OpenGL
You are encouraged to solve this task according to the task description, using any language you may know.
- Task
Display a smooth shaded triangle with OpenGL.
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;
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
BaCon
BaCon allows embedding C code. This is an example with GLUT.
PRAGMA INCLUDE <GL/gl.h> <GL/freeglut.h>
PRAGMA LDFLAGS GL glut
OPTION PARSE FALSE
SUB Triangle
glViewport(0, 0, 640, 480)
glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
glClearColor(0.0, 0.0, 0.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
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()
glutSwapBuffers()
END SUB
glutInit(&argc, argv)
glutInitWindowSize(640, 480)
glutCreateWindow("Triangle")
glutDisplayFunc(Triangle)
glutMainLoop()
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
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;
}
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();
}
}
}
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} {})
Common Lisp
The user may change the :type argument in draw-update to 'right, and re-evaluate to see the change take effect in realtime.
(defun draw-triangle (x y &key (z 0) (type 'right))
(case type
(right
(gl:with-primitive :triangles
(gl:color 0 0 1)
(gl:vertex x y z)
(gl:color 0 1 0)
(gl:vertex x (- y 1) z)
(gl:color 1 0 0)
(gl:vertex (+ x 1) (1- y) z)))
(equilateral
(gl:with-primitive :triangles
(gl:color 0 0 1)
(gl:vertex (+ x 0.5) y z)
(gl:color 1 0 0)
(gl:vertex (- x 0.5) (- y 1) z)
(gl:color 0 1 0)
(gl:vertex (+ x 1.5) (- y 1) z)))))
(defun draw-update ()
(gl:clear :color-buffer :depth-buffer :color-buffer-bit)
(gl:matrix-mode :modelview)
(gl:load-identity)
(gl:color 1.0 1.0 1.0)
(gl:translate 0 0 -2)
(draw-triangle -0.5 0.5 :type 'equilateral))
(defun main-loop ()
(sdl:with-events ()
(:quit-event () t)
(:key-down-event (:key key)
(cond ((sdl:key= key :sdl-key-escape)
(sdl:push-quit-event))))
(:idle ()
(draw-update)
(sdl:update-display))))
(defun setup-gl (w h)
(gl:clear-color 0.5 0.5 0.5 1)
(gl:clear-depth 1)
(gl:viewport 0 0 w h)
(gl:depth-func :lequal)
(gl:hint :perspective-correction-hint :nicest)
(gl:shade-model :smooth)
(gl:enable :depth-test :cull-face)
(gl:matrix-mode :projection)
(gl:load-identity)
(glu:perspective 45 (/ w (max h 1)) 0.1 20)
(gl:matrix-mode :modelview)
(gl:load-identity))
(defun triangle (&optional (w 640) (h 480))
(sdl:with-init ()
(sdl:set-gl-attribute :SDL-GL-DEPTH-SIZE 16)
(sdl:window w h
:bpp 32
:flags sdl:sdl-opengl
:title-caption "Rosettacode.org OpenGL Demo")
(setup-gl w h)
(setf (sdl:frame-rate) 2)
(main-loop)))
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;
}
Delphi
Thanks Neslib for libraries FastMath [1], DelphiStb [2] and Samples codes [3] to abstract openGl functions and window creation.
program OpenGLTriangle;
{$APPTYPE CONSOLE}
uses
System.Classes,
Sample.App,
Winapi.OpenGL,
System.UITypes;
type
TTriangleApp = class(TApplication)
public
procedure Initialize; override;
procedure Update(const ADeltaTimeSec, ATotalTimeSec: Double); override;
procedure Shutdown; override;
procedure KeyDown(const AKey: Integer; const AShift: TShiftState); override;
end;
{ TTriangleApp }
procedure TTriangleApp.Initialize;
begin
inherited;
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;
procedure TTriangleApp.KeyDown(const AKey: Integer; const AShift: TShiftState);
begin
inherited;
if (AKey = vkEscape) then
Terminate;
end;
procedure TTriangleApp.Shutdown;
begin
inherited;
// Writeln('App is Shutdown');
end;
procedure TTriangleApp.Update(const ADeltaTimeSec, ATotalTimeSec: Double);
begin
inherited;
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;
begin
RunApp(TTriangleApp, 640, 480, 'OpenGL Triangle');
end.
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 {};
Euphoria
Adapted from NeHe tutorial #3 nehe.gamedev.net
include get.e
include dll.e
include machine.e
include msgbox.e
include constants.ew
include GLfunc.ew
include GLconst.ew
without warning
atom hRC, hDC, hWnd, hInstance, ClassName
sequence keys keys = repeat(0,256) -- array to hold key presses
integer active, fullscreen, retval
active = TRUE
fullscreen = TRUE
hRC = NULL
hDC = NULL
hWnd = NULL
hInstance = NULL
atom rtri, rquad
rtri = 0.0
rquad = 0.0
integer dmScreenSettings, WindowRect
procedure ReSizeGLScene(integer width, integer height)
if height = 0 then
height = 1
end if
c_proc(glViewport,{0,0,width,height})
c_proc(glMatrixMode,{GL_PROJECTION})
c_proc(glLoadIdentity,{})
c_proc(gluPerspective,{45.0,width/height,0.1,100.0})
c_proc(glMatrixMode,{GL_MODELVIEW})
c_proc(glLoadIdentity,{})
end procedure
procedure InitGL()
c_proc(glShadeModel,{GL_SMOOTH})
c_proc(glClearColor,{0.0,0.0,0.0,0.0})
c_proc(glClearDepth,{1.0})
c_proc(glEnable,{GL_DEPTH_TEST})
c_proc(glDepthFunc,{GL_LEQUAL})
c_proc(glHint,{GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST})
end procedure
function DrawGLScene()
c_proc(glClear, {or_bits(GL_COLOR_BUFFER_BIT,GL_DEPTH_BUFFER_BIT)})
c_proc(glLoadIdentity, {})
c_proc(glTranslatef, {-1.5,0.0,-6.0})
c_proc(glRotatef, {rtri,0.0,1.0,0.0})
c_proc(glBegin, {GL_TRIANGLES})
c_proc(glColor3f, {1.0,0.0,0.0})
c_proc(glVertex3f, {0.0,1.0,0.0})
c_proc(glColor3f, {0.0,1.0,0.0})
c_proc(glVertex3f, {-1.0,-1.0,0.0})
