opengl.odin 8.6 KB

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  1. #foreign_system_library lib "opengl32.lib" when ODIN_OS == "windows";
  2. #import win32 "sys/windows.odin" when ODIN_OS == "windows";
  3. #import "sys/wgl.odin" when ODIN_OS == "windows";
  4. #load "opengl_constants.odin";
  5. Clear :: proc(mask: u32) #foreign lib "glClear";
  6. ClearColor :: proc(r, g, b, a: f32) #foreign lib "glClearColor";
  7. Begin :: proc(mode: i32) #foreign lib "glBegin";
  8. End :: proc() #foreign lib "glEnd";
  9. Finish :: proc() #foreign lib "glFinish";
  10. BlendFunc :: proc(sfactor, dfactor: i32) #foreign lib "glBlendFunc";
  11. Enable :: proc(cap: i32) #foreign lib "glEnable";
  12. Disable :: proc(cap: i32) #foreign lib "glDisable";
  13. GenTextures :: proc(count: i32, result: ^u32) #foreign lib "glGenTextures";
  14. DeleteTextures:: proc(count: i32, result: ^u32) #foreign lib "glDeleteTextures";
  15. TexParameteri :: proc(target, pname, param: i32) #foreign lib "glTexParameteri";
  16. TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf";
  17. BindTexture :: proc(target: i32, texture: u32) #foreign lib "glBindTexture";
  18. LoadIdentity :: proc() #foreign lib "glLoadIdentity";
  19. Viewport :: proc(x, y, width, height: i32) #foreign lib "glViewport";
  20. Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho";
  21. Color3f :: proc(r, g, b: f32) #foreign lib "glColor3f";
  22. Vertex3f :: proc(x, y, z: f32) #foreign lib "glVertex3f";
  23. GetError :: proc() -> i32 #foreign lib "glGetError";
  24. GetString :: proc(name: i32) -> ^byte #foreign lib "glGetString";
  25. GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
  26. TexCoord2f :: proc(x, y: f32) #foreign lib "glTexCoord2f";
  27. TexImage2D :: proc(target, level, internal_format,
  28. width, height, border,
  29. format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
  30. string_data :: proc(s: string) -> ^u8 #inline { return ^s[0]; }
  31. _libgl := win32.LoadLibraryA(string_data("opengl32.dll\x00"));
  32. GetProcAddress :: proc(name: string) -> proc() #cc_c {
  33. assert(name[name.count-1] == 0);
  34. res := wgl.GetProcAddress(name.data);
  35. if res == nil {
  36. res = win32.GetProcAddress(_libgl, name.data);
  37. }
  38. return res;
  39. }
  40. GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
  41. GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
  42. GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
  43. BindBuffer: proc(target: i32, buffer: u32) #cc_c;
  44. BindVertexArray: proc(buffer: u32) #cc_c;
  45. BindSampler: proc(position: i32, sampler: u32) #cc_c;
  46. BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
  47. BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
  48. DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
  49. DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
  50. MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
  51. UnmapBuffer: proc(target: i32) #cc_c;
  52. VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
  53. EnableVertexAttribArray: proc(index: u32) #cc_c;
  54. CreateShader: proc(shader_type: i32) -> u32 #cc_c;
  55. ShaderSource: proc(shader: u32, count: u32, str: ^^byte, length: ^i32) #cc_c;
  56. CompileShader: proc(shader: u32) #cc_c;
  57. CreateProgram: proc() -> u32 #cc_c;
  58. AttachShader: proc(program, shader: u32) #cc_c;
  59. DetachShader: proc(program, shader: u32) #cc_c;
  60. DeleteShader: proc(shader: u32) #cc_c;
  61. LinkProgram: proc(program: u32) #cc_c;
  62. UseProgram: proc(program: u32) #cc_c;
  63. DeleteProgram: proc(program: u32) #cc_c;
  64. GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
  65. GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
  66. GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
  67. GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
  68. ActiveTexture: proc(texture: i32) #cc_c;
  69. GenerateMipmap: proc(target: i32) #cc_c;
  70. SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
  71. SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
  72. SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
  73. SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
  74. SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
  75. SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
  76. Uniform1i: proc(loc: i32, v0: i32) #cc_c;
  77. Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
  78. Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
  79. Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
  80. Uniform1f: proc(loc: i32, v0: f32) #cc_c;
  81. Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
  82. Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
  83. Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
  84. UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
  85. GetUniformLocation: proc(program: u32, name: ^byte) -> i32 #cc_c;
  86. init :: proc() {
  87. set_proc_address :: proc(p: rawptr, name: string) #inline { (cast(^(proc() #cc_c))p)^ = GetProcAddress(name); }
  88. set_proc_address(^GenBuffers, "glGenBuffers\x00");
  89. set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
  90. set_proc_address(^GenSamplers, "glGenSamplers\x00");
  91. set_proc_address(^BindBuffer, "glBindBuffer\x00");
  92. set_proc_address(^BindSampler, "glBindSampler\x00");
  93. set_proc_address(^BindVertexArray, "glBindVertexArray\x00");
  94. set_proc_address(^BufferData, "glBufferData\x00");
  95. set_proc_address(^BufferSubData, "glBufferSubData\x00");
  96. set_proc_address(^DrawArrays, "glDrawArrays\x00");
  97. set_proc_address(^DrawElements, "glDrawElements\x00");
  98. set_proc_address(^MapBuffer, "glMapBuffer\x00");
  99. set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00");
  100. set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00");
  101. set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00");
  102. set_proc_address(^CreateShader, "glCreateShader\x00");
  103. set_proc_address(^ShaderSource, "glShaderSource\x00");
  104. set_proc_address(^CompileShader, "glCompileShader\x00");
  105. set_proc_address(^CreateProgram, "glCreateProgram\x00");
  106. set_proc_address(^AttachShader, "glAttachShader\x00");
  107. set_proc_address(^DetachShader, "glDetachShader\x00");
  108. set_proc_address(^DeleteShader, "glDeleteShader\x00");
  109. set_proc_address(^LinkProgram, "glLinkProgram\x00");
  110. set_proc_address(^UseProgram, "glUseProgram\x00");
  111. set_proc_address(^DeleteProgram, "glDeleteProgram\x00");
  112. set_proc_address(^GetShaderiv, "glGetShaderiv\x00");
  113. set_proc_address(^GetProgramiv, "glGetProgramiv\x00");
  114. set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00");
  115. set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00");
  116. set_proc_address(^ActiveTexture, "glActiveTexture\x00");
  117. set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00");
  118. set_proc_address(^Uniform1i, "glUniform1i\x00");
  119. set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00");
  120. set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00");
  121. set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00");
  122. set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00");
  123. set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00");
  124. set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00");
  125. set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00");
  126. set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
  127. }