Files
Odin/core/opengl.odin
T

180 lines
8.1 KiB
Odin

when ODIN_OS == "windows" {
foreign import lib "system:opengl32.lib"
import win32 "core:sys/windows.odin"
import "core:sys/wgl.odin"
} else when ODIN_OS == "linux" {
foreign import lib "system:gl"
}
export "core:opengl_constants.odin"
_ := compile_assert(ODIN_OS != "osx");
@(default_calling_convention="c", link_prefix="gl")
foreign lib {
Clear :: proc(mask: u32) ---;
ClearColor :: proc(r, g, b, a: f32) ---;
Begin :: proc(mode: i32) ---;
End :: proc() ---;
Finish :: proc() ---;
BlendFunc :: proc(sfactor, dfactor: i32) ---;
Enable :: proc(cap: i32) ---;
Disable :: proc(cap: i32) ---;
GenTextures :: proc(count: i32, result: ^u32) ---;
DeleteTextures :: proc(count: i32, result: ^u32) ---;
TexParameteri :: proc(target, pname, param: i32) ---;
TexParameterf :: proc(target: i32, pname: i32, param: f32) ---;
BindTexture :: proc(target: i32, texture: u32) ---;
LoadIdentity :: proc() ---;
Viewport :: proc(x, y, width, height: i32) ---;
Ortho :: proc(left, right, bottom, top, near, far: f64) ---;
Color3f :: proc(r, g, b: f32) ---;
Vertex3f :: proc(x, y, z: f32) ---;
GetError :: proc() -> i32 ---;
GetString :: proc(name: i32) -> ^u8 ---;
GetIntegerv :: proc(name: i32, v: ^i32) ---;
TexCoord2f :: proc(x, y: f32) ---;
TexImage2D :: proc(target, level, internal_format: i32,
width, height, border: i32,
format, type_: i32, pixels: rawptr) ---;
}
_string_data :: inline proc(s: string) -> ^u8 do return &s[0];
_libgl := win32.load_library_a(_string_data("opengl32.dll\x00"));
get_gl_proc_address :: proc(name: string) -> rawptr {
if name[len(name)-1] == 0 {
name = name[..len(name)-1];
}
// NOTE(bill): null terminated
assert((&name[0] + len(name))^ == 0);
res := wgl.get_gl_proc_address(&name[0]);
if res == nil {
res = win32.get_proc_address(_libgl, &name[0]);
}
return rawptr(res);
}
// Procedures
GenBuffers: proc "c" (count: i32, buffers: ^u32);
GenVertexArrays: proc "c" (count: i32, buffers: ^u32);
GenSamplers: proc "c" (count: i32, buffers: ^u32);
DeleteBuffers: proc "c" (count: i32, buffers: ^u32);
BindBuffer: proc "c" (target: i32, buffer: u32);
BindVertexArray: proc "c" (buffer: u32);
DeleteVertexArrays: proc "c" (count: i32, arrays: ^u32);
BindSampler: proc "c" (position: i32, sampler: u32);
BufferData: proc "c" (target: i32, size: int, data: rawptr, usage: i32);
BufferSubData: proc "c" (target: i32, offset, size: int, data: rawptr);
DrawArrays: proc "c" (mode, first: i32, count: u32);
DrawElements: proc "c" (mode: i32, count: u32, type_: i32, indices: rawptr);
MapBuffer: proc "c" (target, access: i32) -> rawptr;
UnmapBuffer: proc "c" (target: i32);
VertexAttribPointer: proc "c" (index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr);
EnableVertexAttribArray: proc "c" (index: u32);
CreateShader: proc "c" (shader_type: i32) -> u32;
ShaderSource: proc "c" (shader: u32, count: u32, str: ^^u8, length: ^i32);
CompileShader: proc "c" (shader: u32);
CreateProgram: proc "c" () -> u32;
AttachShader: proc "c" (program, shader: u32);
DetachShader: proc "c" (program, shader: u32);
DeleteShader: proc "c" (shader: u32);
LinkProgram: proc "c" (program: u32);
UseProgram: proc "c" (program: u32);
DeleteProgram: proc "c" (program: u32);
GetShaderiv: proc "c" (shader: u32, pname: i32, params: ^i32);
GetProgramiv: proc "c" (program: u32, pname: i32, params: ^i32);
GetShaderInfoLog: proc "c" (shader: u32, max_length: u32, length: ^u32, info_long: ^u8);
GetProgramInfoLog: proc "c" (program: u32, max_length: u32, length: ^u32, info_long: ^u8);
ActiveTexture: proc "c" (texture: i32);
GenerateMipmap: proc "c" (target: i32);
SamplerParameteri: proc "c" (sampler: u32, pname: i32, param: i32);
SamplerParameterf: proc "c" (sampler: u32, pname: i32, param: f32);
SamplerParameteriv: proc "c" (sampler: u32, pname: i32, params: ^i32);
SamplerParameterfv: proc "c" (sampler: u32, pname: i32, params: ^f32);
SamplerParameterIiv: proc "c" (sampler: u32, pname: i32, params: ^i32);
SamplerParameterIuiv: proc "c" (sampler: u32, pname: i32, params: ^u32);
Uniform1i: proc "c" (loc: i32, v0: i32);
Uniform2i: proc "c" (loc: i32, v0, v1: i32);
Uniform3i: proc "c" (loc: i32, v0, v1, v2: i32);
Uniform4i: proc "c" (loc: i32, v0, v1, v2, v3: i32);
Uniform1f: proc "c" (loc: i32, v0: f32);
Uniform2f: proc "c" (loc: i32, v0, v1: f32);
Uniform3f: proc "c" (loc: i32, v0, v1, v2: f32);
Uniform4f: proc "c" (loc: i32, v0, v1, v2, v3: f32);
UniformMatrix4fv: proc "c" (loc: i32, count: u32, transpose: i32, value: ^f32);
GetUniformLocation: proc "c" (program: u32, name: ^u8) -> i32;
init :: proc() {
set_proc_address :: proc(p: rawptr, name: string) {
x := cast(^rawptr)p;
x^ = get_gl_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");
}