OpenGL

From Rosetta Code
Revision as of 16:20, 18 January 2008 by 79.213.76.52 (talk)
Task
OpenGL
You are encouraged to solve this task according to the task description, using any language you may know.

In this task, the goal is to display a smooth shaded triangle with OpenGL.

Triangle created using C example compiled with GCC 4.1.2 and freeglut3.

C

Compiler: gcc 3.3.3

Library: GLUT

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<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 0;
}

D

Compiler: GDC or DMD

Libraries: dglut, an OpenGL toolkit in the spirit of GLUT. Currently only runs on X11, though MacOS and Win32 support is in progress.

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; // For functions without parameters, the () can be omitted.
      glLoadIdentity;
      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;
      Translate(-15, -15, 0); // A convenience wrapper around glTranslatef. Supports numbers, arrays and vectors.
      Triangles = { // This is a delegate literal as well. Triangles is a wrapper around glBegin and glEnd.
        Color(1f, 0f, 0f); Vertex(0, 0);
        Color(0f, 1f, 0f); Vertex(30, 0);
        Color(0f, 0f, 1f); Vertex(0, 30);
      };
    };
  }
  loop;
}

Forth

Compiler: bigFORTH

Libraries: MINOS, Theseus:

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

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)

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

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;
Library
This is an example of a library. You may see a list of other libraries used on Rosetta Code at Category:Solutions by Library.
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; },
});

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()