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https://github.com/Ed94/Odin.git
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157 lines
7.1 KiB
Odin
157 lines
7.1 KiB
Odin
#foreign_system_library "opengl32" when ODIN_OS == "windows";
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#import win32 "sys/windows.odin" when ODIN_OS == "windows";
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#include "opengl_constants.odin";
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proc Clear (mask u32) #foreign "glClear"
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proc ClearColor (r, g, b, a f32) #foreign "glClearColor"
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proc Begin (mode i32) #foreign "glBegin"
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proc End () #foreign "glEnd"
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proc Finish () #foreign "glFinish"
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proc BlendFunc (sfactor, dfactor i32) #foreign "glBlendFunc"
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proc Enable (cap i32) #foreign "glEnable"
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proc Disable (cap i32) #foreign "glDisable"
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proc GenTextures (count i32, result ^u32) #foreign "glGenTextures"
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proc DeleteTextures(count i32, result ^u32) #foreign "glDeleteTextures"
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proc TexParameteri (target, pname, param i32) #foreign "glTexParameteri"
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proc TexParameterf (target i32, pname i32, param f32) #foreign "glTexParameterf"
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proc BindTexture (target i32, texture u32) #foreign "glBindTexture"
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proc LoadIdentity () #foreign "glLoadIdentity"
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proc Viewport (x, y, width, height i32) #foreign "glViewport"
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proc Ortho (left, right, bottom, top, near, far f64) #foreign "glOrtho"
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proc Color3f (r, g, b f32) #foreign "glColor3f"
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proc Vertex3f (x, y, z f32) #foreign "glVertex3f"
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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) #foreign "glTexImage2D"
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proc GetError () -> i32 #foreign "glGetError"
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proc GetString (name i32) -> ^byte #foreign "glGetString"
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proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
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var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
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proc GetProcAddress(name string) -> proc() {
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assert(name[name.count-1] == 0);
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var res = win32.wglGetProcAddress(name.data);
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if res == nil {
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res = win32.GetProcAddress(_libgl, name.data);
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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);
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GenVertexArrays proc(count i32, buffers ^u32);
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GenSamplers proc(count i32, buffers ^u32);
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BindBuffer proc(target i32, buffer u32);
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BindVertexArray proc(buffer u32);
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BindSampler proc(position i32, sampler u32);
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BufferData proc(target i32, size int, data rawptr, usage i32);
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BufferSubData proc(target i32, offset, size int, data rawptr);
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DrawArrays proc(mode, first i32, count u32);
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DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
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MapBuffer proc(target, access i32) -> rawptr;
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UnmapBuffer proc(target i32);
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VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
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EnableVertexAttribArray proc(index u32);
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CreateShader proc(shader_type i32) -> u32;
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ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32);
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CompileShader proc(shader u32);
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CreateProgram proc() -> u32;
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AttachShader proc(program, shader u32);
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DetachShader proc(program, shader u32);
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DeleteShader proc(shader u32);
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LinkProgram proc(program u32);
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UseProgram proc(program u32);
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DeleteProgram proc(program u32);
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GetShaderiv proc(shader u32, pname i32, params ^i32);
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GetProgramiv proc(program u32, pname i32, params ^i32);
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GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte);
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GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte);
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ActiveTexture proc(texture i32);
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GenerateMipmap proc(target i32);
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SamplerParameteri proc(sampler u32, pname i32, param i32);
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SamplerParameterf proc(sampler u32, pname i32, param f32);
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SamplerParameteriv proc(sampler u32, pname i32, params ^i32);
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SamplerParameterfv proc(sampler u32, pname i32, params ^f32);
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SamplerParameterIiv proc(sampler u32, pname i32, params ^i32);
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SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32);
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Uniform1i proc(loc i32, v0 i32);
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Uniform2i proc(loc i32, v0, v1 i32);
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Uniform3i proc(loc i32, v0, v1, v2 i32);
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Uniform4i proc(loc i32, v0, v1, v2, v3 i32);
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Uniform1f proc(loc i32, v0 f32);
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Uniform2f proc(loc i32, v0, v1 f32);
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Uniform3f proc(loc i32, v0, v1, v2 f32);
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Uniform4f proc(loc i32, v0, v1, v2, v3 f32);
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UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32);
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GetUniformLocation proc(program u32, name ^byte) -> i32;
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);
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proc init() {
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proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }
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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(^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(^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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