Files
Odin/core/opengl.odin
T

177 lines
9.0 KiB
Odin

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";
foreign lib {
proc Clear (mask: u32) #link_name "glClear";
proc ClearColor (r, g, b, a: f32) #link_name "glClearColor";
proc Begin (mode: i32) #link_name "glBegin";
proc End () #link_name "glEnd";
proc Finish () #link_name "glFinish";
proc BlendFunc (sfactor, dfactor: i32) #link_name "glBlendFunc";
proc Enable (cap: i32) #link_name "glEnable";
proc Disable (cap: i32) #link_name "glDisable";
proc GenTextures (count: i32, result: ^u32) #link_name "glGenTextures";
proc DeleteTextures(count: i32, result: ^u32) #link_name "glDeleteTextures";
proc TexParameteri (target, pname, param: i32) #link_name "glTexParameteri";
proc TexParameterf (target: i32, pname: i32, param: f32) #link_name "glTexParameterf";
proc BindTexture (target: i32, texture: u32) #link_name "glBindTexture";
proc LoadIdentity () #link_name "glLoadIdentity";
proc Viewport (x, y, width, height: i32) #link_name "glViewport";
proc Ortho (left, right, bottom, top, near, far: f64) #link_name "glOrtho";
proc Color3f (r, g, b: f32) #link_name "glColor3f";
proc Vertex3f (x, y, z: f32) #link_name "glVertex3f";
proc GetError () -> i32 #link_name "glGetError";
proc GetString (name: i32) -> ^u8 #link_name "glGetString";
proc GetIntegerv (name: i32, v: ^i32) #link_name "glGetIntegerv";
proc TexCoord2f (x, y: f32) #link_name "glTexCoord2f";
proc TexImage2D (target, level, internal_format,
width, height, border,
format, type_: i32, pixels: rawptr) #link_name "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..<len(name)-1];
}
// NOTE(bill): null terminated
assert((&name[0] + len(name))^ == 0);
var res = wgl.get_proc_address(&name[0]);
if res == nil {
res = win32.get_proc_address(_libgl, &name[0]);
}
return res;
}
var (
GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
BindBuffer: proc(target: i32, buffer: u32) #cc_c;
BindVertexArray: proc(buffer: u32) #cc_c;
DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
BindSampler: proc(position: i32, sampler: u32) #cc_c;
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
UnmapBuffer: proc(target: i32) #cc_c;
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
EnableVertexAttribArray: proc(index: u32) #cc_c;
CreateShader: proc(shader_type: i32) -> u32 #cc_c;
ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
CompileShader: proc(shader: u32) #cc_c;
CreateProgram: proc() -> u32 #cc_c;
AttachShader: proc(program, shader: u32) #cc_c;
DetachShader: proc(program, shader: u32) #cc_c;
DeleteShader: proc(shader: u32) #cc_c;
LinkProgram: proc(program: u32) #cc_c;
UseProgram: proc(program: u32) #cc_c;
DeleteProgram: proc(program: u32) #cc_c;
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
ActiveTexture: proc(texture: i32) #cc_c;
GenerateMipmap: proc(target: i32) #cc_c;
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
Uniform1i: proc(loc: i32, v0: i32) #cc_c;
Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
Uniform1f: proc(loc: i32, v0: f32) #cc_c;
Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
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");
}