dlib/opengl/opengl_native.d
2026-05-18 05:30:01 +10:00

109 lines
7.7 KiB
D

import dlibincludes;
// TODO: fix on js side
alias PFNGLXCREATECONTEXTATTRIBSARBPROC = extern(C) GLXContext function(Display*, GLXFBConfig, GLXContext, int, const int*);
PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLVALIDATEPROGRAMPROC glValidateProgram;
PFNGLBINDBUFFERBASEPROC glBindBufferBase;
PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM2FPROC glUniform2f;
PFNGLUNIFORM3FPROC glUniform3f;
PFNGLUNIFORM4FPROC glUniform4f;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM2IPROC glUniform2i;
PFNGLUNIFORM3IPROC glUniform3i;
PFNGLUNIFORM4IPROC glUniform4i;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
static if(!__traits(compiles, { glActiveTexture(0x84C0); }))
{
PFNGLACTIVETEXTUREPROC glActiveTexture;
}
bool
GLLoadFuncs()
{
glDeleteRenderbuffers = cast(typeof(glDeleteRenderbuffers))RGFW_getProcAddress_OpenGL(cast(u8*)"glDeleteRenderbuffers".ptr);
glGenRenderbuffers = cast(typeof(glGenRenderbuffers))RGFW_getProcAddress_OpenGL(cast(u8*)"glGenRenderbuffers".ptr);
glGenVertexArrays = cast(typeof(glGenVertexArrays))RGFW_getProcAddress_OpenGL(cast(u8*)"glGenVertexArrays".ptr);
glDeleteVertexArrays = cast(typeof(glDeleteVertexArrays))RGFW_getProcAddress_OpenGL(cast(u8*)"glDeleteVertexArrays".ptr);
glGenBuffers = cast(typeof(glGenBuffers))RGFW_getProcAddress_OpenGL(cast(u8*)"glGenBuffers".ptr);
glCompileShader = cast(typeof(glCompileShader))RGFW_getProcAddress_OpenGL(cast(u8*)"glCompileShader".ptr);
glUseProgram = cast(typeof(glUseProgram))RGFW_getProcAddress_OpenGL(cast(u8*)"glUseProgram".ptr);
glValidateProgram = cast(typeof(glValidateProgram))RGFW_getProcAddress_OpenGL(cast(u8*)"glValidateProgram".ptr);
glBindBufferBase = cast(typeof(glBindBufferBase))RGFW_getProcAddress_OpenGL(cast(u8*)"glBindBufferBase".ptr);
glGetUniformBlockIndex = cast(typeof(glGetUniformBlockIndex))RGFW_getProcAddress_OpenGL(cast(u8*)"glGetUniformBlockIndex".ptr);
glEnableVertexAttribArray = cast(typeof(glEnableVertexAttribArray))RGFW_getProcAddress_OpenGL(cast(u8*)"glEnableVertexAttribArray".ptr);
glDisableVertexAttribArray = cast(typeof(glDisableVertexAttribArray))RGFW_getProcAddress_OpenGL(cast(u8*)"glDisableVertexAttribArray".ptr);
glBlendFuncSeparate = cast(typeof(glBlendFuncSeparate))RGFW_getProcAddress_OpenGL(cast(u8*)"glBlendFuncSeparate".ptr);
glBindVertexArray = cast(typeof(glBindVertexArray))RGFW_getProcAddress_OpenGL(cast(u8*)"glBindVertexArray".ptr);
glBindBuffer = cast(typeof(glBindBuffer))RGFW_getProcAddress_OpenGL(cast(u8*)"glBindBuffer".ptr);
glBufferData = cast(typeof(glBufferData))RGFW_getProcAddress_OpenGL(cast(u8*)"glBufferData".ptr);
glBufferSubData = cast(typeof(glBufferSubData))RGFW_getProcAddress_OpenGL(cast(u8*)"glBufferSubData".ptr);
glVertexAttribDivisor = cast(typeof(glVertexAttribDivisor))RGFW_getProcAddress_OpenGL(cast(u8*)"glVertexAttribDivisor".ptr);
