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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00

remove "import const" everywhere

This commit is contained in:
Alexander Medvednikov
2019-08-23 00:00:31 +03:00
parent dcfc9eb1a1
commit f61b14584a
11 changed files with 172 additions and 308 deletions

View File

@@ -5,30 +5,22 @@
module gg
import stbi
import glm
import glm
import gl
import gx
import os
import glfw
import glfw
struct Vec2 {
pub:
pub:
x int
y int
}
import const (
GL_STATIC_DRAW
GL_FLOAT
GL_FALSE
GL_UNSIGNED_INT
GL_INT
)
pub fn vec2(x, y int) Vec2 {
res := Vec2 {
x: x
y: y
x: x
y: y
}
return res
}
@@ -41,19 +33,19 @@ pub fn init() {
struct Cfg {
pub:
pub:
width int
height int
use_ortho bool
use_ortho bool
retina bool
font_size int
font_path string
create_window bool
window_user_ptr voidptr
window_title string
always_on_top bool
scale int
create_window bool
window_user_ptr voidptr
window_title string
always_on_top bool
scale int
}
struct GG {
@@ -68,29 +60,29 @@ struct GG {
line_vbo u32
vbo u32
scale int // retina = 2 , normal = 1
pub mut:
window *glfw.Window
render_fn fn()
pub mut:
window *glfw.Window
render_fn fn()
}
// fn new_context(width, height int, use_ortho bool, font_size int) *GG {
pub fn new_context(cfg Cfg) *GG {
mut window := &glfw.Window{!}
mut window := &glfw.Window{!}
if cfg.create_window {
window = glfw.create_window(glfw.WinCfg{
title: cfg.window_title
width: cfg.width
height: cfg.height
ptr: cfg.window_user_ptr
always_on_top: cfg.always_on_top
title: cfg.window_title
width: cfg.width
height: cfg.height
ptr: cfg.window_user_ptr
always_on_top: cfg.always_on_top
})
window.make_context_current()
init()
}
init()
}
shader := gl.new_shader('simple')
shader.use()
if cfg.use_ortho {
if cfg.use_ortho {
projection := glm.ortho(0, cfg.width, cfg.height, 0)
shader.set_mat4('projection', projection)
}
@@ -113,15 +105,15 @@ pub fn new_context(cfg Cfg) *GG {
//gl.bind_buffer(GL_ARRAY_BUFFER, VBO)
//gl.enable_vertex_attrib_array(0)
//gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
todo_remove_me(cfg, scale)
todo_remove_me(cfg, scale)
return &GG {
shader: shader
width: cfg.width
height: cfg.height
vao: vao
vbo: vbo
window: window
shader: shader
width: cfg.width
height: cfg.height
vao: vao
vbo: vbo
window: window
// /line_vao: gl.gen_vertex_array()
// /line_vbo: gl.gen_buffer()
//text_ctx: new_context_text(cfg, scale),
@@ -133,25 +125,25 @@ pub fn new_context(cfg Cfg) *GG {
//return ctx
}
/*
/*
pub fn (gg &GG) render_loop() bool {
for !gg.window.show_close() {
gg.render_fn()
for !gg.window.show_close() {
gg.render_fn()
gg.window.swap_buffers()
glfw.wait_events()
}
}
*/
}
}
*/
pub fn clear(color gx.Color) {
pub fn clear(color gx.Color) {
gl.clear()
gl.clear_color(255, 255, 255, 255)
}
}
pub fn (gg &GG) render() {
pub fn (gg &GG) render() {
gg.window.swap_buffers()
glfw.wait_events()
}
}
pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
// println('draw_triangle $x1,$y1 $x2,$y2 $x3,$y3')
@@ -165,8 +157,8 @@ 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.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// gl.bind_buffer(GL_ARRAY_BUFFER, uint(0))
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO,
@@ -175,7 +167,7 @@ pub fn (ctx &GG) draw_triangle(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
// (nor VBOs) when it's not directly necessary.
// gl.bind_vertex_array(uint(0))
// gl.bind_vertex_array(ctx.VAO)
gl.draw_arrays(GL_TRIANGLES, 0, 3)
gl.draw_arrays(C.GL_TRIANGLES, 0, 3)
}
pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
@@ -188,19 +180,19 @@ pub fn (ctx &GG) draw_triangle_tex(x1, y1, x2, y2, x3, y3 f32, c gx.Color) {
x3, y3, 0, 0, 0, 0, 0, 0,
] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
// position attribute
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// color attribute
gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
gl.enable_vertex_attrib_array(1)
// texture attribute
gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
gl.enable_vertex_attrib_array(2)
// /
// gl.draw_arrays(GL_TRIANGLES, 0, 3)
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
}
pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
@@ -214,9 +206,9 @@ pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
ctx.draw_rect2(x, y, w, h, c)
}
/*
/*
fn (ctx mut GG) init_rect_vao() {
ctx.rect_vao = gl.gen_vertex_array()
ctx.rect_vbo = gl.gen_buffer()
vertices := [
@@ -230,11 +222,11 @@ fn (ctx mut GG) init_rect_vao() {
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.rect_vao)
gl.set_vbo(ctx.rect_vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.rect_vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
// ///////
gl.set_ebo(ebo, indices, GL_STATIC_DRAW)
}
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
}
*/
pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
C.glDeleteBuffers(1, &ctx.vao)
@@ -244,9 +236,9 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
ctx.shader.set_int('has_texture', 0)
// 4--1
// 3--2
$if linux {
$if linux {
// y += h
}
}
vertices := [
x + w, y, 0,
x + w, y + h, 0,
@@ -258,20 +250,20 @@ pub fn (ctx &GG) draw_rect2(x, y, w, h f32, c gx.Color) {
1, 2, 3// second triangle
] !
gl.bind_vao(ctx.vao)
gl.set_vbo(ctx.vbo, vertices, GL_STATIC_DRAW)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
ebo := gl.gen_buffer()
// ///////
gl.set_ebo(ebo, indices, GL_STATIC_DRAW)// !!! LEAKS
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)// !!! LEAKS
// /////
gl.vertex_attrib_pointer(0, 3, GL_FLOAT, false, 3, 0)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 3, 0)
gl.enable_vertex_attrib_array(0)
// gl.bind_vao(ctx.rect_vao)
gl.bind_vao(ctx.vao)
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
C.glDeleteBuffers(1, &ebo)
}
fn todo_remove_me(cfg Cfg, scale int) {
fn todo_remove_me(cfg Cfg, scale int) {
// Can only have text in ortho mode
if !cfg.use_ortho {
return
@@ -279,8 +271,8 @@ fn todo_remove_me(cfg Cfg, scale int) {
mut width := cfg.width * scale
mut height := cfg.height * scale
font_size := cfg.font_size * scale
gl.enable(GL_BLEND)
//# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl.enable(C.GL_BLEND)
//# glBlendFunc(C.GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader := gl.new_shader('text')
shader.use()
projection := glm.ortho(0, width, 0, height)// 0 at BOT
@@ -291,18 +283,18 @@ fn todo_remove_me(cfg Cfg, scale int) {
//println('new gg text context VAO=$VAO')
vbo := gl.gen_buffer()
gl.bind_vao(vao)
gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(0, 4, GL_FLOAT, false, 4, 0)
gl.vertex_attrib_pointer(0, 4, C.GL_FLOAT, false, 4, 0)
}
fn update() {
// # ui__post_empty_event();
}
pub fn post_empty_event() {
glfw.post_empty_event()
}
pub fn post_empty_event() {
glfw.post_empty_event()
}
pub fn (c GG) circle(x, y, r int) {
}
@@ -372,7 +364,7 @@ pub fn create_image(file string) u32 {
img := stbi.load(file)
gl.bind_2d_texture(texture)
img.tex_image_2d()
gl.generate_mipmap(GL_TEXTURE_2D)
gl.generate_mipmap(C.GL_TEXTURE_2D)
img.free()
// println('gg end')
return texture
@@ -385,11 +377,11 @@ pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
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.vertex_attrib_pointer(0, 2, GL_FLOAT, false, 2, 0)
gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 2, C.GL_FLOAT, false, 2, 0)
gl.enable_vertex_attrib_array(0)
gl.bind_vao(ctx.vao)
gl.draw_arrays(GL_LINES, 0, 2)
gl.draw_arrays(C.GL_LINES, 0, 2)
}
pub fn (c &GG) draw_line(x, y, x2, y2 f32) {
@@ -425,18 +417,18 @@ 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.set_vbo(ctx.vbo, vertices, C.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)
gl.set_ebo(ebo, indices, C.GL_STATIC_DRAW)
gl.vertex_attrib_pointer(0, 3, C.GL_FLOAT, false, 8, 0)
gl.enable_vertex_attrib_array(0)
gl.vertex_attrib_pointer(1, 3, GL_FLOAT, false, 8, 3)
gl.vertex_attrib_pointer(1, 3, C.GL_FLOAT, false, 8, 3)
gl.enable_vertex_attrib_array(1)
gl.vertex_attrib_pointer(2, 2, GL_FLOAT, false, 8, 6)
gl.vertex_attrib_pointer(2, 2, C.GL_FLOAT, false, 8, 6)
gl.enable_vertex_attrib_array(2)
gl.bind_2d_texture(u32(tex_id))
gl.bind_vao(ctx.vao)
gl.draw_elements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
gl.draw_elements(C.GL_TRIANGLES, 6, C.GL_UNSIGNED_INT, 0)
}
pub fn (c &GG) draw_empty_rect(x, y, w, h int, color gx.Color) {