module sgl import sokol.gfx import sokol.memory pub const version = gfx.version + 1 pub const context = Context{0x00010001} // C.SGL_DEFAULT_CONTEXT = { 0x00010001 } // setup/shutdown/misc pub fn setup(desc &Desc) { if desc.allocator.alloc == unsafe { nil } && desc.allocator.free == unsafe { nil } { unsafe { desc.allocator.alloc = memory.salloc desc.allocator.free = memory.sfree desc.allocator.user_data = voidptr(0x10000561) } } if desc.logger.log_cb == unsafe { nil } { unsafe { desc.logger.log_cb = memory.slog } } C.sgl_setup(desc) } pub fn shutdown() { C.sgl_shutdown() } [inline] pub fn error() SglError { return unsafe { SglError(int(C.sgl_error())) } } [inline] pub fn context_error(ctx Context) SglError { return unsafe { SglError(int(C.sgl_context_error(ctx))) } } [inline] pub fn rad(deg f32) f32 { return C.sgl_rad(deg) } [inline] pub fn deg(rad f32) f32 { return C.sgl_deg(rad) } // context functions [inline] pub fn make_context(desc &ContextDesc) Context { return C.sgl_make_context(desc) } [inline] pub fn destroy_context(ctx Context) { C.sgl_destroy_context(ctx) } [inline] pub fn set_context(ctx Context) { C.sgl_set_context(ctx) } [inline] pub fn get_context() Context { return C.sgl_get_context() } [inline] pub fn default_context() Context { return C.sgl_default_context() } // create and destroy pipeline objects [inline] pub fn make_pipeline(desc &gfx.PipelineDesc) Pipeline { return C.sgl_make_pipeline(desc) } [inline] pub fn context_make_pipeline(ctx Context, desc &gfx.PipelineDesc) Pipeline { return C.sgl_context_make_pipeline(ctx, desc) } [inline] pub fn destroy_pipeline(pip Pipeline) { C.sgl_destroy_pipeline(pip) } // render state functions [inline] pub fn defaults() { C.sgl_defaults() } [inline] pub fn viewport(x int, y int, w int, h int, origin_top_left bool) { C.sgl_viewport(x, y, w, h, origin_top_left) } [inline] pub fn scissor_rect(x int, y int, w int, h int, origin_top_left bool) { C.sgl_scissor_rect(x, y, w, h, origin_top_left) } [inline] pub fn scissor_rectf(x f32, y f32, w f32, h f32, origin_top_left bool) { C.sgl_scissor_rectf(x, y, w, h, origin_top_left) } [inline] pub fn enable_texture() { C.sgl_enable_texture() } [inline] pub fn disable_texture() { C.sgl_disable_texture() } [inline] pub fn texture(img gfx.Image) { C.sgl_texture(img) } // pipeline stack functions [inline] pub fn load_default_pipeline() { C.sgl_load_default_pipeline() } [inline] pub fn default_pipeline() { C.sgl_load_default_pipeline() } [inline] pub fn load_pipeline(pip Pipeline) { C.sgl_load_pipeline(pip) } [inline] pub fn push_pipeline() { C.sgl_push_pipeline() } [inline] pub fn pop_pipeline() { C.sgl_pop_pipeline() } // matrix stack functions [inline] pub fn matrix_mode_modelview() { C.sgl_matrix_mode_modelview() } [inline] pub fn matrix_mode_projection() { C.sgl_matrix_mode_projection() } [inline] pub fn matrix_mode_texture() { C.sgl_matrix_mode_texture() } [inline] pub fn load_identity() { C.sgl_load_identity() } [inline] pub fn load_matrix(m []f32) { C.sgl_load_matrix(m.data) } [inline] pub fn load_transpose_matrix(m []f32) { C.sgl_load_transpose_matrix(m.data) } [inline] pub fn mult_matrix(m []f32) { C.sgl_mult_matrix(m.data) } [inline] pub fn mult_transpose_matrix(m []f32) { C.sgl_mult_transpose_matrix(m.data) } [inline] pub fn rotate(angle_rad f32, x f32, y f32, z f32) { C.sgl_rotate(angle_rad, x, y, z) } [inline] pub fn scale(x f32, y f32, z f32) { C.sgl_scale(x, y, z) } [inline] pub fn translate(x f32, y f32, z f32) { C.sgl_translate(x, y, z) } [inline] pub fn frustum(l f32, r f32, b f32, t f32, n f32, f f32) { C.sgl_frustum(l, r, b, t, n, f) } [inline] pub fn ortho(l f32, r f32, b f32, t f32, n f32, f f32) { C.sgl_ortho(l, r, b, t, n, f) } [inline] pub fn perspective(fov_y f32, aspect f32, z_near f32, z_far f32) { C.sgl_perspective(fov_y, aspect, z_near, z_far) } [inline] pub fn lookat(eye_x f32, eye_y f32, eye_z