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v/vlib/gl/gl.v

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// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
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// 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
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import glm
#flag -I @VROOT/thirdparty/glad
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#include "glad.h"
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#flag @VROOT/thirdparty/glad/glad.o
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// joe-c: fix & remove
pub enum TmpGlImportHack{ non_empty }
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fn C.gladLoadGL() int
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fn C.glDisable()
fn C.glEnable()
fn C.glScissor()
fn C.glVertexAttribPointer()
fn C.glGenBuffers()
fn C.glEnableVertexAttribArray()
fn C.glDisableVertexAttribArray()
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fn C.glGenVertexArrays()
fn C.glDrawElements()
fn C.glUseProgram()
fn C.glValidateProgram()
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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()
fn C.glDetachShader()
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fn C.glGetShaderiv()
fn C.glCompileShader()
fn C.glShaderSource()
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fn C.glCreateProgram() int
fn C.glDeleteProgram()
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fn C.glClear()
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fn C.glCreateShader() int
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fn C.glClearColor()
fn C.glViewport()
fn C.glTexImage2D()
fn C.glPixelStorei()
fn C.glBlendFunc()
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fn C.glPolygonMode()
fn C.glDeleteBuffers()
fn C.glDeleteVertexArrays()
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fn C.glGetUniformLocation() int
fn C.glGetAttribLocation() int
fn C.glBindAttribLocation()
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//Uniform functions
fn C.glUniform1f()
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pub fn init_glad() {
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ok := C.gladLoadGL()
if ok == 0 {
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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() {
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C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.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 delete_program(program int) {
C.glDeleteProgram(program)
}
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
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C.glGetShaderiv(shader, C.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 detach_shader(program, shader int) {
C.glDetachShader(program, shader)
}
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pub fn link_program(program int) {
C.glLinkProgram(program)
}
pub fn get_program_link_status(program int) int {
success := 0
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C.glGetProgramiv(program, C.GL_LINK_STATUS, &success)
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return success
}
pub fn validate_program(program int) {
C.glValidateProgram(program)
}
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pub fn delete_shader(shader int) {
C.glDeleteShader(shader)
}
pub fn shader_info_log(shader int) string {
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info_log := [512]byte
C.glGetShaderInfoLog(shader, 512, 0, info_log)
return tos_clone(info_log)
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}
pub fn get_program_info_log(program int) string {
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info_log := [1024]byte
C.glGetProgramInfoLog(program, 1024, 0, info_log)
return tos_clone(info_log)
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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) {
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C.glBindTexture(C.GL_TEXTURE_2D, texture)
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}
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(C.GL_ARRAY_BUFFER, vbo)
gl.buffer_data_f32(C.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(C.GL_ELEMENT_ARRAY_BUFFER, ebo)
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// gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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gl.buffer_data_int(C.GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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}
pub fn delete_buffer(vbo u32) {
C.glDeleteBuffers(1, vbo)
}
pub fn delete_vao(vao u32) {
C.glDeleteVertexArrays(1, vao)
}
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// /////////////////////
// fn gen_vertex_arrays(a int, vao uint) {
// # glGenVertexArrays(a, &VAO);
// }
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// gets the uniform location for key
pub fn get_uniform_location(program int, key string) int {
return C.glGetUniformLocation(program, key.str)
}
//gets the attribute location for key
pub fn get_attrib_location(program int, key string) int {
return C.glGetAttribLocation(program, key.str)
}
pub fn bind_attrib_location(program int, index int, name string) {
C.glBindAttribLocation(program, index, name.str)
}
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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 {
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vao := u32(0)
C.glGenVertexArrays(1, &vao)
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return vao
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}
pub fn enable_vertex_attrib_array(n int) {
C.glEnableVertexAttribArray(n)
}
pub fn disable_vertex_attrib_array(n int) {
C.glDisableVertexAttribArray(n)
}
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pub fn gen_buffer() u32 {
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vbo := u32(0)
C.glGenBuffers(1, &vbo)
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return vbo
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}
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pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride int, _ptr int) {
mut stride := _stride
mut ptr := _ptr
if typ == C.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) {
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C.glTexParameteri(C.GL_TEXTURE_2D, key, val)
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}
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)
}
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// set mat4 at uniform location
pub fn set_mat4fv(loc, count int, transpose bool, val glm.Mat4) {
C.glUniformMatrix4fv(loc, count, transpose, val.data)
}
pub fn set_f32(loc int, val f32) {
C.glUniform1f(loc, val)
}
pub fn set_vec(loc int, x, y, z f32) {
C.glUniform3f(loc, x, y, z)
}
pub fn set_bool(loc int, val bool) {
if val {
set_f32(loc, 1)
} else {
set_f32(loc, 0)
}
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}