c_proc(glColor3f, {0.0,0.0,1.0})
c_proc(glVertex3f, {1.0,-1.0,0.0})
c_proc(glEnd, {})
c_proc(glLoadIdentity, {})
c_proc(glTranslatef, {1.5,0.0,-6.0})
c_proc(glRotatef, {rquad,1.0,0.0,0.0})
c_proc(glColor3f, {0.5,0.5,1.0})
c_proc(glBegin, {GL_QUADS})
c_proc(glVertex3f, {1.0,1.0,0.0})
c_proc(glVertex3f, {-1.0,1.0,0.0})
c_proc(glVertex3f, {-1.0,-1.0,0.0})
c_proc(glVertex3f, {1.0,-1.0,0.0})
c_proc(glEnd, {})
rtri += 0.2
rquad -= 0.15
return TRUE
end function
procedure KillGLWindow()
if fullscreen then
if c_func(ChangeDisplaySettingsA,{NULL,0}) then end if
if c_func(ShowCursor,{TRUE}) then end if
end if
if hRC then
if c_func(wglMakeCurrent,{NULL,NULL}) then end if
if c_func(wglDeleteContext,{hRC}) then end if
hRC = NULL
end if
if hRC and not c_func(ReleaseDC,{hWnd,hDC}) then
hDC = NULL
end if
if hWnd and not c_func(DestroyWindow,{hWnd}) then
hWnd = NULL
end if
if dmScreenSettings then
free(dmScreenSettings)
end if
free(WindowRect)
end procedure
function WndProc(atom hWnd, integer uMsg, atom wParam, atom lParam)
if uMsg = WM_ACTIVATE then
if not floor(wParam/#10000) then
active = TRUE
else
active = FALSE
end if
elsif uMsg = WM_SYSCOMMAND then
if wParam = SC_SCREENSAVE then end if
if wParam = SC_MONITORPOWER then end if
elsif uMsg = WM_CLOSE then
c_proc(PostQuitMessage,{0})
elsif uMsg = WM_KEYDOWN then
keys[wParam] = TRUE
elsif uMsg = WM_KEYUP then
keys[wParam] = FALSE
elsif uMsg = WM_SIZE then
ReSizeGLScene(and_bits(lParam,#FFFF),floor(lParam/#10000))
end if
return c_func(DefWindowProcA,{hWnd, uMsg, wParam, lParam})
end function
integer wc wc = allocate(40)
function ClassRegistration()
integer WndProcAddress, id
id = routine_id("WndProc")
if id = -1 then
puts(1, "routine_id failed!\n")
abort(1)
end if
WndProcAddress = call_back(id)
hInstance = c_func(GetModuleHandleA,{NULL})
ClassName = allocate_string("OpenGL")
poke4(wc,or_all({CS_HREDRAW, CS_VREDRAW, CS_OWNDC}))
poke4(wc+4,WndProcAddress)
poke4(wc+8,0)
poke4(wc+12,0)
poke4(wc+16,hInstance)
poke4(wc+20,c_func(LoadIconA,{NULL,IDI_WINLOGO}))
poke4(wc+24,c_func(LoadCursorA,{NULL, IDC_ARROW}))
poke4(wc+28,NULL)
poke4(wc+32,NULL)
poke4(wc+36,ClassName)
if not c_func(RegisterClassA,{wc}) then
retval = message_box("Failed to register class","Error", or_bits(MB_OK,MB_ICONINFORMATION))
return FALSE
else
return TRUE
end if
end function
integer regd regd = FALSE
procedure CreateGLWindow(atom title, integer width, integer height, integer bits, integer fullscreenflag)
atom PixelFormat, pfd, dwExStyle, dwStyle
sequence s
if regd = FALSE then
if ClassRegistration() then
regd = TRUE
end if
end if
fullscreen = fullscreenflag
if fullscreen then
dmScreenSettings = allocate(156)
mem_set(dmScreenSettings,0,156)
s = int_to_bytes(156)
poke(dmScreenSettings + 36,{s[1],s[2]})
poke4(dmScreenSettings + 40,or_all({DM_BITSPERPEL,DM_PELSWIDTH,DM_PELSHEIGHT}))
poke4(dmScreenSettings + 104, bits)
poke4(dmScreenSettings + 108, width)
poke4(dmScreenSettings + 112, height)
if c_func(ChangeDisplaySettingsA,{dmScreenSettings,CDS_FULLSCREEN}) != DISP_CHANGE_SUCCESSFUL then
if message_box("The requested fullscreen mode is not supported by\nyour video card. " &
"Use windowed mode instead?","Error", or_bits(MB_YESNO,MB_ICONEXCLAMATION)) = IDYES then
else
retval = message_box("Program will now close","Error",or_bits(MB_OK,MB_ICONSTOP))
end if
end if
else
dmScreenSettings = NULL
end if
if fullscreen then
dwExStyle = WS_EX_APPWINDOW
dwStyle = WS_POPUP
if c_func(ShowCursor,{FALSE}) then end if
else
dwExStyle = or_bits(WS_EX_APPWINDOW,WS_EX_WINDOWEDGE)
dwStyle = WS_OVERLAPPEDWINDOW
end if
WindowRect = allocate(16)
poke4(WindowRect,0)
poke4(WindowRect + 4,width)
poke4(WindowRect + 8, 0)
poke4(WindowRect + 12, height)
if c_func(AdjustWindowRectEx,{WindowRect, dwStyle, FALSE, dwExStyle}) then end if
hWnd = c_func(CreateWindowExA,{dwExStyle, --extended window style
ClassName, --class
title, --window caption
or_all({WS_CLIPSIBLINGS,WS_CLIPCHILDREN,dwStyle}), --window style
0,
0,
peek4u(WindowRect + 4) - peek4u(WindowRect),
peek4u(WindowRect + 12) - peek4u(WindowRect + 8),
NULL,
NULL,
hInstance,
NULL})
if hWnd = NULL then
KillGLWindow()
retval = message_box("Window creation error","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
pfd = allocate(40) --PIXELFORMATDESCRIPTOR
mem_set(pfd,0,40)
poke(pfd, 40) --size of pfd structure
poke(pfd + 2, 1) --version
poke4(pfd + 4, or_all({PFD_DRAW_TO_WINDOW,PFD_SUPPORT_OPENGL,PFD_DOUBLEBUFFER})) --properties flags
poke(pfd + 8, PFD_TYPE_RGBA) --request an rgba format
poke(pfd + 9, 24) --select color depth
poke(pfd + 23, 24) --32bit Z-buffer
hDC = c_func(GetDC,{hWnd}) --create GL device context to match window device context
if not hDC then
KillGLWindow()
retval = message_box("Can't create a GL device context","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
PixelFormat = c_func(ChoosePixelFormat,{hDC,pfd}) --find a pixel format matching PIXELFORMATDESCRIPTOR
if not PixelFormat then
KillGLWindow()
retval = message_box("Can't find a suitable pixel format","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
if not (c_func(SetPixelFormat,{hDC,PixelFormat,pfd})) then --set the pixel format
KillGLWindow()
retval = message_box("Can't set the pixel format","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
