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https://github.com/Ed94/Odin.git
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169 lines
9.0 KiB
Odin
169 lines
9.0 KiB
Odin
#foreign_system_library lib "opengl32.lib" when ODIN_OS == "windows";
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#foreign_system_library lib "gl" when ODIN_OS == "linux";
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#import win32 "sys/windows.odin" when ODIN_OS == "windows";
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#import "sys/wgl.odin" when ODIN_OS == "windows";
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#load "opengl_constants.odin";
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Clear :: proc(mask: u32) #foreign lib "glClear";
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ClearColor :: proc(r, g, b, a: f32) #foreign lib "glClearColor";
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Begin :: proc(mode: i32) #foreign lib "glBegin";
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End :: proc() #foreign lib "glEnd";
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Finish :: proc() #foreign lib "glFinish";
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BlendFunc :: proc(sfactor, dfactor: i32) #foreign lib "glBlendFunc";
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Enable :: proc(cap: i32) #foreign lib "glEnable";
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Disable :: proc(cap: i32) #foreign lib "glDisable";
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GenTextures :: proc(count: i32, result: ^u32) #foreign lib "glGenTextures";
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DeleteTextures:: proc(count: i32, result: ^u32) #foreign lib "glDeleteTextures";
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TexParameteri :: proc(target, pname, param: i32) #foreign lib "glTexParameteri";
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TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf";
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BindTexture :: proc(target: i32, texture: u32) #foreign lib "glBindTexture";
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LoadIdentity :: proc() #foreign lib "glLoadIdentity";
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Viewport :: proc(x, y, width, height: i32) #foreign lib "glViewport";
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Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho";
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Color3f :: proc(r, g, b: f32) #foreign lib "glColor3f";
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Vertex3f :: proc(x, y, z: f32) #foreign lib "glVertex3f";
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GetError :: proc() -> i32 #foreign lib "glGetError";
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GetString :: proc(name: i32) -> ^u8 #foreign lib "glGetString";
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GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
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TexCoord2f :: proc(x, y: f32) #foreign lib "glTexCoord2f";
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TexImage2D :: proc(target, level, internal_format,
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width, height, border,
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format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
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_string_data :: proc(s: string) -> ^u8 #inline { return &s[0]; }
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_libgl := win32.load_library_a(_string_data("opengl32.dll\x00"));
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get_proc_address :: proc(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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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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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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init :: proc() {
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set_proc_address :: proc(p: rawptr, name: string) #inline {
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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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