module gl import const ( GL_TEXTURE_2D GL_TEXTURE0 GL_FLOAT GL_VERTEX_SHADER GL_ELEMENT_ARRAY_BUFFER GL_DEPTH_TEST ) #include "glad.h" #include "glad.c" fn init_glad() { ok := C.gladLoadGL() if !ok { os.exit('Failed to initialize glad OpenGL context') } } pub fn viewport(a int, b int, c int, d int) { C.glViewport(a, b, c, d) } pub fn clear_color(r, g, b, a int) { # glClearColor(((float)r)/255.0,((float)g)/255.0,b/255.0, a/255.0); } pub fn clear() { # glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|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 int, 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 # glGetShaderiv(shader, GL_COMPILE_STATUS, &success); return success } pub fn attach_shader(program int, 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 # glGetProgramiv(program, GL_LINK_STATUS, &success); return success } pub fn delete_shader(shader int) { C.glDeleteShader(shader) } pub fn shader_info_log(shader int) string { # printf("GET info log\n"); # char infoLog[512]; # glGetShaderInfoLog(shader, 512, NULL, infoLog); # printf("log=%s\n", infoLog); # return tos_no_len(infoLog); return '' } pub fn get_program_info_log(program int) string { # char infoLog[512]; # glGetProgramInfoLog(program, 1024, NULL, infoLog); # return tos_no_len(infoLog); return '' } 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(GL_TEXTURE_2D, texture) } pub fn delete_texture(texture u32) { C.glDeleteTextures(1, &texture) } pub fn buffer_data(typ int, 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_float(typ int, vertices[]float, draw_typ int) { size := sizeof(float) * vertices.len C.glBufferData(typ, size, vertices.data, draw_typ) } pub fn set_vbo(vbo u32, vertices[]float, draw_typ int) { gl.bind_buffer(GL_ARRAY_BUFFER, vbo) gl.buffer_data_float(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.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ) gl.buffer_data_int(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) # glGenVertexArrays(1, &VAO); return VAO } pub fn enable_vertex_attrib_array(n int) { C.glEnableVertexAttribArray(n) } pub fn gen_buffer() u32 { VBO := u32(0) # glGenBuffers(1, &VBO); return VBO } pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, stride int, ptr int) { if typ == GL_FLOAT { stride *= sizeof(float) ptr *= sizeof(float) } C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr) } pub fn tex_param(key, val int) { C.glTexParameteri(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) }