when ODIN_OS == "windows" { foreign import lib "system:opengl32.lib" import win32 "core:sys/windows.odin" import "core:sys/wgl.odin" } else when ODIN_OS == "linux" { foreign import lib "system:gl" } export "core:opengl_constants.odin" _ := compile_assert(ODIN_OS != "osx"); @(default_calling_convention="c", link_prefix="gl") foreign lib { Clear :: proc(mask: u32) ---; ClearColor :: proc(r, g, b, a: f32) ---; Begin :: proc(mode: i32) ---; End :: proc() ---; Finish :: proc() ---; BlendFunc :: proc(sfactor, dfactor: i32) ---; Enable :: proc(cap: i32) ---; Disable :: proc(cap: i32) ---; GenTextures :: proc(count: i32, result: ^u32) ---; DeleteTextures :: proc(count: i32, result: ^u32) ---; TexParameteri :: proc(target, pname, param: i32) ---; TexParameterf :: proc(target: i32, pname: i32, param: f32) ---; BindTexture :: proc(target: i32, texture: u32) ---; LoadIdentity :: proc() ---; Viewport :: proc(x, y, width, height: i32) ---; Ortho :: proc(left, right, bottom, top, near, far: f64) ---; Color3f :: proc(r, g, b: f32) ---; Vertex3f :: proc(x, y, z: f32) ---; GetError :: proc() -> i32 ---; GetString :: proc(name: i32) -> ^u8 ---; GetIntegerv :: proc(name: i32, v: ^i32) ---; TexCoord2f :: proc(x, y: f32) ---; TexImage2D :: proc(target, level, internal_format: i32, width, height, border: i32, format, type_: i32, pixels: rawptr) ---; } _string_data :: inline proc(s: string) -> ^u8 do return &s[0]; _libgl := win32.load_library_a(_string_data("opengl32.dll\x00")); get_gl_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_gl_proc_address(&name[0]); if res == nil { res = win32.get_proc_address(_libgl, &name[0]); } return rawptr(res); } // Procedures GenBuffers: proc "c" (count: i32, buffers: ^u32); GenVertexArrays: proc "c" (count: i32, buffers: ^u32); GenSamplers: proc "c" (count: i32, buffers: ^u32); DeleteBuffers: proc "c" (count: i32, buffers: ^u32); BindBuffer: proc "c" (target: i32, buffer: u32); BindVertexArray: proc "c" (buffer: u32); DeleteVertexArrays: proc "c" (count: i32, arrays: ^u32); BindSampler: proc "c" (position: i32, sampler: u32); BufferData: proc "c" (target: i32, size: int, data: rawptr, usage: i32); BufferSubData: proc "c" (target: i32, offset, size: int, data: rawptr); DrawArrays: proc "c" (mode, first: i32, count: u32); DrawElements: proc "c" (mode: i32, count: u32, type_: i32, indices: rawptr); MapBuffer: proc "c" (target, access: i32) -> rawptr; UnmapBuffer: proc "c" (target: i32); VertexAttribPointer: proc "c" (index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr); EnableVertexAttribArray: proc "c" (index: u32); CreateShader: proc "c" (shader_type: i32) -> u32; ShaderSource: proc "c" (shader: u32, count: u32, str: ^^u8, length: ^i32); CompileShader: proc "c" (shader: u32); CreateProgram: proc "c" () -> u32; AttachShader: proc "c" (program, shader: u32); DetachShader: proc "c" (program, shader: u32); DeleteShader: proc "c" (shader: u32); LinkProgram: proc "c" (program: u32); UseProgram: proc "c" (program: u32); DeleteProgram: proc "c" (program: u32); GetShaderiv: proc "c" (shader: u32, pname: i32, params: ^i32); GetProgramiv: proc "c" (program: u32, pname: i32, params: ^i32); GetShaderInfoLog: proc "c" (shader: u32, max_length: u32, length: ^u32, info_long: ^u8); GetProgramInfoLog: proc "c" (program: u32, max_length: u32, length: ^u32, info_long: ^u8); ActiveTexture: proc "c" (texture: i32); GenerateMipmap: proc "c" (target: i32); SamplerParameteri: proc "c" (sampler: u32, pname: i32, param: i32); SamplerParameterf: proc "c" (sampler: u32, pname: i32, param: f32); SamplerParameteriv: proc "c" (sampler: u32, pname: i32, params: ^i32); SamplerParameterfv: proc "c" (sampler: u32, pname: i32, params: ^f32); SamplerParameterIiv: proc "c" (sampler: u32, pname: i32, params: ^i32); SamplerParameterIuiv: proc "c" (sampler: u32, pname: i32, params: ^u32); Uniform1i: proc "c" (loc: i32, v0: i32); Uniform2i: proc "c" (loc: i32, v0, v1: i32); Uniform3i: proc "c" (loc: i32, v0, v1, v2: i32); Uniform4i: proc "c" (loc: i32, v0, v1, v2, v3: i32); Uniform1f: proc "c" (loc: i32, v0: f32); Uniform2f: proc "c" (loc: i32, v0, v1: f32); Uniform3f: proc "c" (loc: i32, v0, v1, v2: f32); Uniform4f: proc "c" (loc: i32, v0, v1, v2, v3: f32); UniformMatrix4fv: proc "c" (loc: i32, count: u32, transpose: i32, value: ^f32); GetUniformLocation: proc "c" (program: u32, name: ^u8) -> i32; init :: proc() { set_proc_address :: proc(p: rawptr, name: string) { x := cast(^rawptr)p; x^ = get_gl_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"); }