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- 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");
- }
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