2020-01-23 23:04:46 +03:00
|
|
|
// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
|
2019-06-23 05:21:30 +03:00
|
|
|
// Use of this source code is governed by an MIT license
|
|
|
|
// that can be found in the LICENSE file.
|
|
|
|
|
2019-06-22 22:24:49 +03:00
|
|
|
module gl
|
|
|
|
|
2020-05-10 17:49:29 +03:00
|
|
|
import glm
|
|
|
|
|
2019-07-10 14:27:35 +03:00
|
|
|
#flag -I @VROOT/thirdparty/glad
|
2019-06-22 22:27:59 +03:00
|
|
|
#include "glad.h"
|
2019-08-23 00:00:31 +03:00
|
|
|
#flag @VROOT/thirdparty/glad/glad.o
|
2019-06-23 14:17:33 +03:00
|
|
|
|
2020-05-10 17:49:29 +03:00
|
|
|
|
2019-09-23 13:42:20 +03:00
|
|
|
// joe-c: fix & remove
|
2020-01-21 20:47:52 +03:00
|
|
|
pub enum TmpGlImportHack{ non_empty }
|
2019-09-23 13:42:20 +03:00
|
|
|
|
2020-04-16 12:37:59 +03:00
|
|
|
fn C.gladLoadGL() int
|
|
|
|
|
2020-04-02 02:45:22 +03:00
|
|
|
fn C.glDisable()
|
|
|
|
fn C.glEnable()
|
|
|
|
fn C.glScissor()
|
|
|
|
fn C.glVertexAttribPointer()
|
|
|
|
fn C.glGenBuffers()
|
|
|
|
fn C.glEnableVertexAttribArray()
|
2020-05-20 16:24:37 +03:00
|
|
|
fn C.glDisableVertexAttribArray()
|
2020-04-02 02:45:22 +03:00
|
|
|
fn C.glGenVertexArrays()
|
|
|
|
fn C.glDrawElements()
|
|
|
|
fn C.glUseProgram()
|
2020-05-20 16:24:37 +03:00
|
|
|
fn C.glValidateProgram()
|
2020-04-02 02:45:22 +03:00
|
|
|
fn C.glDrawArrays()
|
|
|
|
fn C.glBufferData()
|
|
|
|
fn C.glGenerateMipmap()
|
|
|
|
fn C.glTexParameteri()
|
|
|
|
fn C.glDeleteTextures()
|
|
|
|
fn C.glBindTexture()
|
|
|
|
fn C.glActiveTexture()
|
|
|
|
fn C.glGenTextures()
|
|
|
|
fn C.glBindBuffer()
|
|
|
|
fn C.glBindVertexArray()
|
|
|
|
fn C.glGetProgramInfoLog()
|
|
|
|
fn C.glGetShaderInfoLog()
|
|
|
|
fn C.glDeleteShader()
|
|
|
|
fn C.glGetProgramiv()
|
|
|
|
fn C.glLinkProgram()
|
|
|
|
fn C.glAttachShader()
|
2020-05-20 16:24:37 +03:00
|
|
|
fn C.glDetachShader()
|
2020-04-02 02:45:22 +03:00
|
|
|
fn C.glGetShaderiv()
|
|
|
|
fn C.glCompileShader()
|
|
|
|
fn C.glShaderSource()
|
2020-04-04 13:56:31 +03:00
|
|
|
fn C.glCreateProgram() int
|
2020-05-20 16:24:37 +03:00
|
|
|
fn C.glDeleteProgram()
|
2020-04-02 02:45:22 +03:00
|
|
|
fn C.glClear()
|
2020-04-04 13:56:31 +03:00
|
|
|
fn C.glCreateShader() int
|
2020-04-02 02:45:22 +03:00
|
|
|
fn C.glClearColor()
|
|
|
|
fn C.glViewport()
|
|
|
|
fn C.glTexImage2D()
|
|
|
|
fn C.glPixelStorei()
|
|
|
|
fn C.glBlendFunc()
|
2020-04-02 03:02:12 +03:00
|
|
|
fn C.glPolygonMode()
|
|
|
|
fn C.glDeleteBuffers()
|
2020-05-20 16:24:37 +03:00
|
|
|
fn C.glDeleteVertexArrays()
|
2020-05-10 17:49:29 +03:00
|
|
|
fn C.glGetUniformLocation() int
|
|
|
|
fn C.glGetAttribLocation() int
|
2020-05-20 16:24:37 +03:00
|
|
|
fn C.glBindAttribLocation()
|
2020-04-02 02:45:22 +03:00
|
|
|
|
2020-05-21 16:13:02 +03:00
|
|
|
fn C.glUniform1f()
|
|
|
|
|
2020-04-02 02:45:22 +03:00
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// init_glad initializes glad, which is needed to use other functions.
