OpenGL
You are encouraged to solve this task according to the task description, using any language you may know.
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[edit] Ada
opengl.adb:
with Lumen.Window;
with Lumen.Events;
with Lumen.Events.Animate;
with GL;
with GLU;
procedure OpenGL is
The_Window : Lumen.Window.Handle;
Program_Exit : Exception;
-- simply exit this program
procedure Quit_Handler (Event : in Lumen.Events.Event_Data) is
begin
raise Program_Exit;
end;
-- Resize the scene
procedure Resize_Scene (Width, Height : in Natural) is
use GL;
use GLU;
begin
-- reset current viewport
glViewport (0, 0, GLsizei (Width), GLsizei (Height));
-- select projection matrix and reset it
glMatrixMode (GL_PROJECTION);
glLoadIdentity;
-- calculate aspect ratio
gluPerspective (45.0, GLdouble (Width) / GLdouble (Height), 0.1, 100.0);
-- select modelview matrix and reset it
glMatrixMode (GL_MODELVIEW);
glLoadIdentity;
end Resize_Scene;
procedure Init_GL is
use GL;
use GLU;
begin
-- smooth shading
glShadeModel (GL_SMOOTH);
-- black background
glClearColor (0.0, 0.0, 0.0, 0.0);
-- depth buffer setup
glClearDepth (1.0);
-- enable depth testing
glEnable (GL_DEPTH_TEST);
-- type of depth test
glDepthFunc (GL_LEQUAL);
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
end Init_GL;
-- Resize and Initialize the GL window
procedure Resize_Handler (Event : in Lumen.Events.Event_Data) is
Height : Natural := Event.Resize_Data.Height;
Width : Natural := Event.Resize_Data.Width;
begin
-- prevent div by zero
if Height = 0 then
Height := 1;
end if;
Resize_Scene (Width, Height);
end;
procedure Draw is
use GL;
begin
-- clear screen and depth buffer
glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-- reset current modelview matrix
glLoadIdentity;
-- draw triangle
glBegin (GL_TRIANGLES);
glColor3f (1.0, 0.0, 0.0);
glVertex3f ( 0.0, 1.0, 0.0);
glColor3f (0.0, 1.0, 0.0);
glVertex3f (-1.0, -1.0, 0.0);
glColor3f (0.0, 0.0, 1.0);
glVertex3f ( 1.0, -1.0, 0.0);
glEnd;
end Draw;
procedure Frame_Handler (Frame_Delta : in Duration) is
begin
Draw;
Lumen.Window.Swap (The_Window);
end Frame_Handler;
begin
Lumen.Window.Create (Win => The_Window,
Name => "OpenGL Demo",
Width => 640,
Height => 480,
Events => (Lumen.Window.Want_Key_Press => True,
Lumen.Window.Want_Exposure => True,
others => False));
Resize_Scene (640, 480);
Init_GL;
Lumen.Events.Animate.Select_Events
(Win => The_Window,
FPS => Lumen.Events.Animate.Flat_Out,
Frame => Frame_Handler'Unrestricted_Access,
Calls => (Lumen.Events.Resized => Resize_Handler'Unrestricted_Access,
Lumen.Events.Close_Window => Quit_Handler'Unrestricted_Access,
others => Lumen.Events.No_Callback));
exception
when Program_Exit =>
null; -- normal termination
end OpenGL;
[edit] AutoHotkey
hOpenGL32 := DllCall("LoadLibrary", "Str", "opengl32")
Gui, +LastFound +Resize
hDC := DllCall("GetDC", "uInt", WinExist())
VarSetCapacity(pfd, 40, 0)
NumPut(40, pfd, 0, "uShort")
NumPut(1, pfd, 2, "uShort")
NumPut(37, pfd, 4, "uInt")
NumPut(24, pfd, 9, "uChar")
NumPut(16, pfd, 23, "uChar")
DllCall("SetPixelFormat", "uInt", hDC, "uInt", DllCall("ChoosePixelFormat", "uInt", hDC, "uInt", &pfd), "uInt", &pfd)
hRC := DllCall("opengl32\wglCreateContext", "uInt", hDC)
DllCall("opengl32\wglMakeCurrent", "uInt", hDC, "uInt", hRC)
Gui, Show, w640 h480, Triangle
OnExit, ExitSub
SetTimer, Paint, 50
return
Paint:
DllCall("opengl32\glClearColor", "Float", 0.3, "Float", 0.3, "Float", 0.3, "Float", 0)
DllCall("opengl32\glClear", "uInt", 0x4100) ;GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT
DllCall("opengl32\glShadeModel", "uInt", 0x1D01) ;GL_SMOOTH
DllCall("opengl32\glLoadIdentity")
DllCall("opengl32\glTranslatef", "Float", -15, "Float", -15, "Float", 0)
DllCall("opengl32\glBegin", "uInt", 0x0004) ;GL_TRIANGLES
DllCall("opengl32\glColor3f", "Float", 1, "Float", 0, "Float", 0)
DllCall("opengl32\glVertex2f", "Float", 0, "Float", 0)
