#foreign_system_library "opengl32" when ODIN_OS == "windows" #import "win32.odin" when ODIN_OS == "windows" #include "opengl_constants.odin" Clear :: proc(mask: u32) #foreign "glClear" ClearColor :: proc(r, g, b, a: f32) #foreign "glClearColor" Begin :: proc(mode: i32) #foreign "glBegin" End :: proc() #foreign "glEnd" Finish :: proc() #foreign "glFinish" BlendFunc :: proc(sfactor, dfactor: i32) #foreign "glBlendFunc" Enable :: proc(cap: i32) #foreign "glEnable" Disable :: proc(cap: i32) #foreign "glDisable" GenTextures :: proc(count: i32, result: ^u32) #foreign "glGenTextures" DeleteTextures :: proc(count: i32, result: ^u32) #foreign "glDeleteTextures" TexParameteri :: proc(target, pname, param: i32) #foreign "glTexParameteri" TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign "glTexParameterf" BindTexture :: proc(target: i32, texture: u32) #foreign "glBindTexture" LoadIdentity :: proc() #foreign "glLoadIdentity" Viewport :: proc(x, y, width, height: i32) #foreign "glViewport" Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign "glOrtho" Color3f :: proc(r, g, b: f32) #foreign "glColor3f" Vertex3f :: proc(x, y, z: f32) #foreign "glVertex3f" TexImage2D :: proc(target, level, internal_format, width, height, border, format, _type: i32, pixels: rawptr) #foreign "glTexImage2D" GetError :: proc() -> i32 #foreign "glGetError" GetString :: proc(name: i32) -> ^byte #foreign "glGetString" GetIntegerv :: proc(name: i32, v: ^i32) #foreign "glGetIntegerv" _libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data) GetProcAddress :: proc(name: string) -> proc() { assert(name[name.count-1] == 0) res := win32.wglGetProcAddress(name.data) if res == nil { res = win32.GetProcAddress(_libgl, name.data) } return res } GenBuffers: proc(count: i32, buffers: ^u32) GenVertexArrays: proc(count: i32, buffers: ^u32) GenSamplers: proc(count: i32, buffers: ^u32) BindBuffer: proc(target: i32, buffer: u32) BindVertexArray: proc(buffer: u32) BindSampler: proc(position: i32, sampler: u32) BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) BufferSubData: proc(target: i32, offset, size: int, data: rawptr) DrawArrays: proc(mode, first: i32, count: u32) DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) MapBuffer: proc(target, access: i32) -> rawptr UnmapBuffer: proc(target: i32) VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) EnableVertexAttribArray: proc(index: u32) CreateShader: proc(shader_type: i32) -> u32 ShaderSource: proc(shader: u32, count: u32, string: ^^byte, length: ^i32) CompileShader: proc(shader: u32) CreateProgram: proc() -> u32 AttachShader: proc(program, shader: u32) DetachShader: proc(program, shader: u32) DeleteShader: proc(shader: u32) LinkProgram: proc(program: u32) UseProgram: proc(program: u32) DeleteProgram: proc(program: u32) GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) GetProgramiv: proc(program: u32, pname: i32, params: ^i32) GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) ActiveTexture: proc(texture: i32) GenerateMipmap: proc(target: i32) SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) Uniform1i: proc(loc: i32, v0: i32) Uniform2i: proc(loc: i32, v0, v1: i32) Uniform3i: proc(loc: i32, v0, v1, v2: i32) Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) Uniform1f: proc(loc: i32, v0: f32) Uniform2f: proc(loc: i32, v0, v1: f32) Uniform3f: proc(loc: i32, v0, v1, v2: f32) Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) GetUniformLocation: proc(program: u32, name: ^byte) -> i32 init :: proc() { set_proc_address :: proc(p: rawptr, name: string) #inline { (p as ^proc())^ = GetProcAddress(name); } set_proc_address(^GenBuffers, "glGenBuffers\x00") set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00") set_proc_address(^GenSamplers, "glGenSamplers\x00") set_proc_address(^BindBuffer, "glBindBuffer\x00") set_proc_address(^BindSampler, "glBindSampler\x00") set_proc_address(^BindVertexArray, "glBindVertexArray\x00") set_proc_address(^BufferData, "glBufferData\x00") set_proc_address(^BufferSubData, "glBufferSubData\x00") set_proc_address(^DrawArrays, "glDrawArrays\x00") set_proc_address(^DrawElements, "glDrawElements\x00") set_proc_address(^MapBuffer, "glMapBuffer\x00") set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00") set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00") set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00") set_proc_address(^CreateShader, "glCreateShader\x00") set_proc_address(^ShaderSource, "glShaderSource\x00") set_proc_address(^CompileShader, "glCompileShader\x00") set_proc_address(^CreateProgram, "glCreateProgram\x00") set_proc_address(^AttachShader, "glAttachShader\x00") set_proc_address(^DetachShader, "glDetachShader\x00") set_proc_address(^DeleteShader, "glDeleteShader\x00") set_proc_address(^LinkProgram, "glLinkProgram\x00") set_proc_address(^UseProgram, "glUseProgram\x00") set_proc_address(^DeleteProgram, "glDeleteProgram\x00") set_proc_address(^GetShaderiv, "glGetShaderiv\x00") set_proc_address(^GetProgramiv, "glGetProgramiv\x00") set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00") set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00") set_proc_address(^ActiveTexture, "glActiveTexture\x00") set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00") set_proc_address(^Uniform1i, "glUniform1i\x00") set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00") set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00") set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00") set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00") set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00") set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00") set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00") set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00") }