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opengl.odin 9.3 KB

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  1. foreign_system_library (
  2. lib "opengl32.lib" when ODIN_OS == "windows";
  3. lib "gl" when ODIN_OS == "linux";
  4. )
  5. import (
  6. win32 "sys/windows.odin" when ODIN_OS == "windows";
  7. "sys/wgl.odin" when ODIN_OS == "windows";
  8. )
  9. import_load "opengl_constants.odin";
  10. _ := compile_assert(ODIN_OS != "osx");
  11. foreign lib {
  12. Clear :: proc(mask: u32) #link_name "glClear" ---;
  13. ClearColor :: proc(r, g, b, a: f32) #link_name "glClearColor" ---;
  14. Begin :: proc(mode: i32) #link_name "glBegin" ---;
  15. End :: proc() #link_name "glEnd" ---;
  16. Finish :: proc() #link_name "glFinish" ---;
  17. BlendFunc :: proc(sfactor, dfactor: i32) #link_name "glBlendFunc" ---;
  18. Enable :: proc(cap: i32) #link_name "glEnable" ---;
  19. Disable :: proc(cap: i32) #link_name "glDisable" ---;
  20. GenTextures :: proc(count: i32, result: ^u32) #link_name "glGenTextures" ---;
  21. DeleteTextures :: proc(count: i32, result: ^u32) #link_name "glDeleteTextures"---;
  22. TexParameteri :: proc(target, pname, param: i32) #link_name "glTexParameteri" ---;
  23. TexParameterf :: proc(target: i32, pname: i32, param: f32) #link_name "glTexParameterf" ---;
  24. BindTexture :: proc(target: i32, texture: u32) #link_name "glBindTexture" ---;
  25. LoadIdentity :: proc() #link_name "glLoadIdentity" ---;
  26. Viewport :: proc(x, y, width, height: i32) #link_name "glViewport" ---;
  27. Ortho :: proc(left, right, bottom, top, near, far: f64) #link_name "glOrtho" ---;
  28. Color3f :: proc(r, g, b: f32) #link_name "glColor3f" ---;
  29. Vertex3f :: proc(x, y, z: f32) #link_name "glVertex3f" ---;
  30. GetError :: proc() -> i32 #link_name "glGetError" ---;
  31. GetString :: proc(name: i32) -> ^u8 #link_name "glGetString" ---;
  32. GetIntegerv :: proc(name: i32, v: ^i32) #link_name "glGetIntegerv" ---;
  33. TexCoord2f :: proc(x, y: f32) #link_name "glTexCoord2f" ---;
  34. TexImage2D :: proc(target, level, internal_format,
  35. width, height, border,
  36. format, type_: i32, pixels: rawptr) #link_name "glTexImage2D" ---;
  37. }
  38. _string_data :: proc(s: string) -> ^u8 #inline { return &s[0]; }
  39. _libgl := win32.load_library_a(_string_data("opengl32.dll\x00"));
  40. get_proc_address :: proc(name: string) -> rawptr {
  41. if name[len(name)-1] == 0 {
  42. name = name[..len(name)-1];
  43. }
  44. // NOTE(bill): null terminated
  45. assert((&name[0] + len(name))^ == 0);
  46. res := wgl.get_proc_address(&name[0]);
  47. if res == nil {
  48. res = win32.get_proc_address(_libgl, &name[0]);
  49. }
  50. return rawptr(res);
  51. }
  52. // Procedures
  53. GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
  54. GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
  55. GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
  56. DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
  57. BindBuffer: proc(target: i32, buffer: u32) #cc_c;
  58. BindVertexArray: proc(buffer: u32) #cc_c;
  59. DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
  60. BindSampler: proc(position: i32, sampler: u32) #cc_c;
  61. BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
  62. BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
  63. DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
  64. DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
  65. MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
  66. UnmapBuffer: proc(target: i32) #cc_c;
  67. VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
  68. EnableVertexAttribArray: proc(index: u32) #cc_c;
  69. CreateShader: proc(shader_type: i32) -> u32 #cc_c;
  70. ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
  71. CompileShader: proc(shader: u32) #cc_c;
  72. CreateProgram: proc() -> u32 #cc_c;
  73. AttachShader: proc(program, shader: u32) #cc_c;
  74. DetachShader: proc(program, shader: u32) #cc_c;
  75. DeleteShader: proc(shader: u32) #cc_c;
  76. LinkProgram: proc(program: u32) #cc_c;
  77. UseProgram: proc(program: u32) #cc_c;
  78. DeleteProgram: proc(program: u32) #cc_c;