DllCall("opengl32\glColor3f", "Float", 0, "Float", 1, "Float", 0)
DllCall("opengl32\glVertex2f", "Float", 30, "Float", 0)
DllCall("opengl32\glColor3f", "Float", 0, "Float", 0, "Float", 1)
DllCall("opengl32\glVertex2f", "Float", 0, "Float", 30)
DllCall("opengl32\glEnd")
DllCall("SwapBuffers", "uInt", hDC)
return
GuiSize:
DllCall("opengl32\glViewport", "Int", 0, "Int", 0, "Int", A_GuiWidth, "Int", A_GuiHeight)
DllCall("opengl32\glMatrixMode", "uInt", 0x1701) ;GL_PROJECTION
DllCall("opengl32\glLoadIdentity")
DllCall("opengl32\glOrtho", "Double", -30, "Double", 30, "Double", -30, "Double", 30, "Double", -30, "Double", 30)
DllCall("opengl32\glMatrixMode", "uInt", 0x1700) ;GL_MODELVIEW
return
GuiClose:
ExitApp
ExitSub:
DllCall("opengl32\wglMakeCurrent", "uInt", 0, "uInt", 0)
DllCall("opengl32\wglDeleteContext", "uInt", hRC)
DllCall("ReleaseDC", "uInt", hDC)
DllCall("FreeLibrary", "uInt", hOpenGL32)
ExitApp
[edit] BBC BASIC
*FLOAT64
SYS "LoadLibrary", "OPENGL32.DLL" TO opengl%
SYS "GetProcAddress", opengl%, "wglCreateContext" TO `wglCreateContext`
SYS "GetProcAddress", opengl%, "wglDeleteContext" TO `wglDeleteContext`
SYS "GetProcAddress", opengl%, "wglMakeCurrent" TO `wglMakeCurrent`
SYS "GetProcAddress", opengl%, "glMatrixMode" TO `glMatrixMode`
SYS "GetProcAddress", opengl%, "glClear" TO `glClear`
SYS "GetProcAddress", opengl%, "glBegin" TO `glBegin`
SYS "GetProcAddress", opengl%, "glColor3dv" TO `glColor3dv`
SYS "GetProcAddress", opengl%, "glVertex2dv" TO `glVertex2dv`
SYS "GetProcAddress", opengl%, "glEnd" TO `glEnd`
MODE 8
PFD_MAIN_PLANE = 0
PFD_TYPE_RGBA = 0
PFD_DOUBLEBUFFER = 1
PFD_DRAW_TO_WINDOW = 4
PFD_SUPPORT_OPENGL = &20
GL_MODELVIEW = &1700
GL_TRIANGLES = 4
GL_DEPTH_BUFFER_BIT = &00000100
GL_COLOR_BUFFER_BIT = &00004000
ON CLOSE PROCcleanup : QUIT
ON ERROR PROCcleanup : SYS "MessageBox", @hwnd%, REPORT$, 0, 48 : QUIT
DIM GLcolor{r#, g#, b#}, GLvertex{x#, y#}
DIM pfd{nSize{l&,h&}, nVersion{l&,h&}, dwFlags%, iPixelType&, cColorBits&, \
\ cRedBits&, cRedShift&, cGreenBits&, cGreenShift&, cBlueBits&, cBlueShift&, \
\ cAlphaBits&, cAlphaShift&, cAccumBits&, cAccumRedBits&, cAccumGreenBits&, \
\ cAccumBlueBits&, cAccumAlphaBits&, cDepthBits&, cStencilBits&, cAuxBuffers&, \
\ iLayerType&, bReserved&, dwLayerMask%, dwVisibleMask%, dwDamageMask%}
pfd.nSize.l& = DIM(pfd{})
pfd.nVersion.l& = 1
pfd.dwFlags% = PFD_DRAW_TO_WINDOW OR PFD_SUPPORT_OPENGL OR PFD_DOUBLEBUFFER
pfd.dwLayerMask% = PFD_MAIN_PLANE
pfd.iPixelType& = PFD_TYPE_RGBA
pfd.cColorBits& = 24
pfd.cDepthBits& = 16
SYS "GetDC", @hwnd% TO ghDC%
SYS "ChoosePixelFormat", ghDC%, pfd{} TO pixelformat%
IF pixelformat% = 0 ERROR 100, "ChoosePixelFormat failed"
SYS "SetPixelFormat", ghDC%, pixelformat%, pfd{} TO res%
IF res% = 0 ERROR 100, "SetPixelFormat failed"
SYS `wglCreateContext`, ghDC% TO ghRC%
SYS `wglMakeCurrent`, ghDC%, ghRC%
SYS `glMatrixMode`, GL_MODELVIEW
REPEAT
WAIT 2
SYS `glClear`, GL_COLOR_BUFFER_BIT OR GL_DEPTH_BUFFER_BIT
SYS `glBegin`, GL_TRIANGLES
GLcolor.r# = 1.0 : GLcolor.g# = 0.0 : GLcolor.b# = 0.0
SYS `glColor3dv`, GLcolor{}
GLvertex.x# = 0.0 : GLvertex.y# = 0.8
SYS `glVertex2dv`, GLvertex{}
GLcolor.r# = 0.0 : GLcolor.g# = 1.0 : GLcolor.b# = 0.0
SYS `glColor3dv`, GLcolor{}
GLvertex.x# = 0.8 : GLvertex.y# = -0.8
SYS `glVertex2dv`, GLvertex{}
GLcolor.r# = 0.0 : GLcolor.g# = 0.0 : GLcolor.b# = 1.0
SYS `glColor3dv`, GLcolor{}
GLvertex.x# = -0.8 : GLvertex.y# = -0.8
SYS `glVertex2dv`, GLvertex{}
SYS `glEnd`
SYS "SwapBuffers", ghDC%
UNTIL FALSE
END
DEF PROCcleanup
ON ERROR OFF
ghRC% += 0 : IF ghRC% SYS `wglDeleteContext`, ghRC% : ghRC% = 0
ghDC% += 0 : IF ghDC% SYS "ReleaseDC", @hwnd%, ghDC% : ghDC% = 0
ENDPROC
[edit] C
In this example, we use GLUT to create a window and handle the main loop in a portable way. Windowing systems like MS Windows and X11 have their own platform-specific ways of handling these things.
