1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | #import "fmt.odin"; #import "math.odin"; #import "os.odin"; #import gl "opengl.odin"; #import win32 "sys/windows.odin"; main :: proc(){ run(); } win32_print_last_error :: proc() { err_code := cast(int)win32.GetLastError(); if err_code != 0 { fmt.println("GetLastError: %", err_code); } } // Yuk! to_c_string :: proc(s: string) -> []u8 { c_str := new_slice(u8, s.count+1); copy(c_str, cast([]byte)s); c_str[s.count] = 0; return c_str; } Window :: struct { width: int, height: int, wc: win32.WNDCLASSEXA, dc: win32.HDC, hwnd: win32.HWND, opengl_context: win32.HGLRC, rc: win32.HGLRC, c_title: []u8 } make_window :: proc(title: string, msg, height: int, window_proc: win32.WNDPROC) -> (Window, bool) { using win32; w: Window; w.width, w.height = msg, height; class_name := "Win32-Odin-Window\x00"; c_class_name := class_name.data; if title[title.count-1] != 0 { w.c_title = to_c_string(title); } else { w.c_title = cast([]u8)title; } instance := GetModuleHandleA(nil); w.wc = WNDCLASSEXA{ size = cast(u32)size_of(WNDCLASSEXA), style = CS_VREDRAW | CS_HREDRAW, instance = cast(HINSTANCE)instance, class_name = c_class_name, wnd_proc = window_proc, }; if RegisterClassExA(^w.wc) == 0 { win32_print_last_error(); return w, false; } w.hwnd = CreateWindowExA(0, c_class_name, w.c_title.data, WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, cast(i32)w.width, cast(i32)w.height, nil, nil, instance, nil); if w.hwnd == nil { win32_print_last_error(); return w, false; } w.dc = GetDC(w.hwnd); { pfd := PIXELFORMATDESCRIPTOR{ size = cast(u32)size_of(PIXELFORMATDESCRIPTOR), version = 1, flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, pixel_type = PFD_TYPE_RGBA, color_bits = 32, alpha_bits = 8, depth_bits = 24, stencil_bits = 8, layer_type = PFD_MAIN_PLANE, }; SetPixelFormat(w.dc, ChoosePixelFormat(w.dc, ^pfd), nil); w.opengl_context = wglCreateContext(w.dc); wglMakeCurrent(w.dc, w.opengl_context); attribs := [8]i32{ //WGL_SAMPLES_ARB, 4, WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 3, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, // NOTE(bill): tells the proc that this is the end of attribs }; wglCreateContextAttribsARB := cast(wglCreateContextAttribsARBType)wglGetProcAddress((cast(string)"wglCreateContextAttribsARB\x00").data); w.rc = wglCreateContextAttribsARB(w.dc, nil, ^attribs[0]); wglMakeCurrent(w.dc, w.rc); SwapBuffers(w.dc); } return w, true; } destroy_window :: proc(w: ^Window) { free(w.c_title.data); } display_window :: proc(w: ^Window) { win32.SwapBuffers(w.dc); } run :: proc() { using win32; using math; win32_procA :: proc(hwnd: win32.HWND, msg: u32, wparam: win32.WPARAM, lparam: win32.LPARAM) -> win32.LRESULT #no_inline { if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT { os.exit(0); return 0; } return DefWindowProcA(hwnd, msg, wparam, lparam); } win32_proc := cast(WNDPROC)win32_procA; window, window_success := make_window("Odin gl Demo", 500, 450, win32_proc); if !window_success { return; } defer destroy_window(^window); //gl gl.init(); vao : u32; gl.GenVertexArrays(1, ^vao); gl.BindVertexArray(vao); vertexData := []f32{ -1,-1, 0, 1,-1, 0, 0, 1, 0 }; vertexBuffer : u32; gl.GenBuffers(1, ^vertexBuffer); gl.BindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.BufferData(gl.ARRAY_BUFFER, 9*size_of(f32)/* <-is there a better way?