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

Task
OpenGL
You are encouraged to solve this task according to the task description, using any language you may know.
Triangle created using C example compiled with GCC 4.1.2 and freeglut3.

Ada

Library: Lumen

opengl.adb: <lang Ada>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;</lang>

AutoHotkey

<lang 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</lang>

BBC BASIC

<lang bbcbasic> *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</lang>

C

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.

<lang c>#include <stdlib.h>

  1. include <GL/gl.h>
  2. 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;

}</lang>

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.

<lang csharp>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();
       }
   }

}</lang>

Clojure

Library: Penumbra

In this example, we use Penumbra, which is an idiomatic wrapper for OpenGL. <lang lisp>(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} {})</lang>

D

Works with: GDC
Works with: DMD
Library: dglut

opengl_sample.d: <lang 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;

}</lang>

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.

Library: CL-OpenGL

<lang lisp>(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)))</lang>

eC

Library: Ecere

<lang C>#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 {};</lang>


Euphoria

Works with: [[OpenEuphoria < 4.0]]

Adapted from NeHe tutorial #3 nehe.gamedev.net <lang euphoria> 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() </lang>

Factor

Translated from C <lang factor>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 </lang>

Forth

Works with: bigFORTH
Library: MINOS
Library: Theseus

triangle.fs: <lang forth>import glconst import float glconst also float also opengl also</lang>

triangle.m: <lang forth>#! 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</lang>

Go

The win package used in this example is a simple wrapper around GLFW.

<lang go>// triangle displays a smooth shaded triangle with OpenGL. package main

import ( "log" "runtime" "time"

gl "github.com/chsc/gogl/gl21" "github.com/mewmew/glfw/win" )

// Window dimensions. const ( Width = 640 Height = 480 )

func main() { // OpenGL requires a dedicated OS thread. runtime.LockOSThread() defer runtime.UnlockOSThread()

// Open window with the specified dimensions. err := win.Open(Width, Height) if err != nil { log.Fatalln(err) } defer win.Close()

// Initiate viewport. resize(Width, Height)

// Register that we are interested in receiving close and resize events. win.EnableCloseChan() win.EnableResizeChan()

// 60 frames per second. c := time.Tick(time.Second / 60)

// Event loop. for { select { case <-win.CloseChan: return case e := <-win.ResizeChan: resize(e.Width, e.Height) case <-c: draw() } } }

// 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()

win.SwapBuffers() } </lang>

Haskell

<lang 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)</lang>

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/.

<lang J>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'</lang>

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 <lang 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); } }

}

</lang>


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).

<lang html><html style="margin: 0;">

 <head>
   <title>Minimal WebGL Example</title>
   <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></lang>

Kotlin

Translation of: C
Library: GLUT
Works with: Ubuntu 14.04

<lang scala>// 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()

}</lang>

Output:
Same as C entry

Lua

Library: LuaGL
Library: IUPLua

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.

<lang lua>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() </lang>

Liberty BASIC

<lang lb>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</lang>

MAXScript

The choice of OpenGL or D3D in MAX is a user configuration setting. All MAXScript code is platform independent. <lang maxscript>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</lang>

Mercury

Library: mercury_glut

Translated from C. <lang>:- 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).</lang>

Nim

<lang nim>import 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()</lang>

OxygenBasic

<lang 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

</lang>

OCaml

Library: glMLite

<lang 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();
</lang>

Pascal

Works with: Free_Pascal
Library: SysUtils
Library: gl
Library: GLUT

Ported from the C example. <lang pascal>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.

</lang>

Perl

<lang 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;</lang>

Library: Perl/SDL

<lang perl>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; },

});</lang>

Phix

Adapted from the included demo\Arwen32dibdemo\shadepol.exw, draws the same thing as the image at the top of this page, but (as per the talk page) does not use openGL, just windows api (BitBlt etc) and some low-level fully open source routines (all included). <lang Phix>include demo\Arwen32dibdemo\a32dpoly.ew

a32Dib0 screen_dib = 0 integer dx = 0, dy = 0, dw = 0, dh = 0

constant win = create(Window, "Arwen32Dib bitmap shaded triangle demo", 0, 0, Default, Default, 480, 300, 0)

function winHandler(integer id, integer msg, atom wParam, object lParam) sequence rect

   if id or object(lParam) then end if -- suppress warnings
   if msg=WM_PAINT then
       if sequence(screen_dib) then
           clearDib(screen_dib, {0, 0, 0})
           drawShadedPolygonToDib(screen_dib, {{dx, dy}, {dx, dh-dy}, {dw-dx, dh-dy}}, {{255, 0, 0}, {0, 0, 255}, {0, 255, 0}})
           drawDib(win, screen_dib, 0, 0, 0, 0, screen_dib[DibWidth]-1, screen_dib[DibHeight]-1)
       end if
   elsif msg=WM_SIZE then
       rect = getClientRect(win)
       dw = rect[3]
       dh = rect[4]
       dx = floor(dw/4)+1
       dy = floor(dh/4)+1
       if sequence(screen_dib) then killDib(screen_dib) end if
       screen_dib = newDib(dw, dh)
   elsif msg=WM_CHAR 
     and wParam=VK_ESCAPE then
       closeWindow(win)
   end if
   return 0

end function setHandler(win, routine_id("winHandler"))

WinMain(win, SW_NORMAL)

if sequence(screen_dib) then killDib(screen_dib) end if</lang> And here is a proper openGL version, translated from Lua, and included in the distro as demo\pGUI\triangle.exw:

Library: pGUI

<lang Phix>include pGUI.e include opengl.e

function resize_cb(Ihandle /*ih*/, integer width, integer 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)
   return IUP_DEFAULT

end function

function action(Ihandle /*ih*/)

   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)
   glColor(1.0, 0.0, 0.0)
   glVertex(0.0, 0.0)
   glColor(0.0, 1.0, 0.0)
   glVertex(30.0, 0.0)
   glColor(0.0, 0.0, 1.0)
   glVertex(0.0, 30.0)
   glEnd()

   glFlush()
   return IUP_DEFAULT

end function

Ihandle dialog, canvas

function map_cb(Ihandle /*ih*/)

   IupGLMakeCurrent(canvas)
   integer {width, height} = IupGetIntInt(dialog, "RASTERSIZE")
   {} = resize_cb(dialog, width, height)
   return IUP_DEFAULT

end function

IupOpen() IupGLCanvasOpen()

canvas = IupGLCanvas(Icallback("action"), "RASTERSIZE=640x480") IupSetCallback(canvas, "RESIZE_CB", Icallback("resize_cb"))

dialog = IupDialog(canvas, "MAP_CB", Icallback("map_cb"), "TITLE=Triangle, SHRINK=YES")

IupShow(dialog) IupMainLoop() IupDestroy(dialog) IupClose()</lang>

PicoLisp

This is for the 64-bit version. <lang PicoLisp>(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) ) )
  1. Exit upon mouse click

(mouseFunc '((Btn State X Y) (bye)))

(glutMainLoop)</lang>

Pike

Uses GLUE to create the window. Rendering code is based on the C example. <lang pike>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); } }</lang>

PureBasic

Library: OpenGL.pbi


<lang 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

</lang>

Python

<lang python>#!/usr/bin/env python

  1. -*- 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()</lang>

R

Library: rgl

<lang 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))</lang>

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>

  1. 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) </lang>

Ruby

Library: ruby-opengl

<lang 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</lang>

Scala

<lang 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)
 }

}</lang>

Tcl

Library: Tk
Library: tcl3d

<lang 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</lang>Most of this code should be very familiar to anyone looking at the C version above, or with normal Tk applications.