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- package webgl
- foreign import "webgl2"
- import glm "core:math/linalg/glsl"
- Query :: distinct u32
- Sampler :: distinct u32
- Sync :: distinct u32
- TransformFeedback :: distinct u32
- VertexArrayObject :: distinct u32
- IsWebGL2Supported :: proc "c" () -> bool {
- major, minor: i32
- GetWebGLVersion(&major, &minor)
- return major >= 2
- }
- @(default_calling_convention="c")
- foreign webgl2 {
- /* Buffer objects */
- CopyBufferSubData :: proc(readTarget, writeTarget: Enum, readOffset, writeOffset: int, size: int) ---
- GetBufferSubData :: proc(target: Enum, srcByteOffset: int, dst_buffer: []byte, dstOffset: int = 0, length: int = 0) ---
-
- /* Framebuffer objects */
- BlitFramebuffer :: proc(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1: i32, mask: u32, filter: Enum) ---
- FramebufferTextureLayer :: proc(target: Enum, attachment: Enum, texture: Texture, level: i32, layer: i32) ---
- InvalidateFramebuffer :: proc(target: Enum, attachments: []Enum) ---
- InvalidateSubFramebuffer :: proc(target: Enum, attachments: []Enum, x, y, width, height: i32) ---
- ReadBuffer :: proc(src: Enum) ---
-
- /* Renderbuffer objects */
- RenderbufferStorageMultisample :: proc(target: Enum, samples: i32, internalformat: Enum, width, height: i32) ---
-
- /* Texture objects */
- TexStorage3D :: proc(target: Enum, levels: i32, internalformat: Enum, width, height, depth: i32) ---
- TexImage3D :: proc(target: Enum, level: i32, internalformat: Enum, width, height, depth: i32, border: i32, format, type: Enum, size: int, data: rawptr) ---
- TexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset, width, height, depth: i32, format, type: Enum, size: int, data: rawptr) ---
- CompressedTexImage3D :: proc(target: Enum, level: i32, internalformat: Enum, width, height, depth: i32, border: i32, imageSize: int, data: rawptr) ---
- CompressedTexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset: i32, width, height, depth: i32, format: Enum, imageSize: int, data: rawptr) ---
- CopyTexSubImage3D :: proc(target: Enum, level: i32, xoffset, yoffset, zoffset: i32, x, y, width, height: i32) ---
-
- /* Programs and shaders */
- GetFragDataLocation :: proc(program: Program, name: string) -> i32 ---
-
- /* Uniforms */
- Uniform1ui :: proc(location: i32, v0: u32) ---
- Uniform2ui :: proc(location: i32, v0: u32, v1: u32) ---
- Uniform3ui :: proc(location: i32, v0: u32, v1: u32, v2: u32) ---
- Uniform4ui :: proc(location: i32, v0: u32, v1: u32, v2: u32, v3: u32) ---
- /* Vertex attribs */
- VertexAttribI4i :: proc(index: i32, x, y, z, w: i32) ---
- VertexAttribI4ui :: proc(index: i32, x, y, z, w: u32) ---
- VertexAttribIPointer :: proc(index: i32, size: int, type: Enum, stride: int, offset: uintptr) ---
-
- /* Writing to the drawing buffer */
- VertexAttribDivisor :: proc(index: u32, divisor: u32) ---
- DrawArraysInstanced :: proc(mode: Enum, first, count: int, instanceCount: int) ---
- DrawElementsInstanced :: proc(mode: Enum, count: int, type: Enum, offset: int, instanceCount: int) ---
- DrawRangeElements :: proc(mode: Enum, start, end, count: int, type: Enum, offset: int) ---
-
- /* Multiple Render Targets */
- DrawBuffers :: proc(buffers: []Enum) ---
- ClearBufferfv :: proc(buffer: Enum, drawbuffer: i32, values: []f32) ---
- ClearBufferiv :: proc(buffer: Enum, drawbuffer: i32, values: []i32) ---
- ClearBufferuiv :: proc(buffer: Enum, drawbuffer: i32, values: []u32) ---
- ClearBufferfi :: proc(buffer: Enum, drawbuffer: i32, depth: f32, stencil: i32) ---
-
- CreateQuery :: proc() -> Query ---
- DeleteQuery :: proc(query: Query) ---
- IsQuery :: proc(query: Query) -> bool ---
- BeginQuery :: proc(target: Enum, query: Query) ---
- EndQuery :: proc(target: Enum) ---
- GetQuery :: proc(target, pname: Enum) ---
-
- CreateSampler :: proc() -> Sampler ---
- DeleteSampler :: proc(sampler: Sampler) ---
- IsSampler :: proc(sampler: Sampler) -> bool ---
- BindSampler :: proc(unit: Enum, sampler: Sampler) ---
