Files
Odin/vendor/wasm/WebGL/webgl.odin
2023-10-08 04:02:55 +02:00

268 lines
12 KiB
Odin

package webgl
foreign import "webgl"
import glm "core:math/linalg/glsl"
Enum :: distinct u32
Buffer :: distinct u32
Framebuffer :: distinct u32
Program :: distinct u32
Renderbuffer :: distinct u32
Shader :: distinct u32
Texture :: distinct u32
ContextAttribute :: enum u32 {
disableAlpha = 0,
disableAntialias = 1,
disableDepth = 2,
failIfMajorPerformanceCaveat = 3,
disablePremultipliedAlpha = 4,
preserveDrawingBuffer = 5,
stencil = 6,
desynchronized = 7,
}
ContextAttributes :: distinct bit_set[ContextAttribute; u32]
DEFAULT_CONTEXT_ATTRIBUTES :: ContextAttributes{}
@(default_calling_convention="contextless")
foreign webgl {
// CreateCurrentContextById must be called before `GetCurrentContextAttributes` if the user wants to
// set specific attributes, otherwise the default attributes will be set for the WebGL context
CreateCurrentContextById :: proc(name: string, attributes: ContextAttributes) -> bool ---
// Acquire the WebGL context from a canvas element by id
SetCurrentContextById :: proc(name: string) -> bool ---
GetCurrentContextAttributes :: proc() -> ContextAttributes ---
DrawingBufferWidth :: proc() -> i32 ---
DrawingBufferHeight :: proc() -> i32 ---
GetWebGLVersion :: proc(major, minor: ^i32) ---
GetESVersion :: proc(major, minor: ^i32) ---
GetError :: proc() -> Enum ---
IsExtensionSupported :: proc(name: string) -> bool ---
ActiveTexture :: proc(x: Enum) ---
AttachShader :: proc(program: Program, shader: Shader) ---
BindAttribLocation :: proc(program: Program, index: i32, name: string) ---
BindBuffer :: proc(target: Enum, buffer: Buffer) ---
BindFramebuffer :: proc(target: Enum, framebuffer: Framebuffer) ---
BindTexture :: proc(target: Enum, texture: Texture) ---
BlendColor :: proc(red, green, blue, alpha: f32) ---
BlendEquation :: proc(mode: Enum) ---
BlendFunc :: proc(sfactor, dfactor: Enum) ---
BlendFuncSeparate :: proc(srcRGB, dstRGB, srcAlpha, dstAlpha: Enum) ---
BufferData :: proc(target: Enum, size: int, data: rawptr, usage: Enum) ---
BufferSubData :: proc(target: Enum, offset: uintptr, size: int, data: rawptr) ---
Clear :: proc(bits: Enum) ---
ClearColor :: proc(r, g, b, a: f32) ---
ClearDepth :: proc(x: Enum) ---
ClearStencil :: proc(x: Enum) ---
ClearMask :: proc(r, g, b, a: bool) ---
CompileShader :: proc(shader: Shader) ---
CompressedTexImage2D :: proc(target: Enum, level: i32, internalformat: Enum, width, height: i32, border: i32, imageSize: int, data: rawptr) ---
CompressedTexSubImage2D :: proc(target: Enum, level: i32, xoffset, yoffset, width, height: i32, format: Enum, imageSize: int, data: rawptr) ---
CopyTexImage2D :: proc(target: Enum, level: i32, internalformat: Enum, x, y, width, height: i32, border: i32) ---
CopyTexSubImage2D :: proc(target: Enum, level: i32, xoffset, yoffset, x, y: i32, width, height: i32) ---
CreateBuffer :: proc() -> Buffer ---
CreateFramebuffer :: proc() -> Framebuffer ---
CreateProgram :: proc() -> Program ---
CreateRenderbuffer :: proc() -> Renderbuffer ---
CreateShader :: proc(shaderType: Enum) -> Shader ---
CreateTexture :: proc() -> Texture ---
CullFace :: proc(mode: Enum) ---
DeleteBuffer :: proc(buffer: Buffer) ---
DeleteFramebuffer :: proc(framebuffer: Framebuffer) ---
DeleteProgram :: proc(program: Program) ---
DeleteRenderbuffer :: proc(renderbuffer: Renderbuffer) ---
DeleteShader :: proc(shader: Shader) ---
DeleteTexture :: proc(texture: Texture) ---
DepthFunc :: proc(func: Enum) ---
DepthMask :: proc(flag: bool) ---
DepthRange :: proc(zNear, zFar: f32) ---
DetachShader :: proc(program: Program, shader: Shader) ---
Disable :: proc(cap: Enum) ---
DisableVertexAttribArray :: proc(index: i32) ---
DrawArrays :: proc(mode: Enum, first, count: int) ---
DrawElements :: proc(mode: Enum, count: int, type: Enum, indices: rawptr) ---
