mirror of
https://github.com/Ed94/Odin.git
synced 2026-06-22 21:54:59 -07:00
177 lines
9.0 KiB
Odin
177 lines
9.0 KiB
Odin
foreign_system_library (
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lib "opengl32.lib" when ODIN_OS == "windows";
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lib "gl" when ODIN_OS == "linux";
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)
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import (
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win32 "sys/windows.odin" when ODIN_OS == "windows";
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"sys/wgl.odin" when ODIN_OS == "windows";
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)
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import_load "opengl_constants.odin";
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foreign lib {
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proc Clear (mask: u32) #link_name "glClear";
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proc ClearColor (r, g, b, a: f32) #link_name "glClearColor";
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proc Begin (mode: i32) #link_name "glBegin";
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proc End () #link_name "glEnd";
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proc Finish () #link_name "glFinish";
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proc BlendFunc (sfactor, dfactor: i32) #link_name "glBlendFunc";
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proc Enable (cap: i32) #link_name "glEnable";
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proc Disable (cap: i32) #link_name "glDisable";
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proc GenTextures (count: i32, result: ^u32) #link_name "glGenTextures";
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proc DeleteTextures(count: i32, result: ^u32) #link_name "glDeleteTextures";
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proc TexParameteri (target, pname, param: i32) #link_name "glTexParameteri";
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proc TexParameterf (target: i32, pname: i32, param: f32) #link_name "glTexParameterf";
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proc BindTexture (target: i32, texture: u32) #link_name "glBindTexture";
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proc LoadIdentity () #link_name "glLoadIdentity";
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proc Viewport (x, y, width, height: i32) #link_name "glViewport";
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proc Ortho (left, right, bottom, top, near, far: f64) #link_name "glOrtho";
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proc Color3f (r, g, b: f32) #link_name "glColor3f";
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proc Vertex3f (x, y, z: f32) #link_name "glVertex3f";
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proc GetError () -> i32 #link_name "glGetError";
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proc GetString (name: i32) -> ^u8 #link_name "glGetString";
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proc GetIntegerv (name: i32, v: ^i32) #link_name "glGetIntegerv";
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proc TexCoord2f (x, y: f32) #link_name "glTexCoord2f";
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proc TexImage2D (target, level, internal_format,
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width, height, border,
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format, type_: i32, pixels: rawptr) #link_name "glTexImage2D";
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}
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proc _string_data(s: string) -> ^u8 #inline { return &s[0]; }
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var _libgl = win32.load_library_a(_string_data("opengl32.dll\x00"));
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proc get_proc_address(name: string) -> proc() #cc_c {
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if name[len(name)-1] == 0 {
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name = name[0..<len(name)-1];
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}
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// NOTE(bill): null terminated
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assert((&name[0] + len(name))^ == 0);
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var res = wgl.get_proc_address(&name[0]);
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if res == nil {
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res = win32.get_proc_address(_libgl, &name[0]);
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}
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return res;
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}
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var (
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GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
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GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
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DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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BindBuffer: proc(target: i32, buffer: u32) #cc_c;
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BindVertexArray: proc(buffer: u32) #cc_c;
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DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
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BindSampler: proc(position: i32, sampler: u32) #cc_c;
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BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
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BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
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DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
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DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
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MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
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UnmapBuffer: proc(target: i32) #cc_c;
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VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
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EnableVertexAttribArray: proc(index: u32) #cc_c;
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CreateShader: proc(shader_type: i32) -> u32 #cc_c;
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ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
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CompileShader: proc(shader: u32) #cc_c;
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CreateProgram: proc() -> u32 #cc_c;
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AttachShader: proc(program, shader: u32) #cc_c;
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DetachShader: proc(program, shader: u32) #cc_c;
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DeleteShader: proc(shader: u32) #cc_c;
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LinkProgram: proc(program: u32) #cc_c;
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UseProgram: proc(program: u32) #cc_c;