if not c_func(DescribePixelFormat, {hDC,PixelFormat,40,pfd}) then
retval = message_box("Can't describe the pixel format","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
hRC = c_func(wglCreateContext,{hDC}) --create GL rendering context
if not hRC then
KillGLWindow()
retval = message_box("Can't create a GL rendering context","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
if not (c_func(wglMakeCurrent,{hDC,hRC})) then --make the GL rendering context active
KillGLWindow()
retval = message_box("Can't activate the GL rendering context","Error",or_bits(MB_OK,MB_ICONEXCLAMATION))
end if
retval = c_func(ShowWindow,{hWnd,SW_SHOW}) --show the window
retval = c_func(SetForegroundWindow,{hWnd}) --set it to always be in foreground
retval = c_func(SetFocus,{hWnd}) --give it focus
ReSizeGLScene(width, height) --draw the GL scene to match the window size
InitGL() --initialize OpenGL
end procedure
integer MSG MSG = allocate(28)
integer title title = allocate_string("OpenGL")
procedure WinMain()
integer done, msg_message
done = FALSE
if message_box("Would you like to run in fullscreen mode?","Start Fullscreen?",or_bits(MB_YESNO,MB_ICONQUESTION)) = IDNO then
fullscreen = FALSE
else
fullscreen = TRUE
end if
CreateGLWindow(title,640,480,24,fullscreen)
while not done do
if c_func(PeekMessageA,{MSG,NULL,0,0,PM_REMOVE}) then
msg_message = peek4u(MSG+4)
if msg_message = WM_QUIT then
done = TRUE
else
retval = c_func(TranslateMessage,{MSG})
retval = c_func(DispatchMessageA,{MSG})
end if
else
if ((active and not DrawGLScene()) or keys[VK_ESCAPE]) then
done = TRUE
else
retval = c_func(SwapBuffers,{hDC})
if keys[VK_F1] then
keys[VK_F1] = FALSE
KillGLWindow()
if fullscreen = 0 then
fullscreen = 1
else
fullscreen = 0
end if
CreateGLWindow(title,640,480,24,fullscreen)
end if
end if
end if
end while
KillGLWindow()
end procedure
WinMain()
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
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
FreeBASIC
This is adapted from example OpenGL code that's included with FreeBASIC distributions.
#include "fbgfx.bi"
#include once "GL/gl.bi"
#include once "GL/glu.bi"
screen 18, 16, , 2
glViewport 0, 0, 640, 480 'Set the viewport
glMatrixMode GL_PROJECTION ' Select projection
glLoadIdentity ' Set this to default
gluPerspective 45.0, 640./480., 0.1, 100.0 ' Set perspective view options
glMatrixMode GL_MODELVIEW ' Set to modelview mode
glLoadIdentity ' ...and set it to default
glClearColor 0.5, 0.5, 0.5, 0.0 ' Set clearscreen color to middle grey
glShadeModel GL_SMOOTH ' set to smooth shading
glClearDepth 1.0 ' Allow the deletion of the depth buffer
glEnable GL_DEPTH_TEST ' turn on depth testing
glDepthFunc GL_LEQUAL ' The Type Of Depth Test To Do
glHint GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ' niceness tweaks
do
glClear GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT ' clear screen and depth
glLoadIdentity
glTranslatef 0.0f, 0.0f, -6.0f ' move camera back so we can see the triangle
glBegin GL_TRIANGLES ' Drawing Using Triangles
glColor3f 1.0f, 0.0f, 0.0f ' red
glVertex3f 0.0f, 1.0f, 0.0f ' Top
glColor3f 0.0f, 1.0f, 0.0f ' green
glVertex3f -1.0f,-1.0f, 0.0f ' Bottom Left
glColor3f 0.0f, 0.0f, 1.0f ' blue
glVertex3f 1.0f,-1.0f, 0.0f ' Bottom Right
glEnd ' Finished Drawing The Triangle
flip
loop while inkey = ""
Go
This program was also tested on Windows 10 but may only work if you comment out the marked line. This is because gl.Init() may produce an initialization error which is non-critical as far as this program is concerned. The reason for this error is unknown (see [Talk page]).
package main
import (
gl "github.com/chsc/gogl/gl21"
"github.com/go-gl/glfw/v3.2/glfw"
"log"
"runtime"
)
// Window dimensions.
const (
Width = 640
Height = 480
)
func check(err error) {
if err != nil {
log.Fatal(err)
}
}
func main() {
// OpenGL requires a dedicated OS thread.
runtime.LockOSThread()
defer runtime.UnlockOSThread()
err := glfw.Init()
check(err)
defer glfw.Terminate()
// Open window with the specified dimensions.
window, err := glfw.CreateWindow(Width, Height, "Triangle", nil, nil)
check(err)
window.MakeContextCurrent()
err = gl.Init()
check(err) /* may need to comment out this line for this program to work on Windows 10 */
// Initiate viewport.
resize(Width, Height)
// Register that we are interested in receiving close and resize events.
window.SetCloseCallback(func(w *glfw.Window) {
return
})
window.SetSizeCallback(func(w *glfw.Window, width, height int) {
resize(width, height)
})
for !window.ShouldClose() {
draw()
window.SwapBuffers()
glfw.PollEvents()
}
}
// resize resizes the window to the specified dimensions.
func resize(width, height int) {
gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
gl.MatrixMode(gl.MODELVIEW)
}
// draw draws the triangle.
func draw() {
gl.ClearColor(0.3, 0.3, 0.3, 0.0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.ShadeModel(gl.SMOOTH)
gl.LoadIdentity()
gl.Translatef(-15.0, -15.0, 0.0)
gl.Begin(gl.TRIANGLES)
gl.Color3f(1.0, 0.0, 0.0)
gl.Vertex2f(0.0, 0.0)
gl.Color3f(0.0, 1.0, 0.0)
gl.Vertex2f(30.0, 0.0)
gl.Color3f(0.0, 0.0, 1.0)
gl.Vertex2f(0.0, 30.0)
gl.End()
gl.Flush()
}
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)
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.
