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package webgl
foreign import "webgl2"
import "base:intrinsics"
import "base:runtime"
import glm "core:math/linalg/glsl"
Query :: distinct u32
Sampler :: distinct u32
Sync :: distinct u32
TransformFeedback :: distinct u32
VertexArrayObject :: distinct u32
IsWebGL2Supported :: proc "contextless" () -> bool {
major, minor: i32
GetWebGLVersion(&major, &minor)
return major >= 2
}
@(default_calling_convention="contextless")
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, zoffset, 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) ---
// if `pname` is `UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES` then an array will be written at
// `params`, in that case the length `params` need to have is given first querying using `pname`
// `UNIFORM_BLOCK_ACTIVE_UNIFORMS`.
GetActiveUniformBlockParameter :: proc(program: Program, uniformBlockIndex: i32, pname: Enum, params: [^]i32) ---
GetActiveUniforms :: proc(program: Program, uniformIndices: []u32, pname: Enum, res: [^]i32) ---
CreateVertexArray :: proc() -> VertexArrayObject ---
DeleteVertexArray :: proc(vertexArray: VertexArrayObject) ---
IsVertexArray :: proc(vertexArray: VertexArrayObject) -> bool ---
BindVertexArray :: proc(vertexArray: VertexArrayObject) ---
}
GetActiveUniformBlockNameBuf :: proc(program: Program, uniformBlockIndex: i32, buf: []byte) -> string {
foreign webgl2 {
@(link_name="GetActiveUniformBlockName")
_GetActiveUniformBlockName :: proc "contextless" (program: Program, uniformBlockIndex: i32, buf: []byte, length: ^int) ---
}
n: int
_GetActiveUniformBlockName(program, uniformBlockIndex, buf, &n)
return string(buf[:n])
}
GetActiveUniformBlockNameAlloc :: proc(program: Program, uniformBlockIndex: i32, allocator: runtime.Allocator, loc := #caller_location) -> string {
foreign webgl2 {
@(link_name="GetActiveUniformBlockName")
_GetActiveUniformBlockName :: proc "contextless" (program: Program, uniformBlockIndex: i32, buf: []byte, length: ^int) ---
}
n: int
_GetActiveUniformBlockName(program, uniformBlockIndex, {}, &n)
if n > 0 {
buf := make([]byte, n, allocator, loc)
_GetActiveUniformBlockName(program, uniformBlockIndex, buf, &n)
assert(n == len(buf))
return string(buf[:n])
}
return ""
}
GetActiveUniformBlockName :: proc {
GetActiveUniformBlockNameBuf,
GetActiveUniformBlockNameAlloc,
}
Uniform1uiv :: proc "contextless" (location: i32, v: u32) {
Uniform1ui(location, v)
}
Uniform2uiv :: proc "contextless" (location: i32, v: glm.uvec2) {
Uniform2ui(location, v.x, v.y)
}
Uniform3uiv :: proc "contextless" (location: i32, v: glm.uvec3) {
Uniform3ui(location, v.x, v.y, v.z)
}
Uniform4uiv :: proc "contextless" (location: i32, v: glm.uvec4) {
Uniform4ui(location, v.x, v.y, v.z, v.w)
}
UniformMatrix3x2fv :: proc "contextless" (location: i32, m: glm.mat3x2) {
foreign webgl2 {
@(link_name="UniformMatrix3x2fv")
_UniformMatrix3x2fv :: proc "contextless" (location: i32, addr: [^]f32) ---
}
array := intrinsics.matrix_flatten(m)
_UniformMatrix3x2fv(location, &array[0])
}
UniformMatrix4x2fv :: proc "contextless" (location: i32, m: glm.mat4x2) {
foreign webgl2 {
@(link_name="UniformMatrix4x2fv")
_UniformMatrix4x2fv :: proc "contextless" (location: i32, addr: [^]f32) ---
}
array := intrinsics.matrix_flatten(m)
_UniformMatrix4x2fv(location, &array[0])
}
UniformMatrix2x3fv :: proc "contextless" (location: i32, m: glm.mat2x3) {
foreign webgl2 {
@(link_name="UniformMatrix2x3fv")
_UniformMatrix2x3fv :: proc "contextless" (location: i32, addr: [^]f32) ---
}
array := intrinsics.matrix_flatten(m)
_UniformMatrix2x3fv(location, &array[0])
}
UniformMatrix4x3fv :: proc "contextless" (location: i32, m: glm.mat4x3) {
foreign webgl2 {
@(link_name="UniformMatrix4x3fv")
_UniformMatrix4x3fv :: proc "contextless" (location: i32, addr: [^]f32) ---
}
array := intrinsics.matrix_flatten(m)
_UniformMatrix4x3fv(location, &array[0])
}
UniformMatrix2x4fv :: proc "contextless" (location: i32, m: glm.mat2x4) {
foreign webgl2 {
@(link_name="UniformMatrix2x4fv")
_UniformMatrix2x4fv :: proc "contextless" (location: i32, addr: [^]f32) ---
}
array := intrinsics.matrix_flatten(m)
_UniformMatrix2x4fv(location, &array[0])
}
UniformMatrix3x4fv :: proc "contextless" (location: i32, m: glm.mat3x4) {
foreign webgl2 {
@(link_name="UniformMatrix3x4fv")
_UniformMatrix3x4fv :: proc "contextless" (location: i32, addr: [^]f32) ---
}
array := intrinsics.matrix_flatten(m)
_UniformMatrix3x4fv(location, &array[0])
}
VertexAttribI4iv :: proc "contextless" (index: i32, v: glm.ivec4) {
VertexAttribI4i(index, v.x, v.y, v.z, v.w)
}
VertexAttribI4uiv :: proc "contextless" (index: i32, v: glm.uvec4) {
VertexAttribI4ui(index, v.x, v.y, v.z, v.w)
}
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