  79. GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
  80. GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
  81. GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
  82. GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
  83. ActiveTexture: proc(texture: i32) #cc_c;
  84. GenerateMipmap: proc(target: i32) #cc_c;
  85. SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
  86. SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
  87. SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
  88. SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
  89. SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
  90. SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
  91. Uniform1i: proc(loc: i32, v0: i32) #cc_c;
  92. Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
  93. Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
  94. Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
  95. Uniform1f: proc(loc: i32, v0: f32) #cc_c;
  96. Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
  97. Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
  98. Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
  99. UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
  100. GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
  101. init :: proc() {
  102. set_proc_address :: proc(p: rawptr, name: string) #inline {
  103. x := cast(^rawptr)p;
  104. x^ = get_proc_address(name);
  105. }
  106. set_proc_address(&GenBuffers, "glGenBuffers\x00");
  107. set_proc_address(&GenVertexArrays, "glGenVertexArrays\x00");
  108. set_proc_address(&GenSamplers, "glGenSamplers\x00");
  109. set_proc_address(&DeleteBuffers, "glDeleteBuffers\x00");
  110. set_proc_address(&BindBuffer, "glBindBuffer\x00");
  111. set_proc_address(&BindSampler, "glBindSampler\x00");
  112. set_proc_address(&BindVertexArray, "glBindVertexArray\x00");
  113. set_proc_address(&DeleteVertexArrays, "glDeleteVertexArrays\x00");
  114. set_proc_address(&BufferData, "glBufferData\x00");
  115. set_proc_address(&BufferSubData, "glBufferSubData\x00");
  116. set_proc_address(&DrawArrays, "glDrawArrays\x00");
  117. set_proc_address(&DrawElements, "glDrawElements\x00");
  118. set_proc_address(&MapBuffer, "glMapBuffer\x00");
  119. set_proc_address(&UnmapBuffer, "glUnmapBuffer\x00");
  120. set_proc_address(&VertexAttribPointer, "glVertexAttribPointer\x00");
  121. set_proc_address(&EnableVertexAttribArray, "glEnableVertexAttribArray\x00");
  122. set_proc_address(&CreateShader, "glCreateShader\x00");
  123. set_proc_address(&ShaderSource, "glShaderSource\x00");
  124. set_proc_address(&CompileShader, "glCompileShader\x00");
  125. set_proc_address(&CreateProgram, "glCreateProgram\x00");
  126. set_proc_address(&AttachShader, "glAttachShader\x00");
  127. set_proc_address(&DetachShader, "glDetachShader\x00");
  128. set_proc_address(&DeleteShader, "glDeleteShader\x00");
  129. set_proc_address(&LinkProgram, "glLinkProgram\x00");
  130. set_proc_address(&UseProgram, "glUseProgram\x00");
  131. set_proc_address(&DeleteProgram, "glDeleteProgram\x00");
  132. set_proc_address(&GetShaderiv, "glGetShaderiv\x00");
  133. set_proc_address(&GetProgramiv, "glGetProgramiv\x00");
  134. set_proc_address(&GetShaderInfoLog, "glGetShaderInfoLog\x00");
  135. set_proc_address(&GetProgramInfoLog, "glGetProgramInfoLog\x00");
  136. set_proc_address(&ActiveTexture, "glActiveTexture\x00");
  137. set_proc_address(&GenerateMipmap, "glGenerateMipmap\x00");
  138. set_proc_address(&Uniform1i, "glUniform1i\x00");
  139. set_proc_address(&UniformMatrix4fv, "glUniformMatrix4fv\x00");
  140. set_proc_address(&GetUniformLocation, "glGetUniformLocation\x00");
  141. set_proc_address(&SamplerParameteri, "glSamplerParameteri\x00");
  142. set_proc_address(&SamplerParameterf, "glSamplerParameterf\x00");
  143. set_proc_address(&SamplerParameteriv, "glSamplerParameteriv\x00");
  144. set_proc_address(&SamplerParameterfv, "glSamplerParameterfv\x00");
  145. set_proc_address(&SamplerParameterIiv, "glSamplerParameterIiv\x00");
  146. set_proc_address(&SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
  147. }