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use gl; #[repr(u32)] #[derive(Clone, Copy)] pub enum GLTarget { ArrayBuffer = gl::ARRAY_BUFFER, ElementArrayBuffer = gl::ELEMENT_ARRAY_BUFFER, } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLUsage { StaticDraw = gl::STATIC_DRAW, } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLType { Float = gl::FLOAT, UByte = gl::UNSIGNED_BYTE, UShort = gl::UNSIGNED_SHORT, UInt = gl::UNSIGNED_INT, } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLClearMask { ColorBufferBit = gl::COLOR_BUFFER_BIT, DepthBufferBit = gl::DEPTH_BUFFER_BIT, StencilBufferBit = gl::STENCIL_BUFFER_BIT, } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLPrimitive { Triangles = gl::TRIANGLES, } pub type GLMode = GLPrimitive; #[repr(u32)] #[derive(Clone, Copy)] pub enum GLShaderType { Vertex = gl::VERTEX_SHADER, Fragment = gl::FRAGMENT_SHADER, } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLShaderInfoParam { 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 GLTexTarget { _2D = gl::TEXTURE_2D, CubeMap = gl::TEXTURE_CUBE_MAP } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLTexFormat { RGB = gl::RGB, RGBA = gl::RGBA, } #[repr(u32)] #[derive(Clone, Copy)] pub enum GLTexParamName { 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 GLTexParam { 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 }