Created
July 30, 2017 16:36
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if LibGLFW3.init != 0 | |
error_callback = ->(error : Int32, description : Int8*) { | |
puts "Error #{error}: #{String.new(description.as(UInt8*))}" | |
} | |
LibGLFW3.setErrorCallback(error_callback) | |
LibGLFW3.windowHint(LibGLFW3::OPENGL_PROFILE, LibGLFW3::OPENGL_CORE_PROFILE) | |
LibGLFW3.windowHint(LibGLFW3::OPENGL_FORWARD_COMPAT, 1) | |
LibGLFW3.windowHint(LibGLFW3::CONTEXT_VERSION_MAJOR, 4) | |
LibGLFW3.windowHint(LibGLFW3::CONTEXT_VERSION_MINOR, 2) | |
LibGLFW3.windowHint(LibGLFW3::OPENGL_DEBUG_CONTEXT, 1) | |
window = LibGLFW3.createWindow(800, 600, "Hello Crystal!", nil, nil) | |
if window | |
LibGLFW3.makeContextCurrent(window) | |
LibGLFW3.swapInterval(1) | |
points = [ | |
0.0f32, 0.5f32, 0.0f32, | |
0.5f32, -0.5f32, 0.0f32, | |
-0.5f32, -0.5f32, 0.0f32 | |
] | |
LibGL.genBuffers 1, out vbo | |
LibGL.bindBuffer LibGL::ARRAY_BUFFER, vbo | |
LibGL.bufferData LibGL::ARRAY_BUFFER, 9 * sizeof(Float32), points, LibGL::STATIC_DRAW | |
LibGL.genVertexArrays 1, out vao | |
LibGL.bindVertexArray vao | |
LibGL.bindBuffer LibGL::ARRAY_BUFFER, vbo | |
LibGL.vertexAttribPointer 0, 3, LibGL::FLOAT, LibGL::FALSE, 0, nil | |
vertex_shader = ["#version 420\nin vec3 vp; void main() { gl_Position = vec4(vp, 1.0); }".to_unsafe.as(Int8*)] | |
fragment_shader = ["#version 420\nout vec4 frag_color; void main() { frag_color = vec4(0.5, 0.0, 0.5, 1.0); }".to_unsafe.as(Int8*)] | |
vs_pp = vertex_shader.to_unsafe | |
fs_pp = fragment_shader.to_unsafe | |
vs = LibGL.createShader(LibGL::VERTEX_SHADER); | |
LibGL.shaderSource(vs, 1, vs_pp, nil); | |
LibGL.compileShader(vs); | |
fs = LibGL.createShader(LibGL::FRAGMENT_SHADER); | |
LibGL.shaderSource(fs, 1, fs_pp, nil); | |
LibGL.compileShader(fs); | |
LibGL.getShaderiv vs, LibGL::COMPILE_STATUS, out status1 | |
LibGL.getShaderiv fs, LibGL::COMPILE_STATUS, out status2 | |
pp status1, status2 | |
shader_programme = LibGL.createProgram(); | |
LibGL.attachShader(shader_programme, fs); | |
LibGL.attachShader(shader_programme, vs); | |
LibGL.linkProgram(shader_programme); | |
while (error = LibGL.getError) != LibGL::NO_ERROR | |
p error | |
end | |
while LibGLFW3.windowShouldClose(window) == 0 | |
LibGLFW3.getFramebufferSize(window, out width, out height) | |
ratio = width.to_f / height.to_f | |
LibGL.viewport(0, 0, width, height); | |
LibGL.clear(LibGL::COLOR_BUFFER_BIT | LibGL::DEPTH_BUFFER_BIT); | |
LibGL.useProgram shader_programme | |
LibGL.bindVertexArray vao | |
LibGL.drawArrays LibGL::TRIANGLES, 0, 3 | |
while (error = LibGL.getError) != LibGL::NO_ERROR | |
puts error | |
end | |
LibGLFW3.swapBuffers(window) | |
LibGLFW3.pollEvents | |
end | |
LibGLFW3.destroyWindow(window) | |
else | |
puts "Failed to create window" | |
end | |
LibGLFW3.terminate | |
else | |
puts "GLFW failed to initialize" | |
end |
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