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);
}
}
}
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>
Julia
Julia's Makie plotting package uses OpenGL as its backend. This example is from the Makie documentation.
using Makie
mesh([(0.0, 0.0), (0.5, 1.0), (1.0, 0.0)], color = [:red, :green, :blue], shading = false)
Kotlin
// Kotlin Native version 0.3
import kotlinx.cinterop.*
import opengl.*
fun paint() {
glClearColor(0.3f, 0.3f, 0.3f, 0.0f)
glClear(GL_COLOR_BUFFER_BIT or 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(30.0f, 0.0f)
glColor3f(0.0f, 0.0f, 1.0f)
glVertex2f(0.0f, 30.0f)
glEnd()
glFlush()
}
fun reshape(width: Int, height: Int) {
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)
}
fun main(args: Array<String>) {
memScoped {
val argc = alloc<IntVar>().apply { value = 0 }
glutInit(argc.ptr, null)
}
glutInitWindowSize(640, 480)
glutCreateWindow("Triangle")
glutDisplayFunc(staticCFunction(::paint))
glutReshapeFunc(staticCFunction(::reshape))
glutMainLoop()
}
- Output:
Same as C entry
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
Lingo
global gOpenGL -- RavOpenGL xtra instance
global GL -- OpenGL constants
on startMovie
-- Load the OpenGL script xtra
gOpenGL = xtra("RavOpenGL").new()
-- Load GL DLL
gOpenGL.RavLoadGL("", "")
-- Function omitted in demo code: loads OpenGL constants into namespace GL
loadGLConstants()
-- Window settings
w = 640
h = 480
_movie.stage.title = "Triangle"
_movie.stage.rect = rect(0, 0, w, h)
_movie.centerStage = TRUE
-- Create OpenGL display sprite
m = new(#RavOpenGLDisplay)
_movie.puppetSprite(1, TRUE)
sprite(1).rect = rect(0, 0, w, h)
sprite(1).member = m
_movie.updateStage()
-- Create the OpenGL buffer
mainBufferID = gOpenGL.RavCreateBuffer(w, h, 32, 32)
-- Set the sharing mode between script and sprite xtras
dcID = gOpenGL.RavGetBufferProp(mainBufferID, #ravGC)
sprite(1).RavShareBuffer(dcID, #true)
gOpenGL.glViewport(0, 0, w, h)
gOpenGL.glMatrixMode(GL.PROJECTION)
gOpenGL.glLoadIdentity()
gOpenGL.glOrtho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
gOpenGL.glMatrixMode(GL.MODELVIEW)
gOpenGL.glClearColor(0.3, 0.3, 0.3, 0.0)
gOpenGL.glClear(GL.COLOR_BUFFER_BIT + GL.DEPTH_BUFFER_BIT)
gOpenGL.glShadeModel(GL.SMOOTH)
gOpenGL.glLoadIdentity()
gOpenGL.glTranslatef(-15.0, -15.0, 0.0)
gOpenGL.glBegin(GL.TRIANGLES)
gOpenGL.glColor3f(1.0, 0.0, 0.0)
gOpenGL.glVertex2f(0.0, 0.0)
gOpenGL.glColor3f(0.0, 1.0, 0.0)
gOpenGL.glVertex2f(30.0, 0.0)
gOpenGL.glColor3f(0.0, 0.0, 1.0)
gOpenGL.glVertex2f(0.0, 30.0)
gOpenGL.glEnd()
gOpenGL.glFlush()
-- Show the window
_movie.stage.visible = TRUE
end
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()
Mathematica / Wolfram Language
Non-Windows only:
Style[Graphics3D[{Polygon[{{-1, 0, 0}, {1, 0, 0}, {0, Sqrt[3], 0.5}},
VertexColors -> {Red, Green, Blue}]}, Boxed -> False],
RenderingOptions -> {"3DRenderingEngine" -> "OpenGL"}]
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
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).
Nim
import opengl, opengl/glut
proc paint() {.cdecl.} =
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()
proc reshape(width, height: cint) {.cdecl.} =
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)
enableAutoGlErrorCheck(false)
loadExtensions()
glutInit()
glutInitWindowSize(640, 480)
discard glutCreateWindow("Triangle")
glutDisplayFunc(paint)
glutReshapeFunc(reshape)
glutMainLoop()
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();
;;
Ol
All platform dependent actions are placed in (lib gl), which automatically creates OpenGL window with legacy (pre OpenGL 3.0) context. There are way to create modern context using "(gl:set-context-version 3 0)" with following "(import (OpenGL version-3-0))"; or any other valid version numbers. OpenGL window works in background (as coroutine) and allow user to call any functions, including OpenGL, in REPL simultaneously with window rendering process.
(import (lib gl))
(gl:set-window-title "Rosettacode OpenGL example")
(import (OpenGL version-1-0))
(glShadeModel GL_SMOOTH)
(glClearColor 0.3 0.3 0.3 1)
(glMatrixMode GL_PROJECTION)
(glLoadIdentity)
(glOrtho -30.0 30.0 -30.0 30.0 -30.0 30.0)
(gl:set-renderer (lambda (mouse)
(glClear GL_COLOR_BUFFER_BIT)
(glMatrixMode GL_MODELVIEW)
(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)
))
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
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.
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; },
});
Phix
This can be run online here, also works on desktop/Phix.
You can find older windows 32bit only and OpenGL 1.0 verions here.