*/, vertexData.data, gl.STATIC_DRAW); //loop running := true; for running { msg: MSG; for PeekMessageA(^msg, nil, 0, 0, PM_REMOVE) > 0 { if msg.message == WM_QUIT { running = false; } TranslateMessage(^msg); DispatchMessageA(^msg); } //---------------------// gl.EnableVertexAttribArray(0); gl.BindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.VertexAttribPointer(0,3,gl.FLOAT,gl.FALSE,0,nil); gl.DrawArrays(gl.TRIANGLES,0,3); gl.DisableVertexAttribArray(0); //---------------------// display_window(^window); } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 | #import "fmt.odin"; #import "math.odin"; #import "os.odin"; #import gl "opengl.odin"; #import win32 "sys/windows.odin"; main :: proc(){ run(); } win32_print_last_error :: proc() { err_code := cast(int)win32.GetLastError(); if err_code != 0 { fmt.println("GetLastError: %", err_code); } } // Yuk! to_c_string :: proc(s: string) -> []u8 { c_str := new_slice(u8, s.count+1); copy(c_str, cast([]byte)s); c_str[s.count] = 0; return c_str; } Window :: struct { width: int, height: int, wc: win32.WNDCLASSEXA, dc: win32.HDC, hwnd: win32.HWND, opengl_context: win32.HGLRC, rc: win32.HGLRC, c_title: []u8 } make_window :: proc(title: string, msg, height: int, window_proc: win32.WNDPROC) -> (Window, bool) { using win32; w: Window; w.width, w.height = msg, height; class_name := "Win32-Odin-Window\x00"; c_class_name := class_name.data; if title[title.count-1] != 0 { w.c_title = to_c_string(title); } else { w.c_title = cast([]u8)title; } instance := GetModuleHandleA(nil); w.wc = WNDCLASSEXA{ size = cast(u32)size_of(WNDCLASSEXA), style = CS_VREDRAW | CS_HREDRAW, instance = cast(HINSTANCE)instance, class_name = c_class_name, wnd_proc = window_proc, }; if RegisterClassExA(^w.wc) == 0 { win32_print_last_error(); return w, false; } w.hwnd = CreateWindowExA(0, c_class_name, w.c_title.data, WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, cast(i32)w.width, cast(i32)w.height, nil, nil, instance, nil); if w.hwnd == nil { win32_print_last_error(); return w, false; } w.dc = GetDC(w.hwnd); { pfd := PIXELFORMATDESCRIPTOR{ size = cast(u32)size_of(PIXELFORMATDESCRIPTOR), version = 1, flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, pixel_type = PFD_TYPE_RGBA, color_bits = 32, alpha_bits = 8, depth_bits = 24, stencil_bits = 8, layer_type = PFD_MAIN_PLANE, }; SetPixelFormat(w.dc, ChoosePixelFormat(w.dc, ^pfd), nil); w.opengl_context = wglCreateContext(w.dc); wglMakeCurrent(w.dc, w.opengl_context); attribs := [8]i32{ //WGL_SAMPLES_ARB, 4, WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 3, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, // NOTE(bill): tells the proc that this is the end of attribs }; wglCreateContextAttribsARB := cast(wglCreateContextAttribsARBType)wglGetProcAddress((cast(string)"wglCreateContextAttribsARB\x00").data); w.rc = wglCreateContextAttribsARB(w.dc, nil, ^attribs[0]); wglMakeCurrent(w.dc, w.rc); SwapBuffers(w.dc); } return w, true; } destroy_window :: proc(w: ^Window) { free(w.c_title.data); } display_window :: proc(w: ^Window) { win32.SwapBuffers(w.dc); } run :: proc() { using win32; using math; win32_procA :: proc(hwnd: win32.HWND, msg: u32, wparam: win32.WPARAM, lparam: win32.LPARAM) -> win32.LRESULT #no_inline { if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT { os.exit(0); return 0; } return DefWindowProcA(hwnd, msg, wparam, lparam); } win32_proc := cast(WNDPROC)win32_procA; window, window_success := make_window("Odin gl Demo", 500, 450, win32_proc); if !window_success { return; } defer destroy_window(^window); //gl gl.init(); vao : u32; gl.GenVertexArrays(1, ^vao); gl.BindVertexArray(vao); vertexData := []f32{ -1,-1, 0,/*<-vert color->*/1.0, 0.0, 0.0, 1,-1, 0,/*<-vert color->*/0.0, 1.0, 0.0, 0, 1, 0,/*<-vert color->*/0.0, 0.0, 1.0 }; vbo : u32; gl.GenBuffers(1, ^vbo); gl.BindBuffer(gl.ARRAY_BUFFER, vbo); gl.BufferData(gl.ARRAY_BUFFER, vertexData.count*size_of(f32)/* <-is there a better way?