Remove := with var and :: with const

This commit is contained in:
Ginger Bill
2017-06-12 11:48:12 +01:00
parent c2c935ba81
commit 8fafdb185c
31 changed files with 3264 additions and 3502 deletions
+79 -79
View File
@@ -4,113 +4,113 @@
#import "sys/wgl.odin" when ODIN_OS == "windows";
#load "opengl_constants.odin";
Clear :: proc(mask: u32) #foreign lib "glClear";
ClearColor :: proc(r, g, b, a: f32) #foreign lib "glClearColor";
Begin :: proc(mode: i32) #foreign lib "glBegin";
End :: proc() #foreign lib "glEnd";
Finish :: proc() #foreign lib "glFinish";
BlendFunc :: proc(sfactor, dfactor: i32) #foreign lib "glBlendFunc";
Enable :: proc(cap: i32) #foreign lib "glEnable";
Disable :: proc(cap: i32) #foreign lib "glDisable";
GenTextures :: proc(count: i32, result: ^u32) #foreign lib "glGenTextures";
DeleteTextures:: proc(count: i32, result: ^u32) #foreign lib "glDeleteTextures";
TexParameteri :: proc(target, pname, param: i32) #foreign lib "glTexParameteri";
TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf";
BindTexture :: proc(target: i32, texture: u32) #foreign lib "glBindTexture";
LoadIdentity :: proc() #foreign lib "glLoadIdentity";
Viewport :: proc(x, y, width, height: i32) #foreign lib "glViewport";
Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho";
Color3f :: proc(r, g, b: f32) #foreign lib "glColor3f";
Vertex3f :: proc(x, y, z: f32) #foreign lib "glVertex3f";
GetError :: proc() -> i32 #foreign lib "glGetError";
GetString :: proc(name: i32) -> ^u8 #foreign lib "glGetString";
GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
TexCoord2f :: proc(x, y: f32) #foreign lib "glTexCoord2f";
TexImage2D :: proc(target, level, internal_format,
const Clear = proc(mask: u32) #foreign lib "glClear";
const ClearColor = proc(r, g, b, a: f32) #foreign lib "glClearColor";
const Begin = proc(mode: i32) #foreign lib "glBegin";
const End = proc() #foreign lib "glEnd";
const Finish = proc() #foreign lib "glFinish";
const BlendFunc = proc(sfactor, dfactor: i32) #foreign lib "glBlendFunc";
const Enable = proc(cap: i32) #foreign lib "glEnable";
const Disable = proc(cap: i32) #foreign lib "glDisable";
const GenTextures = proc(count: i32, result: ^u32) #foreign lib "glGenTextures";
const DeleteTextures= proc(count: i32, result: ^u32) #foreign lib "glDeleteTextures";
const TexParameteri = proc(target, pname, param: i32) #foreign lib "glTexParameteri";
const TexParameterf = proc(target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf";
const BindTexture = proc(target: i32, texture: u32) #foreign lib "glBindTexture";
const LoadIdentity = proc() #foreign lib "glLoadIdentity";
const Viewport = proc(x, y, width, height: i32) #foreign lib "glViewport";
const Ortho = proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho";
const Color3f = proc(r, g, b: f32) #foreign lib "glColor3f";
const Vertex3f = proc(x, y, z: f32) #foreign lib "glVertex3f";
const GetError = proc() -> i32 #foreign lib "glGetError";
const GetString = proc(name: i32) -> ^u8 #foreign lib "glGetString";
const GetIntegerv = proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
const TexCoord2f = proc(x, y: f32) #foreign lib "glTexCoord2f";
const TexImage2D = proc(target, level, internal_format,
width, height, border,
format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
format, type_: i32, pixels: rawptr) #foreign lib "glTexImage2D";
_string_data :: proc(s: string) -> ^u8 #inline { return &s[0]; }
const _string_data = proc(s: string) -> ^u8 #inline { return &s[0]; }
_libgl := win32.load_library_a(_string_data("opengl32.dll\x00"));
var _libgl = win32.load_library_a(_string_data("opengl32.dll\x00"));
get_proc_address :: proc(name: string) -> proc() #cc_c {
const get_proc_address = proc(name: string) -> proc() #cc_c {
if name[len(name)-1] == 0 {
name = name[0..<len(name)-1];
}
// NOTE(bill): null terminated
assert((&name[0] + len(name))^ == 0);
res := wgl.get_proc_address(&name[0]);
var res = wgl.get_proc_address(&name[0]);
if res == nil {
res = win32.get_proc_address(_libgl, &name[0]);
}
return res;
}
GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
BindBuffer: proc(target: i32, buffer: u32) #cc_c;
BindVertexArray: proc(buffer: u32) #cc_c;
DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
BindSampler: proc(position: i32, sampler: u32) #cc_c;
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
var GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
var GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
var GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
var DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
var BindBuffer: proc(target: i32, buffer: u32) #cc_c;
var BindVertexArray: proc(buffer: u32) #cc_c;
var DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
var BindSampler: proc(position: i32, sampler: u32) #cc_c;
var BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
var BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
var DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
var DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
UnmapBuffer: proc(target: i32) #cc_c;
var MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
var UnmapBuffer: proc(target: i32) #cc_c;
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
EnableVertexAttribArray: proc(index: u32) #cc_c;
var VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
var EnableVertexAttribArray: proc(index: u32) #cc_c;
CreateShader: proc(shader_type: i32) -> u32 #cc_c;
ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
CompileShader: proc(shader: u32) #cc_c;
CreateProgram: proc() -> u32 #cc_c;
AttachShader: proc(program, shader: u32) #cc_c;
DetachShader: proc(program, shader: u32) #cc_c;
DeleteShader: proc(shader: u32) #cc_c;
LinkProgram: proc(program: u32) #cc_c;
UseProgram: proc(program: u32) #cc_c;
DeleteProgram: proc(program: u32) #cc_c;
var CreateShader: proc(shader_type: i32) -> u32 #cc_c;
var ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
var CompileShader: proc(shader: u32) #cc_c;
var CreateProgram: proc() -> u32 #cc_c;
var AttachShader: proc(program, shader: u32) #cc_c;
var DetachShader: proc(program, shader: u32) #cc_c;
var DeleteShader: proc(shader: u32) #cc_c;
var LinkProgram: proc(program: u32) #cc_c;
var UseProgram: proc(program: u32) #cc_c;
var DeleteProgram: proc(program: u32) #cc_c;
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
var GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
var GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
var GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
var GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
ActiveTexture: proc(texture: i32) #cc_c;
GenerateMipmap: proc(target: i32) #cc_c;
var ActiveTexture: proc(texture: i32) #cc_c;
var GenerateMipmap: proc(target: i32) #cc_c;
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
var SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
var SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
var SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
var SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
var SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
var SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
Uniform1i: proc(loc: i32, v0: i32) #cc_c;
Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
Uniform1f: proc(loc: i32, v0: f32) #cc_c;
Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
var Uniform1i: proc(loc: i32, v0: i32) #cc_c;
var Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
var Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
var Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
var Uniform1f: proc(loc: i32, v0: f32) #cc_c;
var Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
var Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
var Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
var UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
var GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
init :: proc() {
set_proc_address :: proc(p: rawptr, name: string) #inline {
x := ^(proc() #cc_c)(p);
const init = proc() {
const set_proc_address = proc(p: rawptr, name: string) #inline {
var x = ^(proc() #cc_c)(p);
x^ = get_proc_address(name);
}