opengl/learn_opengl/ 1_getting_started/ 5_transformations
Licence This example has its own licence, rather than Odin's: opengl/learn_opengl/LICENSE
LearnOpenGL.com © 2025 by Joey de Vries is licensed under CC BY-NC 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc/4.0/
https://learnopengl.com
https://x.com/JoeyDeVriez
Code
main.odin ¶159 linesSource
1package main
2
3import "core:math/linalg/glsl"
4import gl "vendor:OpenGL"
5import "vendor:glfw"
6import "core:fmt"
7import "core:os"
8import stbi "vendor:stb/image"
9
10framebuffer_size_callback :: proc "c" (window: glfw.WindowHandle, width: i32, height: i32) {
11 gl.Viewport(0, 0, width, height)
12}
13
14processInput :: proc "c" (window: glfw.WindowHandle) {
15 if glfw.GetKey(window, glfw.KEY_ESCAPE) == glfw.PRESS {
16 glfw.SetWindowShouldClose(window, true)
17 }
18}
19
20SCR_WIDTH :: 800
21SCR_HEIGHT :: 600
22
23main :: proc() {
24 glfw.Init()
25 glfw.WindowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
26 glfw.WindowHint(glfw.CONTEXT_VERSION_MINOR, 3)
27 glfw.WindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
28
29 window := glfw.CreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nil, nil)
30 if window == nil {
31 fmt.println("Failed to create GLFW window")
32 glfw.Terminate()
33 os.exit(-1)
34 }
35 glfw.MakeContextCurrent(window)
36
37 gl.load_up_to(3, 3, glfw.gl_set_proc_address)
38
39 gl.Viewport(0, 0, SCR_WIDTH, SCR_HEIGHT)
40
41 glfw.SetFramebufferSizeCallback(window, framebuffer_size_callback)
42
43 vertices := [?]f32 {
44 0.5, 0.5, 0.0, 1.0, 1.0,
45 0.5, -0.5, 0.0, 1.0, 0.0,
46 -0.5, -0.5, 0.0, 0.0, 0.0,
47 -0.5, 0.5, 0.0, 0.0, 1.0,
48 }
49
50 indices := [?]u32 {
51 0, 1, 3,
52 1, 2, 3,
53 }
54
55 // The shader loading they create can be replaced with just this
56 shaderProgram, loaded_ok := gl.load_shaders_file("./res/vertex.vs", "./res/fragment.fs")
57 if !loaded_ok {
58 os.exit(-1)
59 }
60
61 VBO, VAO, EBO: u32
62 gl.GenVertexArrays(1, &VAO)
63 gl.GenBuffers(1, &VBO)
64 gl.GenBuffers(1, &EBO)
65
66 gl.BindVertexArray(VAO)
67
68 gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
69 gl.BufferData(gl.ARRAY_BUFFER, size_of(vertices), raw_data(&vertices), gl.STATIC_DRAW)
70
71 gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, EBO)
72 gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, size_of(indices), raw_data(&indices), gl.STATIC_DRAW)
73
74 gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 5 * size_of(f32), 0)
75 gl.EnableVertexAttribArray(0)
76
77 gl.VertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 5 * size_of(f32), 3 * size_of(f32))
78 gl.EnableVertexAttribArray(1)
79
80 texture1, texture2: u32
81 gl.GenTextures(1, &texture1)
82 gl.BindTexture(gl.TEXTURE_2D, texture1)
83
84 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
85 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
86
87 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
88 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
89
90 width, height, nrChannels: i32
91 stbi.set_flip_vertically_on_load(1)
92
93 data := stbi.load("../res/container.jpg", &width, &height, &nrChannels, 0)
94 if data == nil {
95 fmt.println("Failed to load texture")
96 os.exit(-1)
97 }
98
99 gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, data)
100 gl.GenerateMipmap(gl.TEXTURE_2D)
101
102 stbi.image_free(data)
103
104 gl.GenTextures(1, &texture2)
105 gl.BindTexture(gl.TEXTURE_2D, texture2)
106
107 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
108 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
109
110 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
111 gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
112
113 data = stbi.load("../res/awesomeface.png", &width, &height, &nrChannels, 0)
114 if data == nil {
115 fmt.println("Failed to load texture")
116 os.exit(-1)
117 }
118
119 gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
120 gl.GenerateMipmap(gl.TEXTURE_2D)
121
122 stbi.image_free(data)
123
124 gl.UseProgram(shaderProgram)
125 shader_set_int(shaderProgram, "texture1", 0)
126 shader_set_int(shaderProgram, "texture2", 1)
127
128 for !glfw.WindowShouldClose(window) {
129 processInput(window)
130
131 gl.ClearColor(0.2, 0.3, 0.3, 1.0)
132 gl.Clear(gl.COLOR_BUFFER_BIT)
133
134 gl.ActiveTexture(gl.TEXTURE0)
135 gl.BindTexture(gl.TEXTURE_2D, texture1)