glVertexAttribPointer = cast(typeof(glVertexAttribPointer))RGFW_getProcAddress_OpenGL(cast(u8*)"glVertexAttribPointer".ptr);
glDrawArraysInstanced = cast(typeof(glDrawArraysInstanced))RGFW_getProcAddress_OpenGL(cast(u8*)"glDrawArraysInstanced".ptr);
glDrawElementsInstanced = cast(typeof(glDrawElementsInstanced))RGFW_getProcAddress_OpenGL(cast(u8*)"glDrawElementsInstanced".ptr);
glGetUniformLocation = cast(typeof(glGetUniformLocation))RGFW_getProcAddress_OpenGL(cast(u8*)"glGetUniformLocation".ptr);
glUniform1f = cast(typeof(glUniform1f))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform1f".ptr);
glUniform2f = cast(typeof(glUniform2f))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform2f".ptr);
glUniform3f = cast(typeof(glUniform3f))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform3f".ptr);
glUniform4f = cast(typeof(glUniform4f))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform4f".ptr);
glUniform1i = cast(typeof(glUniform1i))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform1i".ptr);
glUniform2i = cast(typeof(glUniform2i))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform2i".ptr);
glUniform3i = cast(typeof(glUniform3i))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform3i".ptr);
glUniform4i = cast(typeof(glUniform4i))RGFW_getProcAddress_OpenGL(cast(u8*)"glUniform4i".ptr);
glCreateProgram = cast(typeof(glCreateProgram))RGFW_getProcAddress_OpenGL(cast(u8*)"glCreateProgram".ptr);
glCreateShader = cast(typeof(glCreateShader))RGFW_getProcAddress_OpenGL(cast(u8*)"glCreateShader".ptr);
glDeleteFramebuffers = cast(typeof(glDeleteFramebuffers))RGFW_getProcAddress_OpenGL(cast(u8*)"glDeleteFramebuffers".ptr);
glDeleteProgram = cast(typeof(glDeleteProgram))RGFW_getProcAddress_OpenGL(cast(u8*)"glDeleteProgram".ptr);
glDeleteShader = cast(typeof(glDeleteShader))RGFW_getProcAddress_OpenGL(cast(u8*)"glDeleteShader".ptr);
glShaderSource = cast(typeof(glShaderSource))RGFW_getProcAddress_OpenGL(cast(u8*)"glShaderSource".ptr);
glGetProgramiv = cast(typeof(glGetProgramiv))RGFW_getProcAddress_OpenGL(cast(u8*)"glGetProgramiv".ptr);
glGetProgramInfoLog = cast(typeof(glGetProgramInfoLog))RGFW_getProcAddress_OpenGL(cast(u8*)"glGetProgramInfoLog".ptr);
glGetShaderiv = cast(typeof(glGetShaderiv))RGFW_getProcAddress_OpenGL(cast(u8*)"glGetShaderiv".ptr);
glGetShaderInfoLog = cast(typeof(glGetShaderInfoLog))RGFW_getProcAddress_OpenGL(cast(u8*)"glGetShaderInfoLog".ptr);
glAttachShader = cast(typeof(glAttachShader))RGFW_getProcAddress_OpenGL(cast(u8*)"glAttachShader".ptr);
glLinkProgram = cast(typeof(glLinkProgram))RGFW_getProcAddress_OpenGL(cast(u8*)"glLinkProgram".ptr);
static if(!__traits(compiles, { glActiveTexture(0x84C0); }))
{
glActiveTexture = cast(typeof(glActiveTexture))RGFW_getProcAddress_OpenGL(cast(u8*)"glActiveTexture".ptr);
}
return glDeleteRenderbuffers != null;
}