gl: add comments & clean up
parent
ec984bcc0c
commit
5c74e86ec4
123
vlib/gl/gl.v
123
vlib/gl/gl.v
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@ -63,10 +63,10 @@ fn C.glGetUniformLocation() int
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fn C.glGetAttribLocation() int
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fn C.glBindAttribLocation()
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//Uniform functions
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fn C.glUniform1f()
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// init_glad initializes glad, which is needed to use other functions.
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pub fn init_glad() {
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ok := C.gladLoadGL()
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if ok == 0 {
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@ -75,193 +75,267 @@ pub fn init_glad() {
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}
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}
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pub fn viewport(a, b, c, d int) {
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C.glViewport(a, b, c, d)
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// viewport declares the area, which should be rendered in the window.
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// Should be used on resizing the window.
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pub fn viewport(x, y, width, height int) {
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C.glViewport(x, y, width, height)
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}
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// clear_color sets the color, which will be the background, where you can draw.
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// Need only set once.
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pub fn clear_color(r, g, b, a int) {
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C.glClearColor(f32(r)/255.0, f32(g)/255.0, f32(b)/255.0, f32(a)/255.0)
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}
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// clear clears the bits of the last frame (ColorBufferBit, DepthBufferBit, StencilBufferBit) to store new data.
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// Should be done every frame.
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pub fn clear() {
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C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT)
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}
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// create_shader creates a shader in OpenGL and returns the id.
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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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// Create a program in OpenGL and returns the id.
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// A shader can be attached to a program, which is required to use them.
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pub fn create_program() int {
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return C.glCreateProgram()
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}
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// Delete a program by id.
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// Cleanup method, should be used after the main game loop
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pub fn delete_program(program int) {
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C.glDeleteProgram(program)
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}
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pub fn shader_source(shader, a int, source string, b int) {
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C.glShaderSource(shader, a, &source.str, b)
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// shader_source attaches source code to the shader via the shaderID.
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// Could be also used to load multiple sources into a shader.
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// To just add one source code to one shader use: `gl.shader_source(shader, 1, src, 0)`
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pub fn shader_source(shader, count int, source string, length int) {
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C.glShaderSource(shader, count, &source.str, length)
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}
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// compile_shader compiles the shader's source code.
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// OpenGL compiles the source code at runtime.
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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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// shader_compile_status returns the compile status of the shader compilation.
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// Can be used to check the compilation and see for errors in the shader code via `gl.shader_info_log()`
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pub fn shader_compile_status(shader int) int {
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success := 0
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C.glGetShaderiv(shader, C.GL_COMPILE_STATUS, &success)
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return success
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}
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// attach_shader attaches a shader to a program.
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// Required for drawing things on the screen
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pub fn attach_shader(program, 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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// detach_shader detaches a shader of a program
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// Cleanup method
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pub fn detach_shader(program, shader int) {
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C.glDetachShader(program, shader)
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}
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// link_program links a program as target.
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// This let OpenGL know, which program has to be use.
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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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// get_program_link_status returns the link status of linking the program
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pub fn get_program_link_status(program int) int {
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success := 0
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C.glGetProgramiv(program, C.GL_LINK_STATUS, &success)
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return success
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}
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// validate_program checks that the shaders in the program can be executed
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pub fn validate_program(program int) {
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C.glValidateProgram(program)
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}
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// delete_shader deletes a shader via the shaderID
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// Cleanup method
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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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// shader_info_log returns a info log of the shader.
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// Can be used to print compilation errors.
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pub fn shader_info_log(shader int) string {
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info_log := [512]byte
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C.glGetShaderInfoLog(shader, 512, 0, info_log)
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return tos_clone(info_log)
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}
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// get_program_info_log returns a info log of the program.
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// Can be used to print linking errors etc.
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pub fn get_program_info_log(program int) string {
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info_log := [1024]byte
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C.glGetProgramInfoLog(program, 1024, 0, info_log)
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return tos_clone(info_log)
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}
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// bind_vao binds a vertex array buffer to OpenGL.
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// Says OpenGL which vao is the target.
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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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// bind_buffer binds a vertex buffer object to OpenGL.
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// Says OpenGL which vbo is the target.
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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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// gen_texture generates a textureID.
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// Needed to use texturing.
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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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// active_texture activates a texture.
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// If you don't do this, texture isn't working.
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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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// bind_2d_texture binds the activated texture as a 2D texture.
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// Helper method.
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pub fn bind_2d_texture(texture u32) {
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C.glBindTexture(C.GL_TEXTURE_2D, texture)
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}
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// bind_texture binds the activated texture to a texture type.
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// Defines the type for texture.
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pub fn bind_texture(texture, typ u32) {
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C.glBindTexture(typ, texture)
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}
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// delete_texture deletes a texture by ID.
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// Cleanup method.
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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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// buffer_data puts data into a buffer.
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// With these methods, data can put into a buffer.
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// Common usage for C.GL_ARRAY_BUFFER or C.GL_ELEMENT_ARRAY_BUFFER.