Enable :: proc(cap: Enum) ---
EnableVertexAttribArray :: proc(index: i32) ---
Finish :: proc() ---
Flush :: proc() ---
FramebufferRenderbuffer :: proc(target, attachment, renderbufertarget: Enum, renderbuffer: Renderbuffer) ---
FramebufferTexture2D :: proc(target, attachment, textarget: Enum, texture: Texture, level: i32) ---
FrontFace :: proc(mode: Enum) ---
GenerateMipmap :: proc(target: Enum) ---
GetAttribLocation :: proc(program: Program, name: string) -> i32 ---
GetUniformLocation :: proc(program: Program, name: string) -> i32 ---
GetVertexAttribOffset :: proc(index: i32, pname: Enum) -> uintptr ---
GetProgramParameter :: proc(program: Program, pname: Enum) -> i32 ---
GetParameter :: proc(pname: Enum) -> i32 ---
Hint :: proc(target: Enum, mode: Enum) ---
IsBuffer :: proc(buffer: Buffer) -> bool ---
IsFramebuffer :: proc(framebuffer: Framebuffer) -> bool ---
IsProgram :: proc(program: Program) -> bool ---
IsRenderbuffer :: proc(renderbuffer: Renderbuffer) -> bool ---
IsShader :: proc(shader: Shader) -> bool ---
IsTexture :: proc(texture: Texture) -> bool ---
LineWidth :: proc(width: f32) ---
LinkProgram :: proc(program: Program) ---
PixelStorei :: proc(pname: Enum, param: i32) ---
PolygonOffset :: proc(factor: f32, units: f32) ---
ReadnPixels :: proc(x, y, width, height: i32, format: Enum, type: Enum, bufSize: int, data: rawptr) ---
RenderbufferStorage :: proc(target: Enum, internalformat: Enum, width, height: i32) ---
SampleCoverage :: proc(value: f32, invert: bool) ---
Scissor :: proc(x, y, width, height: i32) ---
ShaderSource :: proc(shader: Shader, strings: []string) ---
StencilFunc :: proc(func: Enum, ref: i32, mask: u32) ---
StencilFuncSeparate :: proc(face, func: Enum, ref: i32, mask: u32) ---
StencilMask :: proc(mask: u32) ---
StencilMaskSeparate :: proc(face: Enum, mask: u32) ---
StencilOp :: proc(fail, zfail, zpass: Enum) ---
StencilOpSeparate :: proc(face, fail, zfail, zpass: Enum) ---
TexImage2D :: proc(target: Enum, level: i32, internalformat: Enum, width, height: i32, border: i32, format, type: Enum, size: int, data: rawptr) ---
TexSubImage2D :: proc(target: Enum, level: i32, xoffset, yoffset, width, height: i32, format, type: Enum, size: int, data: rawptr) ---
TexParameterf :: proc(target, pname: Enum, param: f32) ---
TexParameteri :: proc(target, pname: Enum, param: i32) ---
Uniform1f :: proc(location: i32, v0: f32) ---
Uniform2f :: proc(location: i32, v0, v1: f32) ---
Uniform3f :: proc(location: i32, v0, v1, v2: f32) ---
Uniform4f :: proc(location: i32, v0, v1, v2, v3: f32) ---
Uniform1i :: proc(location: i32, v0: i32) ---
Uniform2i :: proc(location: i32, v0, v1: i32) ---
Uniform3i :: proc(location: i32, v0, v1, v2: i32) ---
Uniform4i :: proc(location: i32, v0, v1, v2, v3: i32) ---
UseProgram :: proc(program: Program) ---
ValidateProgram :: proc(program: Program) ---
VertexAttrib1f :: proc(index: i32, x: f32) ---
VertexAttrib2f :: proc(index: i32, x, y: f32) ---
VertexAttrib3f :: proc(index: i32, x, y, z: f32) ---
VertexAttrib4f :: proc(index: i32, x, y, z, w: f32) ---
VertexAttribPointer :: proc(index: i32, size: int, type: Enum, normalized: bool, stride: int, ptr: uintptr) ---
Viewport :: proc(x, y, w, h: i32) ---
}
Uniform1fv :: proc "contextless" (location: i32, v: f32) { Uniform1f(location, v) }
Uniform2fv :: proc "contextless" (location: i32, v: glm.vec2) { Uniform2f(location, v.x, v.y) }
Uniform3fv :: proc "contextless" (location: i32, v: glm.vec3) { Uniform3f(location, v.x, v.y, v.z) }
Uniform4fv :: proc "contextless" (location: i32, v: glm.vec4) { Uniform4f(location, v.x, v.y, v.z, v.w) }
Uniform1iv :: proc "contextless" (location: i32, v: i32) { Uniform1i(location, v) }
Uniform2iv :: proc "contextless" (location: i32, v: glm.ivec2) { Uniform2i(location, v.x, v.y) }
