Files
sml-projects/ffi/rgfw-export.c

128 lines
3.0 KiB
C

#define RGFW_OPENGL
#define RGFW_ALLOC_DROPFILES
#define RGFW_IMPLEMENTATION
#define RGFW_PRINT_ERRORS
#define RGFW_DEBUG
#define GL_SILENCE_DEPRECATION
#include "RGFW.h"
#include <GLES3/gl3.h>
#include <stdbool.h>
RGFW_window* createWindow(char* title, int x, int y, int width, int height) {
return RGFW_createWindow(title, x, y, width, height, RGFW_windowCenter | RGFW_windowOpenGL);
}
void closeWindow(RGFW_window* window) {
RGFW_window_close(window);
}
bool shouldCloseWindow(RGFW_window* window) {
if (RGFW_window_shouldClose(window)) {
return true;
} else {
return false;
}
}
void swapBuffers(RGFW_window* window) {
RGFW_window_swapBuffers_OpenGL(window);
}
void writeClipboard(char* string, int stringSize) {
RGFW_writeClipboard(string, stringSize);
}
// OpenGL constants used below
unsigned int VERTEX_SHADER = GL_VERTEX_SHADER;
unsigned int FRAGMENT_SHADER = GL_FRAGMENT_SHADER;
unsigned int TRIANGLES = GL_TRIANGLES;
unsigned int STATIC_DRAW = GL_STATIC_DRAW;
unsigned int DYNAMIC_DRAW = GL_DYNAMIC_DRAW;
// OpenGL functions used below
void enableDepthTest() {
glEnable(GL_DEPTH_TEST);
}
void viewport(int width, int height) {
glViewport(0, 0, width, height);
}
void clearColor(float r, float g, float b, float a) {
glClearColor(r, g, b, a);
}
void clear() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
unsigned int createBuffer() {
unsigned int buffer;
glGenBuffers(1, &buffer);
return buffer;
}
void bindBuffer(unsigned int buffer) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
}
void bufferData(float* vector, int vectorLength, unsigned int updateMode) {
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vectorLength, vector, updateMode);
}
unsigned int createShader(unsigned int shaderType) {
return glCreateShader(shaderType);
}
void shaderSource(unsigned int shader, const char *sourceString) {
glShaderSource(shader, 1, &sourceString, NULL);
}
void compileShader(unsigned int shader) {
glCompileShader(shader);
}
void deleteShader(unsigned int shader) {
glDeleteShader(shader);
}
void vertexAttribPointer(int location, int numVecComponents, int stride, int offset) {
glVertexAttribPointer(location, numVecComponents, GL_FLOAT, GL_FALSE, stride * sizeof(float), (void*)offset);
}
void enableVertexAttribArray(int location) {
glEnableVertexAttribArray(location);
}
unsigned int createProgram() {
return glCreateProgram();
}
void attachShader(unsigned int program, unsigned int shader) {
glAttachShader(program, shader);
}
void linkProgram(unsigned int program) {
glLinkProgram(program);
}
void useProgram(unsigned int program) {
glUseProgram(program);
}
void deleteProgram(unsigned int program) {
glDeleteProgram(program);
}
void drawArrays(unsigned int drawMode, int startIndex, int numVertices) {
glDrawArrays(drawMode, startIndex, numVertices);
}
int getUniformLocation(unsigned int program, const char *uniformName) {
glGetUniformLocation(program, uniformName);
}
void uniform4f(int uniformLocation, float a, float b, float c, float d) {
glUniform4f(uniformLocation, a, b, c, d);
}