mirror of
https://github.com/Ed94/Odin.git
synced 2026-08-06 23:58:50 +00:00
Fix immutable rules; add some general documentation
immutable is still a little weird and not completely what you'd expect. Maybe just not having it is better.
This commit is contained in:
+87
-87
@@ -20,13 +20,13 @@ Viewport :: proc(x, y, width, height: i32) #foreign lib "gl
|
||||
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) -> ^byte #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,
|
||||
width, height, border,
|
||||
format, _type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
|
||||
|
||||
GetError :: proc() -> i32 #foreign lib "glGetError";
|
||||
GetString :: proc(name: i32) -> ^byte #foreign lib "glGetString";
|
||||
GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
|
||||
format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
|
||||
|
||||
|
||||
string_data :: proc(s: string) -> ^u8 #inline { return ^s[0]; }
|
||||
@@ -42,114 +42,114 @@ GetProcAddress :: proc(name: string) -> proc() #cc_c {
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
|
||||
init :: proc() {
|
||||
set_proc_address :: proc(p: rawptr, name: string) #inline { (cast(^(proc() #cc_c))p)^ = 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(^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");
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user