foreign_system_library ( lib "opengl32.lib" when ODIN_OS == "windows"; lib "gl" when ODIN_OS == "linux"; ) import ( win32 "sys/windows.odin" when ODIN_OS == "windows"; "sys/wgl.odin" when ODIN_OS == "windows"; ) import_load "opengl_constants.odin"; proc Clear (mask: u32) #foreign lib "glClear"; proc ClearColor (r, g, b, a: f32) #foreign lib "glClearColor"; proc Begin (mode: i32) #foreign lib "glBegin"; proc End () #foreign lib "glEnd"; proc Finish () #foreign lib "glFinish"; proc BlendFunc (sfactor, dfactor: i32) #foreign lib "glBlendFunc"; proc Enable (cap: i32) #foreign lib "glEnable"; proc Disable (cap: i32) #foreign lib "glDisable"; proc GenTextures (count: i32, result: ^u32) #foreign lib "glGenTextures"; proc DeleteTextures(count: i32, result: ^u32) #foreign lib "glDeleteTextures"; proc TexParameteri (target, pname, param: i32) #foreign lib "glTexParameteri"; proc TexParameterf (target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf"; proc BindTexture (target: i32, texture: u32) #foreign lib "glBindTexture"; proc LoadIdentity () #foreign lib "glLoadIdentity"; proc Viewport (x, y, width, height: i32) #foreign lib "glViewport"; proc Ortho (left, right, bottom, top, near, far: f64) #foreign lib "glOrtho"; proc Color3f (r, g, b: f32) #foreign lib "glColor3f"; proc Vertex3f (x, y, z: f32) #foreign lib "glVertex3f"; proc GetError () -> i32 #foreign lib "glGetError"; proc GetString (name: i32) -> ^u8 #foreign lib "glGetString"; proc GetIntegerv (name: i32, v: ^i32) #foreign lib "glGetIntegerv"; proc TexCoord2f (x, y: f32) #foreign lib "glTexCoord2f"; proc TexImage2D (target, level, internal_format, width, height, border, format, type_: i32, pixels: rawptr) #foreign lib "glTexImage2D"; proc _string_data(s: string) -> ^u8 #inline { return &s[0]; } var _libgl = win32.load_library_a(_string_data("opengl32.dll\x00")); proc get_proc_address(name: string) -> proc() #cc_c { if name[len(name)-1] == 0 { name = name[0.. rawptr #cc_c; var UnmapBuffer: proc(target: i32) #cc_c; var VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c; var EnableVertexAttribArray: proc(index: u32) #cc_c; var CreateShader: proc(shader_type: i32) -> u32 #cc_c; var ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c; var CompileShader: proc(shader: u32) #cc_c; var CreateProgram: proc() -> u32 #cc_c; var AttachShader: proc(program, shader: u32) #cc_c; var DetachShader: proc(program, shader: u32) #cc_c; var DeleteShader: proc(shader: u32) #cc_c; var LinkProgram: proc(program: u32) #cc_c; var UseProgram: proc(program: u32) #cc_c; var DeleteProgram: proc(program: u32) #cc_c; var GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c; var GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c; var GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c; var GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c; var ActiveTexture: proc(texture: i32) #cc_c; var GenerateMipmap: proc(target: i32) #cc_c; var SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c; var SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c; var SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c; var SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c; var SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c; var SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c; var Uniform1i: proc(loc: i32, v0: i32) #cc_c; var Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c; var Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c; var Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c; var Uniform1f: proc(loc: i32, v0: f32) #cc_c; var Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c; var Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c; var Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c; var UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c; var GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c; proc init() { proc set_proc_address(p: rawptr, name: string) #inline { var x = ^(proc() #cc_c)(p); x^ = get_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"); }