OpenGL: Difference between revisions

Content added Content deleted
m (→‎{{header|Raku}}: Work around bug.)
(Rust (using glutin and glow))
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glutMainLoop</lang>
glutMainLoop</lang>
=={{header|Rust}}==
using glutin for window creation and glow for opengl/opengles functions. as such, the fixed function pipeline is not supported
<lang Rust>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();
},
_ => {}
});
}</lang>
=={{header|Scala}}==
=={{header|Scala}}==
{{libheader|Light Weight Java Game Library}}
{{libheader|Light Weight Java Game Library}}