var/const decl; remove : from parameter lists

This commit is contained in:
Ginger Bill
2016-12-18 21:50:14 +00:00
parent 5217eb55b4
commit e370337f97
15 changed files with 2009 additions and 1989 deletions
+68 -68
View File
@@ -2,37 +2,37 @@
#import win32 "sys/windows.odin" when ODIN_OS == "windows";
#include "opengl_constants.odin";
proc Clear (mask: u32) #foreign "glClear"
proc ClearColor (r, g, b, a: f32) #foreign "glClearColor"
proc Begin (mode: i32) #foreign "glBegin"
proc End () #foreign "glEnd"
proc Finish () #foreign "glFinish"
proc BlendFunc (sfactor, dfactor: i32) #foreign "glBlendFunc"
proc Enable (cap: i32) #foreign "glEnable"
proc Disable (cap: i32) #foreign "glDisable"
proc GenTextures (count: i32, result: ^u32) #foreign "glGenTextures"
proc DeleteTextures(count: i32, result: ^u32) #foreign "glDeleteTextures"
proc TexParameteri (target, pname, param: i32) #foreign "glTexParameteri"
proc TexParameterf (target: i32, pname: i32, param: f32) #foreign "glTexParameterf"
proc BindTexture (target: i32, texture: u32) #foreign "glBindTexture"
proc LoadIdentity () #foreign "glLoadIdentity"
proc Viewport (x, y, width, height: i32) #foreign "glViewport"
proc Ortho (left, right, bottom, top, near, far: f64) #foreign "glOrtho"
proc Color3f (r, g, b: f32) #foreign "glColor3f"
proc Vertex3f (x, y, z: f32) #foreign "glVertex3f"
proc Clear (mask u32) #foreign "glClear"
proc ClearColor (r, g, b, a f32) #foreign "glClearColor"
proc Begin (mode i32) #foreign "glBegin"
proc End () #foreign "glEnd"
proc Finish () #foreign "glFinish"
proc BlendFunc (sfactor, dfactor i32) #foreign "glBlendFunc"
proc Enable (cap i32) #foreign "glEnable"
proc Disable (cap i32) #foreign "glDisable"
proc GenTextures (count i32, result ^u32) #foreign "glGenTextures"
proc DeleteTextures(count i32, result ^u32) #foreign "glDeleteTextures"
proc TexParameteri (target, pname, param i32) #foreign "glTexParameteri"
proc TexParameterf (target i32, pname i32, param f32) #foreign "glTexParameterf"
proc BindTexture (target i32, texture u32) #foreign "glBindTexture"
proc LoadIdentity () #foreign "glLoadIdentity"
proc Viewport (x, y, width, height i32) #foreign "glViewport"
proc Ortho (left, right, bottom, top, near, far f64) #foreign "glOrtho"
proc Color3f (r, g, b f32) #foreign "glColor3f"
proc Vertex3f (x, y, z f32) #foreign "glVertex3f"
proc TexImage2D (target, level, internal_format,
width, height, border,
format, _type: i32, pixels: rawptr) #foreign "glTexImage2D"
format, _type i32, pixels rawptr) #foreign "glTexImage2D"
proc GetError () -> i32 #foreign "glGetError"
proc GetString (name: i32) -> ^byte #foreign "glGetString"
proc GetIntegerv(name: i32, v: ^i32) #foreign "glGetIntegerv"
proc GetString (name i32) -> ^byte #foreign "glGetString"
proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
proc GetProcAddress(name: string) -> proc() {
proc GetProcAddress(name string) -> proc() {
assert(name[name.count-1] == 0);
res := win32.wglGetProcAddress(name.data);
if res == nil {
@@ -42,66 +42,66 @@ proc GetProcAddress(name: string) -> proc() {
}
GenBuffers: proc(count: i32, buffers: ^u32);
GenVertexArrays: proc(count: i32, buffers: ^u32);
GenSamplers: proc(count: i32, buffers: ^u32);
BindBuffer: proc(target: i32, buffer: u32);
BindVertexArray: proc(buffer: u32);
BindSampler: proc(position: i32, sampler: u32);
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32);
BufferSubData: proc(target: i32, offset, size: int, data: rawptr);
GenBuffers: proc(count i32, buffers ^u32);
GenVertexArrays: proc(count i32, buffers ^u32);
GenSamplers: proc(count i32, buffers ^u32);
BindBuffer: proc(target i32, buffer u32);
BindVertexArray: proc(buffer u32);
BindSampler: proc(position i32, sampler u32);
BufferData: proc(target i32, size int, data rawptr, usage i32);
BufferSubData: proc(target i32, offset, size int, data rawptr);
