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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

@@ -9,15 +9,6 @@ import gx
import glm
// import darwin
import const (
GL_VERTEX_SHADER
GL_FRAGMENT_SHADER
GL_ARRAY_BUFFER
GL_TRIANGLES
GL_CULL_FACE
GL_BLEND
GL_LINES
)
struct Shader {
program_id int
@@ -43,7 +34,7 @@ uniform sampler2D text;
uniform vec3 textColor;
void main()
{
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
} '
@@ -51,11 +42,11 @@ void main()
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
out vec2 TexCoord;
uniform mat4 projection;
@@ -64,8 +55,8 @@ void main() {
// gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
//TexCoord = vec2(aTexCoord.x, aTexCoord.y);
TexCoord = aTexCoord;
//TexCoord = vec2(aTexCoord.x, aTexCoord.y);
TexCoord = aTexCoord;
}
'
SIMPLE_FRAG = '#version 330 core
@@ -73,30 +64,30 @@ void main() {
out vec4 FragColor;
uniform vec3 color;
uniform bool has_texture;
uniform bool has_texture;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main() {
// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
if (has_texture) {
if (has_texture) {
FragColor = texture(ourTexture, TexCoord);
} else {
} else {
FragColor = vec4(color, 1.0f);
}
}
}
'
)
pub fn new_shader(name string) Shader {
// TODO This is not used, remove
mut dir := ''
// TODO This is not used, remove
mut dir := ''
// Already have absolute path
if name.starts_with('/') {
dir = ''
@@ -118,7 +109,7 @@ pub fn new_shader(name string) Shader {
fragment_src = SIMPLE_FRAG
}
// ////////////////////////////////////////
vertex_shader := gl.create_shader(GL_VERTEX_SHADER)
vertex_shader := gl.create_shader(C.GL_VERTEX_SHADER)
gl.shader_source(vertex_shader, 1, vertex_src, 0)
gl.compile_shader(vertex_shader)
if gl.shader_compile_status(vertex_shader) == 0 {
@@ -130,7 +121,7 @@ pub fn new_shader(name string) Shader {
}
// fragment shader
// fragment_src := os.read_file(fragment_path.trim_space())
fragment_shader := gl.create_shader(GL_FRAGMENT_SHADER)
fragment_shader := gl.create_shader(C.GL_FRAGMENT_SHADER)
gl.shader_source(fragment_shader, 1, fragment_src, 0)
gl.compile_shader(fragment_shader)
if gl.shader_compile_status(fragment_shader) == 0 {

View File

@@ -4,24 +4,9 @@
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
)
#flag -I @VROOT/thirdparty/glad
#include "glad.h"
#flag @VROOT/thirdparty/glad/glad.o
#flag @VROOT/thirdparty/glad/glad.o
pub fn init_glad() {
ok := C.gladLoadGL()
@@ -40,7 +25,7 @@ pub fn clear_color(r, g, b, a int) {
}
pub fn clear() {
C.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT)
}
pub fn create_shader(typ int) int {
@@ -61,7 +46,7 @@ pub fn compile_shader(shader int) {
pub fn shader_compile_status(shader int) int {
success := 0
C.glGetShaderiv(shader, GL_COMPILE_STATUS, &success)
C.glGetShaderiv(shader, C.GL_COMPILE_STATUS, &success)
return success
}
@@ -76,7 +61,7 @@ pub fn link_program(program int) {
pub fn get_program_link_status(program int) int {
success := 0
C.glGetProgramiv(program, GL_LINK_STATUS, &success)
C.glGetProgramiv(program, C.GL_LINK_STATUS, &success)
return success
}
@@ -115,7 +100,7 @@ pub fn active_texture(t int) {
}
pub fn bind_2d_texture(texture u32) {
C.glBindTexture(GL_TEXTURE_2D, texture)
C.glBindTexture(C.GL_TEXTURE_2D, texture)
}
pub fn delete_texture(texture u32) {
@@ -137,14 +122,14 @@ pub fn buffer_data_f32(typ int, vertices []f32, draw_typ int) {
}
pub fn set_vbo(vbo u32, vertices []f32, draw_typ int) {
gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
gl.buffer_data_f32(GL_ARRAY_BUFFER, vertices, draw_typ)
gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
gl.buffer_data_f32(C.GL_ARRAY_BUFFER, vertices, draw_typ)
}
pub fn set_ebo(ebo u32, indices []int, draw_typ int) {
gl.bind_buffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
gl.bind_buffer(C.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)
gl.buffer_data_int(C.GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
}
// /////////////////////
@@ -166,7 +151,7 @@ pub fn use_program(program int) {
pub fn gen_vertex_array() u32 {
vao := u32(0)
C.glGenVertexArrays(1, &vao)
return vao
return vao
}
pub fn enable_vertex_attrib_array(n int) {
@@ -176,13 +161,13 @@ pub fn enable_vertex_attrib_array(n int) {
pub fn gen_buffer() u32 {
vbo := u32(0)
C.glGenBuffers(1, &vbo)
return vbo
return vbo
}
pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride int, _ptr int) {
mut stride := _stride
mut ptr := _ptr
if typ == GL_FLOAT {
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 {
stride *= sizeof(f32)
ptr *= sizeof(f32)
}
@@ -190,7 +175,7 @@ pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride
}
pub fn tex_param(key, val int) {
C.glTexParameteri(GL_TEXTURE_2D, key, val)
C.glTexParameteri(C.GL_TEXTURE_2D, key, val)
}
pub fn enable(val int) {