// Generated by Haxe 4.0.5 #ifndef INCLUDED_openfl_display3D_Context3D #define INCLUDED_openfl_display3D_Context3D #ifndef HXCPP_H #include #endif #ifndef INCLUDED_openfl_events_EventDispatcher #include #endif HX_DECLARE_CLASS1(haxe,IMap) HX_DECLARE_CLASS2(haxe,ds,StringMap) HX_DECLARE_CLASS2(haxe,io,Bytes) HX_DECLARE_CLASS4(lime,_internal,backend,native,NativeOpenGLRenderContext) HX_DECLARE_CLASS2(lime,app,IModule) HX_DECLARE_CLASS2(lime,graphics,RenderContext) HX_DECLARE_CLASS3(lime,graphics,opengl,GLObject) HX_DECLARE_CLASS2(lime,utils,ArrayBufferView) HX_DECLARE_CLASS2(openfl,_Vector,FloatVector) HX_DECLARE_CLASS2(openfl,_Vector,IVector) HX_DECLARE_CLASS2(openfl,display,BitmapData) HX_DECLARE_CLASS2(openfl,display,DisplayObject) HX_DECLARE_CLASS2(openfl,display,DisplayObjectContainer) HX_DECLARE_CLASS2(openfl,display,IBitmapDrawable) HX_DECLARE_CLASS2(openfl,display,InteractiveObject) HX_DECLARE_CLASS2(openfl,display,Stage) HX_DECLARE_CLASS2(openfl,display,Stage3D) HX_DECLARE_CLASS2(openfl,display3D,Context3D) HX_DECLARE_CLASS2(openfl,display3D,IndexBuffer3D) HX_DECLARE_CLASS2(openfl,display3D,Program3D) HX_DECLARE_CLASS2(openfl,display3D,VertexBuffer3D) HX_DECLARE_CLASS3(openfl,display3D,_internal,Context3DState) HX_DECLARE_CLASS3(openfl,display3D,textures,CubeTexture) HX_DECLARE_CLASS3(openfl,display3D,textures,RectangleTexture) HX_DECLARE_CLASS3(openfl,display3D,textures,Texture) HX_DECLARE_CLASS3(openfl,display3D,textures,TextureBase) HX_DECLARE_CLASS3(openfl,display3D,textures,VideoTexture) HX_DECLARE_CLASS2(openfl,events,EventDispatcher) HX_DECLARE_CLASS2(openfl,events,IEventDispatcher) HX_DECLARE_CLASS2(openfl,geom,Matrix3D) HX_DECLARE_CLASS2(openfl,geom,Point) HX_DECLARE_CLASS2(openfl,geom,Rectangle) HX_DECLARE_CLASS2(openfl,utils,ByteArrayData) HX_DECLARE_CLASS2(openfl,utils,IDataInput) HX_DECLARE_CLASS2(openfl,utils,IDataOutput) namespace openfl{ namespace display3D{ class HXCPP_CLASS_ATTRIBUTES Context3D_obj : public ::openfl::events::EventDispatcher_obj { public: typedef ::openfl::events::EventDispatcher_obj super; typedef Context3D_obj OBJ_; Context3D_obj(); public: enum { _hx_ClassId = 0x6271873d }; void __construct( ::openfl::display::Stage stage, ::openfl::display3D::_internal::Context3DState contextState, ::openfl::display::Stage3D stage3D); inline void *operator new(size_t inSize, bool inContainer=true,const char *inName="openfl.display3D.Context3D") { return hx::Object::operator new(inSize,inContainer,inName); } inline void *operator new(size_t inSize, int extra) { return hx::Object::operator new(inSize+extra,true,"openfl.display3D.Context3D"); } static hx::ObjectPtr< Context3D_obj > __new( ::openfl::display::Stage stage, ::openfl::display3D::_internal::Context3DState contextState, ::openfl::display::Stage3D stage3D); static hx::ObjectPtr< Context3D_obj > __alloc(hx::Ctx *_hx_ctx, ::openfl::display::Stage stage, ::openfl::display3D::_internal::Context3DState contextState, ::openfl::display::Stage3D stage3D); static void * _hx_vtable; static Dynamic __CreateEmpty(); static Dynamic __Create(hx::DynamicArray