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https://github.com/vlang/v.git
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move all vlib modules to vlib/
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182
vlib/gl/1shader.v
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182
vlib/gl/1shader.v
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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module gl
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import os
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import gx
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import glm
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// import darwin
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import const (
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GL_VERTEX_SHADER
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GL_FRAGMENT_SHADER
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GL_ARRAY_BUFFER
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GL_TRIANGLES
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GL_CULL_FACE
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GL_BLEND
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GL_LINES
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)
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struct Shader {
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program_id int
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}
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const (
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TEXT_VERT = '#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 TexCoords;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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TexCoords = vertex.zw;
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} '
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TEXT_FRAG = '#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D text;
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uniform vec3 textColor;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = vec4(textColor, 1.0) * sampled;
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} '
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SIMPLE_VERT = ' #version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * vec4(aPos, 1.0);
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// gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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//TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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TexCoord = aTexCoord;
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}
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'
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SIMPLE_FRAG = '#version 330 core
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out vec4 FragColor;
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uniform vec3 color;
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uniform bool has_texture;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main() {
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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if (has_texture) {
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FragColor = texture(ourTexture, TexCoord);
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} else {
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FragColor = vec4(color, 1.0f);
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}
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}
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'
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)
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pub fn new_shader(name string) Shader {
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// TODO This is not used, remove
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mut dir := ''
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// Already have absolute path
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if name.starts_with('/') {
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dir = ''
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}
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vertex_path := '${dir}${name}.vert'
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fragment_path := '${dir}${name}.frag'
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println('shader path=$vertex_path,\n fpath="$fragment_path"')
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// vertex_src := os.read_file(vertex_path.trim_space())
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mut vertex_src := ''
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mut fragment_src := ''
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if name == 'text' {
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vertex_src = TEXT_VERT
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fragment_src = TEXT_FRAG
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}
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else if name == 'simple' {
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// println('new shader simple!!!')
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// println(SIMPLE_VERT)
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vertex_src = SIMPLE_VERT
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fragment_src = SIMPLE_FRAG
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}
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// ////////////////////////////////////////
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vertex_shader := gl.create_shader(GL_VERTEX_SHADER)
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gl.shader_source(vertex_shader, 1, vertex_src, 0)
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gl.compile_shader(vertex_shader)
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if gl.shader_compile_status(vertex_shader) == 0 {
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log := gl.shader_info_log(vertex_shader)
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println('shader $vertex_shader compilation failed')
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println('shader source = $vertex_src')
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println('shader failed to compile')
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exit(1)
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}
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// fragment shader
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// fragment_src := os.read_file(fragment_path.trim_space())
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fragment_shader := gl.create_shader(GL_FRAGMENT_SHADER)
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gl.shader_source(fragment_shader, 1, fragment_src, 0)
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gl.compile_shader(fragment_shader)
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if gl.shader_compile_status(fragment_shader) == 0 {
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println('fragment $fragment_shader shader compilation failed')
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println('shader failed to compile')
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exit(1)
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}
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// link shaders
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shader_program := gl.create_program()
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gl.attach_shader(shader_program, vertex_shader)
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gl.attach_shader(shader_program, fragment_shader)
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gl.link_program(shader_program)
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// check for linking errors
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success := gl.get_program_link_status(shader_program)
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if success == 0 {
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println('shader compilation failed')
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println('vertex source = $vertex_src')
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println('fragment source = $fragment_src')
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println('shader failed to compile')
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exit(1)
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}
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shader := Shader {
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program_id: shader_program,
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}
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return shader
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}
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pub fn (s Shader) use() {
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gl.use_program(s.program_id)
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}
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pub fn (s Shader) uni_location(key string) int {
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return C.glGetUniformLocation(s.program_id, key.str)
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}
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// fn (s Shader) set_mat4(str string, f *f32) {
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pub fn (s Shader) set_mat4(str string, m glm.Mat4) {
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// TODO cache uniform location
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C.glUniformMatrix4fv(s.uni_location(str), 1, false, m.data)
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}
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pub fn (s Shader) set_int(str string, n int) {
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C.glUniform1i(s.uni_location(str), n)
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}
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pub fn (s Shader) set_color(str string, c gx.Color) {
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C.glUniform3f(s.uni_location(str), f32(c.r) / 255.0, f32(c.g) / 255.0, f32(c.b) / 255.0)
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}
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212
vlib/gl/gl.v
Normal file
212
vlib/gl/gl.v
Normal file
@@ -0,0 +1,212 @@
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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module gl
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import const (
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GL_TEXTURE_2D
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GL_TEXTURE0
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GL_FLOAT
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GL_VERTEX_SHADER
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GL_ELEMENT_ARRAY_BUFFER
