diff --git a/vlib/gg/gg.v b/vlib/gg/gg.v index 8ada48c90b..80f716ec12 100644 --- a/vlib/gg/gg.v +++ b/vlib/gg/gg.v @@ -64,12 +64,12 @@ struct GG { // use_ortho bool width int height int - VAO u32 + vao u32 rect_vao u32 rect_vbo u32 line_vao u32 line_vbo u32 - VBO u32 + vbo u32 scale int // retina = 2 , normal = 1 pub mut: window *glfw.Window @@ -147,8 +147,8 @@ pub fn new_context(cfg Cfg) *GG { shader: shader width: cfg.width height: cfg.height - VAO: vao - VBO: vbo + vao: vao + vbo: vbo window: window // /line_vao: gl.gen_vertex_array() @@ -193,8 +193,8 @@ pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) { ] ! // bind the Vertex Array Object first, then bind and set vertex buffer(s), // and then configure vertex attributes(s). - gl.bind_vao(ctx.VAO) - gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW) + gl.bind_vao(ctx.vao) + gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW) gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0) gl.enable_vertex_attrib_array(0) // gl.bind_buffer(GL_ARRAY_BUFFER, uint(0)) @@ -216,8 +216,8 @@ pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) { x2, y2, 0, 0, 0, 0, 1, 0, x3, y3, 0, 0, 0, 0, 0, 0, ] ! - gl.bind_vao(ctx.VAO) - gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW) + gl.bind_vao(ctx.vao) + gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW) // position attribute gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0) gl.enable_vertex_attrib_array(0) @@ -266,8 +266,8 @@ fn (ctx mut GG) init_rect_vao() { } */ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) { - C.glDeleteBuffers(1, &ctx.VAO) - C.glDeleteBuffers(1, &ctx.VBO) + C.glDeleteBuffers(1, &ctx.vao) + C.glDeleteBuffers(1, &ctx.vbo) ctx.shader.use() ctx.shader.set_color('color', c) ctx.shader.set_int('has_texture', 0) @@ -286,8 +286,8 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) { 0, 1, 3,// first triangle 1, 2, 3// second triangle ] ! - gl.bind_vao(ctx.VAO) - gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW) + gl.bind_vao(ctx.vao) + gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW) ebo := gl.gen_buffer() // /////// gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS @@ -295,7 +295,7 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) { gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0) gl.enable_vertex_attrib_array(0) // gl.bind_vao(ctx.rect_vao) - gl.bind_vao(ctx.VAO) + gl.bind_vao(ctx.vao) gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0) C.glDeleteBuffers(1, &ebo) } @@ -408,16 +408,16 @@ pub fn create_image(file string) u32 { } pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) { - C.glDeleteBuffers(1, &ctx.VAO) - C.glDeleteBuffers(1, &ctx.VBO) + C.glDeleteBuffers(1, &ctx.vao) + C.glDeleteBuffers(1, &ctx.vbo) ctx.shader.use() ctx.shader.set_color('color', color) vertices := [f32(x), f32(y), f32(x2), f32(y2)] ! - gl.bind_vao(ctx.VAO) - gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW) + gl.bind_vao(ctx.vao) + gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW) gl.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0) gl.enable_vertex_attrib_array(0) - gl.bind_vao(ctx.VAO) + gl.bind_vao(ctx.vao) gl.draw_arrays(GL_LINES, 0, 2) } @@ -453,8 +453,8 @@ pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) { ] ! // VAO := gl.gen_vertex_array() // VBO := gl.gen_buffer() - gl.bind_vao(ctx.VAO) - gl.set_vbo(ctx.VBO, vertices, GL_STATIC_DRAW) + gl.bind_vao(ctx.vao) + gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW) ebo := gl.gen_buffer() gl.set_ebo(ebo, indices, GL_STATIC_DRAW) gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 8, 0) @@ -464,7 +464,7 @@ pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) { gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6) gl.enable_vertex_attrib_array(2) gl.bind_2d_texture(u32(tex_id)) - gl.bind_vao(ctx.VAO) + gl.bind_vao(ctx.vao) gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0) }