// Copyright (c) 2019 Alexander Medvednikov. All rights reserved. // Use of this source code is governed by an MIT license // that can be found in the LICENSE file. module gl #flag -I @VROOT/thirdparty/glad #include "glad.h" #flag @VROOT/thirdparty/glad/glad.o // joe-c: fix & remove pub enum TmpGlImportHack{} pub fn init_glad() { ok := C.gladLoadGL() if isnil(ok) { println('Failed to initialize glad OpenGL context') exit(1) } } pub fn viewport(a, b, c, d int) { 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) } pub fn clear() { C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT) } pub fn create_shader(typ int) int { return C.glCreateShader(typ) } pub fn create_program() int { return C.glCreateProgram() } pub fn shader_source(shader, a int, source string, b int) { 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 C.glGetShaderiv(shader, C.GL_COMPILE_STATUS, &success) return success } pub fn attach_shader(program, shader int) { // fn (s Shader) attach(program int) { C.glAttachShader(program, shader) } pub fn link_program(program int) { C.glLinkProgram(program) } pub fn get_program_link_status(program int) int { success := 0 C.glGetProgramiv(program, C.GL_LINK_STATUS, &success) return success } pub fn delete_shader(shader int) { C.glDeleteShader(shader) } pub fn shader_info_log(shader int) string { info_log := [512]byte C.glGetShaderInfoLog(shader, 512, 0, info_log) return tos_clone(info_log) } pub fn get_program_info_log(program int) string { info_log := [1024]byte C.glGetProgramInfoLog(program, 1024, 0, info_log) return tos_clone(info_log) } 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) { C.glBindTexture(C.GL_TEXTURE_2D, texture) } pub fn delete_texture(texture u32) { C.glDeleteTextures(1, &texture) } pub fn buffer_data(typ, size int, arr voidptr, draw_typ int) { C.glBufferData(typ, size, arr, draw_typ) } pub fn buffer_data_int(typ int, vertices []int, draw_typ int) { size := sizeof(int) * vertices.len C.glBufferData(typ, size, vertices.data, draw_typ) } pub fn buffer_data_f32(typ int, vertices []f32, draw_typ int) { size := sizeof(f32) * vertices.len C.glBufferData(typ, size, vertices.data, draw_typ) } pub fn set_vbo(vbo u32, vertices []f32, draw_typ int) { 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(C.GL_ELEMENT_ARRAY_BUFFER, ebo) // gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ) gl.buffer_data_int(C.GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ) } // ///////////////////// // fn gen_vertex_arrays(a int, vao uint) { // # glGenVertexArrays(a, &VAO); // } 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 { vao := u32(0) C.glGenVertexArrays(1, &vao) return vao } pub fn enable_vertex_attrib_array(n int) { C.glEnableVertexAttribArray(n) } pub fn gen_buffer() u32 { vbo := u32(0) C.glGenBuffers(1, &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 == C.GL_FLOAT { stride *= sizeof(f32) ptr *= sizeof(f32) } C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr) } pub fn tex_param(key, val int) { C.glTexParameteri(C.GL_TEXTURE_2D, key, val) } 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) }