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>
void paint(void)
{
glClearColor(0.3,0.3,0.3,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glLoadIdentity();
glTranslatef(-15.0, -15.0, 0.0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex2f(0.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex2f(30.0, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex2f(0.0, 30.0);
glEnd();
glFlush();
}
void reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640, 480);
glutCreateWindow("Triangle");
glutDisplayFunc(paint);
glutReshapeFunc(reshape);
glutMainLoop();
return EXIT_SUCCESS;
}
[edit] C#
C# example using the OpenTK library, which is multiplatform and provides C# OpenGL bindings for .Net and Mono. This code creates its own window and draws the triangle into it.
using OpenTK;
using OpenTK.Graphics;
namespace OpenGLTest
{
class Program
{
static void Main(string[] args)
{
//Create the OpenGL window
GameWindow window = new GameWindow(640, 480, GraphicsMode.Default, "OpenGL Example");
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0);
GL.MatrixMode(MatrixMode.Modelview);
//Add event handler to render to the window when called
window.RenderFrame += new RenderFrameEvent(a_RenderFrame);
//Starts the window's updating/rendering events
window.Run();
}
static void a_RenderFrame(GameWindow sender, RenderFrameEventArgs e)
{
GL.ClearColor(0.3f, 0.3f, 0.3f, 0f);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.ShadeModel(ShadingModel.Smooth);
GL.LoadIdentity();
GL.Translate(-15.0f, -15.0f, 0.0f);
GL.Begin(BeginMode.Triangles);
GL.Color3(1.0f, 0.0f, 0.0f);
GL.Vertex2(0.0f, 0.0f);
GL.Color3(0.0f, 1.0f, 0.0f);
GL.Vertex2(30f, 0.0f);
GL.Color3(0.0f, 0.0f, 1.0f);
GL.Vertex2(0.0f, 30.0f);
GL.End();
//Swaps the buffers on the window so that what we draw becomes visible
sender.SwapBuffers();
}
}
}
[edit] Clojure
In this example, we use Penumbra, which is an idiomatic wrapper for OpenGL.
(use 'penumbra.opengl)
(require '[penumbra.app :as app])
(defn init [state]
(app/title! "Triangle")
(clear-color 0.3 0.3 0.3 0)
(shade-model :smooth)
state)
(defn reshape [[x y w h] state]
(ortho-view -30 30 -30 30 -30 30)
(load-identity)
(translate -15 -15)
state)
(defn display [[dt time] state]
(draw-triangles
(color 1 0 0) (vertex 0 0)
(color 0 1 0) (vertex 30 0)
(color 0 0 1) (vertex 0 30)))
(app/start {:display display, :reshape reshape, :init init} {})
[edit] D
opengl_sample.d:
module opengl_sample; // file name + directory
import dglut.core, dglut.window, dglut.opengl;
void main() {
with (new Canvas) {
setName("Triangle");
map;
onResize = (Canvas self) { // A delegate literal that takes a parameter.
with (self) glViewport(0, 0, width, height);
MatrixMode.Projection.Identity; // For functions without parameters, the () can be omitted.
glOrtho(-30, 30, -30, 30, -30, 30);
MatrixMode.Modelview;
};
onDisplay=(Canvas self) {
scope(exit) self.swap; // Scope guards ease exception-safe programming
glClearColor(0.3f, 0.3f, 0.3f, 0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity;
// A convenience wrapper around glTranslatef. Supports numbers, arrays and vectors.
Translate(-15, -15, 0);
// This is a delegate literal as well. Triangles is a wrapper around glBegin and glEnd.
Triangles = {
Color(1f, 0f, 0f); Vertex(0, 0);
Color(0f, 1f, 0f); Vertex(30, 0);
Color(0f, 0f, 1f); Vertex(0, 30);
};
};
}
loop;
}
[edit] eC
#include <GL/gl.h>
import "ecere"
class GLTriangle : Window
{
text = "Triangle";
displayDriver = "OpenGL";
background = activeBorder;
nativeDecorations = true;
borderStyle = sizable;
hasMaximize = true, hasMinimize = true, hasClose = true;
size = { 640, 480 };
void OnRedraw(Surface surface)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-30, 30, -30, 30, -30, 30);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-15, -15, 0);
glShadeModel(GL_SMOOTH);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(0, 0);
glColor3f(0, 1, 0);
glVertex2f(30, 0);
glColor3f(0, 0, 1);
glVertex2f(0, 30);
glEnd();
}
}
GLTriangle window {};
[edit] Factor
Translated from C
USING: kernel math math.rectangles opengl.gl sequences ui
ui.gadgets ui.render ;
IN: rosettacode.opengl
TUPLE: triangle-gadget < gadget ;
: reshape ( width height -- )
[ 0 0 ] 2dip glViewport
GL_PROJECTION glMatrixMode
glLoadIdentity
-30.0 30.0 -30.0 30.0 -30.0 30.0 glOrtho
GL_MODELVIEW glMatrixMode ;
: paint ( -- )
0.3 0.3 0.3 0.0 glClearColor
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
GL_SMOOTH glShadeModel
glLoadIdentity
-15.0 -15.0 0.0 glTranslatef
GL_TRIANGLES glBegin
1.0 0.0 0.0 glColor3f 0.0 0.0 glVertex2f
0.0 1.0 0.0 glColor3f 30.0 0.0 glVertex2f
0.0 0.0 1.0 glColor3f 0.0 30.0 glVertex2f
glEnd
glFlush ;
M: triangle-gadget pref-dim* drop { 640 480 } ;
M: triangle-gadget draw-gadget*
rect-bounds nip first2 reshape paint ;
: triangle-window ( -- )
[ triangle-gadget new "Triangle" open-window ] with-ui ;
MAIN: triangle-window
[edit] Forth
triangle.fs:
import glconst import float
glconst also float also opengl also
triangle.m:
#! xbigforth
\ automatic generated code
\ do not edit
also editor also minos also forth
include triangle.fs
component class triangle
public:
early widget
early open
early dialog
early open-app
( [varstart] ) ( [varend] )
how:
: open new DF[ 0 ]DF s" Triangle" open-component ;
: dialog new DF[ 0 ]DF s" Triangle" open-dialog ;
: open-app new DF[ 0 ]DF s" Triangle" open-application ;
class;
triangle implements
( [methodstart] ) ( [methodend] )
: widget ( [dumpstart] )
GL[ ^ glcanvas with