|
2019-06-26 18:49:50 +03:00
|
|
|
pub fn init_glad() {
|
2019-06-22 22:27:59 +03:00
|
|
|
ok := C.gladLoadGL()
|
2020-04-16 12:37:59 +03:00
|
|
|
if ok == 0 {
|
2019-06-23 11:41:42 +03:00
|
|
|
println('Failed to initialize glad OpenGL context')
|
|
|
|
exit(1)
|
2019-06-22 22:27:59 +03:00
|
|
|
}
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// viewport declares the area, which should be rendered in the window.
|
|
|
|
// Should be used on resizing the window.
|
|
|
|
pub fn viewport(x, y, width, height int) {
|
|
|
|
C.glViewport(x, y, width, height)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// clear_color sets the color, which will be the background, where you can draw.
|
|
|
|
// Need only set once.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn clear_color(r, g, b, a int) {
|
2019-06-28 14:49:27 +03:00
|
|
|
C.glClearColor(f32(r)/255.0, f32(g)/255.0, f32(b)/255.0, f32(a)/255.0)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// clear clears the bits of the last frame (ColorBufferBit, DepthBufferBit, StencilBufferBit) to store new data.
|
|
|
|
// Should be done every frame.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn clear() {
|
2019-08-23 00:00:31 +03:00
|
|
|
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// create_shader creates a shader in OpenGL and returns the id.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn create_shader(typ int) int {
|
|
|
|
return C.glCreateShader(typ)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// Create a program in OpenGL and returns the id.
|
|
|
|
// A shader can be attached to a program, which is required to use them.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn create_program() int {
|
|
|
|
return C.glCreateProgram()
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// Delete a program by id.
|
|
|
|
// Cleanup method, should be used after the main game loop
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn delete_program(program int) {
|
|
|
|
C.glDeleteProgram(program)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// shader_source attaches source code to the shader via the shaderID.
|
|
|
|
// Could be also used to load multiple sources into a shader.
|
|
|
|
// To just add one source code to one shader use: `gl.shader_source(shader, 1, src, 0)`
|
|
|
|
pub fn shader_source(shader, count int, source string, length int) {
|
|
|
|
C.glShaderSource(shader, count, &source.str, length)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// compile_shader compiles the shader's source code.
|
|
|
|
// OpenGL compiles the source code at runtime.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn compile_shader(shader int) {
|
|
|
|
C.glCompileShader(shader)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// shader_compile_status returns the compile status of the shader compilation.
|
|
|
|
// Can be used to check the compilation and see for errors in the shader code via `gl.shader_info_log()`
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn shader_compile_status(shader int) int {
|
|
|
|
success := 0
|
2019-08-23 00:00:31 +03:00
|
|
|
C.glGetShaderiv(shader, C.GL_COMPILE_STATUS, &success)
|
2019-06-22 22:24:49 +03:00
|
|
|
return success
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// attach_shader attaches a shader to a program.
|
|
|
|
// Required for drawing things on the screen
|
2019-06-26 17:39:40 +03:00
|
|
|
pub fn attach_shader(program, shader int) {
|
2019-06-22 22:24:49 +03:00
|
|
|
C.glAttachShader(program, shader)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// detach_shader detaches a shader of a program
|
|
|
|
// Cleanup method
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn detach_shader(program, shader int) {
|
|
|
|
C.glDetachShader(program, shader)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// link_program links a program as target.