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pub fn buffer_data(typ, 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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// buffer_data_int puts int into a buffer.
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pub fn buffer_data_int(typ int, vertices []int, draw_typ int) {
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size := sizeof(int) * u32(vertices.len)
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C.glBufferData(typ, size, vertices.data, draw_typ)
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}
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// buffer_data_f32 puts float into a buffer.
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pub fn buffer_data_f32(typ int, vertices []f32, draw_typ int) {
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size := sizeof(f32) * u32(vertices.len)
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C.glBufferData(typ, size, vertices.data, draw_typ)
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}
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// set_vbo sets vertices into a vertex buffer object.
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// Helper method.
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pub fn set_vbo(vbo u32, vertices []f32, draw_typ int) {
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gl.bind_buffer(C.GL_ARRAY_BUFFER, vbo)
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gl.buffer_data_f32(C.GL_ARRAY_BUFFER, vertices, draw_typ)
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}
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// set_ebo sets indices into a element array buffer.
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// Helper method.
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pub fn set_ebo(ebo u32, indices []int, draw_typ int) {
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gl.bind_buffer(C.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(C.GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
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}
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// delete_buffer deletes a vertex buffer object.
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// Cleanup method.
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pub fn delete_buffer(vbo u32) {
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C.glDeleteBuffers(1, vbo)
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}
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// delete_vao deletes a vertex array object.
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// Cleanup method.
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pub fn delete_vao(vao u32) {
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C.glDeleteVertexArrays(1, vao)
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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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// gets the uniform location for key
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// get_uniform_location gets the uniform location for key in program.
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// Required to put uniform data in shader at runtime.
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pub fn get_uniform_location(program int, key string) int {
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return C.glGetUniformLocation(program, key.str)
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}
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//gets the attribute location for key
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// get_attrib_location gets the attribute location for key in program.
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// Required to put attrib data in shader at runtime.
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pub fn get_attrib_location(program int, key string) int {
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return C.glGetAttribLocation(program, key.str)
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}
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// bind_attrib_location binds a attrib on index in program to a name.
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// Used to send data into a shader.
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pub fn bind_attrib_location(program int, index int, name string) {
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C.glBindAttribLocation(program, index, name.str)
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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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// draw_arrays draws the vertex buffer object on screen.
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// Commonly start is 0 and len 3 (without textures) or 5 (with textures).
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// Mode commonly C.GL_TRIANGLES.
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pub fn draw_arrays(mode, start, len int) {
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C.glDrawArrays(mode, start, len)
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}
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// draw_elements draws the element object buffer on screen.
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// Commonly typ is C.GL_UNSIGNED_INT and mode C.GL_TRIANGLES.
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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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// use_program binds program to OpenGL.
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// Defines the program which is the target.
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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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// gen_vertex_array generates a vertex array ID.
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// Linked to an empty vertex array.
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pub fn gen_vertex_array() u32 {
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vao := u32(0)
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C.glGenVertexArrays(1, &vao)
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return vao
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}
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// enable_vertex_attrib_array enables a vertex attrib array by index.
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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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// disable_vertex_attrib_array disabled a vertex attrib array by index.
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pub fn disable_vertex_attrib_array(n int) {
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C.glDisableVertexAttribArray(n)
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}
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// gen_buffer generates an buffer ID.
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// Linked to an empty buffer-
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pub fn gen_buffer() u32 {
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vbo := u32(0)
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C.glGenBuffers(1, &vbo)
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return vbo
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}
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// vertex_attrib_pointer defines the activated array by index.
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pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride int, _ptr int) {
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mut stride := u32(_stride)
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mut ptr := _ptr
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@ -272,39 +346,50 @@ pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, _stride
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C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr)
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}
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// tex_param attachs texture value as int to a texture by ID.
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pub fn tex_param(key, val int) {
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C.glTexParameteri(C.GL_TEXTURE_2D, key, val)
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}
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// enable enables various capabilities for OpenGL.
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pub fn enable(val int) {
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C.glEnable(val)
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}
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// disable disables various capabilities for OpenGL.
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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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// scissor defines a rectangle in the window.
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pub fn scissor(x, y, width, height int) {
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C.glScissor(x, y, height, height)
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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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// set mat4 at uniform location
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// set_mat4fv sets a mat4 at uniform location.
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// Used for almost every view stuff in OpenGL.
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pub fn set_mat4fv(loc, count int, transpose bool, val glm.Mat4) {
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C.glUniformMatrix4fv(loc, count, transpose, val.data)
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}
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// set_f32 sets a float at uniform location.
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// Usable for global lighing.
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pub fn set_f32(loc int, val f32) {
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C.glUniform1f(loc, val)
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}
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// set_vec sets a vec3 at uniform location.
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// Usable to set locations or colors.
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pub fn set_vec(loc int, x, y, z f32) {
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C.glUniform3f(loc, x, y, z)
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}
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// set_bool sets a bool at uniform location.
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// Send states to the shader.
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pub fn set_bool(loc int, val bool) {
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if val {
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set_f32(loc, 1)
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