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GL_DEPTH_TEST
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GL_COLOR_BUFFER_BIT
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GL_DEPTH_BUFFER_BIT
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GL_STENCIL_BUFFER_BIT
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GL_COMPILE_STATUS
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GL_LINK_STATUS
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GL_ARRAY_BUFFER
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)
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// TODO: windows support
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#flag linux -I @VROOT/thirdparty/glad
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#flag darwin -I @VROOT/thirdparty/glad
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#include "glad.h"
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#include "glad.c"
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pub fn init_glad() {
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ok := C.gladLoadGL()
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if !ok {
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println('Failed to initialize glad OpenGL context')
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exit(1)
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}
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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)
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}
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pub fn clear_color(r, g, b, a int) {
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C.glClearColor(f32(r)/255.0, f32(g)/255.0, f32(b)/255.0, f32(a)/255.0)
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}
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pub fn clear() {
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C.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
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}
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pub fn create_shader(typ int) int {
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return C.glCreateShader(typ)
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}
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pub fn create_program() int {
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return C.glCreateProgram()
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}
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pub fn shader_source(shader, a int, source string, b int) {
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C.glShaderSource(shader, a, &source.str, b)
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}
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pub fn compile_shader(shader int) {
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C.glCompileShader(shader)
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}
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pub fn shader_compile_status(shader int) int {
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success := 0
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C.glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
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return success
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}
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pub fn attach_shader(program, shader int) {
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// fn (s Shader) attach(program int) {
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C.glAttachShader(program, shader)
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}
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pub fn link_program(program int) {
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C.glLinkProgram(program)
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}
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pub fn get_program_link_status(program int) int {
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success := 0
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C.glGetProgramiv(program, GL_LINK_STATUS, &success)
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return success
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}
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pub fn delete_shader(shader int) {
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C.glDeleteShader(shader)
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}
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pub fn shader_info_log(shader int) string {
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infoLog := [512]byte
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C.glGetShaderInfoLog(shader, 512, 0, infoLog)
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return tos_clone(infoLog)
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}
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pub fn get_program_info_log(program int) string {
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infoLog := [1024]byte
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C.glGetProgramInfoLog(program, 1024, 0, infoLog)
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return tos_clone(infoLog)
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}
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pub fn bind_vao(vao u32) {
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C.glBindVertexArray(vao)
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}
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pub fn bind_buffer(typ int, vbo u32) {
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C.glBindBuffer(typ, vbo)
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}
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pub fn gen_texture() u32 {
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res := u32(0)
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C.glGenTextures(1, &res)
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return res
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}
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pub fn active_texture(t int) {
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C.glActiveTexture(t)
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}
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pub fn bind_2d_texture(texture u32) {
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C.glBindTexture(GL_TEXTURE_2D, texture)
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}
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pub fn delete_texture(texture u32) {
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C.glDeleteTextures(1, &texture)
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}
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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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}
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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
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C.glBufferData(typ, size, vertices.data, draw_typ)
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}
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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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}
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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)
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// gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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}
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// /////////////////////
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// fn gen_vertex_arrays(a int, vao uint) {
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// # glGenVertexArrays(a, &VAO);
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// }
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pub fn draw_arrays(typ, start, len int) {
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C.glDrawArrays(typ, start, len)
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}
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pub fn draw_elements(mode, count, typ, indices int) {
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C.glDrawElements(mode, count, typ, indices)
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}
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pub fn use_program(program int) {
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C.glUseProgram(program)
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}
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pub fn gen_vertex_array() u32 {
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VAO := u32(0)
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C.glGenVertexArrays(1, &VAO)
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return VAO
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}
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pub fn enable_vertex_attrib_array(n int) {
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C.glEnableVertexAttribArray(n)
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}
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pub fn gen_buffer() u32 {
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VBO := u32(0)
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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) {
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if typ == GL_FLOAT {
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stride *= sizeof(f32)
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ptr *= sizeof(f32)
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}
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C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr)
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}
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pub fn tex_param(key, val int) {
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C.glTexParameteri(GL_TEXTURE_2D, key, val)
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}
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pub fn enable(val int) {
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C.glEnable(val)
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}
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pub fn disable(val int) {
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C.glDisable(val)
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}
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pub fn scissor(a, b, c, d int) {
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C.glScissor(a, b, c, d)
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}
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pub fn generate_mipmap(typ int) {
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C.glGenerateMipmap(typ)
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}
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