0 0 w @ h @ glViewport
GL_PROJECTION glMatrixMode
glLoadIdentity
-30e 30e -30e 30e -30e 30e glOrtho
GL_MODELVIEW glMatrixMode
0.3e 0.3e 0.3e 0.0e glClearColor
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT or glClear
GL_SMOOTH glShadeModel
glLoadIdentity
-15e -15e 0e glTranslatef
GL_TRIANGLES glBegin
1e 0e 0e glColor3f
0e 0e glVertex2f
0e 1e 0e glColor3f
30e 0e glVertex2f
0e 0e 1e glColor3f
0e 30e glVertex2f
glEnd
glFlush
endwith ]GL ( MINOS ) ^^ CK[ ( x y b n -- ) 2drop 2drop ]CK ( MINOS ) $280 $1 *hfil $1E0 $1 *vfil glcanvas new
&1 vabox new
( [dumpend] ) ;
: init ^>^^ assign widget 1 :: init ;
class;
: main
triangle open-app
$1 0 ?DO stop LOOP bye ;
script? [IF] main [THEN]
previous previous previous
[edit] Haskell
import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
main = do
getArgsAndInitialize
createWindow "Triangle"
displayCallback $= display
matrixMode $= Projection
loadIdentity
ortho2D 0 30 0 30
matrixMode $= Modelview 0
mainLoop
display = do
clear [ColorBuffer]
renderPrimitive Triangles $ do
corner 1 0 0 5 5
corner 0 1 0 25 5
corner 0 0 1 5 25
swapBuffers
corner r g b x y = do color (Color3 r g b :: Color3 GLfloat)
vertex (Vertex2 x y :: Vertex2 GLfloat)
[edit] J
This version assumes J6.02 (but should work on earlier versions). This will not work with any of the new IDEs from J7 because wd emulation has not been ported to them yet.
Additionally, if you are using 64 bit windows, to get opengl working on J602 you will need to copy jzopengl_win.ijs to jzopengl_win_64.ijs in system/classes/opengl/.
coclass 'example'
(coinsert[require) 'jzopengl'
create=:3 :0
ogl=: ''conew'jzopengl'
wd 'pc p;cc c isigraph opengl rightmove bottommove;pas 0 0;pshow;'
)
p_close=: destroy=:3 :0
destroy__ogl''
wd'pclose'
codestroy''
)
corner=:4 :0
glColor3d x
glVertex2d y
)
p_c_paint=:3 :0
rc__ogl''
glClear GL_COLOR_BUFFER_BIT
glBegin GL_TRIANGLES
1 0 0 corner 0 0-0.5
0 1 0 corner 1 0-0.5
0 0 1 corner 0 1-0.5
glEnd''
show__ogl''
)
conew~'example'
Note: OpenGL's initial state is well defined by the OpenGL standard.
[edit] Java
This example uses LWJGL, a game library which has an OpenGL binding for Java
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import static org.lwjgl.opengl.GL11.*;
public class OpenGlExample {
public void run() throws LWJGLException {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.create();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-30, 30, -30, 30, -30, 30);
glMatrixMode(GL_MODELVIEW);
while(!Display.isCloseRequested()) {
render();
Display.update();
}
Display.destroy();
}
public void render() {
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glLoadIdentity();
glTranslatef(-15.0f, -15.0f, 0.0f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(30f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.0f, 30.0f);
glEnd();
}
public static void main(String[] args) {
OpenGlExample openGlExmpl = new OpenGlExample();
try {
openGlExmpl.run();
} catch(LWJGLException e) {
System.err.println(e);
}
}
}
[edit] JavaScript (WebGL)
Unfortunately for comparison with the other examples on this page, WebGL provides only OpenGL ES, which removes the classic “fixed-function pipeline” and glVertex() in favor of requiring you to write vertex shaders and fragment shaders, and use vertex arrays. It is not hard to write shader programs to emulate as much of the fixed-function pipeline as you need, but it does mean more verbosity as you have to explicitly define all of the data you're going to communicate to your shader.
In the interest of brevity and not depending on an external matrix library, this example omits matrix operations entirely, as OpenGL ES requires you to add those features yourself if you want them. Examples which show how to implement the classic OpenGL matrix stack are available at Learning WebGL (which this code was derived from).
<html style="margin: 0;">
<head>
<title>Minimal WebGL Example</title>
<!-- This use of <script> elements is so that we can have multiline text
without quoting it inside of JavaScript; the web browser doesn't
actually do anything besides store the text of these. -->
<script id="shader-fs" type="x-shader/x-fragment">
precision highp float;
varying vec4 v_color;
void main(void) {
// "Varying" variables are implicitly interpolated across triangles.
gl_FragColor = v_color;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main(void) {
gl_Position = vec4(a_position, 1.0);
v_color = a_color;
}
</script>
<script type="text/javascript">
function getShader(gl, id) {
var scriptElement = document.getElementById(id);
// Create shader object
var shader;
if (scriptElement.type == "x-shader/x-fragment")
shader = gl.createShader(gl.FRAGMENT_SHADER);
else if (scriptElement.type == "x-shader/x-vertex")
shader = gl.createShader(gl.VERTEX_SHADER);
else
throw new Error("unknown shader script type");
// Compile shader from source
gl.shaderSource(shader, scriptElement.textContent);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
throw new Error(gl.getShaderInfoLog(shader));
return shader;
}
</script>
</head>
<body style="margin: 0;">
<canvas id="glcanvas" style="border: none; margin: auto; display: block;" width="640" height="480"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("glcanvas");
// Get WebGL context.
var gl = canvas.getContext("webgl")
|| canvas.getContext("experimental-webgl");
if (!gl)
throw new Error("WebGL context not found");
// Create shader program from vertex and fragment shader code.
