Syntax change: cast(T)x => T(x); union_cast(T)x => x.(T); transmute(T)x => transmute(T, x); y:=^x => y:=&x;

Sorry for all the code breaking in this commit :(
This commit is contained in:
Ginger Bill
2017-04-30 15:09:36 +01:00
parent 54ea70df98
commit 784f3ecf7e
22 changed files with 650 additions and 730 deletions
+48 -45
View File
@@ -31,7 +31,7 @@ TexImage2D :: proc(target, level, internal_format,
format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
_string_data :: proc(s: string) -> ^u8 #inline { return ^s[0]; }
_string_data :: proc(s: string) -> ^u8 #inline { return &s[0]; }
_libgl := win32.LoadLibraryA(_string_data("opengl32.dll\x00"));
@@ -40,10 +40,10 @@ GetProcAddress :: proc(name: string) -> proc() #cc_c {
name = name[0..<len(name)-1];
}
// NOTE(bill): null terminated
assert((^name[0] + len(name))^ == 0);
res := wgl.GetProcAddress(^name[0]);
assert((&name[0] + len(name))^ == 0);
res := wgl.GetProcAddress(&name[0]);
if res == nil {
res = win32.GetProcAddress(_libgl, ^name[0]);
res = win32.GetProcAddress(_libgl, &name[0]);
}
return res;
}
@@ -108,56 +108,59 @@ UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32
GetUniformLocation: proc(program: u32, name: ^byte) -> i32 #cc_c;
init :: proc() {
set_proc_address :: proc(p: rawptr, name: string) #inline { (cast(^(proc() #cc_c))p)^ = GetProcAddress(name); }
set_proc_address :: proc(p: rawptr, name: string) #inline {
x := ^(proc() #cc_c)(p);
x^ = GetProcAddress(name);
}
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
set_proc_address(^GenSamplers, "glGenSamplers\x00");
set_proc_address(^DeleteBuffers, "glDeleteBuffers\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(&DeleteBuffers, "glDeleteBuffers\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");
}