The OpenGL application binary interface (ABI) is frozen to OpenGL Version 1.1 on Windows. Unfortunately for Windows developers, that means that it is not possible to link directly to functions that are provided in newer versions of OpenGL. Instead, one must gain access to the OpenGL functions by acquiring a function pointer at runtime. Getting access to the function pointers is not difficult, but requires somewhat tedious work, and has a tendency to clutter code. Additionally, Windows typically comes with a standard OpenGL gl.h file that also conforms to OpenGL 1.1.
The OpenGL wiki states that Microsoft has no plans to ever update the gl.h and opengl32.lib that come with their compilers. Thankfully, others have provided libraries that manage all of this for us by transparently providing the needed function pointers, while also exposing the needed functionality in header files. Such a library is called an OpenGL Loading Library (or OpenGL function loader), and there are several such libraries available. One of the oldest is OpenGL Extension Wrangler (GLEW). However, there are a few issues with GLEW. First, it provides one large header file that includes everything from all versions of OpenGL. It might be preferable to have a more streamlined header file that only includes functions that we might use. Second, GLEW is distributed as a library that needs to be compiled separately and linked into our project. I find it preferable to have a loader that can be included into a project simply by adding the source files and compiling them directly into our executable, avoiding the need to support another link-time dependency.
In this recipe, we'll use a loader generator named GLAD, available from https://github.com/Dav1dde/glad. This very flexible and efficient library can generate a header that includes only the needed functionality, and also generates just a few files (a source file and a few headers) that we can add directly into our project.