2.1.hello_triangle.bmx 5.1 KB

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  1. ' https://learnopengl.com/
  2. SuperStrict
  3. Framework GLFW.GLFWWindow
  4. Import GLFW.GLFW
  5. Import GLFW.GLFWOpenGL
  6. Import GLFW.GLFWSystem
  7. Import BRL.StandardIO
  8. Local app_name:String = "Hello Triangle"
  9. ' settings
  10. Const SCR_WIDTH:UInt = 800
  11. Const SCR_HEIGHT:UInt = 600
  12. Type TGameWindow Extends TGLFWWindow
  13. ' whenever the window size changed (by OS or user resize) this callback method executes
  14. Method OnFrameBufferSize (width:Int, height:Int)
  15. ' make sure the viewport matches the new window dimensions; note that width and
  16. ' height will be significantly larger than specified on retina displays.
  17. glViewport (0, 0, width, height)
  18. EndMethod
  19. EndType
  20. ' process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
  21. Function ProcessInput (window:TGLFWWindow)
  22. If window.IsKeyDown (GLFW_KEY_ESCAPE)
  23. window.SetShouldClose (True)
  24. EndIf
  25. EndFunction
  26. ' glfw: initialize and configure
  27. TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MAJOR, 3)
  28. TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MINOR, 3)
  29. TGLFWWindow.Hint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
  30. ?MacOS ' Ewww...
  31. TGLFWWindow.Hint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE)
  32. ?
  33. ' glfw window creation
  34. Local window:TGLFWWindow = New TGameWindow.Create (SCR_WIDTH, SCR_HEIGHT, app_name)
  35. If Not window
  36. Print "Failed to create GLFW window!"
  37. End
  38. EndIf
  39. window.MakeContextCurrent ()
  40. ' glad: load all OpenGL function pointers
  41. gladLoadGL (glfwGetProcAddress)
  42. Local vertexShaderSource:String
  43. vertexShaderSource :+ "#version 330 core~n"
  44. vertexShaderSource :+ "layout (location = 0) in vec3 aPos;~n"
  45. vertexShaderSource :+ "void main()~n"
  46. vertexShaderSource :+ "{~n"
  47. vertexShaderSource :+ " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);~n"
  48. vertexShaderSource :+ "}~n"
  49. Local fragmentShaderSource:String
  50. fragmentShaderSource :+ "#version 330 core~n"
  51. fragmentShaderSource :+ "out vec4 FragColor;~n"
  52. fragmentShaderSource :+ "void main()~n"
  53. fragmentShaderSource :+ "{~n"
  54. fragmentShaderSource :+ " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);~n"
  55. fragmentShaderSource :+ "}~n"
  56. ' vertex shader
  57. Local vertexShader:Int = glCreateShader (GL_VERTEX_SHADER)
  58. glShaderSource (vertexShader, 1, vertexShaderSource)
  59. glCompileShader (vertexShader)
  60. Local success:Int
  61. Local infoLog:String
  62. ' check for shader compile errors
  63. glGetShaderiv (vertexShader, GL_COMPILE_STATUS, Varptr success)
  64. If Not success
  65. infoLog = glGetShaderInfoLog (vertexShader )
  66. Print "Vertex shader compilation failed: " + String.FromCString (infoLog)
  67. EndIf
  68. Local fragmentShader:Int = glCreateShader (GL_FRAGMENT_SHADER)
  69. glShaderSource (fragmentShader, 1, fragmentShaderSource)
  70. glCompileShader (fragmentShader)
  71. ' check for shader compile errors
  72. glGetShaderiv (fragmentShader, GL_COMPILE_STATUS, Varptr success)
  73. If Not success
  74. infoLog = glGetShaderInfoLog (fragmentShader)
  75. Print "Fragment shader compilation failed: " + String.FromCString (infoLog)
  76. EndIf
  77. ' link shaders
  78. Local shaderProgram:Int = glCreateProgram ()
  79. glAttachShader (shaderProgram, vertexShader)
  80. glAttachShader (shaderProgram, fragmentShader)
  81. glLinkProgram (shaderProgram)
  82. ' check for linking errors
  83. glGetProgramiv (shaderProgram, GL_LINK_STATUS, Varptr success)
  84. If Not success
  85. infoLog = glGetProgramInfoLog (shaderProgram)
  86. Print "Shader program linking failed: " + String.FromCString (infoLog)
  87. EndIf
  88. glDeleteShader (vertexShader)
  89. glDeleteShader (fragmentShader)
  90. ' set up vertex data (and buffer(s)) and configure vertex attributes
  91. Local vertices:Float [] = [..
  92. -0.5, -0.5, 0.0, ..
  93. 0.5, -0.5, 0.0, ..
  94. 0.0, 0.5, 0.0]
  95. Local VBO:UInt
  96. Local VAO:UInt
  97. glGenVertexArrays (1, Varptr VAO)
  98. glGenBuffers (1, Varptr VBO)
  99. ' bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
  100. glBindVertexArray (VAO)
  101. glBindBuffer (GL_ARRAY_BUFFER, VBO)
  102. glBufferData (GL_ARRAY_BUFFER, Int(vertices.length * SizeOf (0:Float)), vertices, GL_STATIC_DRAW)
  103. glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, Int(3 * SizeOf (0:Float)), 0:Byte Ptr)
  104. glEnableVertexAttribArray (0)
  105. ' note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
  106. glBindBuffer (GL_ARRAY_BUFFER, 0)
  107. ' You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
  108. ' VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
  109. glBindVertexArray (0)
  110. ' render loop
  111. ' -----------
  112. While Not window.ShouldClose ()
  113. ' input
  114. ' -----
  115. ProcessInput (window)
  116. ' render
  117. ' ------
  118. glClearColor (0.2, 0.3, 0.3, 1.0)
  119. glClear (GL_COLOR_BUFFER_BIT)
  120. ' draw our first triangle
  121. glUseProgram (shaderProgram)
  122. glBindVertexArray (VAO) ' seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
  123. glDrawArrays (GL_TRIANGLES, 0, 3)
  124. ' swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
  125. window.SwapBuffers ()
  126. PollSystem ()
  127. Wend
  128. ' optional: de-allocate all resources once they've outlived their purpose
  129. glDeleteVertexArrays (1, Varptr VAO)
  130. glDeleteBuffers (1, Varptr VBO)
  131. End