#foreign_system_library "opengl32" when ODIN_OS == "windows"; #import win32 "sys/windows.odin" when ODIN_OS == "windows"; #include "opengl_constants.odin"; proc Clear (mask u32) #foreign "glClear" proc ClearColor (r, g, b, a f32) #foreign "glClearColor" proc Begin (mode i32) #foreign "glBegin" proc End () #foreign "glEnd" proc Finish () #foreign "glFinish" proc BlendFunc (sfactor, dfactor i32) #foreign "glBlendFunc" proc Enable (cap i32) #foreign "glEnable" proc Disable (cap i32) #foreign "glDisable" proc GenTextures (count i32, result ^u32) #foreign "glGenTextures" proc DeleteTextures(count i32, result ^u32) #foreign "glDeleteTextures" proc TexParameteri (target, pname, param i32) #foreign "glTexParameteri" proc TexParameterf (target i32, pname i32, param f32) #foreign "glTexParameterf" proc BindTexture (target i32, texture u32) #foreign "glBindTexture" proc LoadIdentity () #foreign "glLoadIdentity" proc Viewport (x, y, width, height i32) #foreign "glViewport" proc Ortho (left, right, bottom, top, near, far f64) #foreign "glOrtho" proc Color3f (r, g, b f32) #foreign "glColor3f" proc Vertex3f (x, y, z f32) #foreign "glVertex3f" proc TexImage2D (target, level, internal_format, width, height, border, format, _type i32, pixels rawptr) #foreign "glTexImage2D" proc GetError () -> i32 #foreign "glGetError" proc GetString (name i32) -> ^byte #foreign "glGetString" proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv" var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data); proc GetProcAddress(name string) -> proc() { assert(name[name.count-1] == 0); var res = win32.wglGetProcAddress(name.data); if res == nil { res = win32.GetProcAddress(_libgl, name.data); } return res; } var ( GenBuffers proc(count i32, buffers ^u32); GenVertexArrays proc(count i32, buffers ^u32); GenSamplers proc(count i32, buffers ^u32); BindBuffer proc(target i32, buffer u32); BindVertexArray proc(buffer u32); BindSampler proc(position i32, sampler u32); BufferData proc(target i32, size int, data rawptr, usage i32); BufferSubData proc(target i32, offset, size int, data rawptr); DrawArrays proc(mode, first i32, count u32); DrawElements proc(mode i32, count u32, type_ i32, indices rawptr); MapBuffer proc(target, access i32) -> rawptr; UnmapBuffer proc(target i32); VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr); EnableVertexAttribArray proc(index u32); CreateShader proc(shader_type i32) -> u32; ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32); CompileShader proc(shader u32); CreateProgram proc() -> u32; AttachShader proc(program, shader u32); DetachShader proc(program, shader u32); DeleteShader proc(shader u32); LinkProgram proc(program u32); UseProgram proc(program u32); DeleteProgram proc(program u32); GetShaderiv proc(shader u32, pname i32, params ^i32); GetProgramiv proc(program u32, pname i32, params ^i32); GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte); GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte); ActiveTexture proc(texture i32); GenerateMipmap proc(target i32); SamplerParameteri proc(sampler u32, pname i32, param i32); SamplerParameterf proc(sampler u32, pname i32, param f32); SamplerParameteriv proc(sampler u32, pname i32, params ^i32); SamplerParameterfv proc(sampler u32, pname i32, params ^f32); SamplerParameterIiv proc(sampler u32, pname i32, params ^i32); SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32); Uniform1i proc(loc i32, v0 i32); Uniform2i proc(loc i32, v0, v1 i32); Uniform3i proc(loc i32, v0, v1, v2 i32); Uniform4i proc(loc i32, v0, v1, v2, v3 i32); Uniform1f proc(loc i32, v0 f32); Uniform2f proc(loc i32, v0, v1 f32); Uniform3f proc(loc i32, v0, v1, v2 f32); Uniform4f proc(loc i32, v0, v1, v2, v3 f32); UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32); GetUniformLocation proc(program u32, name ^byte) -> i32; ); proc init() { proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); } set_proc_address(^GenBuffers, "glGenBuffers\x00"); set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00"); set_proc_address(^GenSamplers, "glGenSamplers\x00"); set_proc_address(^BindBuffer, "glBindBuffer\x00"); set_proc_address(^BindSampler, "glBindSampler\x00"); set_proc_address(^BindVertexArray, "glBindVertexArray\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"); }