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v/vlib/gl/gl.v

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V

// 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{ non_empty }
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)
}