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, getShader(gl, "shader-vs"));
gl.attachShader(shaderProgram, getShader(gl, "shader-fs"));
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
throw new Error(gl.getProgramInfoLog(shaderProgram));
// Specify to render using that program.
gl.useProgram(shaderProgram);
// Get the indexes to communicate vertex attributes to the program.
var positionAttr = gl.getAttribLocation(shaderProgram, "a_position");
var colorAttr = gl.getAttribLocation(shaderProgram, "a_color");
// And specify that we will be actually delivering data to those attributes.
gl.enableVertexAttribArray(positionAttr);
gl.enableVertexAttribArray(colorAttr);
// Store vertex positions and colors in array buffer objects.
var vertices;
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices = [
-0.5, -0.5, 0,
+0.5, -0.5, 0,
-0.5, +0.5, 0
]), gl.STATIC_DRAW);
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1
]), gl.STATIC_DRAW);
var numVertices = vertices.length / 3; // 3 coordinates per vertex
// Set GL state
gl.clearColor(0.3, 0.3, 0.3, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, gl.drawingBufferWidth || canvas.width,
gl.drawingBufferHeight || canvas.height);
// Draw scene.
// If this were an animation, everything after this point would go in a main loop.
// Clear frame.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Specify the array data to render.
// 3 and 4 are the lengths of the vectors (3 for XYZ, 4 for RGBA).
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttr, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorAttr, 4, gl.FLOAT, false, 0, 0);
// Draw triangles using the specified arrays.
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
// Check for errors.
var e;
while (e = gl.getError())
console.log("GL error", e);
</script>
</body>
</html>
[edit] Lua
Note that GL functions that take constants in LuaGL can take either the numbers representing those flags (ie. gl.XXX + gl.YYY) or a comma-separated string of those flags (ie. "XXX,YYY"). This example uses strings.
local gl = require "luagl"
local iup = require "iuplua"
require "iupluagl"
local function paint()
gl.ClearColor(0.3,0.3,0.3,0.0)
gl.Clear"COLOR_BUFFER_BIT,DEPTH_BUFFER_BIT"
gl.ShadeModel"SMOOTH"
gl.LoadIdentity()
gl.Translate(-15.0, -15.0, 0.0)
gl.Begin"TRIANGLES"
gl.Color(1.0, 0.0, 0.0)
gl.Vertex(0.0, 0.0)
gl.Color(0.0, 1.0, 0.0)
gl.Vertex(30.0, 0.0)
gl.Color(0.0, 0.0, 1.0)
gl.Vertex(0.0, 30.0)
gl.End()
gl.Flush()
end
local function reshape(width, height)
gl.Viewport(0, 0, width, height)
gl.MatrixMode"PROJECTION"
gl.LoadIdentity()
gl.Ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
gl.MatrixMode"MODELVIEW"
end
local glc = iup.glcanvas{rastersize="640x480"}
function glc:action() paint() end
function glc:resize_cb(w,h) reshape(w,h) end
function glc:map_cb() iup.GLMakeCurrent(self) end
local dlg = iup.dialog{title="Triangle", shrink="yes"; glc}
dlg:show()
iup.MainLoop()
[edit] Liberty BASIC
nomainwin
struct rect, x as long, y as long, x2 as long, y2 as long
struct PFD, Size as word, Version as word, Flags as long,_
PixelType as char[1], ColorBits as char[1], RedBits as char[1],_
RedShift as char[1], GreenBits as char[1], GreenShift as char[1],_
BlueBits as char[1], BlueShift as char[1], AlphaBits as char[1],_
AlphaShift as char[1],AccumBits as char[1], AccumRedBits as char[1],_
AccumGreenBits as char[1], AccumBlueBits as char[1], AccumAlphaBits as char[1],_
DepthBits as char[1], StencilBits as char[1], AuxBuffers as char[1],_
LayerType as char[1], Reserved as char[1], LayerMask as long,_
VisibleMask as long, DamageMask as long
PFD.Version.struct=1
PFD.ColorBits.struct=24
PFD.DepthBits.struct=16
PFD.Size.struct=len(PFD.struct)
PFD.Flags.struct=37
GlColorBufferBit=16384
open "opengl32.dll" for dll as #gl
open "glu32.dll" for dll as #glu
WindowWidth=500
WindowHeight=500
UpperLeftX=1
UpperLeftY=1
open "Triangle" for window_nf as #main
print #main,"trapclose [quit]"
MainH=hwnd(#main)
calldll #user32,"GetDC", MainH as ulong, MainDC as ulong
calldll #gdi32,"ChoosePixelFormat", MainDC as ulong, PFD as struct, ret as long
calldll #gdi32, "SetPixelFormat", MainDC as ulong, ret as long, PFD as struct, t as long
calldll #gl,"wglCreateContext", MainDC as ulong, GLContext as ulong
calldll #gl,"wglMakeCurrent", MainDC as ulong, GLContext as ulong, ret as long
calldll #gl,"glClear", GlColorBufferBit as long, ret as long
calldll #gl,"glRotated", 0 as double, 0 as double, 0 as double, 0 as double, ret as long
calldll #gl,"glBegin", 4 as long, ret as long
calldll #gl,"glColor3d", 0 as double, 0 as double, 255 as double, ret as long
calldll #gl,"glVertex3i", -1 as long, -1 as long, 0 as long, ret as long
calldll #gl,"glColor3d", 255 as double, 0 as double, 0 as double, ret as long
calldll #gl,"glVertex3i", 0 as long, 1 as long, 0 as long, ret as long
calldll #gl,"glColor3d", 0 as double, 255 as double, 0 as double, ret as long
calldll #gl,"glVertex3i", 1 as long, -1 as long, 0 as long, ret as long
calldll #gl,"glEnd", ret as void
calldll #gdi32,"SwapBuffers", MainDC as ulong, ret as long
wait
[quit]
calldll #gl,"wglMakeCurrent", 0 as ulong, 0 as ulong, ret as long
calldll #gl,"wglDeleteContext", GLContext as ulong, ret as long
calldll #user32, "ReleaseDC", MainH as ulong, MainDC as ulong,ret as long
close #main
close #glu
close #gl
end
[edit] MAXScript
The choice of OpenGL or D3D in MAX is a user configuration setting. All MAXScript code is platform independent.