inArgs); //~Context3D_obj(); HX_DO_RTTI_ALL; hx::Val __Field(const ::String &inString, hx::PropertyAccess inCallProp); static bool __GetStatic(const ::String &inString, Dynamic &outValue, hx::PropertyAccess inCallProp); hx::Val __SetField(const ::String &inString,const hx::Val &inValue, hx::PropertyAccess inCallProp); static bool __SetStatic(const ::String &inString, Dynamic &ioValue, hx::PropertyAccess inCallProp); void __GetFields(Array< ::String> &outFields); static void __register(); void __Mark(HX_MARK_PARAMS); void __Visit(HX_VISIT_PARAMS); bool _hx_isInstanceOf(int inClassId); ::String __ToString() const { return HX_("Context3D",40,3c,cf,b8); } static void __boot(); static bool supportsVideoTexture; static ::String _hx___driverInfo; static int _hx___glDepthStencil; static int _hx___glMaxTextureMaxAnisotropy; static int _hx___glMaxViewportDims; static int _hx___glMemoryCurrentAvailable; static int _hx___glMemoryTotalAvailable; static int _hx___glTextureMaxAnisotropy; int backBufferHeight; int backBufferWidth; ::String driverInfo; int maxBackBufferHeight; int maxBackBufferWidth; ::Dynamic profile; ::lime::_internal::backend::native::NativeOpenGLRenderContext gl; int _hx___backBufferAntiAlias; ::openfl::display3D::textures::RectangleTexture _hx___backBufferTexture; bool _hx___backBufferWantsBestResolution; bool _hx___backBufferWantsBestResolutionOnBrowserZoom; bool _hx___cleared; ::lime::graphics::RenderContext _hx___context; ::openfl::display3D::_internal::Context3DState _hx___contextState; ::openfl::display3D::Program3D _hx___renderStage3DProgram; bool _hx___enableErrorChecking; ::lime::utils::ArrayBufferView _hx___fragmentConstants; ::openfl::display3D::textures::RectangleTexture _hx___frontBufferTexture; ::lime::utils::ArrayBufferView _hx___positionScale; bool _hx___present; ::haxe::ds::StringMap _hx___programs; ::openfl::display3D::IndexBuffer3D _hx___quadIndexBuffer; int _hx___quadIndexBufferCount; int _hx___quadIndexBufferElements; ::openfl::display::Stage _hx___stage; ::openfl::display::Stage3D _hx___stage3D; ::openfl::display3D::_internal::Context3DState _hx___state; ::lime::utils::ArrayBufferView _hx___vertexConstants; void clear(hx::Null< Float > red,hx::Null< Float > green,hx::Null< Float > blue,hx::Null< Float > alpha,hx::Null< Float > depth,hx::Null< int > stencil,hx::Null< int > mask); ::Dynamic clear_dyn(); void configureBackBuffer(int width,int height,int antiAlias,hx::Null< bool > enableDepthAndStencil,hx::Null< bool > wantsBestResolution,hx::Null< bool > wantsBestResolutionOnBrowserZoom); ::Dynamic configureBackBuffer_dyn(); ::openfl::display3D::textures::CubeTexture createCubeTexture(int size, ::Dynamic format,bool optimizeForRenderToTexture,hx::Null< int > streamingLevels); ::Dynamic createCubeTexture_dyn(); ::openfl::display3D::IndexBuffer3D createIndexBuffer(int numIndices, ::Dynamic bufferUsage); ::Dynamic createIndexBuffer_dyn(); ::openfl::display3D::Program3D createProgram( ::Dynamic format); ::Dynamic createProgram_dyn(); ::openfl::display3D::textures::RectangleTexture createRectangleTexture(int