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v/vlib/gl/gl.v

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V

// Copyright (c) 2019-2020 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
import glm
#flag -I @VROOT/thirdparty/glad
#include "glad.h"
#flag @VROOT/thirdparty/glad/glad.o
// joe-c: fix & remove
pub enum TmpGlImportHack{ non_empty }
fn C.gladLoadGL() int
fn C.glDisable()
fn C.glEnable()
fn C.glScissor()
fn C.glVertexAttribPointer()
fn C.glGenBuffers()
fn C.glEnableVertexAttribArray()
fn C.glDisableVertexAttribArray()
fn C.glGenVertexArrays()
fn C.glDrawElements()
fn C.glUseProgram()
fn C.glValidateProgram()
fn C.glDrawArrays()
fn C.glBufferData()
fn C.glGenerateMipmap()
fn C.glTexParameteri()
fn C.glDeleteTextures()
fn C.glBindTexture()
fn C.glActiveTexture()
fn C.glGenTextures()
fn C.glBindBuffer()
fn C.glBindVertexArray()
fn C.glGetProgramInfoLog()
fn C.glGetShaderInfoLog()
fn C.glDeleteShader()
fn C.glGetProgramiv()
fn C.glLinkProgram()
fn C.glAttachShader()
fn C.glDetachShader()
fn C.glGetShaderiv()
fn C.glCompileShader()
fn C.glShaderSource()
fn C.glCreateProgram() int
fn C.glDeleteProgram()
fn C.glClear()
fn C.glCreateShader() int
fn C.glClearColor()
fn C.glViewport()
fn C.glTexImage2D()
fn C.glPixelStorei()
fn C.glBlendFunc()
fn C.glPolygonMode()
fn C.glDeleteBuffers()
fn C.glDeleteVertexArrays()
fn C.glGetUniformLocation() int
fn C.glGetAttribLocation() int
fn C.glBindAttribLocation()
pub fn init_glad() {
ok := C.gladLoadGL()
if ok == 0 {
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 delete_program(program int) {
C.glDeleteProgram(program)
}
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 detach_shader(program, shader int) {
C.glDetachShader(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 validate_program(program int) {
C.glValidateProgram(program)
}
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)
}
pub fn delete_buffer(vbo u32) {
C.glDeleteBuffers(1, vbo)
}
pub fn delete_vao(vao u32) {
C.glDeleteVertexArrays(1, vao)
}
// /////////////////////
// fn gen_vertex_arrays(a int, vao uint) {
// # glGenVertexArrays(a, &VAO);
// }
// gets the uniform location for key
pub fn get_uniform_location(program int, key string) int {
return C.glGetUniformLocation(program, key.str)
}
//gets the attribute location for key
pub fn get_attrib_location(program int, key string) int {
return C.glGetAttribLocation(program, key.str)
}
pub fn bind_attrib_location(program int, index int, name string) {
C.glBindAttribLocation(program, index, name.str)
}
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 disable_vertex_attrib_array(n int) {
C.glDisableVertexAttribArray(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)
}
// set mat4 at uniform location
pub fn set_mat4fv(loc, count int, transpose bool, val glm.Mat4) {
C.glUniformMatrix4fv(loc, count, transpose, val.data)
}