mirror of
https://github.com/Ed94/Odin.git
synced 2026-08-05 07:08:48 +00:00
Remove := with var and :: with const
This commit is contained in:
+79
-79
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user