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game/modules/opengl.sx
2026-02-22 13:22:29 +02:00

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