*/, vertexData.data, gl.STATIC_DRAW); to_c_string :: proc(s: string) -> []byte { // no better way to do it :( c_str := new_slice(byte, s.count+1); copy(c_str, cast([]byte)s); c_str[s.count] = 0; return c_str; } check_shader :: proc(shader:u32){ //check for shader error status :i32; gl.GetShaderiv(shader,gl.COMPILE_STATUS, ^status); fmt.println(status); buffer :=[512]byte{}; gl.GetShaderInfoLog(shader,512,nil,^buffer[0]); if status == 0 { for i in buffer{ fmt.printf("%c ",buffer[i]); //got no clue what its spitting out } } } //vertex shader vert := to_c_string("#version 430 core \n layout(location=0) in vec3 position; \n in vec3 color; \n out vec3 Color; \n void main(){ \n Color = color; \n gl_Position.xyz = position; \n gl_Position.w = 1; }"); vertx := ^vert[0]; //not very eligant, any beter ways? vertShader := gl.CreateShader(gl.VERTEX_SHADER); gl.ShaderSource(vertShader, 1, ^vertx, nil); gl.CompileShader(vertShader); check_shader(vertShader); //fragment shader frag := to_c_string("#version 430 core \n uniform vec3 triangleColor; \n in vec3 Color; \n void main(){ \n gl_FragColor = vec4(Color+triangleColor, 1.0); }"); fragm := ^frag[0]; fragShader := gl.CreateShader(gl.FRAGMENT_SHADER); gl.ShaderSource(fragShader, 1, ^fragm, nil); gl.CompileShader(fragShader); check_shader(fragShader); //program program := gl.CreateProgram(); gl.AttachShader(program, vertShader); gl.AttachShader(program, fragShader); gl.LinkProgram(program); gl.UseProgram(program); colorptr := to_c_string("triangleColor"); colorptrptr := colorptr[0]; //changeColor := gl.GetUniformLocation(program, ^colorptrptr); //fmt.println(changeColor); changeColor := gl.GetUniformLocation(program, to_c_string("triangleColor")); gl.Uniform3f(changeColor, 0.0 ,0.5 ,0.1 ); posAttrib := gl.GetAttribLocation(program, to_c_string("position")); gl.EnableVertexAttribArray(posAttrib); gl.VertexAttribPointer(posAttrib, 3 , gl.FLOAT, gl.FALSE, 6*size_of(f32), 0); colAttrib := gl.GetAttribLocation(program, to_c_string("color")); gl.EnableVertexAttribArray(colAttrib); gl.VertexAttribPointer(colAttrib, 3 , gl.FLOAT, gl.FALSE, 6*size_of(f32), 3*size_of(f32)); //loop running := true; for running { msg: MSG; for PeekMessageA(^msg, nil, 0, 0, PM_REMOVE) > 0 { if msg.message == WM_QUIT { running = false; } TranslateMessage(^msg); DispatchMessageA(^msg); } gl.ClearColor(0,0.1,0.1,0); gl.Clear(gl.COLOR_BUFFER_BIT); //---------------------// //gl.EnableVertexAttribArray(0); //gl.BindBuffer(gl.ARRAY_BUFFER, vbo); //gl.VertexAttribPointer(0,3,gl.FLOAT,gl.FALSE,0,nil); gl.DrawArrays(gl.TRIANGLES,0,3); //gl.DisableVertexAttribArray(0); //---------------------// display_window(^window); } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 | #foreign_system_library lib "opengl32.lib" when ODIN_OS == "windows"; #import win32 "sys/windows.odin" when ODIN_OS == "windows"; #load "opengl_constants.odin"; Clear :: proc(mask: u32) #foreign lib "glClear"; ClearColor :: proc(r, g, b, a: f32) #foreign lib "glClearColor"; Begin :: proc(mode: i32) #foreign lib "glBegin"; End :: proc() #foreign lib "glEnd"; Finish :: proc() #foreign lib "glFinish"; BlendFunc :: proc(sfactor, dfactor: i32) #foreign lib "glBlendFunc"; Enable :: proc(cap: i32) #foreign lib "glEnable"; Disable :: proc(cap: i32) #foreign lib "glDisable"; GenTextures :: proc(count: i32, result: ^u32) #foreign lib "glGenTextures"; DeleteTextures:: proc(count: i32, result: ^u32) #foreign lib "glDeleteTextures"; TexParameteri :: proc(target, pname, param: i32) #foreign lib "glTexParameteri"; TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign lib "glTexParameterf"; BindTexture :: proc(target: i32, texture: u32) #foreign lib "glBindTexture"; LoadIdentity :: proc() #foreign lib "glLoadIdentity"; Viewport :: proc(x, y, width, height: i32) #foreign lib "glViewport"; Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho"; Color3f :: proc(r, g, b: f32) #foreign lib "glColor3f"; Vertex3f :: proc(x, y, z: f32) #foreign lib "glVertex3f"; TexCoord2f :: proc(x,y: