Begin transition to Jai-like syntax

This commit is contained in:
Ginger Bill
2017-01-01 19:08:03 +00:00
parent 3f1195cd03
commit a48e0c7179
20 changed files with 2348 additions and 2365 deletions
+48 -50
View File
@@ -30,76 +30,74 @@ proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
proc GetProcAddress(name string) -> proc() #cc_c {
assert(name[name.count-1] == 0);
var res = win32.wglGetProcAddress(name.data);
res := win32.wglGetProcAddress(name.data);
if res == nil {
res = win32.GetProcAddress(_libgl, name.data);
}
return res;
}
var {
GenBuffers proc(count i32, buffers ^u32) #cc_c;
GenVertexArrays proc(count i32, buffers ^u32) #cc_c;
GenSamplers proc(count i32, buffers ^u32) #cc_c;
BindBuffer proc(target i32, buffer u32) #cc_c;
BindVertexArray proc(buffer 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;
GenBuffers: proc(count i32, buffers ^u32) #cc_c;
GenVertexArrays: proc(count i32, buffers ^u32) #cc_c;
GenSamplers: proc(count i32, buffers ^u32) #cc_c;
BindBuffer: proc(target i32, buffer u32) #cc_c;
BindVertexArray: proc(buffer 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;
DrawArrays proc(mode, first i32, count u32) #cc_c;
DrawElements proc(mode i32, count u32, type_ i32, indices rawptr) #cc_c;
DrawArrays: proc(mode, first i32, count u32) #cc_c;
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;
MapBuffer: proc(target, access i32) -> rawptr #cc_c;
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;
VertexAttribPointer: proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr) #cc_c;
EnableVertexAttribArray: proc(index u32) #cc_c;
CreateShader proc(shader_type i32) -> u32 #cc_c;
ShaderSource proc(shader u32, count u32, str ^^byte, 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;
CreateShader: proc(shader_type i32) -> u32 #cc_c;
ShaderSource: proc(shader u32, count u32, str ^^byte, 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;
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 ^byte) #cc_c;
GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte) #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 ^byte) #cc_c;
GetProgramInfoLog: proc(program u32, max_length u32, length ^u32, info_long ^byte) #cc_c;
ActiveTexture proc(texture i32) #cc_c;
GenerateMipmap proc(target i32) #cc_c;
ActiveTexture: proc(texture i32) #cc_c;
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;
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;
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;
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;
GetUniformLocation proc(program u32, name ^byte) -> i32 #cc_c;
}
GetUniformLocation: proc(program u32, name ^byte) -> i32 #cc_c;
proc init() {
proc set_proc_address(p rawptr, name string) #inline { (p as ^(proc() #cc_c))^ = GetProcAddress(name); }