# gl_triangle.ludic — the smallest Gl.* program: one shaded triangle through a # real OpenGL 4.1 core context. Windowed it draws to the screen each frame; # headless it renders into an offscreen framebuffer and screenshots it, so the # test harness can look at the result without a display. # bin/ludic build examples/rendering/gl_triangle.ludic --headless && echo q | build/gl_triangle_headless program GlTriangle { property Marker { on: int = 1 } model Anchor { Marker } state GlTriangleState { prog: int = 0 vao: int = 0 frame: int = 0 } const VS: string = "#version 410 core\nlayout(location=0) in vec2 p; layout(location=1) in vec3 c; out vec3 vc;\nvoid main(){ vc = c; gl_Position = vec4(p, 0.0, 1.0); }\n" const FS: string = "#version 410 core\nin vec3 vc; out vec4 o;\nvoid main(){ o = vec4(vc, 1.0); }\n" handler Boot(gl_triangle_st: mut GlTriangleState) phase Start { spawn Anchor {} if not Gl.open(width: 640, height: 360, title: "Ludic GL") { print("no GL context"); quit() } print(Gl.get_string(name: GL_VERSION)) gl_triangle_st.prog = Gl.program(vs: VS, fs: FS) gl_triangle_st.vao = Gl.vao() let vbo = Gl.buffer() Gl.bind_buffer(target: GL_ARRAY_BUFFER, buffer: vbo) let v = Gl.floats(15) Gl.put(v, 0, -0.8); Gl.put(v, 1, -0.8); Gl.put(v, 2, 1.0); Gl.put(v, 3, 0.2); Gl.put(v, 4, 0.1) Gl.put(v, 5, 0.8); Gl.put(v, 6, -0.8); Gl.put(v, 7, 0.1); Gl.put(v, 8, 1.0); Gl.put(v, 9, 0.2) Gl.put(v, 10, 0.0); Gl.put(v, 11, 0.8); Gl.put(v, 12, 0.2); Gl.put(v, 13, 0.3); Gl.put(v, 14, 1.0) Gl.buffer_data(target: GL_ARRAY_BUFFER, size: Gl.bytes_of(15), data: v, usage: GL_STATIC_DRAW) Gl.enable_vertex_attrib_array(index: 0) Gl.vertex_attrib_pointer(index: 0, size: 2, type: GL_FLOAT, normalized: 0, stride: 20, offset: null) Gl.enable_vertex_attrib_array(index: 1) Gl.vertex_attrib_pointer(index: 1, size: 3, type: GL_FLOAT, normalized: 0, stride: 20, offset: Gl.ptr(null, 8)) Gl.check(tag: "boot") } handler Draw(gl_triangle_st: mut GlTriangleState) phase Render { Gl.bind_framebuffer(target: GL_FRAMEBUFFER, framebuffer: Gl.screen_fbo()) Gl.viewport(x: 0, y: 0, width: Gl.width(), height: Gl.height()) Gl.clear_color(red: 0.1, green: 0.12, blue: 0.18, alpha: 1.0) Gl.clear(mask: GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) Gl.use_program(prog: gl_triangle_st.prog) Gl.bind_vertex_array(array: gl_triangle_st.vao) Gl.draw_arrays(mode: GL_TRIANGLES, first: 0, count: 3) gl_triangle_st.frame += 1 if gl_triangle_st.frame == 1 { Gl.screenshot(path: "build/gl_triangle.ppm") } Gl.swap() } }