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93
renderer_backend_opengl_windows.odin
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93
renderer_backend_opengl_windows.odin
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package renderer
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import "core:fmt"
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import gl "vendor:OpenGL"
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import win "core:sys/windows"
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when RENDER_BACKEND_OPENGL {
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Backend_OpenGL_Windows :: struct {
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hwnd: win.HWND,
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hdc: win.HDC,
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gl_context: win.HGLRC,
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}
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backend: Backend_OpenGL_Windows
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opengl_init :: proc(renderer: ^Renderer) -> bool {
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renderer.backend = &backend
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backend.hwnd = win.HWND(renderer.surface_ptr)
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backend.hdc = win.GetDC(backend.hwnd)
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pfd := win.PIXELFORMATDESCRIPTOR {
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nSize = size_of(win.PIXELFORMATDESCRIPTOR),
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nVersion = 1,
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dwFlags = win.PFD_DRAW_TO_WINDOW | win.PFD_SUPPORT_OPENGL | win.PFD_DOUBLEBUFFER,
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iPixelType = win.PFD_TYPE_RGBA,
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cColorBits = 32,
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cDepthBits = 24,
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cStencilBits = 8,
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iLayerType = win.PFD_MAIN_PLANE,
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}
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format_index := win.ChoosePixelFormat(backend.hdc, &pfd)
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assert(format_index != 0, "ChoosePixelFormat failed")
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set_pixel_format_ok := win.SetPixelFormat(backend.hdc, format_index, &pfd)
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assert(set_pixel_format_ok == win.TRUE, "SetPixelFormat failed")
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backend.gl_context = win.wglCreateContext(backend.hdc)
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assert(backend.gl_context != nil, "Failed to create OpenGL context")
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win.wglMakeCurrent(backend.hdc, backend.gl_context)
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// fmt.printfln("GL Context: %v", backend.gl_context)
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gl.load_up_to(3, 3, proc(p: rawptr, name: cstring) {
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addr := win.wglGetProcAddress(name)
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if addr == nil {
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dll := win.LoadLibraryW(win.utf8_to_wstring("opengl32.dll"))
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addr = win.GetProcAddress(dll, name)
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}
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(^rawptr)(p)^ = addr
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})
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opengl_swap_buffers(renderer)
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return true
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}
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opengl_viewport_changed :: proc(renderer: ^Renderer) {
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Viewport(
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i32(renderer.viewport.x),
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i32(renderer.viewport.y),
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i32(renderer.viewport.width),
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i32(renderer.viewport.height)
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)
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}
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opengl_set_clear_color :: proc(renderer: ^Renderer, color: [3]u8) {
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gl.ClearColor(
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f32(color.r) / f32(max(u8)),
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f32(color.g) / f32(max(u8)),
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f32(color.b) / f32(max(u8)),
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1.0
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)
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}
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opengl_swap_buffers :: proc(renderer: ^Renderer) {
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gl.Clear(gl.COLOR_BUFFER_BIT)
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win.SwapBuffers(backend.hdc)
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}
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opengl_destroy :: proc(renderer: ^Renderer) {
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win.wglMakeCurrent(nil, nil)
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win.wglDeleteContext(backend.gl_context)
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win.ReleaseDC(backend.hwnd, backend.hdc)
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backend = {}
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}
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}
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