Semicolons are required; when condition for certain file scope declarations; #import syntax change

This commit is contained in:
Ginger Bill
2016-12-01 22:44:00 +00:00
parent be8b9bda2f
commit 4bb45700a5
29 changed files with 3400 additions and 3244 deletions
+93 -95
View File
@@ -1,8 +1,6 @@
when ODIN_OS == "windows" {
#foreign_system_library "opengl32"
}
#import "win32.odin"
#load "opengl_constants.odin"
#foreign_system_library "opengl32" when ODIN_OS == "windows";
#import "win32.odin" when ODIN_OS == "windows";
#include "opengl_constants.odin";
Clear :: proc(mask: u32) #foreign "glClear"
ClearColor :: proc(r, g, b, a: f32) #foreign "glClearColor"
@@ -32,126 +30,126 @@ GetIntegerv :: proc(name: i32, v: ^i32) #foreign "glGetIntegerv"
_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data)
_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
GetProcAddress :: proc(name: string) -> proc() {
assert(name[name.count-1] == 0)
res := win32.wglGetProcAddress(name.data)
assert(name[name.count-1] == 0);
res := win32.wglGetProcAddress(name.data);
if res == nil {
res = win32.GetProcAddress(_libgl, name.data);
}
return res
return res;
}
GenBuffers: proc(count: i32, buffers: ^u32)
GenVertexArrays: proc(count: i32, buffers: ^u32)
GenSamplers: proc(count: i32, buffers: ^u32)
BindBuffer: proc(target: i32, buffer: u32)
BindVertexArray: proc(buffer: u32)
BindSampler: proc(position: i32, sampler: u32)
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32)
BufferSubData: proc(target: i32, offset, size: int, data: rawptr)
GenBuffers: proc(count: i32, buffers: ^u32);
GenVertexArrays: proc(count: i32, buffers: ^u32);
GenSamplers: proc(count: i32, buffers: ^u32);
BindBuffer: proc(target: i32, buffer: u32);
BindVertexArray: proc(buffer: u32);
BindSampler: proc(position: i32, sampler: u32);
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32);
BufferSubData: proc(target: i32, offset, size: int, data: rawptr);
DrawArrays: proc(mode, first: i32, count: u32)
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr)
DrawArrays: proc(mode, first: i32, count: u32);
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr);
MapBuffer: proc(target, access: i32) -> rawptr
UnmapBuffer: proc(target: i32)
MapBuffer: proc(target, access: i32) -> rawptr;
UnmapBuffer: proc(target: i32);
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr)
EnableVertexAttribArray: proc(index: u32)
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr);
EnableVertexAttribArray: proc(index: u32);
CreateShader: proc(shader_type: i32) -> u32
ShaderSource: proc(shader: u32, count: u32, string: ^^byte, length: ^i32)
CompileShader: proc(shader: u32)
CreateProgram: proc() -> u32
AttachShader: proc(program, shader: u32)
DetachShader: proc(program, shader: u32)
DeleteShader: proc(shader: u32)
LinkProgram: proc(program: u32)
UseProgram: proc(program: u32)
DeleteProgram: proc(program: u32)
CreateShader: proc(shader_type: i32) -> u32;
ShaderSource: proc(shader: u32, count: u32, string: ^^byte, length: ^i32);
CompileShader: proc(shader: u32);
CreateProgram: proc() -> u32;
AttachShader: proc(program, shader: u32);
DetachShader: proc(program, shader: u32);
DeleteShader: proc(shader: u32);
LinkProgram: proc(program: u32);
UseProgram: proc(program: u32);
DeleteProgram: proc(program: u32);
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32)
GetProgramiv: proc(program: u32, pname: i32, params: ^i32)
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte)
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte)
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32);
GetProgramiv: proc(program: u32, pname: i32, params: ^i32);
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte);
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte);
ActiveTexture: proc(texture: i32)
GenerateMipmap: proc(target: i32)
ActiveTexture: proc(texture: i32);
GenerateMipmap: proc(target: i32);
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32)
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32)
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32)
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32)
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32)
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32)
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32);
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32);
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32);
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32);
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32);
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32);
Uniform1i: proc(loc: i32, v0: i32)
Uniform2i: proc(loc: i32, v0, v1: i32)
Uniform3i: proc(loc: i32, v0, v1, v2: i32)
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32)
Uniform1f: proc(loc: i32, v0: f32)
Uniform2f: proc(loc: i32, v0, v1: f32)
Uniform3f: proc(loc: i32, v0, v1, v2: f32)
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32)
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32)
Uniform1i: proc(loc: i32, v0: i32);
Uniform2i: proc(loc: i32, v0, v1: i32);