width,int height, ::Dynamic format,bool optimizeForRenderToTexture); ::Dynamic createRectangleTexture_dyn(); ::openfl::display3D::textures::Texture createTexture(int width,int height, ::Dynamic format,bool optimizeForRenderToTexture,hx::Null< int > streamingLevels); ::Dynamic createTexture_dyn(); ::openfl::display3D::VertexBuffer3D createVertexBuffer(int numVertices,int data32PerVertex, ::Dynamic bufferUsage); ::Dynamic createVertexBuffer_dyn(); ::openfl::display3D::textures::VideoTexture createVideoTexture(); ::Dynamic createVideoTexture_dyn(); void dispose(hx::Null< bool > recreate); ::Dynamic dispose_dyn(); void drawToBitmapData( ::openfl::display::BitmapData destination, ::openfl::geom::Rectangle srcRect, ::openfl::geom::Point destPoint); ::Dynamic drawToBitmapData_dyn(); void drawTriangles( ::openfl::display3D::IndexBuffer3D indexBuffer,hx::Null< int > firstIndex,hx::Null< int > numTriangles); ::Dynamic drawTriangles_dyn(); void present(); ::Dynamic present_dyn(); void setBlendFactors( ::Dynamic sourceFactor, ::Dynamic destinationFactor); ::Dynamic setBlendFactors_dyn(); void setBlendFactorsSeparate( ::Dynamic sourceRGBFactor, ::Dynamic destinationRGBFactor, ::Dynamic sourceAlphaFactor, ::Dynamic destinationAlphaFactor); ::Dynamic setBlendFactorsSeparate_dyn(); void setColorMask(bool red,bool green,bool blue,bool alpha); ::Dynamic setColorMask_dyn(); void setCulling( ::Dynamic triangleFaceToCull); ::Dynamic setCulling_dyn(); void setDepthTest(bool depthMask, ::Dynamic passCompareMode); ::Dynamic setDepthTest_dyn(); void setProgram( ::openfl::display3D::Program3D program); ::Dynamic setProgram_dyn(); void setProgramConstantsFromByteArray( ::Dynamic programType,int firstRegister,int numRegisters, ::openfl::utils::ByteArrayData data,int byteArrayOffset); ::Dynamic setProgramConstantsFromByteArray_dyn(); void setProgramConstantsFromMatrix( ::Dynamic programType,int firstRegister, ::openfl::geom::Matrix3D matrix,hx::Null< bool > transposedMatrix); ::Dynamic setProgramConstantsFromMatrix_dyn(); void setProgramConstantsFromVector( ::Dynamic programType,int firstRegister, ::openfl::_Vector::FloatVector data,hx::Null< int > numRegisters); ::Dynamic setProgramConstantsFromVector_dyn(); void setRenderToBackBuffer(); ::Dynamic setRenderToBackBuffer_dyn(); void setRenderToTexture( ::openfl::display3D::textures::TextureBase texture,hx::Null< bool > enableDepthAndStencil,hx::Null< int > antiAlias,hx::Null< int > surfaceSelector); ::Dynamic setRenderToTexture_dyn(); void setSamplerStateAt(int sampler, ::Dynamic wrap, ::Dynamic filter, ::Dynamic mipfilter); ::Dynamic setSamplerStateAt_dyn(); void setScissorRectangle( ::openfl::geom::Rectangle rectangle); ::Dynamic setScissorRectangle_dyn(); void setStencilActions( ::Dynamic triangleFace, ::Dynamic compareMode, ::Dynamic actionOnBothPass, ::Dynamic actionOnDepthFail, ::Dynamic actionOnDepthPassStencilFail); ::Dynamic setStencilActions_dyn(); void setStencilReferenceValue(int referenceValue,hx::Null< int > readMask,hx::Null< int > writeMask); ::Dynamic setStencilReferenceValue_dyn(); void