f32) #foreign lib "glTexCoord2f"; TexImage2D :: proc(target, level, internal_format, width, height, border, format, _type: i32, pixels: []f32) #foreign lib "glTexImage2D"; GetError :: proc() -> i32 #foreign lib "glGetError"; GetString :: proc(name: i32) -> ^byte #foreign lib "glGetString"; GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv"; string_data :: proc(s: string) -> ^u8 #inline { return ^s[0]; } _libgl := win32.LoadLibraryA(string_data("opengl32.dll\x00")); GetProcAddress :: proc(name: string) -> proc() #cc_c { assert(name[name.count-1] == 0); res := win32.wglGetProcAddress(name.data); if res == nil { res = win32.GetProcAddress(_libgl, name.data); } return res; } GenBuffers: proc(count: i32, buffers: ^u32) #cc_c; GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c; GenSamplers: proc(count: i32, buffers: ^u32) #cc_c; BindBuffer: proc(target: i32, buffer: u32) #cc_c; BindVertexArray: proc(buffer: u32) #cc_c; BindSampler: proc(position: i32, sampler: u32) #cc_c; BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c; BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c; DrawArrays: proc(mode, first: i32, count: u32) #cc_c; DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c; MapBuffer: proc(target, access: i32) -> rawptr #cc_c; UnmapBuffer: proc(target: i32) #cc_c; VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: int) #cc_c; EnableVertexAttribArray: proc(index: u32) #cc_c; DisableVertexAttribArray: proc(index: u32) #cc_c; GetAttribLocation: proc(program: u32, name: []byte) -> u32 #cc_c; CreateShader: proc(shader_type: i32) -> u32 #cc_c; ShaderSource: proc(shader: u32, count: u32, str: ^^byte, length: ^i32) #cc_c; CompileShader: proc(shader: u32) #cc_c; CreateProgram: proc() -> u32 #cc_c; AttachShader: proc(program, shader: u32) #cc_c; DetachShader: proc(program, shader: u32) #cc_c; DeleteShader: proc(shader: u32) #cc_c; LinkProgram: proc(program: u32) #cc_c; UseProgram: proc(program: u32) #cc_c; DeleteProgram: proc(program: u32) #cc_c; GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c; GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c; GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c; GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c; ActiveTexture: proc(texture: i32) #cc_c; GenerateMipmap: proc(target: i32) #cc_c; SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c; SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c; SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c; SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c; SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c; SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c; Uniform1i: proc(loc: i32, v0: i32) #cc_c; Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c; Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c; Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c; Uniform1f: proc(loc: i32, v0: f32) #cc_c; Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c; Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c; Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c; UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c; GetUniformLocation: proc(program: u32, name: []byte) -> i32 #cc_c; init :: proc() { set_proc_address :: proc(p: rawptr, name: string) #inline { (cast(^(proc() #cc_c))p)^ = 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(^DisableVertexAttribArray, "glDisableVertexAttribArray\x00"); set_proc_address(^GetAttribLocation, "glGetAttribLocation\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(^Uniform2i, "glUniform2i\x00"); set_proc_address(^Uniform3i, "glUniform3i\x00"); set_proc_address(^Uniform4i, "glUniform4i\x00"); set_proc_address(^Uniform1f, "glUniform1f\x00"); set_proc_address(^Uniform2f, "glUniform2f\x00"); set_proc_address(^Uniform3f, "glUniform3f\x00"); set_proc_address(^Uniform4f, "glUniform4f\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"); } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 | #import "fmt.odin"; #import "math.odin"; #import "os.odin"; #import gl "opengl.odin"; #import win32 "sys/windows.odin"; main :: proc(){ run(); } win32_print_last_error :: proc() { err_code := cast(int)win32.GetLastError(); if err_code != 0 { fmt.println("GetLastError: %", err_code); } } // Yuk! to_c_string :: proc(s: string) -> []u8 { c_str := new_slice(u8, s.count+1); copy(c_str, cast([]byte)s); c_str[s.count] = 0; return c_str; } Window :: struct { width: int, height: int, wc: win32.WNDCLASSEXA, dc: win32.HDC, hwnd: win32.HWND, opengl_context: win32.HGLRC, rc: win32.HGLRC, c_title: []u8 } make_window :: proc(title: string, msg, height: int, window_proc: win32.WNDPROC) -> (Window, bool) { using win32; w: Window; w.width, w.height = msg, height; class_name := "Win32-Odin-Window\x00"; c_class_name := class_name.data; if title[title.count-1] != 0 { w.c_title = to_c_string(title); } else { w.c_title = cast([]u8)title; } instance := GetModuleHandleA(nil); w.wc = WNDCLASSEXA{ size = cast(u32)size_of(WNDCLASSEXA), style = CS_VREDRAW | CS_HREDRAW, instance = cast(HINSTANCE)instance, class_name = c_class_name, wnd_proc = window_proc, }; if RegisterClassExA(^w.wc) == 0 { win32_print_last_error(); return w, false; } w.hwnd = CreateWindowExA(0, c_class_name, w.c_title.data, WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, cast(i32)w.width, cast(i32)w.height, nil, nil, instance, nil); if w.hwnd == nil { win32_print_last_error(); return w, false; } w.dc = GetDC(w.hwnd); { pfd := PIXELFORMATDESCRIPTOR{ size = cast(u32)size_of(PIXELFORMATDESCRIPTOR), version = 1, flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, pixel_type = PFD_TYPE_RGBA, color_bits = 32, alpha_bits = 8, depth_bits = 24, stencil_bits = 8, layer_type = PFD_MAIN_PLANE, }; SetPixelFormat(w.dc, ChoosePixelFormat(w.dc, ^pfd), nil); w.opengl_context = wglCreateContext(w.dc); wglMakeCurrent(w.dc, w.opengl_context); attribs := [8]i32{ //WGL_SAMPLES_ARB, 4, WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 3, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, // NOTE(bill): tells the proc that this is the end of attribs }; wglCreateContextAttribsARB := cast(wglCreateContextAttribsARBType)wglGetProcAddress((cast(string)"wglCreateContextAttribsARB\x00").data); w.rc = wglCreateContextAttribsARB(w.dc, nil, ^attribs[0]); wglMakeCurrent(w.dc, w.rc); SwapBuffers(w.dc); } return w, true; } destroy_window :: proc(w: ^Window) { free(w.c_title.data); } display_window :: proc(w: ^Window) { win32.SwapBuffers(w.dc); } run :: proc() { using win32; using math; win32_procA :: proc(hwnd: win32.HWND, msg: u32, wparam: win32.WPARAM, lparam: win32.LPARAM) -> win32.LRESULT #no_inline { if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT { os.exit(0); return 0; } return DefWindowProcA(hwnd, msg, wparam, lparam); } win32_proc := cast(WNDPROC)win32_procA; window, window_success := make_window("Odin gl Demo", 500, 450, win32_proc); if !window_success { return; } defer destroy_window(^window); //gl gl.init(); vao : u32; gl.GenVertexArrays(1, ^vao); gl.BindVertexArray(vao); vertexData := []f32{ -1,-1, 0,/*<-vert color->*/1.0, 0.0, 0.0, /*texture->*/ 1,1, 1,-1, 0,/*<-vert color->*/0.0, 1.0, 0.0, /*texture->*/ 1,0, 0, 1, 0,/*<-vert color->*/0.0, 0.0, 1.0, /*texture->*/ 0,0 }; vbo : u32; gl.GenBuffers(1, ^vbo); gl.BindBuffer(gl.ARRAY_BUFFER, vbo); gl.BufferData(gl.ARRAY_BUFFER, vertexData.count*size_of(f32)/* <-is there a better way?