|
|
|
|
// This let OpenGL know, which program has to be use.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn link_program(program int) {
|
|
|
|
C.glLinkProgram(program)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// get_program_link_status returns the link status of linking the program
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn get_program_link_status(program int) int {
|
|
|
|
success := 0
|
2019-08-23 00:00:31 +03:00
|
|
|
C.glGetProgramiv(program, C.GL_LINK_STATUS, &success)
|
2019-06-22 22:24:49 +03:00
|
|
|
return success
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// validate_program checks that the shaders in the program can be executed
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn validate_program(program int) {
|
|
|
|
C.glValidateProgram(program)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// delete_shader deletes a shader via the shaderID
|
|
|
|
// Cleanup method
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn delete_shader(shader int) {
|
|
|
|
C.glDeleteShader(shader)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// shader_info_log returns a info log of the shader.
|
|
|
|
// Can be used to print compilation errors.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn shader_info_log(shader int) string {
|
2019-07-15 23:44:26 +03:00
|
|
|
info_log := [512]byte
|
|
|
|
C.glGetShaderInfoLog(shader, 512, 0, info_log)
|
|
|
|
return tos_clone(info_log)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// get_program_info_log returns a info log of the program.
|
|
|
|
// Can be used to print linking errors etc.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn get_program_info_log(program int) string {
|
2019-07-15 23:44:26 +03:00
|
|
|
info_log := [1024]byte
|
|
|
|
C.glGetProgramInfoLog(program, 1024, 0, info_log)
|
|
|
|
return tos_clone(info_log)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// bind_vao binds a vertex array buffer to OpenGL.
|
|
|
|
// Says OpenGL which vao is the target.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn bind_vao(vao u32) {
|
|
|
|
C.glBindVertexArray(vao)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// bind_buffer binds a vertex buffer object to OpenGL.
|
|
|
|
// Says OpenGL which vbo is the target.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn bind_buffer(typ int, vbo u32) {
|
|
|
|
C.glBindBuffer(typ, vbo)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// gen_texture generates a textureID.
|
|
|
|
// Needed to use texturing.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn gen_texture() u32 {
|
|
|
|
res := u32(0)
|
|
|
|
C.glGenTextures(1, &res)
|
|
|
|
return res
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// active_texture activates a texture.
|
|
|
|
// If you don't do this, texture isn't working.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn active_texture(t int) {
|
|
|
|
C.glActiveTexture(t)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// bind_2d_texture binds the activated texture as a 2D texture.
|
|
|
|
// Helper method.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn bind_2d_texture(texture u32) {
|
2019-08-23 00:00:31 +03:00
|
|
|
C.glBindTexture(C.GL_TEXTURE_2D, texture)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// bind_texture binds the activated texture to a texture type.
|
|
|
|
// Defines the type for texture.
|
|
|
|
pub fn bind_texture(texture, typ u32) {
|
|
|
|
C.glBindTexture(typ, texture)
|
|
|
|
}
|
|
|
|
|
|
|
|
// delete_texture deletes a texture by ID.
|
|
|
|
// Cleanup method.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn delete_texture(texture u32) {
|
|
|
|
C.glDeleteTextures(1, &texture)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// buffer_data puts data into a buffer.
|
|
|
|
// With these methods, data can put into a buffer.
|
|
|
|
// Common usage for C.GL_ARRAY_BUFFER or C.GL_ELEMENT_ARRAY_BUFFER.
|
2019-06-26 17:39:40 +03:00
|
|
|
pub fn buffer_data(typ, size int, arr voidptr, draw_typ int) {
|
2019-06-22 22:24:49 +03:00
|
|
|
C.glBufferData(typ, size, arr, draw_typ)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// buffer_data_int puts int into a buffer.