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DeleteProgram: proc(program: u32) #cc_c;
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GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
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GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
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GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
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GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
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ActiveTexture: proc(texture: i32) #cc_c;
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GenerateMipmap: proc(target: i32) #cc_c;
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SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
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SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
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SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
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SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
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Uniform1i: proc(loc: i32, v0: i32) #cc_c;
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Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
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Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
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Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
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Uniform1f: proc(loc: i32, v0: f32) #cc_c;
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Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
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Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
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Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
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UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
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GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
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)
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proc init() {
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proc set_proc_address(p: rawptr, name: string) #inline {
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var x = ^(proc() #cc_c)(p);
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x^ = get_proc_address(name);
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}
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set_proc_address(&GenBuffers, "glGenBuffers\x00");
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set_proc_address(&GenVertexArrays, "glGenVertexArrays\x00");
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set_proc_address(&GenSamplers, "glGenSamplers\x00");
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set_proc_address(&DeleteBuffers, "glDeleteBuffers\x00");
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set_proc_address(&BindBuffer, "glBindBuffer\x00");
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set_proc_address(&BindSampler, "glBindSampler\x00");
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set_proc_address(&BindVertexArray, "glBindVertexArray\x00");
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set_proc_address(&DeleteVertexArrays, "glDeleteVertexArrays\x00");
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set_proc_address(&BufferData, "glBufferData\x00");
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set_proc_address(&BufferSubData, "glBufferSubData\x00");
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set_proc_address(&DrawArrays, "glDrawArrays\x00");
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set_proc_address(&DrawElements, "glDrawElements\x00");
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set_proc_address(&MapBuffer, "glMapBuffer\x00");
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set_proc_address(&UnmapBuffer, "glUnmapBuffer\x00");
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set_proc_address(&VertexAttribPointer, "glVertexAttribPointer\x00");
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set_proc_address(&EnableVertexAttribArray, "glEnableVertexAttribArray\x00");
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set_proc_address(&CreateShader, "glCreateShader\x00");
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set_proc_address(&ShaderSource, "glShaderSource\x00");
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set_proc_address(&CompileShader, "glCompileShader\x00");
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set_proc_address(&CreateProgram, "glCreateProgram\x00");
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set_proc_address(&AttachShader, "glAttachShader\x00");
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set_proc_address(&DetachShader, "glDetachShader\x00");
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set_proc_address(&DeleteShader, "glDeleteShader\x00");
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set_proc_address(&LinkProgram, "glLinkProgram\x00");
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set_proc_address(&UseProgram, "glUseProgram\x00");
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set_proc_address(&DeleteProgram, "glDeleteProgram\x00");
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set_proc_address(&GetShaderiv, "glGetShaderiv\x00");
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set_proc_address(&GetProgramiv, "glGetProgramiv\x00");
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set_proc_address(&GetShaderInfoLog, "glGetShaderInfoLog\x00");
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set_proc_address(&GetProgramInfoLog, "glGetProgramInfoLog\x00");
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set_proc_address(&ActiveTexture, "glActiveTexture\x00");
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set_proc_address(&GenerateMipmap, "glGenerateMipmap\x00");
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set_proc_address(&Uniform1i, "glUniform1i\x00");
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set_proc_address(&UniformMatrix4fv, "glUniformMatrix4fv\x00");
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set_proc_address(&GetUniformLocation, "glGetUniformLocation\x00");
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set_proc_address(&SamplerParameteri, "glSamplerParameteri\x00");
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set_proc_address(&SamplerParameterf, "glSamplerParameterf\x00");
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set_proc_address(&SamplerParameteriv, "glSamplerParameteriv\x00");
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set_proc_address(&SamplerParameterfv, "glSamplerParameterfv\x00");
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set_proc_address(&SamplerParameterIiv, "glSamplerParameterIiv\x00");
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set_proc_address(&SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
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}
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