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210 lines
4.2 KiB
Go
210 lines
4.2 KiB
Go
module gl
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// #define STB_IMAGE_IMPLEMENTATION
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// #include <stb_image.h>
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// ///////
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import const (
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GL_TEXTURE_2D
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GL_TEXTURE0
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GL_FLOAT
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GL_VERTEX_SHADER
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GL_ELEMENT_ARRAY_BUFFER
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GL_DEPTH_TEST
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)
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/*
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type Vec3 {
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x float
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y float
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z float
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}
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type Vec2 {
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x int
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y int
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}
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*/
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pub fn viewport(a int, b int, c int, d int) {
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C.glViewport(a, b, c, d)
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}
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pub fn clear_color(r, g, b, a int) {
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# glClearColor(((float)r)/255.0,((float)g)/255.0,b/255.0, a/255.0);
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// println('CLEAR COLOR')
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// #glClearColor(0.3f, 0.9f, 0.32f, 1.0f);
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// C.glClearColor(r, g, b, a)
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}
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pub fn clear() {
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# glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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}
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pub fn create_shader(typ int) int {
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return C.glCreateShader(typ)
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}
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pub fn create_program() int {
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return C.glCreateProgram()
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}
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pub fn shader_source(shader int, a int, source string, b int) {
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C.glShaderSource(shader, a, &source.str, b)
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}
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pub fn compile_shader(shader int) {
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C.glCompileShader(shader)
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}
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pub fn shader_compile_status(shader int) int {
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success := 0
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# glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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return success
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}
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pub fn attach_shader(program int, shader int) {
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// fn (s Shader) attach(program int) {
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C.glAttachShader(program, shader)
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}
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pub fn link_program(program int) {
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C.glLinkProgram(program)
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}
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pub fn get_program_link_status(program int) int {
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success := 0
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# glGetProgramiv(program, GL_LINK_STATUS, &success);
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return success
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}
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pub fn delete_shader(shader int) {
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C.glDeleteShader(shader)
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}
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pub fn shader_info_log(shader int) string {
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# printf("GET info log\n");
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# char infoLog[512];
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# glGetShaderInfoLog(shader, 512, NULL, infoLog);
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# printf("log=%s\n", infoLog);
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# return tos_no_len(infoLog);
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return ''
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}
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pub fn get_program_info_log(program int) string {
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# char infoLog[512];
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# glGetProgramInfoLog(program, 1024, NULL, infoLog);
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# return tos_no_len(infoLog);
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return ''
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}
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pub fn bind_vao(vao u32) {
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C.glBindVertexArray(vao)
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}
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pub fn bind_buffer(typ int, vbo u32) {
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C.glBindBuffer(typ, vbo)
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}
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pub fn gen_texture() u32 {
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res := u32(0)
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C.glGenTextures(1, &res)
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return res
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}
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pub fn active_texture(t int) {
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C.glActiveTexture(t)
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}
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pub fn bind_2d_texture(texture u32) {
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C.glBindTexture(GL_TEXTURE_2D, texture)
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}
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pub fn delete_texture(texture u32) {
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C.glDeleteTextures(1, &texture)
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}
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pub fn buffer_data(typ int, size int, arr voidptr, draw_typ int) {
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C.glBufferData(typ, size, arr, draw_typ)
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}
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pub fn buffer_data_int(typ int, vertices[]int, draw_typ int) {
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size := sizeof(int) * vertices.len
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C.glBufferData(typ, size, vertices.data, draw_typ)
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}
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pub fn buffer_data_float(typ int, vertices[]float, draw_typ int) {
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size := sizeof(float) * vertices.len
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C.glBufferData(typ, size, vertices.data, draw_typ)
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}
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pub fn set_vbo(vbo u32, vertices[]float, draw_typ int) {
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gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
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gl.buffer_data_float(GL_ARRAY_BUFFER, vertices, draw_typ)
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}
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pub fn set_ebo(ebo u32, indices[]int, draw_typ int) {
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gl.bind_buffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
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// gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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}
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// /////////////////////
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// fn gen_vertex_arrays(a int, vao uint) {
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// # glGenVertexArrays(a, &VAO);
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// }
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pub fn draw_arrays(typ, start, len int) {
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C.glDrawArrays(typ, start, len)
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}
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pub fn draw_elements(mode, count, typ, indices int) {
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C.glDrawElements(mode, count, typ, indices)
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}
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pub fn use_program(program int) {
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C.glUseProgram(program)
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}
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pub fn gen_vertex_array() u32 {
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VAO := u32(0)
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# glGenVertexArrays(1, &VAO);
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return VAO
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}
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pub fn enable_vertex_attrib_array(n int) {
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C.glEnableVertexAttribArray(n)
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}
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pub fn gen_buffer() u32 {
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VBO := u32(0)
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# glGenBuffers(1, &VBO);
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return VBO
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}
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pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, stride int, ptr int) {
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if typ == GL_FLOAT {
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stride *= sizeof(float)
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ptr *= sizeof(float)
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}
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C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr)
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}
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pub fn tex_param(key, val int) {
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C.glTexParameteri(GL_TEXTURE_2D, key, val)
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}
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pub fn enable(val int) {
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C.glEnable(val)
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}
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pub fn disable(val int) {
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C.glDisable(val)
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}
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pub fn scissor(a, b, c, d int) {
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C.glScissor(a, b, c, d)
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}
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pub fn generate_mipmap(typ int) {
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C.glGenerateMipmap(typ)
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}
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