|
2019-06-30 14:06:46 +03:00
|
|
|
pub fn buffer_data_int(typ int, vertices []int, draw_typ int) {
|
2020-05-27 06:42:48 +03:00
|
|
|
size := sizeof(int) * u32(vertices.len)
|
2019-06-22 22:24:49 +03:00
|
|
|
C.glBufferData(typ, size, vertices.data, draw_typ)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// buffer_data_f32 puts float into a buffer.
|
2019-06-30 14:06:46 +03:00
|
|
|
pub fn buffer_data_f32(typ int, vertices []f32, draw_typ int) {
|
2020-05-27 06:42:48 +03:00
|
|
|
size := sizeof(f32) * u32(vertices.len)
|
2019-06-22 22:24:49 +03:00
|
|
|
C.glBufferData(typ, size, vertices.data, draw_typ)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// set_vbo sets vertices into a vertex buffer object.
|
|
|
|
// Helper method.
|
2019-06-30 14:06:46 +03:00
|
|
|
pub fn set_vbo(vbo u32, vertices []f32, draw_typ int) {
|
2019-08-23 00:00:31 +03:00
|
|
|
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
|
|
|
|
gl.buffer_data_f32(C.GL_ARRAY_BUFFER, vertices, draw_typ)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// set_ebo sets indices into a element array buffer.
|
|
|
|
// Helper method.
|
2019-06-30 14:06:46 +03:00
|
|
|
pub fn set_ebo(ebo u32, indices []int, draw_typ int) {
|
2019-08-23 00:00:31 +03:00
|
|
|
gl.bind_buffer(C.GL_ELEMENT_ARRAY_BUFFER, ebo)
|
|
|
|
gl.buffer_data_int(C.GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// delete_buffer deletes a vertex buffer object.
|
|
|
|
// Cleanup method.
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn delete_buffer(vbo u32) {
|
|
|
|
C.glDeleteBuffers(1, vbo)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// delete_vao deletes a vertex array object.
|
|
|
|
// Cleanup method.
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn delete_vao(vao u32) {
|
|
|
|
C.glDeleteVertexArrays(1, vao)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// get_uniform_location gets the uniform location for key in program.
|
|
|
|
// Required to put uniform data in shader at runtime.
|
2020-05-10 17:49:29 +03:00
|
|
|
pub fn get_uniform_location(program int, key string) int {
|
|
|
|
return C.glGetUniformLocation(program, key.str)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// get_attrib_location gets the attribute location for key in program.
|
|
|
|
// Required to put attrib data in shader at runtime.
|
2020-05-10 17:49:29 +03:00
|
|
|
pub fn get_attrib_location(program int, key string) int {
|
|
|
|
return C.glGetAttribLocation(program, key.str)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// bind_attrib_location binds a attrib on index in program to a name.
|
|
|
|
// Used to send data into a shader.
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn bind_attrib_location(program int, index int, name string) {
|
|
|
|
C.glBindAttribLocation(program, index, name.str)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// draw_arrays draws the vertex buffer object on screen.
|
|
|
|
// Commonly start is 0 and len 3 (without textures) or 5 (with textures).
|
|
|
|
// Mode commonly C.GL_TRIANGLES.
|
|
|
|
pub fn draw_arrays(mode, start, len int) {
|
|
|
|
C.glDrawArrays(mode, start, len)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// draw_elements draws the element object buffer on screen.
|
|
|
|
// Commonly typ is C.GL_UNSIGNED_INT and mode C.GL_TRIANGLES.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn draw_elements(mode, count, typ, indices int) {
|
|
|
|
C.glDrawElements(mode, count, typ, indices)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// use_program binds program to OpenGL.
|
|
|
|
// Defines the program which is the target.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn use_program(program int) {
|
|
|
|
C.glUseProgram(program)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// gen_vertex_array generates a vertex array ID.