newMesh = mesh numVerts:3 numFaces:1
setMesh newMesh vertices:#([-100, -100, 0], [100, -100, 0], [-100, 100, 0]) faces:#([1, 2, 3])
defaultVCFaces newMesh
setVertColor newMesh 1 red
setVertColor newMesh 2 green
setVertColor newMesh 3 blue
setCVertMode newMesh true
update newMesh
viewport.setType #view_top
max tool maximize
viewport.SetRenderLevel #smoothhighlights
[edit] Mercury
Translated from C.
:- module opengl.
:- interface.
:- import_module io.
:- pred main(io::di, io::uo) is det.
:- implementation.
:- import_module list, glut, glut.callback, glut.window, mogl.
main(!IO) :-
glut.init_window_size(640, 480, !IO),
glut.window.create("Triangle", !IO),
glut.callback.display_func(opengl.paint, !IO),
glut.callback.reshape_func(opengl.reshape, !IO),
glut.main_loop(!IO).
:- pred paint(io::di, io::uo) is det.
paint(!IO) :-
mogl.clear_color(0.3, 0.3, 0.3 , 0.0, !IO),
mogl.clear([color, depth], !IO),
mogl.shade_model(smooth, !IO),
mogl.load_identity(!IO),
mogl.translate(-15.0, -15.0, 0.0, !IO),
mogl.begin(triangles, !IO),
mogl.color3(1.0, 0.0, 0.0, !IO),
mogl.vertex2(0.0, 0.0, !IO),
mogl.color3(0.0, 1.0, 0.0, !IO),
mogl.vertex2(30.0, 0.0, !IO),
mogl.color3(0.0, 0.0, 1.0, !IO),
mogl.vertex2(0.0, 30.0, !IO),
mogl.end(!IO),
mogl.flush(!IO).
:- pred reshape(int::in, int::in, io::di, io::uo) is det.
reshape(Width, Height, !IO) :-
mogl.viewport(0, 0, Width, Height, !IO),
mogl.matrix_mode(projection, !IO),
mogl.load_identity(!IO),
mogl.ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0, !IO),
mogl.matrix_mode(modelview, !IO).
[edit] OxygenBasic
title="Rotating Triangle"
include "OpenglSceneFrame.inc"
sub Initialize(sys hWnd)
'=======================
SetTimer hWnd,1,10,NULL
end sub
'
sub Scene(sys hWnd)
'==================
'
static single ang1,angi1=1
'
glClearColor 0.3, 0.3, 0.5, 0
glClear GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT
'
glLoadIdentity
'
'
gltranslatef 0.0, 0.0, -4.0
glrotatef ang1, 0.0, 0.0, 1.0
'
glBegin GL_TRIANGLES
glColor3f 1.0, 0.0, 0.0 : glVertex3f 0.0, 1.0, 0.0
glColor3f 0.0, 1.0, 0.0 : glVertex3f -1.0, -1.0, 0.0
glColor3f 0.0, 0.0, 1.0 : glVertex3f 1.0, -1.0, 0.0
glEnd
'
'UPDATE ROTATION ANGLES
'
ang1+=angi1
if ang1>360 then ang1-=360
'
end sub
sub Release(sys hwnd)
'====================
killTimer hwnd, 1
end sub
[edit] OCaml
open GL
open Glut
let display() =
glClearColor 0.3 0.3 0.3 0.0;
glClear[GL_COLOR_BUFFER_BIT; GL_DEPTH_BUFFER_BIT];
glShadeModel GL_SMOOTH;
glLoadIdentity();
glTranslate (-15.0) (-15.0) (0.0);
glBegin GL_TRIANGLES;
glColor3 1.0 0.0 0.0;
glVertex2 0.0 0.0;
glColor3 0.0 1.0 0.0;
glVertex2 30.0 0.0;
glColor3 0.0 0.0 1.0;
glVertex2 0.0 30.0;
glEnd();
glFlush();
;;
let reshape ~width ~height =
glViewport 0 0 width height;
glMatrixMode GL_PROJECTION;
glLoadIdentity();
glOrtho(-30.0) 30.0 (-30.0) 30.0 (-30.0) 30.0;
glMatrixMode GL_MODELVIEW;
;;
let () =
ignore(glutInit Sys.argv);
glutInitWindowSize 640 480;
ignore(glutCreateWindow "Triangle");
glutDisplayFunc ~display;
glutReshapeFunc ~reshape;
glutMainLoop();
;;
[edit] Pascal
Ported from the C example.
Program OpenGLDemo;
uses
SysUtils,
ctypes,
gl,
Glut;
procedure paint; cdecl;
begin
glClearColor(0.3,0.3,0.3,0.0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glLoadIdentity();
glTranslatef(-15.0, -15.0, 0.0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex2f(0.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex2f(30.0, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex2f(0.0, 30.0);
glEnd();
glFlush();
end;
procedure reshape(width, height: cint); cdecl;
begin
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0);
glMatrixMode(GL_MODELVIEW);
end;
begin
glutInit(@argc, @argv);
glutInitWindowSize(640, 480);
glutCreateWindow('Triangle');
glutDisplayFunc(@paint);
glutReshapeFunc(@reshape);
glutMainLoop();
end.