setTextureAt(int sampler, ::openfl::display3D::textures::TextureBase texture); ::Dynamic setTextureAt_dyn(); void setVertexBufferAt(int index, ::openfl::display3D::VertexBuffer3D buffer,hx::Null< int > bufferOffset, ::Dynamic format); ::Dynamic setVertexBufferAt_dyn(); void _hx___bindGLArrayBuffer( ::lime::graphics::opengl::GLObject buffer); ::Dynamic _hx___bindGLArrayBuffer_dyn(); void _hx___bindGLElementArrayBuffer( ::lime::graphics::opengl::GLObject buffer); ::Dynamic _hx___bindGLElementArrayBuffer_dyn(); void _hx___bindGLFramebuffer( ::lime::graphics::opengl::GLObject framebuffer); ::Dynamic _hx___bindGLFramebuffer_dyn(); void _hx___bindGLTexture2D( ::lime::graphics::opengl::GLObject texture); ::Dynamic _hx___bindGLTexture2D_dyn(); void _hx___bindGLTextureCubeMap( ::lime::graphics::opengl::GLObject texture); ::Dynamic _hx___bindGLTextureCubeMap_dyn(); void _hx___dispose(); ::Dynamic _hx___dispose_dyn(); void _hx___drawTriangles(hx::Null< int > firstIndex,int count); ::Dynamic _hx___drawTriangles_dyn(); void _hx___flushGL(); ::Dynamic _hx___flushGL_dyn(); void _hx___flushGLBlend(); ::Dynamic _hx___flushGLBlend_dyn(); void _hx___flushGLColor(); ::Dynamic _hx___flushGLColor_dyn(); void _hx___flushGLCulling(); ::Dynamic _hx___flushGLCulling_dyn(); void _hx___flushGLDepth(); ::Dynamic _hx___flushGLDepth_dyn(); void _hx___flushGLFramebuffer(); ::Dynamic _hx___flushGLFramebuffer_dyn(); void _hx___flushGLProgram(); ::Dynamic _hx___flushGLProgram_dyn(); void _hx___flushGLScissor(); ::Dynamic _hx___flushGLScissor_dyn(); void _hx___flushGLStencil(); ::Dynamic _hx___flushGLStencil_dyn(); void _hx___flushGLTextures(); ::Dynamic _hx___flushGLTextures_dyn(); void _hx___flushGLViewport(); ::Dynamic _hx___flushGLViewport_dyn(); int _hx___getGLBlend( ::Dynamic blendFactor); ::Dynamic _hx___getGLBlend_dyn(); int _hx___getGLCompareMode( ::Dynamic mode); ::Dynamic _hx___getGLCompareMode_dyn(); int _hx___getGLStencilAction( ::Dynamic action); ::Dynamic _hx___getGLStencilAction_dyn(); int _hx___getGLTriangleFace( ::Dynamic face); ::Dynamic _hx___getGLTriangleFace_dyn(); void _hx___renderStage3D( ::openfl::display::Stage3D stage3D); ::Dynamic _hx___renderStage3D_dyn(); void _hx___setGLBlend(bool enable); ::Dynamic _hx___setGLBlend_dyn(); void _hx___setGLBlendEquation(int value); ::Dynamic _hx___setGLBlendEquation_dyn(); void _hx___setGLCullFace(bool enable); ::Dynamic _hx___setGLCullFace_dyn(); void _hx___setGLDepthTest(bool enable); ::Dynamic _hx___setGLDepthTest_dyn(); void _hx___setGLFrontFace(bool counterClockWise); ::Dynamic _hx___setGLFrontFace_dyn(); void _hx___setGLScissorTest(bool enable); ::Dynamic _hx___setGLScissorTest_dyn(); void _hx___setGLStencilTest(bool enable); ::Dynamic _hx___setGLStencilTest_dyn(); bool get_enableErrorChecking(); ::Dynamic get_enableErrorChecking_dyn(); bool set_enableErrorChecking(bool value); ::Dynamic set_enableErrorChecking_dyn(); int get_totalGPUMemory(); ::Dynamic get_totalGPUMemory_dyn(); }; } // end namespace openfl } // end namespace display3D #endif /* INCLUDED_openfl_display3D_Context3D */