v/gl/gl.v

201 lines
4.1 KiB
Go

module gl
import const (
GL_TEXTURE_2D
GL_TEXTURE0
GL_FLOAT
GL_VERTEX_SHADER
GL_ELEMENT_ARRAY_BUFFER
GL_DEPTH_TEST
)
#include "glad.h"
#include "glad.c"
fn init_glad() {
ok := C.gladLoadGL()
if !ok {
os.exit('Failed to initialize glad OpenGL context')
}
}
pub fn viewport(a int, b int, c int, d int) {
C.glViewport(a, b, c, d)
}
pub fn clear_color(r, g, b, a int) {
# glClearColor(((float)r)/255.0,((float)g)/255.0,b/255.0, a/255.0);
}
pub fn clear() {
# glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|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 int, 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
# glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
return success
}
pub fn attach_shader(program int, 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
# glGetProgramiv(program, GL_LINK_STATUS, &success);
return success
}
pub fn delete_shader(shader int) {
C.glDeleteShader(shader)
}
pub fn shader_info_log(shader int) string {
# printf("GET info log\n");
# char infoLog[512];
# glGetShaderInfoLog(shader, 512, NULL, infoLog);
# printf("log=%s\n", infoLog);
# return tos_no_len(infoLog);
return ''
}
pub fn get_program_info_log(program int) string {
# char infoLog[512];
# glGetProgramInfoLog(program, 1024, NULL, infoLog);
# return tos_no_len(infoLog);
return ''
}
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(GL_TEXTURE_2D, texture)
}
pub fn delete_texture(texture u32) {
C.glDeleteTextures(1, &texture)
}
pub fn buffer_data(typ int, 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_float(typ int, vertices[]float, draw_typ int) {
size := sizeof(float) * vertices.len
C.glBufferData(typ, size, vertices.data, draw_typ)
}
pub fn set_vbo(vbo u32, vertices[]float, draw_typ int) {
gl.bind_buffer(GL_ARRAY_BUFFER, vbo)
gl.buffer_data_float(GL_ARRAY_BUFFER, vertices, draw_typ)
}
pub fn set_ebo(ebo u32, indices[]int, draw_typ int) {
gl.bind_buffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
// gl.buffer_data_int(GL_ELEMENT_ARRAY_BUFFER, indices, draw_typ)
gl.buffer_data_int(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)
# glGenVertexArrays(1, &VAO);
return VAO
}
pub fn enable_vertex_attrib_array(n int) {
C.glEnableVertexAttribArray(n)
}
pub fn gen_buffer() u32 {
VBO := u32(0)
# glGenBuffers(1, &VBO);
return VBO
}
pub fn vertex_attrib_pointer(index, size int, typ int, normalized bool, stride int, ptr int) {
if typ == GL_FLOAT {
stride *= sizeof(float)
ptr *= sizeof(float)
}
C.glVertexAttribPointer(index, size, typ, normalized, stride, ptr)
}
pub fn tex_param(key, val int) {
C.glTexParameteri(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)
}