-- -- demo\rosetta\OpenGL.exw -- ======================= -- with javascript_semantics requires("1.0.1") include pGUI.e include opengl.e Ihandln dlg Ihandle canvas constant fragment_shader = """ precision highp float; varying vec4 v_color; void main(void) { // "Varying" variables are implicitly interpolated across triangles. gl_FragColor = v_color; }""", vertex_shader = """ 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; }""" function get_shader(string src, integer stype) integer shader = glCreateShader(stype) glShaderSource(shader, src) glCompileShader(shader) if not glGetShaderParameter(shader, GL_COMPILE_STATUS) then crash(glGetShaderInfoLog(shader)) end if return shader end function constant vertices = { -0.5, -0.5, 0, -- (bl) +0.5, -0.5, 0, -- (br) -0.5, +0.5, 0 }, -- (tl) -- +0.5, +0.5, 0 }, -- (tr) colours = { 1, 0, 0, 1, -- red (bl) 0, 1, 0, 1, -- green (br) 0, 0, 1, 1 } -- blue (tl) procedure set_shader() IupGLMakeCurrent(canvas) integer shaderProgram = glCreateProgram() glAttachShader(shaderProgram, get_shader(vertex_shader,GL_VERTEX_SHADER)) glAttachShader(shaderProgram, get_shader(fragment_shader,GL_FRAGMENT_SHADER)) glLinkProgram(shaderProgram) if not glGetProgramParameter(shaderProgram, GL_LINK_STATUS) then crash(glGetProgramInfoLog(shaderProgram)) end if glUseProgram(shaderProgram) // Get the indexes to communicate vertex attributes to the program. integer positionAttr = glGetAttribLocation(shaderProgram, "a_position"), colorAttr = glGetAttribLocation(shaderProgram, "a_color") // And specify that we will be actually delivering data to those attributes. glEnableVertexAttribArray(positionAttr) glEnableVertexAttribArray(colorAttr) // Store vertex positions and colors in array buffer objects. integer positionBuffer = glCreateBuffer() glBindBuffer(GL_ARRAY_BUFFER, positionBuffer) {integer size, atom pData} = glFloat32Array(vertices) glBufferData(GL_ARRAY_BUFFER, size, pData, GL_STATIC_DRAW) glEnableVertexAttribArray(positionBuffer) integer colorBuffer = glCreateBuffer() glBindBuffer(GL_ARRAY_BUFFER, colorBuffer) {size, pData} = glFloat32Array(colours) glBufferData(GL_ARRAY_BUFFER, size, pData, GL_STATIC_DRAW) glEnableVertexAttribArray(colorBuffer) glEnable(GL_DEPTH_TEST) // Specify the array data to render. // 3 and 4 are the lengths of the vectors (3 for XYZ, 4 for RGBA). glBindBuffer(GL_ARRAY_BUFFER, positionBuffer) glVertexAttribPointer(positionAttr, 3, GL_FLOAT, false, 0, 0) glEnableVertexAttribArray(positionAttr) glBindBuffer(GL_ARRAY_BUFFER, colorBuffer) glVertexAttribPointer(colorAttr, 4, GL_FLOAT, false, 0, 0) glEnableVertexAttribArray(colorAttr) end procedure bool drawn = false function action(Ihandle /*ih*/) if not drawn or platform()!=JS then glClearColor(0.3, 0.3, 0.3, 1.0) integer {w,h} = IupGetIntInt(canvas,"DRAWSIZE") glViewport(0, 0, w, h) glClear(GL_COLOR_BUFFER_BIT || GL_DEPTH_BUFFER_BIT) // Draw triangles using the specified arrays. integer numVertices = length(vertices)/3 // 3 coordinates per vertex glDrawArrays(GL_TRIANGLES, 0, numVertices) // Check for errors. while true do integer e = glGetError() if e=GL_NO_ERROR then exit end if printf(1,"GL error %d\n", e) end while glFlush() drawn = true end if return IUP_DEFAULT end function procedure main() IupOpen() canvas = IupGLCanvas(Icallback("action"), "RASTERSIZE=640x480") dlg = IupDialog(canvas, "TITLE=OpenGLShader, SHRINK=YES") IupMap(dlg) set_shader() IupShow(dlg) if platform()!=JS then IupMainLoop() dlg = IupDestroy(dlg) IupClose() end if end procedure main()
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)
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);
}
}
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
Python
#!/usr/bin/env python
#-*- coding: utf-8 -*-
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()
QB64
'Task
'Display a smooth shaded triangle with OpenGL.
Screen _NewImage(600, 600, 32)
Dim Shared glInit As Integer
glInput = 0
Do While InKey$ = "": Loop
End
Sub _GL ()
If glInit = 0 Then
_glViewport 1, 1, 600, 600
_glClearColor 0, 0, 0, 1
glInit = -1
End If
_glClear _GL_COLOR_BUFFER_BIT
_glBegin _GL_TRIANGLES
_glColor4f 1, 0, 0, 1
_glVertex2f -1, -1
_glColor4f 0, 1, 0, 1
_glVertex2f 0, 0
_glColor4f 0, 0, 1, 1
_glVertex2f 1, -1
_glEnd
End Sub
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))
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) (on-paint))))
(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)
Raku
(formerly Perl 6)
At this time there is not a publicly available OpenGL <-> Raku library, but it isn't too difficult to just call into the underlying C libraries. Here's a minimal example.
It's a little verbose since it is doing all of the setup and loading manually.
