#foreign_system_library "opengl32" ZERO :: 0x0000 ONE :: 0x0001 TRIANGLES :: 0x0004 BLEND :: 0x0be2 SRC_ALPHA :: 0x0302 ONE_MINUS_SRC_ALPHA :: 0x0303 TEXTURE_2D :: 0x0de1 RGBA8 :: 0x8058 UNSIGNED_BYTE :: 0x1401 BGRA_EXT :: 0x80e1 TEXTURE_MAX_LEVEL :: 0x813d RGBA :: 0x1908 NEAREST :: 0x2600 LINEAR :: 0x2601 DEPTH_BUFFER_BIT :: 0x00000100 STENCIL_BUFFER_BIT :: 0x00000400 COLOR_BUFFER_BIT :: 0x00004000 TEXTURE_MAX_ANISOTROPY_EXT :: 0x84fe TEXTURE_MAG_FILTER :: 0x2800 TEXTURE_MIN_FILTER :: 0x2801 TEXTURE_WRAP_S :: 0x2802 TEXTURE_WRAP_T :: 0x2803 clear :: proc(mask: u32) #foreign "glClear" clear_color :: proc(r, g, b, a: f32) #foreign "glClearColor" begin :: proc(mode: i32) #foreign "glBegin" end :: proc() #foreign "glEnd" color3f :: proc(r, g, b: f32) #foreign "glColor3f" color4f :: proc(r, g, b, a: f32) #foreign "glColor4f" vertex2f :: proc(x, y: f32) #foreign "glVertex2f" vertex3f :: proc(x, y, z: f32) #foreign "glVertex3f" tex_coord2f :: proc(u, v: f32) #foreign "glTexCoord2f" load_identity :: proc() #foreign "glLoadIdentity" ortho :: proc(left, right, bottom, top, near, far: f64) #foreign "glOrtho" blend_func :: proc(sfactor, dfactor: i32) #foreign "glBlendFunc" enable :: proc(cap: i32) #foreign "glEnable" disable :: proc(cap: i32) #foreign "glDisable" gen_textures :: proc(count: i32, result: ^u32) #foreign "glGenTextures" tex_parameteri :: proc(target, pname, param: i32) #foreign "glTexParameteri" tex_parameterf :: proc(target: i32, pname: i32, param: f32) #foreign "glTexParameterf" bind_texture :: proc(target: i32, texture: u32) #foreign "glBindTexture" tex_image2d :: proc(target, level, internal_format, width, height, border, format, _type: i32, pixels: rawptr) #foreign "glTexImage2D"