|
|
|
|
// Linked to an empty vertex array.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn gen_vertex_array() u32 {
|
2019-07-15 23:44:26 +03:00
|
|
|
vao := u32(0)
|
|
|
|
C.glGenVertexArrays(1, &vao)
|
2019-08-23 00:00:31 +03:00
|
|
|
return vao
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// enable_vertex_attrib_array enables a vertex attrib array by index.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn enable_vertex_attrib_array(n int) {
|
|
|
|
C.glEnableVertexAttribArray(n)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// disable_vertex_attrib_array disabled a vertex attrib array by index.
|
2020-05-20 16:24:37 +03:00
|
|
|
pub fn disable_vertex_attrib_array(n int) {
|
|
|
|
C.glDisableVertexAttribArray(n)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// gen_buffer generates an buffer ID.
|
|
|
|
// Linked to an empty buffer-
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn gen_buffer() u32 {
|
2019-07-15 23:44:26 +03:00
|
|
|
vbo := u32(0)
|
|
|
|
C.glGenBuffers(1, &vbo)
|
2019-08-23 00:00:31 +03:00
|
|
|
return vbo
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// vertex_attrib_pointer defines the activated array by index.
|
2019-08-23 00:00:31 +03:00
|
|
|
pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride int, _ptr int) {
|
2020-05-27 06:42:48 +03:00
|
|
|
mut stride := u32(_stride)
|
2019-08-23 00:00:31 +03:00
|
|
|
mut ptr := _ptr
|
|
|
|
if typ == C.GL_FLOAT {
|
2019-06-25 22:36:44 +03:00
|
|
|
stride *= sizeof(f32)
|
2020-05-27 06:42:48 +03:00
|
|
|
ptr *= int(sizeof(f32))
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// tex_param attachs texture value as int to a texture by ID.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn tex_param(key, val int) {
|
2019-08-23 00:00:31 +03:00
|
|
|
C.glTexParameteri(C.GL_TEXTURE_2D, key, val)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// enable enables various capabilities for OpenGL.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn enable(val int) {
|
|
|
|
C.glEnable(val)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// disable disables various capabilities for OpenGL.
|
2019-06-22 22:24:49 +03:00
|
|
|
pub fn disable(val int) {
|
|
|
|
C.glDisable(val)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// scissor defines a rectangle in the window.
|
|
|
|
pub fn scissor(x, y, width, height int) {
|
|
|
|
C.glScissor(x, y, height, height)
|
2019-06-22 22:24:49 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
pub fn generate_mipmap(typ int) {
|
|
|
|
C.glGenerateMipmap(typ)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// set_mat4fv sets a mat4 at uniform location.
|
|
|
|
// Used for almost every view stuff in OpenGL.
|
2020-05-10 17:49:29 +03:00
|
|
|
pub fn set_mat4fv(loc, count int, transpose bool, val glm.Mat4) {
|
|
|
|
C.glUniformMatrix4fv(loc, count, transpose, val.data)
|
2020-05-21 16:13:02 +03:00
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// set_f32 sets a float at uniform location.
|
|
|
|
// Usable for global lighing.
|
2020-05-21 16:13:02 +03:00
|
|
|
pub fn set_f32(loc int, val f32) {
|
|
|
|
C.glUniform1f(loc, val)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// set_vec sets a vec3 at uniform location.
|
|
|
|
// Usable to set locations or colors.
|
2020-05-21 16:13:02 +03:00
|
|
|
pub fn set_vec(loc int, x, y, z f32) {
|
|
|
|
C.glUniform3f(loc, x, y, z)
|
|
|
|
}
|
|
|
|
|
2020-06-05 16:57:45 +03:00
|
|
|
// set_bool sets a bool at uniform location.
|
|
|
|
// Send states to the shader.
|
2020-05-21 16:13:02 +03:00
|
|
|
pub fn set_bool(loc int, val bool) {
|
|
|
|
if val {
|
|
|
|
set_f32(loc, 1)
|
|
|
|
} else {
|
|
|
|
set_f32(loc, 0)
|
|
|
|
}
|
2020-05-27 06:42:48 +03:00
|
|
|
}
|