use NativeCall;
class Window is repr('CPointer') {}
class Monitor is repr('CPointer') {}
# GLFW
constant $lib = ('glfw', v3);
sub glfwInit(--> int32) is native($lib) {*}
sub glfwCreateWindow(int32, int32, Str, Monitor, Window --> Window) is native($lib) {*}
sub glfwTerminate() is native($lib) {*}
sub glfwMakeContextCurrent(Window) is native($lib) {*}
sub glfwSetWindowShouldClose(Window, int32) is native($lib) {*}
sub glfwWindowShouldClose(Window --> int32) is native($lib) {*}
sub glfwSwapBuffers(Window) is native($lib) {*}
sub glfwSwapInterval(int32) is native($lib) {*}
sub glfwPollEvents() is native($lib) {*}
sub glfwGetFramebufferSize(Window, int32 is rw, int32 is rw) is native($lib) {*}
# OpenGL
enum PrimitiveMode(
GL_TRIANGLES => 0x0004,
);
enum MatrixMode(
GL_MATRIX_MODE => 0x0BA0,
GL_MODELVIEW => 0x1700,
GL_PROJECTION => 0x1701,
);
constant $gllib = 'GL';
sub glViewport(int32, int32, int32, int32) is native($gllib) {*}
sub glClear(int32) is native($gllib) {*}
sub glMatrixMode(int32) is native($gllib) {*}
sub glLoadIdentity() is native($gllib) {*}
sub glOrtho(num64, num64, num64, num64, num64, num64) is native($gllib) {*}
sub glRotatef(num32, num32, num32, num32) is native($gllib) {*}
sub glBegin(int32) is native($gllib) {*}
sub glColor3f(num32, num32, num32) is native($gllib) {*}
sub glVertex3f(num32, num32, num32) is native($gllib) {*}
sub glEnd() is native($gllib) {*}
constant GL_COLOR_BUFFER_BIT = 0x00004000;
die 'Failed to initialize GLFW' unless glfwInit().so;
my $w = glfwCreateWindow(640, 480, "OpenGL Triangle", Nil, Nil);
without $w { glfwTerminate(); die 'Failed to create window' }
glfwMakeContextCurrent($w);
glfwSwapInterval(1);
while not glfwWindowShouldClose($w) {
my num32 $ratio;
my int32 $width;
my int32 $height;
glfwGetFramebufferSize($w, $width, $height);
$ratio = ($width / $height).Num;
glViewport(0, 0, $width, $height);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-$ratio, $ratio, -1e0, 1e0, 1e0, -1e0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef((now % 360 * 100e0) , 0e0, 0e0, 1e0);
glBegin(GL_TRIANGLES);
glColor3f(1e0, 0e0, 0e0);
glVertex3f(5e-1, -2.88e-1, 0e0);
glColor3f(0e0, 1e0, 0e0);
glVertex3f(-5e-1, -2.88e-1, 0e0);
glColor3f(0e0, 0e0, 1e0);
glVertex3f( 0e0, 5.73e-1, 0e0);
glEnd();
glfwSwapBuffers($w);
glfwPollEvents();
}
glfwTerminate();
See screen cap: OpenGL-Triangle-perl6.png (Offsite PNG image.)
Additional Output: (Offsite Media file)
Ring
# Project: OpenGL
load "freeglut.ring"
load "opengl21lib.ring"
func main
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowSize(320,320)
glutInitWindowPosition(100, 10)
glutCreateWindow("OpenGL")
glutDisplayFunc(:renderScene)
glutMainLoop()
func renderScene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_TRIANGLES)
glVertex3f(-0.5,-0.5,0.0)
glVertex3f(0.5,0.0,0.0)
glVertex3f(0.0,0.5,0.0)
glEnd()
glutSwapBuffers()
Outputimage:
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
Rust
using glutin for window creation and glow for opengl/opengles functions. as such, the fixed function pipeline is not supported
use glow::*;
use glutin::event::*;
use glutin::event_loop::{ControlFlow, EventLoop};
use std::os::raw::c_uint;
const VERTEX: &str = "#version 410
const vec2 verts[3] = vec2[3](
vec2(0.5f, 1.0f),
vec2(0.0f, 0.0f),
vec2(1.0f, 0.0f)
);
out vec2 vert;
void main() {
vert = verts[gl_VertexID];
gl_Position = vec4(vert - 0.5, 0.0, 1.0);
}";
const FRAGMENT: &str = "#version 410
precision mediump float;
in vec2 vert;
out vec4 color;
void main() {
color = vec4(vert, 0.5, 1.0);
}";
unsafe fn create_program(gl: &Context, vert: &str, frag: &str) -> c_uint {
let program = gl.create_program().expect("Cannot create program");
let shader_sources = [(glow::VERTEX_SHADER, vert), (glow::FRAGMENT_SHADER, frag)];
let mut shaders = Vec::new();
for (shader_type, shader_source) in shader_sources.iter() {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, shader_source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shaders.push(shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
program
}
fn main() {
let (gl, event_loop, window) = unsafe {
let el = EventLoop::new();
let wb = glutin::window::WindowBuilder::new()
.with_title("Hello triangle!")
.with_inner_size(glutin::dpi::LogicalSize::new(1024.0, 768.0));
let windowed_context = glutin::ContextBuilder::new()
.with_vsync(true)
.build_windowed(wb, &el)
.unwrap();
let windowed_context = windowed_context.make_current().unwrap();
let context = glow::Context::from_loader_function(|s| {
windowed_context.get_proc_address(s) as *const _
});
(context, el, windowed_context)
};
let (program, vab) = unsafe {
let vertex_array = gl
.create_vertex_array()
.expect("Cannot create vertex array");
gl.bind_vertex_array(Some(vertex_array));
let program = create_program(&gl, VERTEX, FRAGMENT);
gl.use_program(Some(program));
(program, vertex_array)
};
event_loop.run(move |ev, _, flow| match ev {
Event::WindowEvent {
event: WindowEvent::CloseRequested, ..
} => {
unsafe {
gl.delete_program(program);
gl.delete_vertex_array(vab);
}
*flow = ControlFlow::Exit;
}
Event::WindowEvent {
event: WindowEvent::Resized(size), ..
} => {
unsafe {
gl.viewport(0, 0, size.width as i32, size.height as i32);
}
window.resize(size);
}
Event::RedrawRequested(_) => unsafe {
gl.clear_color(0.1, 0.2, 0.3, 1.0);
gl.clear(glow::COLOR_BUFFER_BIT);
gl.draw_arrays(glow::TRIANGLES, 0, 3);
window.swap_buffers().unwrap();
},
_ => {}
});
}
Scala
import org.lwjgl.opengl.{ Display, DisplayMode }
import org.lwjgl.opengl.GL11._
object OpenGlExample extends App {
def 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()
}
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()
Thread.sleep(1000)
}
}
Tcl
package require Tk
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
Most of this code should be very familiar to anyone looking at the C version above, or with normal Tk applications.
Wren
It is not currently possible for Wren-cli to access OpenGL directly, so we need to use an embedded application to complete this task. The following embeds a Wren script in a C application, the language which Wren itself is written in.
We wrap as many OpenGL/FreeGLUT calls as possible from the Wren side though glutInit (requires command line parameters) and glutMainLoop (requires a re-entrant VM) must be called by the host.
Notice that we can't pass Wren methods directly to the glutDisplayFunc and glutReshapeFunc functions for callback registration purposes because of re-entrancy problems so, instead, we pass sufficient information from Wren to enable the callbacks to be constructed from the C side.
