#load "basic.odin" #load "opengl.odin" #load "math.odin" TWO_HEARTS :: #rune "💕" win32_perf_count_freq := GetQueryPerformanceFrequency() time_now :: proc() -> f64 { assert(win32_perf_count_freq != 0) counter: i64 _ = QueryPerformanceCounter(^counter) result := counter as f64 / win32_perf_count_freq as f64 return result } win32_print_last_error :: proc() { err_code := GetLastError() as int if err_code != 0 { println("GetLastError:", err_code) } } // Yuk! to_c_string :: proc(s: string) -> []u8 { c_str := new_slice(u8, len(s)+1) _ = copy(c_str, s as []byte) c_str[len(s)] = 0 return c_str } Window :: struct { width, height: int wc: WNDCLASSEXA dc: HDC hwnd: HWND opengl_context, rc: HGLRC c_title: []u8 } make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (Window, bool) { w: Window w.width, w.height = msg, height class_name := "Win32-Odin-Window\x00" c_class_name := ^class_name[0] // w.c_title = to_c_string(title) w.c_title = "Title\x00" as []byte instance := GetModuleHandleA(null) w.wc = WNDCLASSEXA{ size = size_of(WNDCLASSEXA) as u32, style = CS_VREDRAW | CS_HREDRAW, instance = instance as HINSTANCE, class_name = c_class_name, wnd_proc = window_proc, }; if RegisterClassExA(^w.wc) == 0 { win32_print_last_error( ) return w, false } w.hwnd = CreateWindowExA(0, c_class_name, ^w.c_title[0], WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, w.width as i32, w.height as i32, null, null, instance, null) if w.hwnd == null { win32_print_last_error() return w, false } w.dc = GetDC(w.hwnd) { pfd := PIXELFORMATDESCRIPTOR{ size = size_of(PIXELFORMATDESCRIPTOR) as u32, version = 1, flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, pixel_type = PFD_TYPE_RGBA, color_bits = 32, alpha_bits = 8, depth_bits = 24, stencil_bits = 8, layer_type = PFD_MAIN_PLANE, } SetPixelFormat(w.dc, ChoosePixelFormat(w.dc, ^pfd), null) w.opengl_context = wglCreateContext(w.dc) wglMakeCurrent(w.dc, w.opengl_context) attribs := [8]i32{ WGL_CONTEXT_MAJOR_VERSION_ARB, 2, WGL_CONTEXT_MINOR_VERSION_ARB, 1, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, 0, // NOTE(bill): tells the proc that this is the end of attribs } wgl_string := "wglCreateContextAttribsARB\x00" c_wgl_string := ^wgl_string[0] wglCreateContextAttribsARB := wglGetProcAddress(c_wgl_string) as wglCreateContextAttribsARBType w.rc = wglCreateContextAttribsARB(w.dc, 0, ^attribs[0]) wglMakeCurrent(w.dc, w.rc) SwapBuffers(w.dc) } return w, true } destroy_window :: proc(w: ^Window) { delete(w.c_title) } display_window :: proc(w: ^Window) { SwapBuffers(w.dc) } run_game :: proc() { win32_proc :: proc(hwnd: HWND, msg: u32, wparam: WPARAM, lparam: LPARAM) -> LRESULT #no_inline { if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT { ExitProcess(0) return 0 } return DefWindowProcA(hwnd, msg, wparam, lparam) } window, window_success := make_window("Odin Language Demo", 854, 480, win32_proc) if !window_success { return } defer destroy_window(^window) prev_time := time_now() running := true pos := Vec2{100, 100} for running { curr_time := time_now() dt := (curr_time - prev_time) as f32 prev_time = curr_time msg: MSG for PeekMessageA(^msg, null, 0, 0, PM_REMOVE) > 0 { if msg.message == WM_QUIT { running = false } _ = TranslateMessage(^msg) _ = DispatchMessageA(^msg) } if is_key_down(Key_Code.ESCAPE) { running = false } { SPEED :: 500 v: Vec2 if is_key_down(Key_Code.RIGHT) { v[0] += 1 } if is_key_down(Key_Code.LEFT) { v[0] -= 1 } if is_key_down(Key_Code.UP) { v[1] += 1 } if is_key_down(Key_Code.DOWN) { v[1] -= 1 } v = vec2_norm0(v) pos += v * Vec2{SPEED * dt} } glClearColor(0.5, 0.7, 1.0, 1.0) glClear(GL_COLOR_BUFFER_BIT) glLoadIdentity() glOrtho(0, window.width as f64, 0, window.height as f64, 0, 1) draw_rect :: proc(x, y, w, h: f32) { glBegin(GL_TRIANGLES) glColor3f(1, 0, 0); glVertex3f(x, y, 0) glColor3f(0, 1, 0); glVertex3f(x+w, y, 0) glColor3f(0, 0, 1); glVertex3f(x+w, y+h, 0) glColor3f(0, 0, 1); glVertex3f(x+w, y+h, 0) glColor3f(1, 1, 0); glVertex3f(x, y+h, 0) glColor3f(1, 0, 0); glVertex3f(x, y, 0) glEnd() } draw_rect(pos[0], pos[1], 50, 50) display_window(^window) ms_to_sleep := (16 - 1000*dt) as i32 if ms_to_sleep > 0 { sleep_ms(ms_to_sleep) } } }