Files
Odin/core/opengl.odin
T

157 lines
7.1 KiB
Odin

#foreign_system_library "opengl32" when ODIN_OS == "windows";
#import win32 "sys/windows.odin" when ODIN_OS == "windows";
#include "opengl_constants.odin";
proc Clear (mask u32) #foreign "glClear"
proc ClearColor (r, g, b, a f32) #foreign "glClearColor"
proc Begin (mode i32) #foreign "glBegin"
proc End () #foreign "glEnd"
proc Finish () #foreign "glFinish"
proc BlendFunc (sfactor, dfactor i32) #foreign "glBlendFunc"
proc Enable (cap i32) #foreign "glEnable"
proc Disable (cap i32) #foreign "glDisable"
proc GenTextures (count i32, result ^u32) #foreign "glGenTextures"
proc DeleteTextures(count i32, result ^u32) #foreign "glDeleteTextures"
proc TexParameteri (target, pname, param i32) #foreign "glTexParameteri"
proc TexParameterf (target i32, pname i32, param f32) #foreign "glTexParameterf"
proc BindTexture (target i32, texture u32) #foreign "glBindTexture"
proc LoadIdentity () #foreign "glLoadIdentity"
proc Viewport (x, y, width, height i32) #foreign "glViewport"
proc Ortho (left, right, bottom, top, near, far f64) #foreign "glOrtho"
proc Color3f (r, g, b f32) #foreign "glColor3f"
proc Vertex3f (x, y, z f32) #foreign "glVertex3f"
proc TexImage2D (target, level, internal_format,
width, height, border,
format, _type i32, pixels rawptr) #foreign "glTexImage2D"
proc GetError () -> i32 #foreign "glGetError"
proc GetString (name i32) -> ^byte #foreign "glGetString"
proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
proc GetProcAddress(name string) -> proc() {
assert(name[name.count-1] == 0);
var res = win32.wglGetProcAddress(name.data);
if res == nil {
res = win32.GetProcAddress(_libgl, name.data);
}
return res;
}
var (
GenBuffers proc(count i32, buffers ^u32);
GenVertexArrays proc(count i32, buffers ^u32);
GenSamplers proc(count i32, buffers ^u32);
BindBuffer proc(target i32, buffer u32);
BindVertexArray proc(buffer u32);
BindSampler proc(position i32, sampler u32);
BufferData proc(target i32, size int, data rawptr, usage i32);
BufferSubData proc(target i32, offset, size int, data rawptr);
DrawArrays proc(mode, first i32, count u32);
DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
MapBuffer proc(target, access i32) -> rawptr;
UnmapBuffer proc(target i32);
VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
EnableVertexAttribArray proc(index u32);
CreateShader proc(shader_type i32) -> u32;
ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32);
CompileShader proc(shader u32);
CreateProgram proc() -> u32;
AttachShader proc(program, shader u32);
DetachShader proc(program, shader u32);
DeleteShader proc(shader u32);
LinkProgram proc(program u32);
UseProgram proc(program u32);
DeleteProgram proc(program u32);
GetShaderiv proc(shader u32, pname i32, params ^i32);
GetProgramiv proc(program u32, pname i32, params ^i32);
GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte);
GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte);
ActiveTexture proc(texture i32);
GenerateMipmap proc(target i32);
SamplerParameteri proc(sampler u32, pname i32, param i32);
SamplerParameterf proc(sampler u32, pname i32, param f32);
SamplerParameteriv proc(sampler u32, pname i32, params ^i32);
SamplerParameterfv proc(sampler u32, pname i32, params ^f32);
SamplerParameterIiv proc(sampler u32, pname i32, params ^i32);
SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32);
Uniform1i proc(loc i32, v0 i32);
Uniform2i proc(loc i32, v0, v1 i32);
Uniform3i proc(loc i32, v0, v1, v2 i32);
Uniform4i proc(loc i32, v0, v1, v2, v3 i32);
Uniform1f proc(loc i32, v0 f32);
Uniform2f proc(loc i32, v0, v1 f32);
Uniform3f proc(loc i32, v0, v1, v2 f32);
Uniform4f proc(loc i32, v0, v1, v2, v3 f32);
UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32);
GetUniformLocation proc(program u32, name ^byte) -> i32;
);
proc init() {
proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
set_proc_address(^GenSamplers, "glGenSamplers\x00");
set_proc_address(^BindBuffer, "glBindBuffer\x00");
set_proc_address(^BindSampler, "glBindSampler\x00");
set_proc_address(^BindVertexArray, "glBindVertexArray\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");
}