/* OpenGL.wren */
var GL_COLOR_BUFFER_BIT = 0x4000
var GL_DEPTH_BUFFER_BIT = 0x0100
var GL_SMOOTH = 0x1d01
var GL_MODELVIEW = 0x1700
var GL_PROJECTION = 0x1701
var GL_TRIANGLES = 0x0004
var GLUT_ACTION_ON_WINDOW_CLOSE = 0x01f9
var GLUT_ACTION_GLUTMAINLOOP_RETURNS = 0x0001
class GL {
foreign static clearColor(red, green, blue, alpha)
foreign static clear(mask)
foreign static shadeModel(mode)
foreign static loadIdentity()
foreign static translatef(x, y, z)
foreign static begin(mode)
foreign static color3f(red, green, blue)
foreign static vertex2f(x, y)
foreign static end()
foreign static flush()
foreign static viewport(x, y, width, height)
foreign static matrixMode(mode)
foreign static ortho(left, right, bottom, top, nearVal, farVal)
}
class Glut {
foreign static initWindowSize(width, height)
foreign static createWindow(name)
foreign static displayFunc(clazz, signature)
foreign static reshapeFunc(clazz, signature)
foreign static setOption(eWhat, value)
}
class GLCallbacks {
static paint() {
GL.clearColor(0.3, 0.3, 0.3, 0)
GL.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
GL.shadeModel(GL_SMOOTH)
GL.loadIdentity()
GL.translatef(-15, -15, 0)
GL.begin(GL_TRIANGLES)
GL.color3f(1, 0, 0)
GL.vertex2f(0, 0)
GL.color3f(0, 1, 0)
GL.vertex2f(30, 0)
GL.color3f(0, 0, 1)
GL.vertex2f(0, 30)
GL.end()
GL.flush()
}
static reshape(width, height) {
GL.viewport(0, 0, width, height)
GL.matrixMode(GL_PROJECTION)
GL.loadIdentity()
GL.ortho(-30, 30, -30, 30, -30, 30)
GL.matrixMode(GL_MODELVIEW)
}
}
Glut.initWindowSize(640, 480)
Glut.createWindow("Triangle")
Glut.displayFunc("GLCallbacks", "paint()")
Glut.reshapeFunc("GLCallbacks", "reshape(_,_)")
Glut.setOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS)
We now embed this Wren script in the following C program, compile and run it.
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/gl.h>
#include <GL/freeglut.h>
#include "wren.h"
/* C <=> Wren interface functions */
WrenVM *vm;
const char *displayClass, *displayMethod, *reshapeClass, *reshapeMethod;
void display() {
wrenEnsureSlots(vm, 1);
wrenGetVariable(vm, "main", displayClass, 0);
WrenHandle *method = wrenMakeCallHandle(vm, displayMethod);
wrenCall(vm, method);
wrenReleaseHandle(vm, method);
}
void reshape(int width, int height) {
wrenEnsureSlots(vm, 3);
wrenGetVariable(vm, "main", reshapeClass, 0);
WrenHandle *method = wrenMakeCallHandle(vm, reshapeMethod);
wrenSetSlotDouble(vm, 1, (double)width);
wrenSetSlotDouble(vm, 2, (double)height);
wrenCall(vm, method);
wrenReleaseHandle(vm, method);
}
void C_clearColor(WrenVM* vm) {
GLclampf red = (GLclampf)wrenGetSlotDouble(vm, 1);
GLclampf green = (GLclampf)wrenGetSlotDouble(vm, 2);
GLclampf blue = (GLclampf)wrenGetSlotDouble(vm, 3);
GLclampf alpha = (GLclampf)wrenGetSlotDouble(vm, 4);
glClearColor(red, green, blue, alpha);
}
void C_clear(WrenVM* vm) {
GLbitfield mask = (GLbitfield)wrenGetSlotDouble(vm, 1);
glClear(mask);
}
void C_shadeModel(WrenVM* vm) {
GLenum mode = (GLenum)wrenGetSlotDouble(vm, 1);
glShadeModel(mode);
}
void C_loadIdentity(WrenVM* vm) {
glLoadIdentity();
}
void C_translatef(WrenVM* vm) {
GLfloat x = (GLfloat)wrenGetSlotDouble(vm, 1);
GLfloat y = (GLfloat)wrenGetSlotDouble(vm, 2);
GLfloat z = (GLfloat)wrenGetSlotDouble(vm, 3);
glTranslatef(x, y, z);
}
void C_begin(WrenVM* vm) {
GLenum mode = (GLenum)wrenGetSlotDouble(vm, 1);
glBegin(mode);
}
void C_color3f(WrenVM* vm) {
GLfloat red = (GLfloat)wrenGetSlotDouble(vm, 1);
GLfloat green = (GLfloat)wrenGetSlotDouble(vm, 2);
GLfloat blue = (GLfloat)wrenGetSlotDouble(vm, 3);
glColor3f(red, green, blue);
}
void C_vertex2f(WrenVM* vm) {
GLfloat x = (GLfloat)wrenGetSlotDouble(vm, 1);
GLfloat y = (GLfloat)wrenGetSlotDouble(vm, 2);
glVertex2f(x, y);
}
void C_end(WrenVM* vm) {
glEnd();
}
void C_flush(WrenVM* vm) {
glFlush();
}
void C_viewport(WrenVM* vm) {
GLint x = (GLint) wrenGetSlotDouble(vm, 1);
GLint y = (GLint) wrenGetSlotDouble(vm, 2);
GLsizei width = (GLsizei)wrenGetSlotDouble(vm, 3);
GLsizei height = (GLsizei)wrenGetSlotDouble(vm, 4);
glViewport(x, y, width, height);
}
void C_matrixMode(WrenVM* vm) {
GLenum mode = (GLenum)wrenGetSlotDouble(vm, 1);
glMatrixMode(mode);
}
void C_ortho(WrenVM* vm) {
GLdouble left = (GLdouble)wrenGetSlotDouble(vm, 1);
GLdouble right = (GLdouble)wrenGetSlotDouble(vm, 2);
GLdouble bottom = (GLdouble)wrenGetSlotDouble(vm, 3);
GLdouble top = (GLdouble)wrenGetSlotDouble(vm, 4);
GLdouble nearVal = (GLdouble)wrenGetSlotDouble(vm, 5);
GLdouble farVal = (GLdouble)wrenGetSlotDouble(vm, 6);
glOrtho(left, right, bottom, top, nearVal, farVal);
}
void C_initWindowSize(WrenVM* vm) {
int width = (int)wrenGetSlotDouble(vm, 1);
int height = (int)wrenGetSlotDouble(vm, 2);
