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v/vlib/gl/gl.v

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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
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module gl
import const (
GL_TEXTURE_2D
GL_TEXTURE0
GL_FLOAT
GL_VERTEX_SHADER
GL_ELEMENT_ARRAY_BUFFER
GL_DEPTH_TEST
GL_COLOR_BUFFER_BIT
GL_DEPTH_BUFFER_BIT
GL_STENCIL_BUFFER_BIT
GL_COMPILE_STATUS
GL_LINK_STATUS
GL_ARRAY_BUFFER
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)
#flag -I @VROOT/thirdparty/glad
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#include "glad.h"
#flag @VROOT/thirdparty/glad/glad.o
//#include "glad.c"
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pub fn init_glad() {
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ok := C.gladLoadGL()
if !ok {
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println('Failed to initialize glad OpenGL context')
exit(1)
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}
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}
pub fn viewport(a, b, c, d int) {
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C.glViewport(a, b, c, d)
}
pub fn clear_color(r, g, b, a int) {
C.glClearColor(f32(r)/255.0, f32(g)/255.0, f32(b)/255.0, f32(a)/255.0)
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}
pub fn clear() {
C.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
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}
pub fn create_shader(typ int) int {
return C.glCreateShader(typ)
}
pub fn create_program() int {
return C.glCreateProgram()
}
pub fn shader_source(shader, a int, source string, b int) {
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C.glShaderSource(shader, a, &source.str, b)
}
pub fn compile_shader(shader int) {
C.glCompileShader(shader)
}
pub fn shader_compile_status(shader int) int {
success := 0
C.glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
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return success
}
pub fn attach_shader(program, shader int) {
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// fn (s Shader) attach(program int) {
C.glAttachShader(program, shader)
}
pub fn link_program(program int) {
C.glLinkProgram(program)
}
pub fn get_program_link_status(program int) int {
success := 0
C.glGetProgramiv(program, GL_LINK_STATUS, &success)
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return success
}
pub fn delete_shader(shader int) {
C.glDeleteShader(shader)
}
pub fn shader_info_log(shader int) string {
infoLog := [512]byte
C.glGetShaderInfoLog(shader, 512, 0, infoLog)
return tos_clone(infoLog)
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}
pub fn get_program_info_log(program int) string {
infoLog := [1024]byte
C.glGetProgramInfoLog(program, 1024, 0, infoLog)
return tos_clone(infoLog)
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}
pub fn bind_vao(vao u32) {
C.glBindVertexArray(vao)
}
pub fn bind_buffer(typ int, vbo u32) {
C.glBindBuffer(typ, vbo)
}
pub fn gen_texture() u32 {
res := u32(0)
C.glGenTextures(1, &res)
return res
}
pub fn active_texture(t int) {
C.glActiveTexture(t)
}
pub fn bind_2d_texture(texture u32) {
C.glBindTexture(GL_TEXTURE_2D, texture)
}
pub fn delete_texture(texture u32) {
C.glDeleteTextures(1, &texture)
}
pub fn buffer_data(typ, size int, arr voidptr, draw_typ int) {
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C.glBufferData(typ, size, arr, draw_typ)
}
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pub fn buffer_data_int(typ int, vertices []int, draw_typ int) {
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size := sizeof(int) * vertices.len
C.glBufferData(typ, size, vertices.data, draw_typ)
}
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pub fn buffer_data_f32(typ int, vertices []f32, draw_typ int) {
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size := sizeof(f32) * vertices.len
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C.glBufferData(typ, size, vertices.data, draw_typ)
}
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pub fn set_vbo(vbo u32, vertices []f32, draw_typ int) {
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gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
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gl.buffer_data_f32(GL_ARRAY_BUFFER, vertices, draw_typ)
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}
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pub fn set_ebo(ebo u32, indices []int, draw_typ int) {
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gl.bind_buffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
// gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
}
// /////////////////////
// fn gen_vertex_arrays(a int, vao uint) {
// # glGenVertexArrays(a, &VAO);
// }
pub fn draw_arrays(typ, start, len int) {
C.glDrawArrays(typ, start, len)
}
pub fn draw_elements(mode, count, typ, indices int) {
C.glDrawElements(mode, count, typ, indices)
}
pub fn use_program(program int) {
C.glUseProgram(program)
}
pub fn gen_vertex_array() u32 {
VAO := u32(0)
C.glGenVertexArrays(1, &VAO)
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return VAO
}
pub fn enable_vertex_attrib_array(n int) {
C.glEnableVertexAttribArray(n)
}
pub fn gen_buffer() u32 {
VBO := u32(0)
C.glGenBuffers(1, &VBO)
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return VBO
}
pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, stride int, ptr int) {
if typ == GL_FLOAT {
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stride *= sizeof(f32)
ptr *= sizeof(f32)
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}
C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr)
}
pub fn tex_param(key, val int) {
C.glTexParameteri(GL_TEXTURE_2D, key, val)
}
pub fn enable(val int) {
C.glEnable(val)
}
pub fn disable(val int) {
C.glDisable(val)
}
pub fn scissor(a, b, c, d int) {
C.glScissor(a, b, c, d)
}
pub fn generate_mipmap(typ int) {
C.glGenerateMipmap(typ)
}