use gl;
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum Target {
ArrayBuffer = gl::ARRAY_BUFFER,
ElementArrayBuffer = gl::ELEMENT_ARRAY_BUFFER,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum Usage {
StaticDraw = gl::STATIC_DRAW,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum Type {
Float = gl::FLOAT,
UByte = gl::UNSIGNED_BYTE,
UShort = gl::UNSIGNED_SHORT,
UInt = gl::UNSIGNED_INT,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum ClearMask {
ColorBufferBit = gl::COLOR_BUFFER_BIT,
DepthBufferBit = gl::DEPTH_BUFFER_BIT,
StencilBufferBit = gl::STENCIL_BUFFER_BIT,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum Primitive {
Triangles = gl::TRIANGLES,
}
pub type Mode = Primitive;
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum ShaderType {
Vertex = gl::VERTEX_SHADER,
Fragment = gl::FRAGMENT_SHADER,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum ShaderInfoParam {
ShaderType = gl::SHADER_TYPE,
DeleteStatus = gl::DELETE_STATUS,
CompileStatus = gl::COMPILE_STATUS,
InfoLogLength = gl::INFO_LOG_LENGTH,
ShaderSourceLength = gl::SHADER_SOURCE_LENGTH,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum TexTarget {
_2D = gl::TEXTURE_2D,
CubeMap = gl::TEXTURE_CUBE_MAP
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum TexFormat {
RGB = gl::RGB,
RGBA = gl::RGBA,
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum TexParamName {
MinFilter = gl::TEXTURE_MIN_FILTER,
MagFilter = gl::TEXTURE_MAG_FILTER,
WrapS = gl::TEXTURE_WRAP_S,
WrapT = gl::TEXTURE_WRAP_T
}
#[repr(u32)]
#[derive(Clone, Copy)]
pub enum TexParam {
Nearest = gl::NEAREST,
Linear = gl::LINEAR,
NearestMipmapNearest = gl::NEAREST_MIPMAP_NEAREST,
LinearMipmapLinear = gl::LINEAR_MIPMAP_LINEAR,
NearestMipmapLinear = gl::NEAREST_MIPMAP_LINEAR,
LinearMipmapNearest = gl::LINEAR_MIPMAP_NEAREST
}