*/, vertexData.data, gl.STATIC_DRAW); gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT); gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); pixels :=[]f32 { 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0 }; texture : u32; gl.GenTextures(1,^texture); gl.BindTexture(gl.TEXTURE_2D,texture); gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, 3, 3, 0, gl.RGB, gl.FLOAT , pixels); to_c_string :: proc(s: string) -> []byte { // no better way to do it :( c_str := new_slice(byte, s.count+1); copy(c_str, cast([]byte)s); c_str[s.count] = 0; return c_str; } check_shader :: proc(shader:u32){ //check for shader error status :i32; gl.GetShaderiv(shader,gl.COMPILE_STATUS, ^status); fmt.println(status); buffer :=[512]byte{}; gl.GetShaderInfoLog(shader,512,nil,^buffer[0]); if status == 0 { for i in buffer{ fmt.printf("%c ",buffer[i]); //got no clue what its spitting out } } } //vertex shader vert := to_c_string("#version 430 core \n layout(location=0) in vec3 position; \n layout(location=1) in vec3 color; \n layout(location=2) in vec2 texCoord; \n out vec3 Color; \n out vec2 TexCoord; \n void main(){ \n Color = color; \n TexCoord = texCoord; \n gl_Position.xyz = position; \n gl_Position.w = 1; }"); vertx := ^vert[0]; //not very eligant, any beter ways? vertShader := gl.CreateShader(gl.VERTEX_SHADER); gl.ShaderSource(vertShader, 1, ^vertx, nil); gl.CompileShader(vertShader); check_shader(vertShader); //fragment shader frag := to_c_string("#version 430 core \n uniform vec3 triangleColor; \n in vec3 Color; \n in vec2 TexCoord; \n uniform sampler2D Texture; \n void main(){ \n gl_FragColor = texture(Texture, TexCoord); //vec4(Color+triangleColor, 1.0); \n }"); fragm := ^frag[0]; fragShader := gl.CreateShader(gl.FRAGMENT_SHADER); gl.ShaderSource(fragShader, 1, ^fragm, nil); gl.CompileShader(fragShader); check_shader(fragShader); //program program := gl.CreateProgram(); gl.AttachShader(program, vertShader); gl.AttachShader(program, fragShader); gl.LinkProgram(program); gl.UseProgram(program); colorptr := to_c_string("triangleColor"); colorptrptr := colorptr[0]; changeColor := gl.GetUniformLocation(program, to_c_string("triangleColor")); gl.Uniform3f(changeColor, 0.0 ,0.5 ,0.1 ); Texture := gl.GetUniformLocation(program, to_c_string("Texture")); gl.Uniform1i(Texture, cast(i32)texture); posAttrib := gl.GetAttribLocation(program, to_c_string("position")); gl.EnableVertexAttribArray(posAttrib); gl.VertexAttribPointer(posAttrib, 3 , gl.FLOAT, gl.FALSE, 8*size_of(f32), 0); colAttrib := gl.GetAttribLocation(program, to_c_string("color")); gl.EnableVertexAttribArray(colAttrib); gl.VertexAttribPointer(colAttrib, 3 , gl.FLOAT, gl.FALSE, 8*size_of(f32), 3*size_of(f32)); texAttrib := gl.GetAttribLocation(program, to_c_string("texCoord")); gl.EnableVertexAttribArray(texAttrib); gl.VertexAttribPointer(texAttrib, 2 , gl.FLOAT, gl.FALSE, 8*size_of(f32), 6*size_of(f32)); //loop running := true; for running { msg: MSG; for PeekMessageA(^msg, nil, 0, 0, PM_REMOVE) > 0 { if msg.message == WM_QUIT { running = false; } TranslateMessage(^msg); DispatchMessageA(^msg); } gl.ClearColor(0,0.1,0.1,0); gl.Clear(gl.COLOR_BUFFER_BIT); //---------------------// gl.BindTexture(gl.TEXTURE_2D,texture); gl.BindVertexArray(vao); gl.DrawArrays(gl.TRIANGLES,0,3); //gl.DrawElements(gl.TRIANGLES,3,gl.UNSIGNED_INT /*crashes exe*/ , nil); gl.BindVertexArray(0); //---------------------// display_window(^window); } } |
1 2 3 4 5 6 | vert := "#version 430 core \n layout(location=0) in vec3 position; \n layout(location=1) in vec3 color; \n layout(location=2) in vec2 texCoord; \n out vec3 Color; \n out vec2 TexCoord; \n void main(){ \n Color = color; \n TexCoord = texCoord; \n gl_Position.xyz = position; \n gl_Position.w = 1; }"; vertx := vert.data; length := vert.count; vertShader := gl.CreateShader(gl.VERTEX_SHADER); gl.ShaderSource(vertShader, 1, ^vert.vertx, ^vert.count); gl.CompileShader(vertShader); |