Uniform3i: proc(loc: i32, v0, v1, v2: i32);
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32);
Uniform1f: proc(loc: i32, v0: f32);
Uniform2f: proc(loc: i32, v0, v1: f32);
Uniform3f: proc(loc: i32, v0, v1, v2: f32);
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32);
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32);
GetUniformLocation: proc(program: u32, name: ^byte) -> i32
GetUniformLocation: proc(program: u32, name: ^byte) -> i32;
init :: proc() {
set_proc_address :: proc(p: rawptr, name: string) #inline { (p as ^proc())^ = GetProcAddress(name) }
set_proc_address :: proc(p: rawptr, name: string) #inline { (p as ^proc())^ = GetProcAddress(name); }
set_proc_address(^GenBuffers, "glGenBuffers\x00")
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00")
set_proc_address(^GenSamplers, "glGenSamplers\x00")
set_proc_address(^BindBuffer, "glBindBuffer\x00")
set_proc_address(^BindSampler, "glBindSampler\x00")
set_proc_address(^BindVertexArray, "glBindVertexArray\x00")
set_proc_address(^BufferData, "glBufferData\x00")
set_proc_address(^BufferSubData, "glBufferSubData\x00")
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
set_proc_address(^GenSamplers, "glGenSamplers\x00");
set_proc_address(^BindBuffer, "glBindBuffer\x00");
set_proc_address(^BindSampler, "glBindSampler\x00");
set_proc_address(^BindVertexArray, "glBindVertexArray\x00");
set_proc_address(^BufferData, "glBufferData\x00");
set_proc_address(^BufferSubData, "glBufferSubData\x00");
set_proc_address(^DrawArrays, "glDrawArrays\x00")
set_proc_address(^DrawElements, "glDrawElements\x00")
set_proc_address(^DrawArrays, "glDrawArrays\x00");
set_proc_address(^DrawElements, "glDrawElements\x00");
set_proc_address(^MapBuffer, "glMapBuffer\x00")
set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00")
set_proc_address(^MapBuffer, "glMapBuffer\x00");
set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00");
set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00")
set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00")
set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00");
set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00");
set_proc_address(^CreateShader, "glCreateShader\x00")
set_proc_address(^ShaderSource, "glShaderSource\x00")
set_proc_address(^CompileShader, "glCompileShader\x00")
set_proc_address(^CreateProgram, "glCreateProgram\x00")
set_proc_address(^AttachShader, "glAttachShader\x00")
set_proc_address(^DetachShader, "glDetachShader\x00")
set_proc_address(^DeleteShader, "glDeleteShader\x00")
set_proc_address(^LinkProgram, "glLinkProgram\x00")
set_proc_address(^UseProgram, "glUseProgram\x00")
set_proc_address(^DeleteProgram, "glDeleteProgram\x00")
set_proc_address(^CreateShader, "glCreateShader\x00");
set_proc_address(^ShaderSource, "glShaderSource\x00");
set_proc_address(^CompileShader, "glCompileShader\x00");
set_proc_address(^CreateProgram, "glCreateProgram\x00");
set_proc_address(^AttachShader, "glAttachShader\x00");
set_proc_address(^DetachShader, "glDetachShader\x00");
set_proc_address(^DeleteShader, "glDeleteShader\x00");
set_proc_address(^LinkProgram, "glLinkProgram\x00");
set_proc_address(^UseProgram, "glUseProgram\x00");
set_proc_address(^DeleteProgram, "glDeleteProgram\x00");
set_proc_address(^GetShaderiv, "glGetShaderiv\x00")
set_proc_address(^GetProgramiv, "glGetProgramiv\x00")
set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00")
set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00")
set_proc_address(^GetShaderiv, "glGetShaderiv\x00");
set_proc_address(^GetProgramiv, "glGetProgramiv\x00");
set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00");
set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00");
set_proc_address(^ActiveTexture, "glActiveTexture\x00")
set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00")
set_proc_address(^ActiveTexture, "glActiveTexture\x00");
set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00");
set_proc_address(^Uniform1i, "glUniform1i\x00")
set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00")
set_proc_address(^Uniform1i, "glUniform1i\x00");
set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00");
set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00")
set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00");
set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00")
set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00")
set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00")
set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00")
set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00")
set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00")
set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00");
set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00");
set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00");
set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00");
set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00");
set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
}