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A colorful triangle in nim OpenGL.
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import os | |
import opengl | |
import glfw/wrapper as glfw | |
var | |
win: GLFWwindow | |
vaoID: GLuint | |
vboID: GLuint | |
cboID: GLuint | |
vertexShaderID: GLuint | |
vertexShaderSrc: cstringArray | |
fragmentShaderSrc: cstringArray | |
fragmentShaderID: GLuint | |
programID: GLuint | |
vertices: array[12, GLdouble] = | |
[ -0.8, -0.8, 0.0, 1.0, # Vertex 1 | |
0.0, 0.8, 0.0, 1.0, # Vertex 2 | |
0.8, -0.8, 0.0, 1.0 ] # Vertex 3 | |
colors: array[12, GLdouble] = | |
[ 1.0, 0.0, 0.0, 1.0, # Red | |
0.0, 1.0, 0.0, 1.0, # Green | |
0.0, 0.0, 1.0, 1.0 ] # Blue | |
proc createContext = | |
if glfw.init() != 1: | |
stderr.writeln("Failed to initialize GLFW") | |
stderr.flushFile | |
glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 4) | |
glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 0) | |
glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) | |
glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE) | |
glfw.windowHint(glfw.OPENGL_DEBUG_CONTEXT, GL_TRUE) | |
glfw.windowHint(glfw.RESIZABLE, GL_FALSE) | |
glfw.windowHint(glfw.REFRESH_RATE, 1000) | |
win = glfw.createWindow(width = 800, height = 600, title = "GLFW Nim", nil, nil) | |
glfw.makeContextCurrent(win) | |
proc createVertexShader = | |
vertexShaderID = glCreateShader(GL_VERTEX_SHADER) | |
vertexShaderSrc = allocCStringArray([ | |
""" | |
#version 400 | |
layout(location=0) in vec4 inPosition; | |
layout(location=1) in vec4 inColor; | |
out vec4 exColor; | |
void main() { | |
exColor = inColor; | |
gl_Position = inPosition; | |
} | |
"""]) | |
glShaderSource(vertexShaderID, 1, vertexShaderSrc, nil) | |
glCompileShader(vertexShaderID) | |
var status: GLint | |
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, addr status) | |
if status == GL_FALSE: | |
var logLength: GLint | |
glGetShaderiv(vertexShaderID, GL_INFO_LOG_LENGTH, addr logLength) | |
var errorLog: cstring = cast[cstring](alloc(logLength)) | |
glGetShaderInfoLog(vertexShaderID, logLength, addr logLength, errorLog) | |
stderr.writeln(errorLog) | |
stderr.writeln(vertexShaderSrc[0]) | |
proc createFragmentShader = | |
fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER) | |
fragmentShaderSrc = allocCStringArray([ | |
""" | |
#version 400 | |
in vec4 exColor; | |
out vec4 outColor; | |
void main() { | |
outColor = exColor; | |
} | |
"""]) | |
glShaderSource(fragmentShaderID, 1, fragmentShaderSrc, nil) | |
glCompileShader(fragmentShaderID) | |
var status: GLint | |
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, addr status) | |
if status == GL_FALSE: | |
var logLength: GLint | |
glGetShaderiv(fragmentShaderID, GL_INFO_LOG_LENGTH, addr logLength) | |
var errorLog: cstring = cast[cstring](alloc(logLength)) | |
glGetShaderInfoLog(fragmentShaderID, logLength, addr logLength, errorLog) | |
stderr.writeln(errorLog) | |
stderr.writeln(fragmentShaderSrc[0]) | |
proc linkShaders = | |
# Link the vertex and fragment shader into a shader program | |
programID = glCreateProgram() | |
glAttachShader(programID, vertexShaderID) | |
glAttachShader(programID, fragmentShaderID) | |
glBindFragDataLocation(programID, 0, "outColor") | |
glLinkProgram(programID) | |
var status: GLint | |
glGetProgramiv(programID, GL_LINK_STATUS, addr status) | |
if status == GL_FALSE: | |
var logLength: GLint | |
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, addr logLength) | |
var errorLog: cstring = cast[cstring](alloc(logLength)) | |
glGetProgramInfoLog(programID, logLength, addr logLength, errorLog) | |
stderr.writeln(errorLog) | |
glUseProgram(programID) | |
proc createShaders = | |
createVertexShader() | |
createFragmentShader() | |
linkShaders() | |
proc createBuffers = | |
glGenVertexArrays(1, addr vaoID) | |
glBindVertexArray(vaoID) | |
glGenBuffers(1, addr vboID) | |
glBindBuffer(GL_ARRAY_BUFFER, vboID) | |
glBufferData(GL_ARRAY_BUFFER, cast[GLsizeiptrArb](sizeof(vertices)), cast[pointer](addr vertices), GL_STATIC_DRAW) | |
glEnableVertexAttribArray(0) | |
glVertexAttribPointer(0, 4, cGL_DOUBLE, false, 0, nil) | |
glGenBuffers(1, addr cboID) | |
glBindBuffer(GL_ARRAY_BUFFER, cboID) | |
glBufferData(GL_ARRAY_BUFFER, cast[GLsizeiptrArb](sizeof(colors)), cast[pointer](addr colors), GL_STATIC_DRAW) | |
glEnableVertexAttribArray(1) | |
glVertexAttribPointer(1, 4, cGL_DOUBLE, false, 0, nil) | |
proc initGL = | |
glEnable(GL_DEPTH_TEST) | |
glClearColor(0.0, 0.0, 0.0, 1.0) | |
proc init = | |
createContext() | |
loadExtensions() | |
createShaders() | |
createBuffers() | |
initGL() | |
stderr.writeln("INFO: OpenGL version ", cast[cstring](glGetString(GL_VERSION))) | |
proc render = | |
while glfw.windowShouldClose(win) == GL_FALSE: | |
# Clear the screen to black | |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT) | |
# Draw a triangle from the 3 vertices | |
glDrawArrays(GL_TRIANGLES, 0, 3) | |
# Swap buffers and poll window events | |
glfw.swapBuffers(win) | |
glfw.pollEvents() | |
if glfw.getKey(win, glfw.KEY_Q) == glfw.PRESS: | |
glfw.setWindowShouldClose(win, GL_TRUE) | |
sleep(30) | |
proc destroyShaders = | |
glUseProgram(0) | |
glDetachShader(programID, vertexShaderID) | |
glDetachShader(programID, fragmentShaderiD) | |
glDeleteProgram(programID) | |
glDeleteShader(fragmentShaderID) | |
glDeleteShader(vertexShaderID) | |
proc destroyBuffers = | |
glDisableVertexAttribArray(0) | |
glDisableVertexAttribArray(1) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
glDeleteBuffers(1, addr vboID) | |
glDeleteBuffers(1, addr cboID) | |
glBindVertexArray(0) | |
glDeleteVertexArrays(1, addr vaoID) | |
proc cleanup = | |
destroyShaders() | |
destroyBuffers() | |
deallocCStringArray(vertexShaderSrc) | |
deallocCStringArray(fragmentShaderSrc) | |
proc exit = | |
glfw.destroyWindow(win) | |
glfw.terminate() | |
init() | |
render() | |
cleanup() | |
exit() |
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