[edit] Perl
use OpenGL;
sub triangle {
glBegin GL_TRIANGLES;
glColor3f 1.0, 0.0, 0.0;
glVertex2f 5.0, 5.0;
glColor3f 0.0, 1.0, 0.0;
glVertex2f 25.0, 5.0;
glColor3f 0.0, 0.0, 1.0;
glVertex2f 5.0, 25.0;
glEnd;
};
glpOpenWindow;
glMatrixMode GL_PROJECTION;
glLoadIdentity;
gluOrtho2D 0.0, 30.0, 0.0, 30.0;
glMatrixMode GL_MODELVIEW;
glClear GL_COLOR_BUFFER_BIT;
triangle;
glpFlush;
glpMainLoop;
use SDL::App;
use SDL::Event;
use SDL::OpenGL;
$app = SDL::App->new(
-gl => 1,
);
sub triangle {
glBegin(GL_TRIANGLES);
glColor(1.0, 0.0, 0.0);
glVertex(5.0, 5.0);
glColor(0.0, 1.0, 0.0);
glVertex(25.0, 5.0);
glColor(0.0, 0.0, 1.0);
glVertex(5.0, 25.0);
glEnd();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 30.0, 0.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT);
triangle();
$app->sync;
$app->loop ({
SDL_QUIT() => sub { exit; },
});
[edit] PicoLisp
This is for the 64-bit version.
(load "@lib/openGl.l")
(glutInit)
(glutInitWindowSize 400 300)
(glutCreateWindow "Triangle")
(displayPrg
(glClearColor 0.3 0.3 0.3 0.0)
(glClear (| GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT))
(glShadeModel GL_SMOOTH)
(glLoadIdentity)
(glTranslatef -15.0 -15.0 0.0)
(glBegin GL_TRIANGLES)
(glColor3f 1.0 0.0 0.0)
(glVertex2f 0.0 0.0)
(glColor3f 0.0 1.0 0.0)
(glVertex2f 30.0 0.0)
(glColor3f 0.0 0.0 1.0)
(glVertex2f 0.0 30.0)
(glEnd)
(glFlush) )
(reshapeFunc
'((Width Height)
(glViewport 0 0 Width Height)
(glMatrixMode GL_PROJECTION)
(glLoadIdentity)
(glOrtho -30.0 30.0 -30.0 30.0 -30.0 30.0)
(glMatrixMode GL_MODELVIEW) ) )
# Exit upon mouse click
(mouseFunc '((Btn State X Y) (bye)))
(glutMainLoop)
[edit] Pike
Uses GLUE to create the window. Rendering code is based on the C example.
int main() {
GLUE.init(([
"fullscreen": 0,
"resolution": ({ 640, 480 }),
]));
while (1) {
GL.glViewport(0, 0, 640, 480);
GL.glMatrixMode(GL.GL_PROJECTION);
GL.glLoadIdentity();
GL.glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0);
GL.glMatrixMode(GL.GL_MODELVIEW);
GL.glClearColor(0.3,0.3,0.3,0.0);
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
GL.glShadeModel(GL.GL_SMOOTH);
GL.glLoadIdentity();
GL.glTranslate(-15.0, -15.0, 0.0);
GL.glBegin(GL.GL_TRIANGLES);
GL.glColor(1.0, 0.0, 0.0);
GL.glVertex(0.0, 0.0);
GL.glColor(0.0, 1.0, 0.0);
GL.glVertex(30.0, 0.0);
GL.glColor(0.0, 0.0, 1.0);
GL.glVertex(0.0, 30.0);
GL.glEnd();
GL.glFlush();
GLUE.swap_buffers();
Pike.DefaultBackend(0.0);
sleep(0.01);
}
}
[edit] PureBasic
XIncludeFile "OpenGL.pbi"
pfd.PIXELFORMATDESCRIPTOR
FlatMode = 0 ; Enable Or disable the 'Flat' rendering
WindowWidth = 800 ; The window & GLViewport dimensions
WindowHeight = 600
hWnd = OpenWindow(0, 0, 0, WindowWidth, WindowHeight, "OpenGL Triangle", #PB_Window_SystemMenu)
hdc = GetDC_(hWnd)
pfd\nSize = SizeOf(PIXELFORMATDESCRIPTOR)
pfd\nVersion = 1
pfd\dwFlags = #PFD_SUPPORT_OPENGL | #PFD_DOUBLEBUFFER | #PFD_DRAW_TO_WINDOW
pfd\dwLayerMask = #PFD_MAIN_PLANE
pfd\iPixelType = #PFD_TYPE_RGBA
pfd\cColorBits = 24
pfd\cDepthBits = 16
pixformat = ChoosePixelFormat_(hdc, pfd)
SetPixelFormat_(hdc, pixformat, pfd)
hrc = wglCreateContext_(hdc)
wglMakeCurrent_(hdc,hrc)
glViewport_ (0, 0, WindowWidth-30, WindowHeight-30)
glPushMatrix_()
glMatrixMode_(#GL_MODELVIEW)
glBegin_(#GL_TRIANGLES );
glColor3f_(1.0, 0.0, 0.0 )
glVertex2f_( 0.0, 1.0 )
glColor3f_( 0.0, 1.0, 0.0 )
glVertex2f_( 0.87, -0.5 );
glColor3f_( 0.0, 0.0, 1.0 )
glVertex2f_( -0.87, -0.5 );
glEnd_()
glPopMatrix_()
glFinish_()
SwapBuffers_(hdc)
While Quit = 0
Repeat
EventID = WindowEvent()
Select EventID
Case #PB_Event_CloseWindow
Quit = 1
EndSelect
Until EventID = 0
Wend
[edit] Python
#-*- coding: utf8 -*-
from OpenGL.GL import *
from OpenGL.GLUT import *
def paint():
glClearColor(0.3,0.3,0.3,0.0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glShadeModel(GL_SMOOTH)
glLoadIdentity()
glTranslatef(-15.0, -15.0, 0.0)
glBegin(GL_TRIANGLES)
glColor3f(1.0, 0.0, 0.0)
glVertex2f(0.0, 0.0)
glColor3f(0.0, 1.0, 0.0)
glVertex2f(30.0, 0.0)
glColor3f(0.0, 0.0, 1.0)
glVertex2f(0.0, 30.0)
glEnd()
glFlush()
def reshape(width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
glMatrixMode(GL_MODELVIEW)
if __name__ == '__main__':
glutInit(1, 1)
glutInitWindowSize(640, 480)
glutCreateWindow("Triangle")
glutDisplayFunc(paint)
glutReshapeFunc(reshape)
glutMainLoop()
[edit] R
library(rgl)
x <- c(-1, -1, 1)
y <- c(0, -1, -1)
z <- c(0, 0, 0)
M <- cbind(x,y,z)
rgl.bg(color="gray15")
triangles3d(M, col=rainbow(8))
[edit] Racket
This example features C-style OpenGL api, that's not racket-idiomatic but offer more capabilites.
