Created
July 26, 2011 08:28
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OpenGL Test
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require "os" | |
require "math" | |
require "glfw" | |
require "glua" | |
vertshade = [[ | |
#version 330 | |
layout(location = 0) in vec4 position; | |
void main() | |
{ | |
gl_Position = position; | |
} | |
]] | |
fragshade = [[ | |
#version 330 | |
out vec4 outputColor; | |
void main() | |
{ | |
outputColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); | |
} | |
]] | |
function createShader(shadertype, source) | |
shader = gl.CreateShader(shadertype) | |
sources = alien.array("string", { source }) | |
gl.ShaderSource(shader, 1, sources.buffer, nil) | |
gl.CompileShader(shader) | |
statusbuf = alien.array("int", { 0 }) | |
gl.GetShaderiv(shader, GL_COMPILE_STATUS, statusbuf.buffer) | |
if statusbuf[1] == 0 then | |
return false | |
end | |
return shader | |
end | |
function createProgram(vert, frag) | |
program = gl.CreateProgram() | |
gl.AttachShader(program, vert) | |
gl.AttachShader(program, frag) | |
gl.LinkProgram(program) | |
statusbuf = alien.array("int", { 0 }) | |
gl.GetProgramiv(program, GL_LINK_STATUS, statusbuf.buffer) | |
if statusbuf[1] == 0 then | |
return false | |
end | |
return program | |
end | |
function prepareVertData() | |
local vertData = alien.array("float", | |
{ | |
0.75, 0.75, 0.0, 1.0, | |
0.75, -0.75, 0.0, 1.0, | |
-0.75, -0.75, 0.0, 1.0 | |
}) | |
buffersgenned = alien.array("int", { 0 }) | |
gl.GenBuffers(1, buffersgenned.buffer) | |
gl.BindBuffer(GL_ARRAY_BUFFER, buffersgenned[1]) | |
gl.BufferData(GL_ARRAY_BUFFER, 12*4, vertData.buffer, GL_STATIC_DRAW) | |
gl.BindBuffer(GL_ARRAY_BUFFER, 0) | |
end | |
function main() | |
running = true | |
if not glfw.Init() then | |
return "Can't init GLFW." | |
end | |
glfw.OpenWindowHint(GLFW_WINDOW_NO_RESIZE, 1) | |
glfw.OpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3) | |
glfw.OpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 1) | |
if not glfw.OpenWindow(800, 600, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) then | |
glfw.Terminate() | |
return "Couldn't open window!" | |
end | |
glfw.SetWindowTitle("Windows man, windows.") | |
prepareVertData() | |
vertshader = createShader(GL_VERTEX_SHADER, vertshade) | |
fragshader = createShader(GL_FRAGMENT_SHADER, fragshade) | |
if not vertshader or not fragshader then return "Shader compilation failed." end | |
program = createProgram(vertshader, fragshader) | |
if not program then return "Program linking failed." end | |
print(gl.GetError()) | |
while running do | |
gl.ClearColor(0, 0, 0, 0) | |
gl.Clear(GL_COLOR_BUFFER_BIT) | |
gl.UseProgram(program) | |
gl.BindBuffer(GL_ARRAY_BUFFER, buffersgenned[1]) | |
gl.EnableVertexAttribArray(0) | |
gl.VertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0) | |
gl.DrawArrays(GL_TRIANGLES, 0, 3) | |
gl.DisableVertexAttribArray(0) | |
gl.BindBuffer(GL_ARRAY_BUFFER, 0) | |
gl.UseProgram(0) | |
glfw.SwapBuffers() | |
running = not glfw.GetKey(GLFW_KEY_SPACE) | |
end | |
glfw.CloseWindow() | |
glfw.Terminate() | |
return "Success. Clean exit." | |
end | |
print(main()) |
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