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https://github.com/Ed94/Odin.git
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180 lines
8.1 KiB
Odin
180 lines
8.1 KiB
Odin
when ODIN_OS == "windows" {
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foreign import lib "system:opengl32.lib"
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import win32 "core:sys/windows.odin"
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import "core:sys/wgl.odin"
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} else when ODIN_OS == "linux" {
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foreign import lib "system:gl"
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}
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export "core:opengl_constants.odin"
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_ := compile_assert(ODIN_OS != "osx");
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@(default_calling_convention="c", link_prefix="gl")
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foreign lib {
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Clear :: proc(mask: u32) ---;
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ClearColor :: proc(r, g, b, a: f32) ---;
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Begin :: proc(mode: i32) ---;
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End :: proc() ---;
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Finish :: proc() ---;
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BlendFunc :: proc(sfactor, dfactor: i32) ---;
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Enable :: proc(cap: i32) ---;
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Disable :: proc(cap: i32) ---;
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GenTextures :: proc(count: i32, result: ^u32) ---;
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DeleteTextures :: proc(count: i32, result: ^u32) ---;
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TexParameteri :: proc(target, pname, param: i32) ---;
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TexParameterf :: proc(target: i32, pname: i32, param: f32) ---;
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BindTexture :: proc(target: i32, texture: u32) ---;
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LoadIdentity :: proc() ---;
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Viewport :: proc(x, y, width, height: i32) ---;
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Ortho :: proc(left, right, bottom, top, near, far: f64) ---;
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Color3f :: proc(r, g, b: f32) ---;
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Vertex3f :: proc(x, y, z: f32) ---;
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GetError :: proc() -> i32 ---;
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GetString :: proc(name: i32) -> ^u8 ---;
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GetIntegerv :: proc(name: i32, v: ^i32) ---;
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TexCoord2f :: proc(x, y: f32) ---;
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TexImage2D :: proc(target, level, internal_format: i32,
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width, height, border: i32,
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format, type_: i32, pixels: rawptr) ---;
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}
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_string_data :: inline proc(s: string) -> ^u8 do return &s[0];
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_libgl := win32.load_library_a(_string_data("opengl32.dll\x00"));
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get_gl_proc_address :: proc(name: string) -> rawptr {
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if name[len(name)-1] == 0 {
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name = name[..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_gl_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 rawptr(res);
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}
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// Procedures
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GenBuffers: proc "c" (count: i32, buffers: ^u32);
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GenVertexArrays: proc "c" (count: i32, buffers: ^u32);
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GenSamplers: proc "c" (count: i32, buffers: ^u32);
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DeleteBuffers: proc "c" (count: i32, buffers: ^u32);
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BindBuffer: proc "c" (target: i32, buffer: u32);
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BindVertexArray: proc "c" (buffer: u32);
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DeleteVertexArrays: proc "c" (count: i32, arrays: ^u32);
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BindSampler: proc "c" (position: i32, sampler: u32);
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BufferData: proc "c" (target: i32, size: int, data: rawptr, usage: i32);
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BufferSubData: proc "c" (target: i32, offset, size: int, data: rawptr);
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DrawArrays: proc "c" (mode, first: i32, count: u32);
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DrawElements: proc "c" (mode: i32, count: u32, type_: i32, indices: rawptr);
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MapBuffer: proc "c" (target, access: i32) -> rawptr;
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UnmapBuffer: proc "c" (target: i32);
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VertexAttribPointer: proc "c" (index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr);
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EnableVertexAttribArray: proc "c" (index: u32);
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CreateShader: proc "c" (shader_type: i32) -> u32;
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ShaderSource: proc "c" (shader: u32, count: u32, str: ^^u8, length: ^i32);
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CompileShader: proc "c" (shader: u32);
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CreateProgram: proc "c" () -> u32;
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AttachShader: proc "c" (program, shader: u32);
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DetachShader: proc "c" (program, shader: u32);
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DeleteShader: proc "c" (shader: u32);
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LinkProgram: proc "c" (program: u32);
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UseProgram: proc "c" (program: u32);
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DeleteProgram: proc "c" (program: u32);
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GetShaderiv: proc "c" (shader: u32, pname: i32, params: ^i32);
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GetProgramiv: proc "c" (program: u32, pname: i32, params: ^i32);
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GetShaderInfoLog: proc "c" (shader: u32, max_length: u32, length: ^u32, info_long: ^u8);
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GetProgramInfoLog: proc "c" (program: u32, max_length: u32, length: ^u32, info_long: ^u8);
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ActiveTexture: proc "c" (texture: i32);
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GenerateMipmap: proc "c" (target: i32);
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SamplerParameteri: proc "c" (sampler: u32, pname: i32, param: i32);
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SamplerParameterf: proc "c" (sampler: u32, pname: i32, param: f32);
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SamplerParameteriv: proc "c" (sampler: u32, pname: i32, params: ^i32);
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SamplerParameterfv: proc "c" (sampler: u32, pname: i32, params: ^f32);
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SamplerParameterIiv: proc "c" (sampler: u32, pname: i32, params: ^i32);
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SamplerParameterIuiv: proc "c" (sampler: u32, pname: i32, params: ^u32);
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Uniform1i: proc "c" (loc: i32, v0: i32);
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Uniform2i: proc "c" (loc: i32, v0, v1: i32);
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Uniform3i: proc "c" (loc: i32, v0, v1, v2: i32);
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Uniform4i: proc "c" (loc: i32, v0, v1, v2, v3: i32);
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Uniform1f: proc "c" (loc: i32, v0: f32);
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Uniform2f: proc "c" (loc: i32, v0, v1: f32);
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Uniform3f: proc "c" (loc: i32, v0, v1, v2: f32);
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Uniform4f: proc "c" (loc: i32, v0, v1, v2, v3: f32);
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UniformMatrix4fv: proc "c" (loc: i32, count: u32, transpose: i32, value: ^f32);
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GetUniformLocation: proc "c" (program: u32, name: ^u8) -> i32;
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init :: proc() {
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set_proc_address :: proc(p: rawptr, name: string) {
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x := cast(^rawptr)p;
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x^ = get_gl_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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