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types.zig
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const binding = @import("binding.zig");
const gl = @import("zgl.zig");
pub const Boolean = binding.GLboolean;
pub const Byte = binding.GLbyte;
pub const UByte = binding.GLubyte;
pub const Char = binding.GLchar;
pub const Short = binding.GLshort;
pub const UShort = binding.GLushort;
pub const Int = binding.GLint;
pub const UInt = binding.GLuint;
pub const Fixed = binding.GLfixed;
pub const Int64 = binding.GLint64;
pub const UInt64 = binding.GLuint64;
pub const SizeI = binding.GLsizei;
pub const Enum = binding.GLenum;
pub const IntPtr = binding.GLintptr;
pub const SizeIPtr = binding.GLsizeiptr;
pub const Sync = binding.GLsync;
pub const BitField = binding.GLbitfield;
pub const Half = binding.GLhalf;
pub const Float = binding.GLfloat;
pub const ClampF = binding.GLclampf;
pub const Double = binding.GLdouble;
pub const ClampD = binding.GLclampd;
pub const VertexArray = enum(UInt) {
invalid = 0,
_,
pub const create = gl.createVertexArray;
pub const delete = gl.deleteVertexArray;
pub const gen = gl.genVertexArray;
pub const bind = gl.bindVertexArray;
pub const enableVertexAttribute = gl.enableVertexArrayAttrib;
pub const disableVertexAttribute = gl.disableVertexArrayAttrib;
pub const attribFormat = gl.vertexArrayAttribFormat;
pub const attribIFormat = gl.vertexArrayAttribIFormat;
pub const attribLFormat = gl.vertexArrayAttribLFormat;
pub const attribBinding = gl.vertexArrayAttribBinding;
pub const vertexBuffer = gl.vertexArrayVertexBuffer;
pub const elementBuffer = gl.vertexArrayElementBuffer;
};
pub const Buffer = enum(UInt) {
invalid = 0,
_,
pub const create = gl.createBuffer;
pub const gen = gl.genBuffer;
pub const bind = gl.bindBuffer;
pub const delete = gl.deleteBuffer;
pub const data = gl.namedBufferData;
pub const subData = gl.namedBufferSubData;
pub const storage = gl.namedBufferStorage;
pub const mapRange = gl.mapNamedBufferRange;
pub const unmap = gl.unmapNamedBuffer;
};
pub const Shader = enum(UInt) {
invalid = 0,
_,
pub const create = gl.createShader;
pub const delete = gl.deleteShader;
pub const compile = gl.compileShader;
pub const source = gl.shaderSource;
pub const get = gl.getShader;
pub const getCompileLog = gl.getShaderInfoLog;
};
pub const Program = enum(UInt) {
invalid = 0,
_,
pub const create = gl.createProgram;
pub const delete = gl.deleteProgram;
pub const attach = gl.attachShader;
pub const detach = gl.detachShader;
pub const link = gl.linkProgram;
pub const use = gl.useProgram;
pub const uniform1ui = gl.programUniform1ui;
pub const uniform1i = gl.programUniform1i;
pub const uniform3ui = gl.programUniform3ui;
pub const uniform3i = gl.programUniform3i;
pub const uniform2i = gl.programUniform2i;
pub const uniform1f = gl.programUniform1f;
pub const uniform2f = gl.programUniform2f;
pub const uniform3f = gl.programUniform3f;
pub const uniform4f = gl.programUniform4f;
pub const uniformMatrix4 = gl.programUniformMatrix4;
pub const get = gl.getProgram;
pub const getCompileLog = gl.getProgramInfoLog;
pub const uniformLocation = gl.getUniformLocation;
};
pub const Texture = enum(UInt) {
invalid = 0,
_,
pub const create = gl.createTexture;
pub const gen = gl.genTexture;
pub const delete = gl.deleteTexture;
pub const bind = gl.bindTexture;
pub const bindTo = gl.bindTextureUnit;
pub const parameter = gl.textureParameter;
pub const storage2D = gl.textureStorage2D;
pub const storage3D = gl.textureStorage3D;
pub const subImage2D = gl.textureSubImage2D;
pub const subImage3D = gl.textureSubImage3D;
pub const generateMipmap = gl.generateTextureMipmap;
};
pub const Renderbuffer = enum(UInt) {
invalid = 0,
_,
pub const gen = gl.genRenderbuffer;
pub const create = gl.createRenderbuffer;
pub const delete = gl.deleteRenderbuffer;
pub const bind = gl.bindRenderbuffer;
pub const storage = gl.renderbufferStorage;
pub const storageMultisample = gl.renderbufferStorageMultisample;
};
pub const Framebuffer = enum(UInt) {
invalid = 0,
_,
pub const gen = gl.genFramebuffer;
pub const create = gl.createFramebuffer;
pub const delete = gl.deleteFramebuffer;
pub const bind = gl.bindFramebuffer;
pub const texture = gl.framebufferTexture;
pub const texture2D = gl.framebufferTexture2D;
pub const renderbuffer = gl.framebufferRenderbuffer;
pub const checkStatus = gl.checkFramebufferStatus;
};