#foreign_system_library lib "opengl32.lib" when ODIN_OS == "windows"; #import win32 "sys/windows.odin" when ODIN_OS == "windows"; #import "sys/wgl.odin" when ODIN_OS == "windows"; #load "opengl_constants.odin"; Clear :: proc(mask: u32) #foreign lib "glClear"; ClearColor :: proc(r, g, b, a: f32) #foreign lib "glClearColor"; Begin :: proc(mode: i32) #foreign lib "glBegin"; End :: proc() #foreign lib "glEnd"; Finish :: proc() #foreign lib "glFinish"; BlendFunc :: proc(sfactor, dfactor: i32) #foreign lib "glBlendFunc"; Enable :: proc(cap: i32) #foreign lib "glEnable"; Disable :: proc(cap: i32) #foreign lib "glDisable"; GenTextures :: proc(count: i32, result: ^u32) #foreign lib "glGenTextures"; DeleteTextures:: proc(count: i32, result: ^u32) #foreign lib "glDeleteTextures"; TexParameteri :: proc(target, pname, param: i32) #foreign lib "glTexParameteri"; TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf"; BindTexture :: proc(target: i32, texture: u32) #foreign lib "glBindTexture"; LoadIdentity :: proc() #foreign lib "glLoadIdentity"; Viewport :: proc(x, y, width, height: i32) #foreign lib "glViewport"; Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho"; Color3f :: proc(r, g, b: f32) #foreign lib "glColor3f"; Vertex3f :: proc(x, y, z: f32) #foreign lib "glVertex3f"; GetError :: proc() -> i32 #foreign lib "glGetError"; GetString :: proc(name: i32) -> ^byte #foreign lib "glGetString"; GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv"; TexCoord2f :: proc(x, y: f32) #foreign lib "glTexCoord2f"; TexImage2D :: proc(target, level, internal_format, width, height, border, format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D"; string_data :: proc(s: string) -> ^u8 #inline { return ^s[0]; } _libgl := win32.LoadLibraryA(string_data("opengl32.dll\x00")); GetProcAddress :: proc(name: string) -> proc() #cc_c { assert(name[name.count-1] == 0); res := wgl.GetProcAddress(name.data); if res == nil { res = win32.GetProcAddress(_libgl, name.data); } return res; } GenBuffers: proc(count: i32, buffers: ^u32) #cc_c; GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c; GenSamplers: proc(count: i32, buffers: ^u32) #cc_c; BindBuffer: proc(target: i32, buffer: u32) #cc_c; BindVertexArray: proc(buffer: u32) #cc_c; BindSampler: proc(position: i32, sampler: u32) #cc_c; BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c; BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c; DrawArrays: proc(mode, first: i32, count: u32) #cc_c; DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c; MapBuffer: proc(target, access: i32) -> rawptr #cc_c; UnmapBuffer: proc(target: i32) #cc_c; VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c; EnableVertexAttribArray: proc(index: u32) #cc_c; CreateShader: proc(shader_type: i32) -> u32 #cc_c; ShaderSource: proc(shader: u32, count: u32, str: ^^byte, length: ^i32) #cc_c; CompileShader: proc(shader: u32) #cc_c; CreateProgram: proc() -> u32 #cc_c; AttachShader: proc(program, shader: u32) #cc_c; DetachShader: proc(program, shader: u32) #cc_c; DeleteShader: proc(shader: u32) #cc_c; LinkProgram: proc(program: u32) #cc_c; UseProgram: proc(program: u32) #cc_c; DeleteProgram: proc(program: u32) #cc_c; GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c; GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c; GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c; GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c; ActiveTexture: proc(texture: i32) #cc_c; GenerateMipmap: proc(target: i32) #cc_c; SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c; SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c; SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c; SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c; SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c; SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c; Uniform1i: proc(loc: i32, v0: i32) #cc_c; Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c; Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c; Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c; Uniform1f: proc(loc: i32, v0: f32) #cc_c; Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c; Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c; Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c; UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c; GetUniformLocation: proc(program: u32, name: ^byte) -> i32 #cc_c; init :: proc() { set_proc_address :: proc(p: rawptr, name: string) #inline { (cast(^(proc() #cc_c))p)^ = 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"); }