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- ' https://learnopengl.com/
- SuperStrict
- Framework GLFW.GLFWWindow
- Import GLFW.GLFW
- Import GLFW.GLFWOpenGL
- Import GLFW.GLFWSystem
- Import BRL.StandardIO
- Local app_name:String = "Hello Triangle Indexed"
- Const SCR_WIDTH:UInt = 800
- Const SCR_HEIGHT:UInt = 600
- Type TGameWindow Extends TGLFWWindow
-
- ' glfw: whenever the window size changed (by OS or user resize) this callback method executes
- Method OnFrameBufferSize (width:Int, height:Int)
- ' make sure the viewport matches the new window dimensions; note that width and
- ' height will be significantly larger than specified on retina displays.
- glViewport (0, 0, width, height)
- EndMethod
-
- EndType
- ' process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
- Function ProcessInput (window:TGLFWWindow)
-
- If window.IsKeyDown (GLFW_KEY_ESCAPE)
- window.SetShouldClose (True)
- EndIf
-
- EndFunction
- ' glfw: initialize and configure
- TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MAJOR, 3)
- TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MINOR, 3)
- TGLFWWindow.Hint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
- ?MacOS ' Ewww...
- TGLFWWindow.Hint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE)
- ?
- ' glfw window creation
- Local window:TGLFWWindow = New TGameWindow.Create (SCR_WIDTH, SCR_HEIGHT, app_name)
- If Not window
- Print "Failed to create GLFW window!"
- End
- EndIf
- window.MakeContextCurrent ()
- ' glad: load all OpenGL function pointers
- gladLoadGL (glfwGetProcAddress)
- Local vertexShaderSource:String
- vertexShaderSource :+ "#version 330 core~n"
- vertexShaderSource :+ "layout (location = 0) in vec3 aPos;~n"
- vertexShaderSource :+ "void main()~n"
- vertexShaderSource :+ "{~n"
- vertexShaderSource :+ " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);~n"
- vertexShaderSource :+ "}~n"
- Local fragmentShaderSource:String
- fragmentShaderSource :+ "#version 330 core~n"
- fragmentShaderSource :+ "out vec4 FragColor;~n"
- fragmentShaderSource :+ "void main()~n"
- fragmentShaderSource :+ "{~n"
- fragmentShaderSource :+ " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);~n"
- fragmentShaderSource :+ "}~n"
- ' build and compile our shader program
- ' ------------------------------------
- ' vertex shader
- Local vertexShader:Int = glCreateShader (GL_VERTEX_SHADER)
- glShaderSource (vertexShader, 1, vertexShaderSource)
- glCompileShader (vertexShader)
- Local success:Int
- Local infoLog:String
- ' check for shader compile errors
- glGetShaderiv (vertexShader, GL_COMPILE_STATUS, Varptr success)
- If Not success
- infoLog = glGetShaderInfoLog (vertexShader)
- Print "Vertex shader compilation failed: " + infoLog
- EndIf
- ' fragment shader
- Local fragmentShader:Int = glCreateShader (GL_FRAGMENT_SHADER)
- glShaderSource (fragmentShader, 1, fragmentShaderSource)
- glCompileShader (fragmentShader)
- ' check for shader compile errors
- glGetShaderiv (fragmentShader, GL_COMPILE_STATUS, Varptr success)
- If Not success
- infoLog = glGetShaderInfoLog (fragmentShader)
- Print "Fragment shader compilation failed: " + infoLog
- EndIf
- ' link shaders
- Local shaderProgram:Int = glCreateProgram ()
- glAttachShader (shaderProgram, vertexShader)
- glAttachShader (shaderProgram, fragmentShader)
- glLinkProgram (shaderProgram)
- glGetProgramiv (shaderProgram, GL_LINK_STATUS, Varptr success)
- If Not success
- infoLog = glGetProgramInfoLog (shaderProgram)
- Print "Shader program linking failed: " + infoLog
- EndIf
- glDeleteShader (vertexShader)
- glDeleteShader (fragmentShader)
- ' set up vertex data (and buffer(s)) and configure vertex attributes
- Local vertices:Float [] = [..
- 0.5, 0.5, 0.0, ..
- 0.5, -0.5, 0.0, ..
- -0.5, -0.5, 0.0, ..
- -0.5, 0.5, 0.0]
- Local indices:UInt [] = [..
- 0, 1, 3, ..
- 1, 2, 3]
- Local VBO:UInt
- Local VAO:UInt
- Local EBO:UInt
- glGenVertexArrays (1, Varptr VAO)
- glGenBuffers (1, Varptr VBO)
- glGenBuffers (1, Varptr EBO)
- ' bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
- glBindVertexArray (VAO)
- glBindBuffer (GL_ARRAY_BUFFER, VBO)
- glBufferData (GL_ARRAY_BUFFER, Int(vertices.length * SizeOf (0:Float)), vertices, GL_STATIC_DRAW)
- glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, EBO)
- glBufferData (GL_ELEMENT_ARRAY_BUFFER, Int(indices.length * SizeOf (0:Float)), indices, GL_STATIC_DRAW)
- glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, Int(3 * SizeOf (0:Float)), 0:Byte Ptr)
- glEnableVertexAttribArray (0)
- ' 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
- glBindBuffer (GL_ARRAY_BUFFER, 0)
- ' You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
- ' VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
- glBindVertexArray (0)
- ' render loop
- ' -----------
- While Not window.ShouldClose ()
-
- ' input
- ' -----
- ProcessInput (window)
- ' render
- ' ------
- glClearColor (0.2, 0.3, 0.3, 1.0)
- glClear (GL_COLOR_BUFFER_BIT)
-
- ' draw our first triangle
- glUseProgram (shaderProgram)
- 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
- glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
- ' swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
- window.SwapBuffers ()
- PollSystem ()
-
- Wend
- ' optional: de-allocate all resources once they've outlived their purpose
- glDeleteVertexArrays (1, Varptr VAO)
- glDeleteBuffers (1, Varptr VBO)
- glDeleteBuffers (1, Varptr EBO)
- End
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