Uniform3iv :: proc "contextless" (location: i32, v: glm.ivec3) { Uniform3i(location, v.x, v.y, v.z) }
Uniform4iv :: proc "contextless" (location: i32, v: glm.ivec4) { Uniform4i(location, v.x, v.y, v.z, v.w) }
VertexAttrib1fv :: proc "contextless" (index: i32, v: f32) { VertexAttrib1f(index, v) }
VertexAttrib2fv :: proc "contextless" (index: i32, v: glm.vec2){ VertexAttrib2f(index, v.x, v.y) }
VertexAttrib3fv :: proc "contextless" (index: i32, v: glm.vec3){ VertexAttrib3f(index, v.x, v.y, v.z) }
VertexAttrib4fv :: proc "contextless" (index: i32, v: glm.vec4){ VertexAttrib4f(index, v.x, v.y, v.z, v.w) }
UniformMatrix2fv :: proc "contextless" (location: i32, m: glm.mat2) {
foreign webgl {
@(link_name="UniformMatrix2fv")
_UniformMatrix2fv :: proc "contextless" (location: i32, value: [^]f32) ---
}
value := transmute([2*2]f32)m
_UniformMatrix2fv(location, &value[0])
}
UniformMatrix3fv :: proc "contextless" (location: i32, m: glm.mat3) {
foreign webgl {
@(link_name="UniformMatrix3fv")
_UniformMatrix3fv :: proc "contextless" (location: i32, value: [^]f32) ---
}
value := transmute([3*3]f32)m
_UniformMatrix3fv(location, &value[0])
}
UniformMatrix4fv :: proc "contextless" (location: i32, m: glm.mat4) {
foreign webgl {
@(link_name="UniformMatrix4fv")
_UniformMatrix4fv :: proc "contextless" (location: i32, value: [^]f32) ---
}
value := transmute([4*4]f32)m
_UniformMatrix4fv(location, &value[0])
}
GetShaderiv :: proc "contextless" (shader: Shader, pname: Enum) -> (p: i32) {
foreign webgl {
@(link_name="GetShaderiv")
_GetShaderiv :: proc "contextless" (shader: Shader, pname: Enum, p: ^i32) ---
}
_GetShaderiv(shader, pname, &p)
return
}
GetProgramInfoLog :: proc "contextless" (program: Program, buf: []byte) -> string {
foreign webgl {
@(link_name="GetProgramInfoLog")
_GetProgramInfoLog :: proc "contextless" (program: Program, buf: []byte, length: ^int) ---
}
length: int
_GetProgramInfoLog(program, buf, &length)
return string(buf[:length])
}
GetShaderInfoLog :: proc "contextless" (shader: Shader, buf: []byte) -> string {
foreign webgl {
@(link_name="GetShaderInfoLog")
_GetShaderInfoLog :: proc "contextless" (shader: Shader, buf: []byte, length: ^int) ---
}
length: int
_GetShaderInfoLog(shader, buf, &length)
return string(buf[:length])
}
BufferDataSlice :: proc "contextless" (target: Enum, slice: $S/[]$E, usage: Enum) {
BufferData(target, len(slice)*size_of(E), raw_data(slice), usage)
}
BufferSubDataSlice :: proc "contextless" (target: Enum, offset: uintptr, slice: $S/[]$E) {
BufferSubData(target, offset, len(slice)*size_of(E), raw_data(slice), usage)
}
CompressedTexImage2DSlice :: proc "contextless" (target: Enum, level: i32, internalformat: Enum, width, height: i32, border: i32, slice: $S/[]$E) {
CompressedTexImage2DSlice(target, level, internalformat, width, height, border, len(slice)*size_of(E), raw_data(slice))
}
CompressedTexSubImage2DSlice :: proc "contextless" (target: Enum, level: i32, xoffset, yoffset, width, height: i32, format: Enum, slice: $S/[]$E) {
CompressedTexSubImage2DSlice(target, level, level, xoffset, yoffset, width, height, format, len(slice)*size_of(E), raw_data(slice))
}
ReadPixelsSlice :: proc "contextless" (x, y, width, height: i32, format: Enum, type: Enum, slice: $S/[]$E) {
ReadnPixels(x, y, width, height, format, type, len(slice)*size_of(E), raw_data(slice))
}
TexImage2DSlice :: proc "contextless" (target: Enum, level: i32, internalformat: Enum, width, height: i32, border: i32, format, type: Enum, slice: $S/[]$E) {
TexImage2D(target, level, internalformat, width, height, border, format, type, len(slice)*size_of(E), raw_data(slice))
}
TexSubImage2DSlice :: proc "contextless" (target: Enum, level: i32, xoffset, yoffset, width, height: i32, format, type: Enum, slice: $S/[]$E) {
TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, len(slice)*size_of(E), raw_data(slice))
}