- SamplerParameteri :: proc(sampler: Sampler, pname: Enum, param: i32) ---
- SamplerParameterf :: proc(sampler: Sampler, pname: Enum, param: f32) ---
-
- FenceSync :: proc(condition: Enum, flags: u32) -> Sync ---
- IsSync :: proc(sync: Sync) -> bool ---
- DeleteSync :: proc(sync: Sync) ---
- ClientWaitSync :: proc(sync: Sync, flags: u32, timeout: u64) ---
- WaitSync :: proc(sync: Sync, flags: u32, timeout: i64) ---
-
- CreateTransformFeedback :: proc() -> TransformFeedback ---
- DeleteTransformFeedback :: proc(tf: TransformFeedback) ---
- IsTransformFeedback :: proc(tf: TransformFeedback) -> bool ---
- BindTransformFeedback :: proc(target: Enum, tf: TransformFeedback) ---
- BeginTransformFeedback :: proc(primitiveMode: Enum) ---
- EndTransformFeedback :: proc() ---
- TransformFeedbackVaryings :: proc(program: Program, varyings: []string, bufferMode: Enum) ---
- PauseTransformFeedback :: proc() ---
- ResumeTransformFeedback :: proc() ---
-
- BindBufferBase :: proc(target: Enum, index: i32, buffer: Buffer) ---
- BindBufferRange :: proc(target: Enum, index: i32, buffer: Buffer, offset: int, size: int) ---
- GetUniformBlockIndex :: proc(program: Program, uniformBlockName: string) -> i32 ---
- UniformBlockBinding :: proc(program: Program, uniformBlockIndex: i32, uniformBlockBinding: i32) ---
-
- CreateVertexArray :: proc() -> VertexArrayObject ---
- DeleteVertexArray :: proc(vertexArray: VertexArrayObject) ---
- IsVertexArray :: proc(vertexArray: VertexArrayObject) -> bool ---
- BindVertexArray :: proc(vertexArray: VertexArrayObject) ---
- }
- GetActiveUniformBlockName :: proc(program: Program, uniformBlockIndex: i32, buf: []byte) -> string {
- foreign webgl2 {
- _GetActiveUniformBlockName :: proc(program: Program, uniformBlockIndex: i32, buf: []byte, length: ^int) ---
- }
- n: int
- _GetActiveUniformBlockName(program, uniformBlockIndex, buf, &n)
- return string(buf[:n])
- }
- Uniform1uiv :: proc "c" (location: i32, v: u32) {
- Uniform1ui(location, v)
- }
- Uniform2uiv :: proc "c" (location: i32, v: glm.uvec2) {
- Uniform2ui(location, v.x, v.y)
- }
- Uniform3uiv :: proc "c" (location: i32, v: glm.uvec3) {
- Uniform3ui(location, v.x, v.y, v.z)
- }
- Uniform4uiv :: proc "c" (location: i32, v: glm.uvec4) {
- Uniform4ui(location, v.x, v.y, v.z, v.w)
- }
- UniformMatrix3x2fv :: proc "c" (location: i32, m: glm.mat3x2) {
- foreign webgl2 {
- _UniformMatrix3x2fv :: proc "c" (location: i32, addr: [^]f32) ---
- }
- array := matrix_flatten(m)
- _UniformMatrix3x2fv(location, &array[0])
- }
- UniformMatrix4x2fv :: proc "c" (location: i32, m: glm.mat4x2) {
- foreign webgl2 {
- _UniformMatrix4x2fv :: proc "c" (location: i32, addr: [^]f32) ---
- }
- array := matrix_flatten(m)
- _UniformMatrix4x2fv(location, &array[0])
- }
- UniformMatrix2x3fv :: proc "c" (location: i32, m: glm.mat2x3) {
- foreign webgl2 {
- _UniformMatrix2x3fv :: proc "c" (location: i32, addr: [^]f32) ---
- }
- array := matrix_flatten(m)
- _UniformMatrix2x3fv(location, &array[0])
- }
- UniformMatrix4x3fv :: proc "c" (location: i32, m: glm.mat4x3) {
- foreign webgl2 {
- _UniformMatrix4x3fv :: proc "c" (location: i32, addr: [^]f32) ---
- }
- array := matrix_flatten(m)
- _UniformMatrix4x3fv(location, &array[0])
- }
- UniformMatrix2x4fv :: proc "c" (location: i32, m: glm.mat2x4) {
- foreign webgl2 {
- _UniformMatrix2x4fv :: proc "c" (location: i32, addr: [^]f32) ---
- }
- array := matrix_flatten(m)
- _UniformMatrix2x4fv(location, &array[0])
- }
- UniformMatrix3x4fv :: proc "c" (location: i32, m: glm.mat3x4) {
- foreign webgl2 {
- _UniformMatrix3x4fv :: proc "c" (location: i32, addr: [^]f32) ---
- }
- array := matrix_flatten(m)
- _UniformMatrix3x4fv(location, &array[0])
- }
- VertexAttribI4iv :: proc "c" (index: i32, v: glm.ivec4) {
- VertexAttribI4i(index, v.x, v.y, v.z, v.w)
- }
- VertexAttribI4uiv :: proc "c" (index: i32, v: glm.uvec4) {
- VertexAttribI4ui(index, v.x, v.y, v.z, v.w)
- }
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