136 gl.ActiveTexture(gl.TEXTURE1)
137 gl.BindTexture(gl.TEXTURE_2D, texture2)
138
139 transform: glsl.mat4 = 1
140 transform *= glsl.mat4Translate({0.5, -0.5, 0.0})
141 transform *= glsl.mat4Rotate({0, 0, 1}, f32(glfw.GetTime()))
142
143 gl.UseProgram(shaderProgram)
144 shader_set_mat4(shaderProgram, "transform", transform)
145
146 gl.BindVertexArray(VAO)
147 gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
148
149 glfw.SwapBuffers(window)
150 glfw.PollEvents()
151 }
152
153 gl.DeleteVertexArrays(1, &VAO)
154 gl.DeleteBuffers(1, &VBO)
155 gl.DeleteBuffers(1, &EBO)
156 gl.DeleteProgram(shaderProgram)
157
158 glfw.Terminate()
159}
shader.odin ¶73 linesSource
1package main
2
3import gl "vendor:OpenGL"
4import "core:math/linalg/glsl"
5
6shader_set_bool :: proc(id: u32, name: cstring, value: bool) {
7 gl.Uniform1i(gl.GetUniformLocation(id, name), i32(value))
8}
9
10shader_set_int :: proc(id: u32, name: cstring, value: i32) {
11 gl.Uniform1i(gl.GetUniformLocation(id, name), value)
12}
13
14shader_set_float :: proc(id: u32, name: cstring, value: f32) {
15 gl.Uniform1f(gl.GetUniformLocation(id, name), value)
16}
17
18shader_set_vec2_v :: proc(id: u32, name: cstring, value: glsl.vec2) {
19 lc := value
20 gl.Uniform2fv(gl.GetUniformLocation(id, name), 1, raw_data(&lc))
21}
22
23shader_set_vec2_f :: proc(id: u32, name: cstring, x, y: f32) {
24 gl.Uniform2f(gl.GetUniformLocation(id, name), x, y)
25}
26
27shader_set_vec2 :: proc {
28 shader_set_vec2_v,
29 shader_set_vec2_f,
30}
31
32shader_set_vec3_v :: proc(id: u32, name: cstring, value: glsl.vec3) {
33 lc := value
34 gl.Uniform3fv(gl.GetUniformLocation(id, name), 1, raw_data(&lc))
35}
36
37shader_set_vec3_f :: proc(id: u32, name: cstring, x, y, z: f32) {
38 gl.Uniform3f(gl.GetUniformLocation(id, name), x, y, z)
39}
40
41shader_set_vec3 :: proc {
42 shader_set_vec3_v,
43 shader_set_vec3_f,
44}
45
46shader_set_vec4_v :: proc(id: u32, name: cstring, value: glsl.vec4) {
47 lc := value
48 gl.Uniform4fv(gl.GetUniformLocation(id, name), 1, raw_data(&lc))
49}
50
51shader_set_vec4_f :: proc(id: u32, name: cstring, x, y, z, w: f32) {
52 gl.Uniform4f(gl.GetUniformLocation(id, name), x, y, z, w)
53}
54
55shader_set_vec4 :: proc {
56 shader_set_vec4_v,
57 shader_set_vec4_f,
58}
59
60shader_set_mat2 :: proc(id: u32, name: cstring, mat: glsl.mat2) {
61 lc := mat
62 gl.UniformMatrix2fv(gl.GetUniformLocation(id, name), 1, gl.FALSE, raw_data(&lc))
63}
64
65shader_set_mat3 :: proc(id: u32, name: cstring, mat: glsl.mat3) {
66 lc := mat
67 gl.UniformMatrix3fv(gl.GetUniformLocation(id, name), 1, gl.FALSE, raw_data(&lc))
68}
69
70shader_set_mat4 :: proc(id: u32, name: cstring, mat: glsl.mat4) {
71 lc := mat
72 gl.UniformMatrix4fv(gl.GetUniformLocation(id, name), 1, gl.FALSE, raw_data(&lc))
73}
Shaders
res/fragment.fs ¶14 linesSource
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}
res/vertex.vs ¶13 linesSource
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
Declarations Used 88
- core:fmt println
- core:math/linalg/glsl mat2 · mat3 · mat4 · mat4Rotate · mat4Translate · vec2 · vec3 · vec4
- core:os exit
- vendor:OpenGL ActiveTexture · ARRAY_BUFFER · BindBuffer · BindTexture · BindVertexArray · BufferData · Clear · ClearColor · COLOR_BUFFER_BIT · DeleteBuffers · DeleteProgram · DeleteVertexArrays · DrawElements · ELEMENT_ARRAY_BUFFER · EnableVertexAttribArray · FALSE · FLOAT · GenBuffers · GenerateMipmap · GenTextures · GenVertexArrays · GetUniformLocation · LINEAR · load_shaders_file · load_up_to · REPEAT · RGB · RGBA · STATIC_DRAW · TexImage2D · TexParameteri · TEXTURE0 · TEXTURE1 · TEXTURE_2D · TEXTURE_MAG_FILTER · TEXTURE_MIN_FILTER · TEXTURE_WRAP_S · TEXTURE_WRAP_T · TRIANGLES · Uniform1f · Uniform1i · Uniform2f · Uniform2fv · Uniform3f · Uniform3fv · Uniform4f · Uniform4fv · UniformMatrix2fv · UniformMatrix3fv · UniformMatrix4fv · UNSIGNED_BYTE · UNSIGNED_INT · UseProgram · VertexAttribPointer · Viewport
- vendor:glfw CONTEXT_VERSION_MAJOR · CONTEXT_VERSION_MINOR · CreateWindow · GetKey · GetTime · gl_set_proc_address · Init · KEY_ESCAPE · MakeContextCurrent · OPENGL_CORE_PROFILE · OPENGL_PROFILE · PollEvents · PRESS · SetFramebufferSizeCallback · SetWindowShouldClose · SwapBuffers · Terminate · WindowHandle · WindowHint · WindowShouldClose
- vendor:stb/image image_free · load · set_flip_vertically_on_load