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- #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");
- }
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