DrawArrays: proc(mode, first: i32, count: u32);
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr);
DrawArrays: proc(mode, first i32, count u32);
DrawElements: proc(mode i32, count u32, type_ i32, indices rawptr);
MapBuffer: proc(target, access: i32) -> rawptr;
UnmapBuffer: proc(target: i32);
MapBuffer: proc(target, access i32) -> rawptr;
UnmapBuffer: proc(target i32);
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr);
EnableVertexAttribArray: proc(index: u32);
VertexAttribPointer: proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
EnableVertexAttribArray: proc(index u32);
CreateShader: proc(shader_type: i32) -> u32;
ShaderSource: proc(shader: u32, count: u32, string: ^^byte, length: ^i32);
CompileShader: proc(shader: u32);
CreateShader: proc(shader_type i32) -> u32;
ShaderSource: proc(shader u32, count u32, str ^^byte, length ^i32);
CompileShader: proc(shader u32);
CreateProgram: proc() -> u32;
AttachShader: proc(program, shader: u32);
DetachShader: proc(program, shader: u32);
DeleteShader: proc(shader: u32);
LinkProgram: proc(program: u32);
UseProgram: proc(program: u32);
DeleteProgram: proc(program: u32);
AttachShader: proc(program, shader u32);
DetachShader: proc(program, shader u32);
DeleteShader: proc(shader u32);
LinkProgram: proc(program u32);
UseProgram: proc(program u32);
DeleteProgram: proc(program u32);
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32);
GetProgramiv: proc(program: u32, pname: i32, params: ^i32);
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte);
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte);
GetShaderiv: proc(shader u32, pname i32, params ^i32);
GetProgramiv: proc(program u32, pname i32, params ^i32);
GetShaderInfoLog: proc(shader u32, max_length u32, length ^u32, info_long ^byte);
GetProgramInfoLog: proc(program u32, max_length u32, length ^u32, info_long ^byte);
ActiveTexture: proc(texture: i32);
GenerateMipmap: proc(target: i32);
ActiveTexture: proc(texture i32);
GenerateMipmap: proc(target i32);
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32);
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32);
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32);
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32);
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32);
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32);
SamplerParameteri: proc(sampler u32, pname i32, param i32);
SamplerParameterf: proc(sampler u32, pname i32, param f32);
SamplerParameteriv: proc(sampler u32, pname i32, params ^i32);
SamplerParameterfv: proc(sampler u32, pname i32, params ^f32);
SamplerParameterIiv: proc(sampler u32, pname i32, params ^i32);
SamplerParameterIuiv: proc(sampler u32, pname i32, params ^u32);
Uniform1i: proc(loc: i32, v0: i32);
Uniform2i: proc(loc: i32, v0, v1: i32);
Uniform3i: proc(loc: i32, v0, v1, v2: i32);
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32);
Uniform1f: proc(loc: i32, v0: f32);
Uniform2f: proc(loc: i32, v0, v1: f32);
Uniform3f: proc(loc: i32, v0, v1, v2: f32);
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32);
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32);
Uniform1i: proc(loc i32, v0 i32);
Uniform2i: proc(loc i32, v0, v1 i32);
Uniform3i: proc(loc i32, v0, v1, v2 i32);
Uniform4i: proc(loc i32, v0, v1, v2, v3 i32);
Uniform1f: proc(loc i32, v0 f32);
Uniform2f: proc(loc i32, v0, v1 f32);
Uniform3f: proc(loc i32, v0, v1, v2 f32);
Uniform4f: proc(loc i32, v0, v1, v2, v3 f32);
UniformMatrix4fv: proc(loc i32, count u32, transpose i32, value ^f32);
GetUniformLocation: proc(program: u32, name: ^byte) -> i32;
GetUniformLocation: proc(program u32, name ^byte) -> i32;
proc init() {
proc set_proc_address(p: rawptr, name: string) #inline { (p as ^proc())^ = GetProcAddress(name); }
proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");