -
|
| -// WriteMat4 writes the contents of a 4x4 matrix to a GL uniform.
|
| -func (u Uniform) WriteMat4(p *f32.Mat4) {
|
| - var m [16]float32
|
| - m[0*4+0] = p[0][0]
|
| - m[0*4+1] = p[1][0]
|
| - m[0*4+2] = p[2][0]
|
| - m[0*4+3] = p[3][0]
|
| - m[1*4+0] = p[0][1]
|
| - m[1*4+1] = p[1][1]
|
| - m[1*4+2] = p[2][1]
|
| - m[1*4+3] = p[3][1]
|
| - m[2*4+0] = p[0][2]
|
| - m[2*4+1] = p[1][2]
|
| - m[2*4+2] = p[2][2]
|
| - m[2*4+3] = p[3][2]
|
| - m[3*4+0] = p[0][3]
|
| - m[3*4+1] = p[1][3]
|
| - m[3*4+2] = p[2][3]
|
| - m[3*4+3] = p[3][3]
|
| - UniformMatrix4fv(u, m[:])
|
| -}
|
| -
|
| -// WriteVec4 writes the contents of a 4-element vector to a GL uniform.
|
| -func (u Uniform) WriteVec4(v *f32.Vec4) {
|
| - Uniform4f(u, v[0], v[1], v[2], v[3])
|
| -}
|
| -
|
| -func glBoolean(b bool) C.GLboolean {
|
| - if b {
|
| - return 0
|
| - }
|
| - return 1
|
| -}
|
| -
|
| -// Desktop OpenGL and the ES 2/3 APIs have a very slight difference
|
| -// that is imperceptible to C programmers: some function parameters
|
| -// use the type Glclampf and some use GLfloat. These two types are
|
| -// equivalent in size and bit layout (both are single-precision
|
| -// floats), but it plays havoc with cgo. We adjust the types by using
|
| -// C wrappers for the problematic functions.
|
| -
|
| -func blendColor(r, g, b, a float32) {
|
| - C.blendColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a))
|
| -}
|
| -func clearColor(r, g, b, a float32) {
|
| - C.clearColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a))
|
| -}
|
| -func clearDepthf(d float32) { C.clearDepthf(C.GLfloat(d)) }
|
| -func depthRangef(n, f float32) { C.depthRangef(C.GLfloat(n), C.GLfloat(f)) }
|
| -func sampleCoverage(v float32, i bool) { C.sampleCoverage(C.GLfloat(v), glBoolean(i)) }
|
|
|