glutInitWindowSize(width, height);
}
void C_createWindow(WrenVM* vm) {
const char *name = wrenGetSlotString(vm, 1);
glutCreateWindow(name);
}
void C_displayFunc(WrenVM* vm) {
displayClass = wrenGetSlotString(vm, 1);
displayMethod = wrenGetSlotString(vm, 2);
glutDisplayFunc(&display);
}
void C_reshapeFunc(WrenVM* vm) {
reshapeClass = wrenGetSlotString(vm, 1);
reshapeMethod = wrenGetSlotString(vm, 2);
glutReshapeFunc(&reshape);
}
void C_setOption(WrenVM* vm) {
GLenum eWhat = (GLenum)wrenGetSlotDouble(vm, 1);
int value = (int)wrenGetSlotDouble(vm, 2);
glutSetOption(eWhat, value);
}
WrenForeignMethodFn bindForeignMethod(
WrenVM* vm,
const char* module,
const char* className,
bool isStatic,
const char* signature) {
if (strcmp(module, "main") == 0) {
if (strcmp(className, "GL") == 0) {
if (isStatic && strcmp(signature, "clearColor(_,_,_,_)") == 0) return C_clearColor;
if (isStatic && strcmp(signature, "clear(_)") == 0) return C_clear;
if (isStatic && strcmp(signature, "shadeModel(_)") == 0) return C_shadeModel;
if (isStatic && strcmp(signature, "loadIdentity()") == 0) return C_loadIdentity;
if (isStatic && strcmp(signature, "translatef(_,_,_)") == 0) return C_translatef;
if (isStatic && strcmp(signature, "begin(_)") == 0) return C_begin;
if (isStatic && strcmp(signature, "color3f(_,_,_)") == 0) return C_color3f;
if (isStatic && strcmp(signature, "vertex2f(_,_)") == 0) return C_vertex2f;
if (isStatic && strcmp(signature, "end()") == 0) return C_end;
if (isStatic && strcmp(signature, "flush()") == 0) return C_flush;
if (isStatic && strcmp(signature, "viewport(_,_,_,_)") == 0) return C_viewport;
if (isStatic && strcmp(signature, "matrixMode(_)") == 0) return C_matrixMode;
if (isStatic && strcmp(signature, "ortho(_,_,_,_,_,_)") == 0) return C_ortho;
} else if (strcmp(className, "Glut") == 0) {
if (isStatic && strcmp(signature, "initWindowSize(_,_)") == 0) return C_initWindowSize;
if (isStatic && strcmp(signature, "createWindow(_)") == 0) return C_createWindow;
if (isStatic && strcmp(signature, "displayFunc(_,_)") == 0) return C_displayFunc;
if (isStatic && strcmp(signature, "reshapeFunc(_,_)") == 0) return C_reshapeFunc;
if (isStatic && strcmp(signature, "setOption(_,_)") == 0) return C_setOption;
}
}
return NULL;
}
static void writeFn(WrenVM* vm, const char* text) {
printf("%s", text);
}
void errorFn(WrenVM* vm, WrenErrorType errorType, const char* module, const int line, const char* msg) {
switch (errorType) {
case WREN_ERROR_COMPILE:
printf("[%s line %d] [Error] %s\n", module, line, msg);
break;
case WREN_ERROR_STACK_TRACE:
printf("[%s line %d] in %s\n", module, line, msg);
break;
case WREN_ERROR_RUNTIME:
printf("[Runtime Error] %s\n", msg);
break;
}
}
char *readFile(const char *fileName) {
FILE *f = fopen(fileName, "r");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
rewind(f);
char *script = malloc(fsize + 1);
fread(script, 1, fsize, f);
fclose(f);
script[fsize] = 0;
return script;
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
WrenConfiguration config;
wrenInitConfiguration(&config);
config.writeFn = &writeFn;
config.errorFn = &errorFn;
config.bindForeignMethodFn = &bindForeignMethod;
vm = wrenNewVM(&config);
const char* module = "main";
const char* fileName = "OpenGL.wren";
char *script = readFile(fileName);
WrenInterpretResult result = wrenInterpret(vm, module, script);
switch (result) {
case WREN_RESULT_COMPILE_ERROR:
printf("Compile Error!\n");
break;
case WREN_RESULT_RUNTIME_ERROR:
printf("Runtime Error!\n");
break;
case WREN_RESULT_SUCCESS:
break;
}
glutMainLoop();
wrenFreeVM(vm);
free(script);
return 0;
}
- Output:
Same as C example.
- Programming Tasks
- 3D
- GUI
- Temporal media
- Ada
- Lumen
- AutoHotkey
- BaCon
- BBC BASIC
- C
- GLUT
- C sharp
- Clojure
- Penumbra
- Common Lisp
- CL-OpenGL
- Lispbuilder-SDL
- D
- Dglut
- Delphi
- System.Classes
- Sample.App
- Winapi.OpenGL
- System.UITypes
- EC
- Ecere
- Euphoria
- Factor
- Forth
- MINOS
- Theseus
- FreeBASIC
- Go
- GoGL
- GLFW 3.2 for Go
- Haskell
- J
- Java
- JavaScript
- Julia
- Kotlin
- Liberty BASIC
- Lingo
- RavOpenGL xtra
- Lua
- LuaGL
- IUPLua
- Mathematica
- Wolfram Language
- MAXScript
- Mercury
- Mercury glut
- Mercury opengl
- Nim
- OpenGL
- Nim bindings for OpenGL
- OCaml
- GlMLite
- Ol
- OxygenBasic
- Pascal
- SysUtils
- Gl
- Perl
- Perl/SDL
- Phix
- Phix/pGUI
- Phix/online
- PicoLisp
- Pike
- PureBasic
- OpenGL.pbi
- Python
- QB64
- R
- Rgl
- Racket
- Raku
- Ring
- Ruby
- Ruby-opengl
- Rust
- Scala
- Light Weight Java Game Library
- Tcl
- Tk
- Tcl3d
- Wren
- FreeGLUT
- ACL2/Omit
- AWK/Omit
- Axe/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
- SQL PL/Omit
- ZX Spectrum Basic/Omit