Note: your system may miss some support libraries. If OpenGL context creation fails please consult Racket documentation
#lang racket/gui
(require sgl/gl)
(define (resize w h)
(glViewport 0 0 w h))
(define (draw-opengl)
(glClearColor 0.0 0.0 0.0 0.0)
(glClear GL_COLOR_BUFFER_BIT)
(glShadeModel GL_SMOOTH)
(glMatrixMode GL_PROJECTION)
(glLoadIdentity)
(glOrtho 0.0 1.0 0.0 1.0 -1.0 1.0)
(glMatrixMode GL_MODELVIEW)
(glLoadIdentity)
(glBegin GL_TRIANGLES)
(glColor3f 1 0 0)
(glVertex3d 0.25 0.25 0.0)
(glColor3f 0 1 0)
(glVertex3d 0.75 0.25 0.0)
(glColor3f 0 0 1)
(glVertex3d 0.75 0.75 0.0)
(glEnd))
(define my-canvas%
(class* canvas% ()
(inherit with-gl-context swap-gl-buffers)
(define/override (on-paint)
(with-gl-context (λ() (draw-opengl) (swap-gl-buffers))))
(define/override (on-size width height)
(with-gl-context (λ() (resize width height))))
(super-instantiate () (style '(gl)))))
(define win (new frame% [label "Racket Rosetta Code OpenGL example"]
[min-width 200] [min-height 200]))
(define gl (new my-canvas% [parent win]))
(send win show #t)
[edit] Ruby
require 'rubygems'
require 'gl'
require 'glut'
include Gl
include Glut
paint = lambda do
glClearColor(0.3,0.3,0.3,0.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glShadeModel(GL_SMOOTH)
glLoadIdentity
glTranslatef(-15.0, -15.0, 0.0)
glBegin(GL_TRIANGLES)
glColor3f(1.0, 0.0, 0.0)
glVertex2f(0.0, 0.0)
glColor3f(0.0, 1.0, 0.0)
glVertex2f(30.0, 0.0)
glColor3f(0.0, 0.0, 1.0)
glVertex2f(0.0, 30.0)
glEnd
glFlush
end
reshape = lambda do |width, height|
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity
glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
glMatrixMode(GL_MODELVIEW)
end
glutInit
glutInitWindowSize(640, 480)
glutCreateWindow("Triangle")
glutDisplayFunc(paint)
glutReshapeFunc(reshape)
glutMainLoop
[edit] Tcl
package require TkMost of this code should be very familiar to anyone looking at the C version above, or with normal Tk applications.
package require tcl3d
proc resizedWin {win w h} {
glViewport 0 0 $w $h
glMatrixMode GL_PROJECTION
glLoadIdentity
glOrtho -30.0 30.0 -30.0 30.0 -30.0 30.0
glMatrixMode GL_MODELVIEW
}
proc paintShape {win} {
glClearColor 0.0 0.0 0.0 0.5
glClear [expr {$::GL_COLOR_BUFFER_BIT+$::GL_DEPTH_BUFFER_BIT}]
glShadeModel GL_SMOOTH
glLoadIdentity
glTranslatef -15.0 -15.0 0.0
glBegin GL_TRIANGLES
glColor3f 1.0 0.0 0.0
glVertex2f 5.0 5.0
glColor3f 0.0 1.0 0.0
glVertex2f 25.0 5.0
glColor3f 0.0 0.0 1.0
glVertex2f 5.0 25.0
glEnd
$win swapbuffers
}
togl .surface -width 640 -height 480 -double true -depth true \
-displayproc paintShape -reshapeproc resizedWin
pack .surface -fill both -expand 1
- Programming Tasks
- 3D
- GUI
- Temporal media
- Ada
- Lumen
- AutoHotkey
- BBC BASIC
- C
- GLUT
- C sharp
- Clojure
- Penumbra
- D
- Dglut
- EC
- Ecere
- Factor
- Forth
- MINOS
- Theseus
- Haskell
- J
- Java
- JavaScript
- Lua
- LuaGL
- IUPLua
- Liberty BASIC
- MAXScript
- Mercury
- Mercury glut
- Mercury opengl
- OxygenBasic
- OCaml
- GlMLite
- Pascal
- SysUtils
- Gl
- Perl
- SDL
- PicoLisp
- Pike
- PureBasic
- OpenGL.pbi
- Python
- R
- Rgl
- Racket
- Ruby
- Ruby-opengl
- Tcl
- Tk
- Tcl3d
- ACL2/Omit
- AWK/Omit
- Blast/Omit
- GUISS/Omit
- Locomotive Basic/Omit
- Lotus 123 Macro Scripting/Omit
- TI-83 BASIC/Omit
- TI-89 BASIC/Omit
- M4/Omit
- Maxima/Omit
- PARI/GP/Omit
- Retro/Omit
- ZX Spectrum Basic/Omit