red pill
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98
modules/opengl.sx
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98
modules/opengl.sx
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// OpenGL 3.3 Core — runtime-loaded function pointers
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// No #library needed — caller provides a loader (e.g. SDL_GL_GetProcAddress)
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// Constants
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GL_FALSE :s32: 0;
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GL_TRUE :s32: 1;
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GL_DEPTH_TEST :u32: 0x0B71;
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GL_CULL_FACE :u32: 0x0B44;
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GL_BLEND :u32: 0x0BE2;
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GL_TRIANGLES :u32: 4;
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GL_LINES :u32: 1;
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GL_FLOAT :u32: 0x1406;
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GL_UNSIGNED_INT :u32: 0x1405;
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GL_VERTEX_SHADER :u32: 0x8B31;
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GL_FRAGMENT_SHADER :u32: 0x8B30;
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GL_COMPILE_STATUS :u32: 0x8B81;
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GL_LINK_STATUS :u32: 0x8B82;
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GL_ARRAY_BUFFER :u32: 0x8892;
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GL_ELEMENT_ARRAY_BUFFER :u32: 0x8893;
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GL_STATIC_DRAW :u32: 0x88E4;
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GL_COLOR_BUFFER_BIT :u32: 0x4000;
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GL_DEPTH_BUFFER_BIT :u32: 0x0100;
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GL_FRONT_AND_BACK :u32: 0x0408;
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GL_LINE :u32: 0x1B01;
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GL_FILL :u32: 0x1B02;
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// Function pointer variables (mutable, loaded at runtime)
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glClearColor : (f32, f32, f32, f32) -> void = ---;
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glClear : (u32) -> void = ---;
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glEnable : (u32) -> void = ---;
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glDisable : (u32) -> void = ---;
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glViewport : (s32, s32, s32, s32) -> void = ---;
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glDrawArrays : (u32, s32, s32) -> void = ---;
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glPolygonMode : (u32, u32) -> void = ---;
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glLineWidth : (f32) -> void = ---;
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glCreateShader : (u32) -> u32 = ---;
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glShaderSource : (u32, s32, *[:0]u8, *s32) -> void = ---;
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glCompileShader : (u32) -> void = ---;
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glGetShaderiv : (u32, u32, *s32) -> void = ---;
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glGetShaderInfoLog : (u32, s32, *s32, [*]u8) -> void = ---;
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glCreateProgram : () -> u32 = ---;
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glAttachShader : (u32, u32) -> void = ---;
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glLinkProgram : (u32) -> void = ---;
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glGetProgramiv : (u32, u32, *s32) -> void = ---;
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glGetProgramInfoLog : (u32, s32, *s32, [*]u8) -> void = ---;
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glUseProgram : (u32) -> void = ---;
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glDeleteShader : (u32) -> void = ---;
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glGenVertexArrays : (s32, *u32) -> void = ---;
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glGenBuffers : (s32, *u32) -> void = ---;
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glBindVertexArray : (u32) -> void = ---;
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glBindBuffer : (u32, u32) -> void = ---;
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glBufferData : (u32, s64, *void, u32) -> void = ---;
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glVertexAttribPointer : (u32, s32, u32, u8, s32, *void) -> void = ---;
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glEnableVertexAttribArray : (u32) -> void = ---;
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glGetUniformLocation : (u32, [:0]u8) -> s32 = ---;
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glUniformMatrix4fv : (s32, s32, u8, [16]f32) -> void = ---;
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glUniform3f : (s32, f32, f32, f32) -> void = ---;
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glDepthFunc : (u32) -> void = ---;
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glUniform1f : (s32, f32) -> void = ---;
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GL_LESS :u32: 0x0201;
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GL_LEQUAL :u32: 0x0203;
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// Loader: call once after creating GL context
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// Pass in a proc loader (e.g. SDL_GL_GetProcAddress)
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load_gl :: (get_proc: ([:0]u8) -> *void) {
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glClearColor = xx get_proc("glClearColor");
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glClear = xx get_proc("glClear");
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glEnable = xx get_proc("glEnable");
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glDisable = xx get_proc("glDisable");
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glViewport = xx get_proc("glViewport");
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glDrawArrays = xx get_proc("glDrawArrays");
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glPolygonMode = xx get_proc("glPolygonMode");
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glLineWidth = xx get_proc("glLineWidth");
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glCreateShader = xx get_proc("glCreateShader");
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glShaderSource = xx get_proc("glShaderSource");
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glCompileShader = xx get_proc("glCompileShader");
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glGetShaderiv = xx get_proc("glGetShaderiv");
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glGetShaderInfoLog = xx get_proc("glGetShaderInfoLog");
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glCreateProgram = xx get_proc("glCreateProgram");
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glAttachShader = xx get_proc("glAttachShader");
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glLinkProgram = xx get_proc("glLinkProgram");
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glGetProgramiv = xx get_proc("glGetProgramiv");
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glGetProgramInfoLog = xx get_proc("glGetProgramInfoLog");
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glUseProgram = xx get_proc("glUseProgram");
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glDeleteShader = xx get_proc("glDeleteShader");
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glGenVertexArrays = xx get_proc("glGenVertexArrays");
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glGenBuffers = xx get_proc("glGenBuffers");
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glBindVertexArray = xx get_proc("glBindVertexArray");
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glBindBuffer = xx get_proc("glBindBuffer");
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glBufferData = xx get_proc("glBufferData");
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glVertexAttribPointer = xx get_proc("glVertexAttribPointer");
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glEnableVertexAttribArray = xx get_proc("glEnableVertexAttribArray");
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glGetUniformLocation = xx get_proc("glGetUniformLocation");
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glUniformMatrix4fv = xx get_proc("glUniformMatrix4fv");
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glUniform3f = xx get_proc("glUniform3f");
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glDepthFunc = xx get_proc("glDepthFunc");
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glUniform1f = xx get_proc("glUniform1f");
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}
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