foreign_system_library ( lib "opengl32.lib" when ODIN_OS == "windows"; lib "gl" when ODIN_OS == "linux"; ) import ( win32 "sys/windows.odin" when ODIN_OS == "windows"; "sys/wgl.odin" when ODIN_OS == "windows"; ) import_load "opengl_constants.odin"; _ := compile_assert(ODIN_OS != "osx"); foreign lib { Clear :: proc(mask: u32) #link_name "glClear" ---; ClearColor :: proc(r, g, b, a: f32) #link_name "glClearColor" ---; Begin :: proc(mode: i32) #link_name "glBegin" ---; End :: proc() #link_name "glEnd" ---; Finish :: proc() #link_name "glFinish" ---; BlendFunc :: proc(sfactor, dfactor: i32) #link_name "glBlendFunc" ---; Enable :: proc(cap: i32) #link_name "glEnable" ---; Disable :: proc(cap: i32) #link_name "glDisable" ---; GenTextures :: proc(count: i32, result: ^u32) #link_name "glGenTextures" ---; DeleteTextures :: proc(count: i32, result: ^u32) #link_name "glDeleteTextures"---; TexParameteri :: proc(target, pname, param: i32) #link_name "glTexParameteri" ---; TexParameterf :: proc(target: i32, pname: i32, param: f32) #link_name "glTexParameterf" ---; BindTexture :: proc(target: i32, texture: u32) #link_name "glBindTexture" ---; LoadIdentity :: proc() #link_name "glLoadIdentity" ---; Viewport :: proc(x, y, width, height: i32) #link_name "glViewport" ---; Ortho :: proc(left, right, bottom, top, near, far: f64) #link_name "glOrtho" ---; Color3f :: proc(r, g, b: f32) #link_name "glColor3f" ---; Vertex3f :: proc(x, y, z: f32) #link_name "glVertex3f" ---; GetError :: proc() -> i32 #link_name "glGetError" ---; GetString :: proc(name: i32) -> ^u8 #link_name "glGetString" ---; GetIntegerv :: proc(name: i32, v: ^i32) #link_name "glGetIntegerv" ---; TexCoord2f :: proc(x, y: f32) #link_name "glTexCoord2f" ---; TexImage2D :: proc(target, level, internal_format, width, height, border, format, type_: i32, pixels: rawptr) #link_name "glTexImage2D" ---; } _string_data :: proc(s: string) -> ^u8 #inline { return &s[0]; } _libgl := win32.load_library_a(_string_data("opengl32.dll\x00")); get_proc_address :: proc(name: string) -> rawptr { if name[len(name)-1] == 0 { name = name[..len(name)-1]; } // NOTE(bill): null terminated assert((&name[0] + len(name))^ == 0); res := wgl.get_proc_address(&name[0]); if res == nil { res = win32.get_proc_address(_libgl, &name[0]); } return rawptr(res); } // Procedures GenBuffers: proc(count: i32, buffers: ^u32) #cc_c; GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c; GenSamplers: proc(count: i32, buffers: ^u32) #cc_c; DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c; BindBuffer: proc(target: i32, buffer: u32) #cc_c; BindVertexArray: proc(buffer: u32) #cc_c; DeleteVertexArrays: proc(count: i32, arrays: ^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: ^^u8, 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: ^u8) #cc_c; GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #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: ^u8) -> i32 #cc_c; init :: proc() { set_proc_address :: proc(p: rawptr, name: string) #inline { x := cast(^rawptr)p; x^ = get_proc_address(name); } set_proc_address(&GenBuffers, "glGenBuffers\x00"); set_proc_address(&GenVertexArrays, "glGenVertexArrays\x00"); set_proc_address(&GenSamplers, "glGenSamplers\x00"); set_proc_address(&DeleteBuffers, "glDeleteBuffers\x00"); set_proc_address(&BindBuffer, "glBindBuffer\x00"); set_proc_address(&BindSampler, "glBindSampler\x00"); set_proc_address(&BindVertexArray, "glBindVertexArray\x00"); set_proc_address(&DeleteVertexArrays, "glDeleteVertexArrays\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"); }