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@bun-win32/opengl32

v1.4.11

Published

Zero-dependency, zero-overhead Win32 OpenGL32 bindings for Bun (FFI) on Windows.

Readme

@bun-win32/opengl32

Zero-dependency, zero-overhead OpenGL 1.1 + WGL bindings for Bun on Windows.

Overview

@bun-win32/opengl32 exposes the OpenGL 1.1 and WGL entry points exported by opengl32.dll using Bun's FFI. It provides a single class, OpenGL32, which lazily binds native symbols on first use. You can optionally preload a subset or all symbols up-front via Preload().

The bindings are strongly typed for a smooth DX in TypeScript.

Features

  • Bun-first ergonomics on Windows 10/11.
  • Direct FFI to opengl32.dll (OpenGL 1.1 + WGL).
  • In-source docs in structs/OpenGL32.ts with links to Microsoft Docs.
  • Lazy binding on first call; optional eager preload (OpenGL32.Preload()).
  • No wrapper overhead; calls map 1:1 to native APIs.
  • Strongly-typed Win32 aliases (see types/OpenGL32.ts).

Requirements

  • A current OpenGL context for most gl* calls (via WGL or your windowing library)
  • Bun runtime
  • Windows 10 or later

Installation

bun add @bun-win32/opengl32

Quick Start

import OpenGL32, { GLenum } from '@bun-win32/opengl32';

// Option A: call methods directly (lazy bind on first use)
OpenGL32.glMatrixMode(GLenum.GL_MODELVIEW);

// Option B: bind a subset (or everything) up-front
OpenGL32.Preload(['glMatrixMode', 'glClear', 'wglGetProcAddress']);

// If you already have a current context, you can query strings:
// const vendorPtr = OpenGL32.glGetString(GLenum.GL_VENDOR);
// Convert the returned C string pointer to a JS string with your FFI helper.

OpenGL Extensions

OpenGL extensions (OpenGL 1.5+, 2.0+, etc.) are not exported by opengl32.dll and must be loaded at runtime via wglGetProcAddress. This package provides built-in support for common extensions.

Important: Extensions require an active OpenGL context. Call PreloadExtensions() only after wglMakeCurrent() succeeds.

// 1. Create and activate an OpenGL context first
const hglrc = OpenGL32.wglCreateContext(hdc);
OpenGL32.wglMakeCurrent(hdc, hglrc);

// 2. Now preload extensions (context must be current!)
OpenGL32.PreloadExtensions(['wglSwapIntervalEXT', 'glGenBuffers', 'glCreateShader']);

// Or preload all available extensions at once
OpenGL32.PreloadExtensions();

// 3. Use extensions directly
OpenGL32.wglSwapIntervalEXT(1); // Enable VSync

Available Extensions

  • WGL: wglSwapIntervalEXT, wglGetSwapIntervalEXT, wglChoosePixelFormatARB, wglCreateContextAttribsARB, wglGetExtensionsStringARB, wglGetExtensionsStringEXT
  • VBO (OpenGL 1.5+): glGenBuffers, glBindBuffer, glBufferData, glDeleteBuffers, glMapBuffer, glUnmapBuffer, etc.
  • Shaders (OpenGL 2.0+): glCreateShader, glCompileShader, glCreateProgram, glLinkProgram, glUseProgram, glUniform*, etc.
  • VAO (OpenGL 3.0+): glGenVertexArrays, glBindVertexArray, glDeleteVertexArrays
  • FBO (OpenGL 3.0+): glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D, glCheckFramebufferStatus, etc.

[!NOTE] AI agents: see AI.md for the package binding contract and source-navigation guidance. It explains how to use the package without scanning the entire implementation.

Examples

Run the included examples:

bun run example              # Basic OpenGL32 usage
bun run example:circle       # Bouncing circle demo
bun run example:physics      # Physics simulation
bun run example:pendulum     # N-pendulum demo

Notes

  • Either rely on lazy binding or call OpenGL32.Preload().
  • Most gl* entry points require a current context; without one they may no-op or fail.
  • Extensions and newer functionality must be loaded via wglGetProcAddress.
  • Windows only. Bun runtime required.