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| author | s-ol <s+removethis@s-ol.nu> | 2021-03-25 18:19:41 +0000 |
|---|---|---|
| committer | s-ol <s+removethis@s-ol.nu> | 2021-03-25 18:19:41 +0000 |
| commit | 05eb0d1ecbe4b438f8323d3261102c58341f60cf (patch) | |
| tree | 118422ff1141e5f6eaf61d8b546e4647352dc998 /src/gl3_impl.zig | |
| parent | zig-fmt everything (diff) | |
| download | zig-imgui-05eb0d1ecbe4b438f8323d3261102c58341f60cf.tar.gz zig-imgui-05eb0d1ecbe4b438f8323d3261102c58341f60cf.zip | |
update for zig 0.7.0
Diffstat (limited to 'src/gl3_impl.zig')
| -rw-r--r-- | src/gl3_impl.zig | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/src/gl3_impl.zig b/src/gl3_impl.zig index b056056..27212ff 100644 --- a/src/gl3_impl.zig +++ b/src/gl3_impl.zig @@ -26,7 +26,7 @@ var g_ElementsHandle: c.GLuint = 0; pub fn Init() void { const io = c.igGetIO(); - io.*.BackendRendererName = c"imgui_impl_gl3.zig"; + io.*.BackendRendererName = "imgui_impl_gl3.zig"; if (OpenGLHasDrawWithBaseVertex) io.*.BackendFlags |= @enumToInt(c.ImGuiBackendFlags_RendererHasVtxOffset); // @TODO: Viewports @@ -74,31 +74,31 @@ fn CreateDeviceObjects() !void { // @TODO: GLSL versions? const vertex_shader_glsl: [*]const c.GLchar = - c\\#version 150 - c\\uniform mat4 ProjMtx; - c\\in vec2 Position; - c\\in vec2 UV; - c\\in vec4 Color; - c\\out vec2 Frag_UV; - c\\out vec4 Frag_Color; - c\\void main() - c\\{ - c\\ Frag_UV = UV; - c\\ Frag_Color = Color; - c\\ gl_Position = ProjMtx * vec4(Position.xy, 0, 1); - c\\} + \\#version 150 + \\uniform mat4 ProjMtx; + \\in vec2 Position; + \\in vec2 UV; + \\in vec4 Color; + \\out vec2 Frag_UV; + \\out vec4 Frag_Color; + \\void main() + \\{ + \\ Frag_UV = UV; + \\ Frag_Color = Color; + \\ gl_Position = ProjMtx * vec4(Position.xy, 0, 1); + \\} ; const fragment_shader_glsl: [*]const c.GLchar = - c\\#version 150 - c\\uniform sampler2D Texture; - c\\in vec2 Frag_UV; - c\\in vec4 Frag_Color; - c\\out vec4 Out_Color; - c\\void main() - c\\{ - c\\ Out_Color = Frag_Color * texture(Texture, Frag_UV.st); - c\\} + \\#version 150 + \\uniform sampler2D Texture; + \\in vec2 Frag_UV; + \\in vec4 Frag_Color; + \\out vec4 Out_Color; + \\void main() + \\{ + \\ Out_Color = Frag_Color * texture(Texture, Frag_UV.st); + \\} ; // Create shaders / programs @@ -118,11 +118,11 @@ fn CreateDeviceObjects() !void { c.glLinkProgram(g_ShaderHandle); try CheckThing(.Program, g_ShaderHandle, "shader program"); - g_AttribLocationTex = c.glGetUniformLocation(g_ShaderHandle, c"Texture"); - g_AttribLocationProjMtx = c.glGetUniformLocation(g_ShaderHandle, c"ProjMtx"); - g_AttribLocationVtxPos = c.glGetAttribLocation(g_ShaderHandle, c"Position"); - g_AttribLocationVtxUV = c.glGetAttribLocation(g_ShaderHandle, c"UV"); - g_AttribLocationVtxColor = c.glGetAttribLocation(g_ShaderHandle, c"Color"); + g_AttribLocationTex = c.glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = c.glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationVtxPos = c.glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = c.glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = c.glGetAttribLocation(g_ShaderHandle, "Color"); // Create buffers c.glGenBuffers(1, &g_VboHandle); @@ -155,11 +155,11 @@ fn CheckThing(comptime thingType: CheckableThing, handle: c.GLuint, desc: []cons var buf: [1024]u8 = undefined; var length: c.GLsizei = undefined; getInfoLogFunc(handle, buf.len, &length, &buf[0]); - debug.warn("{}\n", buf[0..@intCast(usize, length)]); + debug.warn("{}\n", .{buf[0..@intCast(usize, length)]}); } if (@intCast(c.GLboolean, status) == c.GL_FALSE) { - debug.warn("ERROR: CreateDeviceObjects: failed to compile/link {}! (with GLSL '{}')\n", desc, g_GlslVersionString); + debug.warn("ERROR: CreateDeviceObjects: failed to compile/link {}! (with GLSL '{}')\n", .{ desc, g_GlslVersionString }); return error.ShaderLinkError; } } |
