opengl.odin 8.1 KB

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  1. when ODIN_OS == "windows" {
  2. foreign import lib "system:opengl32.lib"
  3. import win32 "core:sys/windows.odin"
  4. import "core:sys/wgl.odin"
  5. } else when ODIN_OS == "linux" {
  6. foreign import lib "system:gl"
  7. }
  8. export "core:opengl_constants.odin"
  9. _ := compile_assert(ODIN_OS != "osx");
  10. @(default_calling_convention="c", link_prefix="gl")
  11. foreign lib {
  12. Clear :: proc(mask: u32) ---;
  13. ClearColor :: proc(r, g, b, a: f32) ---;
  14. Begin :: proc(mode: i32) ---;
  15. End :: proc() ---;
  16. Finish :: proc() ---;
  17. BlendFunc :: proc(sfactor, dfactor: i32) ---;
  18. Enable :: proc(cap: i32) ---;
  19. Disable :: proc(cap: i32) ---;
  20. GenTextures :: proc(count: i32, result: ^u32) ---;
  21. DeleteTextures :: proc(count: i32, result: ^u32) ---;
  22. TexParameteri :: proc(target, pname, param: i32) ---;
  23. TexParameterf :: proc(target: i32, pname: i32, param: f32) ---;
  24. BindTexture :: proc(target: i32, texture: u32) ---;
  25. LoadIdentity :: proc() ---;
  26. Viewport :: proc(x, y, width, height: i32) ---;
  27. Ortho :: proc(left, right, bottom, top, near, far: f64) ---;
  28. Color3f :: proc(r, g, b: f32) ---;
  29. Vertex3f :: proc(x, y, z: f32) ---;
  30. GetError :: proc() -> i32 ---;
  31. GetString :: proc(name: i32) -> ^u8 ---;
  32. GetIntegerv :: proc(name: i32, v: ^i32) ---;
  33. TexCoord2f :: proc(x, y: f32) ---;
  34. TexImage2D :: proc(target, level, internal_format: i32,
  35. width, height, border: i32,
  36. format, type_: i32, pixels: rawptr) ---;
  37. }
  38. _string_data :: inline proc(s: string) -> ^u8 do return &s[0];
  39. _libgl := win32.load_library_a(_string_data("opengl32.dll\x00"));
  40. get_gl_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_gl_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 "c" (count: i32, buffers: ^u32);
  54. GenVertexArrays: proc "c" (count: i32, buffers: ^u32);
  55. GenSamplers: proc "c" (count: i32, buffers: ^u32);
  56. DeleteBuffers: proc "c" (count: i32, buffers: ^u32);
  57. BindBuffer: proc "c" (target: i32, buffer: u32);
  58. BindVertexArray: proc "c" (buffer: u32);
  59. DeleteVertexArrays: proc "c" (count: i32, arrays: ^u32);
  60. BindSampler: proc "c" (position: i32, sampler: u32);
  61. BufferData: proc "c" (target: i32, size: int, data: rawptr, usage: i32);
  62. BufferSubData: proc "c" (target: i32, offset, size: int, data: rawptr);
  63. DrawArrays: proc "c" (mode, first: i32, count: u32);
  64. DrawElements: proc "c" (mode: i32, count: u32, type_: i32, indices: rawptr);
  65. MapBuffer: proc "c" (target, access: i32) -> rawptr;
  66. UnmapBuffer: proc "c" (target: i32);
  67. VertexAttribPointer: proc "c" (index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr);
  68. EnableVertexAttribArray: proc "c" (index: u32);
  69. CreateShader: proc "c" (shader_type: i32) -> u32;
  70. ShaderSource: proc "c" (shader: u32, count: u32, str: ^^u8, length: ^i32);
  71. CompileShader: proc "c" (shader: u32);
  72. CreateProgram: proc "c" () -> u32;
  73. AttachShader: proc "c" (program, shader: u32);
  74. DetachShader: proc "c" (program, shader: u32);
  75. DeleteShader: proc "c" (shader: u32);
  76. LinkProgram: proc "c" (program: u32);
  77. UseProgram: proc "c" (program: u32);
  78. DeleteProgram: proc "c" (program: u32);
  79. GetShaderiv: proc "c" (shader: u32, pname: i32, params: ^i32);
  80. GetProgramiv: proc "c" (program: u32, pname: i32, params: ^i32);
  81. GetShaderInfoLog: proc "c" (shader: u32, max_length: u32, length: ^u32, info_long: ^u8);
  82. GetProgramInfoLog: proc "c" (program: u32, max_length: u32, length: ^u32, info_long: ^u8);
  83. ActiveTexture: proc "c" (texture: i32);
  84. GenerateMipmap: proc "c" (target: i32);
  85. SamplerParameteri: proc "c" (sampler: u32, pname: i32, param: i32);
  86. SamplerParameterf: proc "c" (sampler: u32, pname: i32, param: f32);
  87. SamplerParameteriv: proc "c" (sampler: u32, pname: i32, params: ^i32);
  88. SamplerParameterfv: proc "c" (sampler: u32, pname: i32, params: ^f32);
  89. SamplerParameterIiv: proc "c" (sampler: u32, pname: i32, params: ^i32);
  90. SamplerParameterIuiv: proc "c" (sampler: u32, pname: i32, params: ^u32);
  91. Uniform1i: proc "c" (loc: i32, v0: i32);
  92. Uniform2i: proc "c" (loc: i32, v0, v1: i32);
  93. Uniform3i: proc "c" (loc: i32, v0, v1, v2: i32);
  94. Uniform4i: proc "c" (loc: i32, v0, v1, v2, v3: i32);
  95. Uniform1f: proc "c" (loc: i32, v0: f32);
  96. Uniform2f: proc "c" (loc: i32, v0, v1: f32);
  97. Uniform3f: proc "c" (loc: i32, v0, v1, v2: f32);
  98. Uniform4f: proc "c" (loc: i32, v0, v1, v2, v3: f32);
  99. UniformMatrix4fv: proc "c" (loc: i32, count: u32, transpose: i32, value: ^f32);
  100. GetUniformLocation: proc "c" (program: u32, name: ^u8) -> i32;
  101. init :: proc() {
  102. set_proc_address :: proc(p: rawptr, name: string) {
  103. x := cast(^rawptr)p;
  104. x^ = get_gl_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. }