f32, center_x f32, center_y f32, center_z f32, up_x f32, up_y f32, up_z f32) { C.sgl_lookat(eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z) } [inline] pub fn push_matrix() { C.sgl_push_matrix() } [inline] pub fn pop_matrix() { C.sgl_pop_matrix() } // these functions only set the internal 'current texcoord / color' (valid inside or outside begin/end) [inline] pub fn t2f(u f32, v f32) { C.sgl_t2f(u, v) } [inline] pub fn c3f(r f32, g f32, b f32) { C.sgl_c3f(r, g, b) } [inline] pub fn c4f(r f32, g f32, b f32, a f32) { C.sgl_c4f(r, g, b, a) } [inline] pub fn c3b(r u8, g u8, b u8) { C.sgl_c3b(r, g, b) } [inline] pub fn c4b(r u8, g u8, b u8, a u8) { C.sgl_c4b(r, g, b, a) } [inline] pub fn c1i(rgba u32) { C.sgl_c1i(rgba) } [inline] pub fn point_size(s f32) { C.sgl_point_size(s) } // define primitives, each begin/end is one draw command [inline] pub fn begin_points() { C.sgl_begin_points() } [inline] pub fn begin_lines() { C.sgl_begin_lines() } [inline] pub fn begin_line_strip() { C.sgl_begin_line_strip() } [inline] pub fn begin_triangles() { C.sgl_begin_triangles() } [inline] pub fn begin_triangle_strip() { C.sgl_begin_triangle_strip() } [inline] pub fn begin_quads() { C.sgl_begin_quads() } [inline] pub fn v2f(x f32, y f32) { C.sgl_v2f(x, y) } [inline] pub fn v3f(x f32, y f32, z f32) { C.sgl_v3f(x, y, z) } [inline] pub fn v2f_t2f(x f32, y f32, u f32, v f32) { C.sgl_v2f_t2f(x, y, u, v) } [inline] pub fn v3f_t2f(x f32, y f32, z f32, u f32, v f32) { C.sgl_v3f_t2f(x, y, z, u, v) } [inline] pub fn v2f_c3f(x f32, y f32, r f32, g f32, b f32) { C.sgl_v2f_c3f(x, y, r, g, b) } [inline] pub fn v2f_c3b(x f32, y f32, r u8, g u8, b u8) { C.sgl_v2f_c3b(x, y, r, g, b) } [inline] pub fn v2f_c4f(x f32, y f32, r f32, g f32, b f32, a f32) { C.sgl_v2f_c4f(x, y, r, g, b, a) } [inline] pub fn v2f_c4b(x f32, y f32, r u8, g u8, b u8, a u8) { C.sgl_v2f_c4b(x, y, r, g, b, a) } [inline] pub fn v2f_c1i(x f32, y f32, rgba u32) { C.sgl_v2f_c1i(x, y, rgba) } [inline] pub fn v3f_c3f(x f32, y f32, z f32, r f32, g f32, b f32) { C.sgl_v3f_c3f(x, y, z, r, g, b) } [inline] pub fn v3f_c3b(x f32, y f32, z f32, r u8, g u8, b u8) { C.sgl_v3f_c3b(x, y, z, r, g, b) } [inline] pub fn v3f_c4f(x f32, y f32, z f32, r f32, g f32, b f32, a f32) { C.sgl_v3f_c4f(x, y, z, r, g, b, a) } [inline] pub fn v3f_c4b(x f32, y f32, z f32, r u8, g u8, b u8, a u8) { C.sgl_v3f_c4b(x, y, z, r, g, b, a) } [inline] pub fn v3f_c1i(x f32, y f32, z f32, rgba u32) { C.sgl_v3f_c1i(x, y, z, rgba) } [inline] pub fn v2f_t2f_c3f(x f32, y f32, u f32, v f32, r f32, g f32, b f32) { C.sgl_v2f_t2f_c3f(x, y, u, v, r, g, b) } [inline] pub fn v2f_t2f_c3b(x f32, y f32, u f32, v f32, r u8, g u8, b u8) { C.sgl_v2f_t2f_c3b(x, y, u, v, r, g, b) } [inline] pub fn v2f_t2f_c4f(x f32, y f32, u f32, v f32, r f32, g f32, b f32, a f32) { C.sgl_v2f_t2f_c4f(x, y, u, v, r, g, b, a) } [inline] pub fn v2f_t2f_c4b(x f32, y f32, u f32, v f32, r u8, g u8, b u8, a u8) { C.sgl_v2f_t2f_c4b(x, y, u, v, r, g, b, a) } [inline] pub fn v2f_t2f_c1i(x f32, y f32, u f32, v f32, rgba u32) { C.sgl_v2f_t2f_c1i(x, y, u, v, rgba) } [inline] pub fn v3f_t2f_c3f(x f32, y f32, z f32, u f32, v f32, r f32, g f32, b f32) { C.sgl_v3f_t2f_c3f(x, y, z, u, v, r, g, b) } [inline] pub fn v3f_t2f_c3b(x f32, y f32, z f32, u f32, v f32, r u8, g u8, b u8) { C.sgl_v3f_t2f_c3b(x, y, z, u, v, r, g, b) } [inline] pub fn v3f_t2f_c4f(x f32, y f32, z f32, u f32, v f32, r f32, g f32, b f32, a f32) { C.sgl_v3f_t2f_c4f(x, y, z, u, v, r, g, b, a) } [inline] pub fn v3f_t2f_c4b(x f32, y f32, z f32, u f32, v f32, r u8, g u8, b u8, a u8) { C.sgl_v3f_t2f_c4b(x, y, z, u, v, r, g, b, a) } [inline] pub fn v3f_t2f_c1i(x f32, y f32, z f32, u f32, v f32, rgba u32) { C.sgl_v3f_t2f_c1i(x, y, z, u, v, rgba) } [inline] pub fn end() { C.sgl_end() } // render recorded commands [inline] pub fn draw() { C.sgl_draw() } [inline] pub fn context_draw(ctx Context) { C.sgl_context_draw(ctx) }