OpenGL3.3 Core Profile - Demo 21

Purpose

In OpenGL 3.3 Core Profile, shaders are no longer optional, they are mandatory.

How to Execute

On Linux or on MacOS, in a shell, type “python src/demo21/demo.py”. On Windows, in a command prompt, type “python src\demo21\demo.py”.

Move the Paddles using the Keyboard

Keyboard Input

Action

w

Move Left Paddle Up

s

Move Left Paddle Down

k

Move Right Paddle Down

i

Move Right Paddle Up

d

Increase Left Paddle’s Rotation

a

Decrease Left Paddle’s Rotation

l

Increase Right Paddle’s Rotation

j

Decrease Right Paddle’s Rotation

UP

Move the camera up, moving the objects down

DOWN

Move the camera down, moving the objects up

LEFT

Move the camera left, moving the objects right

RIGHT

Move the camera right, moving the objects left

q

Rotate the square around its center

e

Rotate the square around paddle 1’s center

Description

# Copyright (c) 2018-2024 William Emerison Six
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.

from __future__ import annotations  # to appease Python 3.7-3.9

import ctypes
import math
import os
import sys
from dataclasses import dataclass, field

import glfw
import imgui
import numpy as np

# new - SHADERS
import OpenGL.GL.shaders as shaders
import pyMatrixStack as ms
import staticlocal
from imgui.integrations.glfw import GlfwRenderer
from OpenGL.GL import (
    GL_ARRAY_BUFFER,
    GL_BLEND,
    GL_COLOR_BUFFER_BIT,
    GL_DEPTH_BUFFER_BIT,
    GL_DEPTH_TEST,
    GL_FLOAT,
    GL_FRAGMENT_SHADER,
    GL_LEQUAL,
    GL_LINES,
    GL_ONE_MINUS_SRC_ALPHA,
    GL_SRC_ALPHA,
    GL_STATIC_DRAW,
    GL_TRIANGLES,
    GL_TRUE,
    GL_VERTEX_SHADER,
    glBindBuffer,
    glBindVertexArray,
    glBlendFunc,
    glBufferData,
    glClear,
    glClearColor,
    glClearDepth,
    glDeleteBuffers,
    glDeleteProgram,
    glDeleteVertexArrays,
    glDepthFunc,
    glDisable,
    glDrawArrays,
    glEnable,
    glEnableVertexAttribArray,
    glGenBuffers,
    glGenVertexArrays,
    glGetAttribLocation,
    glGetUniformLocation,
    glUniformMatrix4fv,
    glUseProgram,
    glVertexAttribPointer,
    glViewport,
)

if not glfw.init():
    sys.exit()

# NEW - for shader location
pwd = os.path.dirname(os.path.abspath(__file__))

# NEW - for shaders
glfloat_size = 4
floatsPerVertex = 3
floatsPerColor = 4


glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
# CORE profile means no fixed functions.
# compatibility profile would mean access to legacy fixed functions
# compatibility mode isn't supported by every graphics driver,
# particulary on laptops which switch between integrated graphics
# and a discrete card over time based off of usage.
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
# for osx
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)

imgui.create_context()
window = glfw.create_window(500, 500, "ModelViewProjection Demo 26 ", None, None)
if not window:
    glfw.terminate()
    sys.exit()

# Make the window's context current
glfw.make_context_current(window)


impl = GlfwRenderer(window)

# Install a key handler


def on_key(window, key, scancode, action, mods):
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, 1)


glfw.set_key_callback(window, on_key)

glClearColor(0.0289, 0.071875, 0.0972, 1.0)


glClearDepth(1.0)
glDepthFunc(GL_LEQUAL)
glEnable(GL_DEPTH_TEST)

__enable_blend__ = True
if __enable_blend__:
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)


@dataclass
class Paddle:
    r: float
    g: float
    b: float
    position: any
    rotation: float = 0.0
    vertices: np.array = field(
        default_factory=lambda: np.array(
            [
                [-1.0, -3.0, 0.0],
                [1.0, -3.0, 0.0],
                [1.0, 3.0, 0.0],
                [1.0, 3.0, 0.0],
                [-1.0, 3.0, 0.0],
                [-1.0, -3.0, 0.0],
            ],
            dtype=np.float32,
        )
    )

    vao: int = 0
    vbo: int = 0
    shader: int = 0

    def prepare_to_render(self):
        # GL_QUADS aren't available anymore, only triangles
        # need 6 vertices instead of 4
        vertices = self.vertices
        self.numberOfVertices = np.size(vertices) // floatsPerVertex
        # fmt: off
        color = np.array(
            [
                self.r, self.g, self.b, .75,
                self.r, self.g, self.b, .75,
                self.r, self.g, self.b, .75,
                self.r, self.g, self.b, .75,
                self.r, self.g, self.b, .75,
                self.r, self.g, self.b, .75,
            ],
            dtype=np.float32,
        )
        # fmt: on

        self.numberOfColors = np.size(color) // floatsPerColor

        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)

        # initialize shaders

        with open(os.path.join(pwd, "triangle.vert"), "r") as f:
            vs = shaders.compileShader(f.read(), GL_VERTEX_SHADER)

        with open(os.path.join(pwd, "triangle.frag"), "r") as f:
            fs = shaders.compileShader(f.read(), GL_FRAGMENT_SHADER)

        self.shader = shaders.compileProgram(vs, fs)

        # send the modelspace data to the GPU
        self.vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)

        position = glGetAttribLocation(self.shader, "position")
        glEnableVertexAttribArray(position)

        glVertexAttribPointer(position, floatsPerVertex, GL_FLOAT, False, 0, ctypes.c_void_p(0))

        glBufferData(GL_ARRAY_BUFFER, glfloat_size * np.size(vertices), vertices, GL_STATIC_DRAW)

        # send the modelspace data to the GPU
        vboColor = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, vboColor)

        colorAttribLoc = glGetAttribLocation(self.shader, "color_in")
        glEnableVertexAttribArray(colorAttribLoc)
        glVertexAttribPointer(colorAttribLoc, floatsPerColor, GL_FLOAT, False, 0, ctypes.c_void_p(0))

        glBufferData(GL_ARRAY_BUFFER, glfloat_size * np.size(color), color, GL_STATIC_DRAW)

        # reset VAO/VBO to default
        glBindVertexArray(0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

    # destructor
    def __del__(self):
        glDeleteVertexArrays(1, [self.vao])
        glDeleteBuffers(1, [self.vbo])
        glDeleteProgram(self.shader)

    def render(self):
        glUseProgram(self.shader)
        glBindVertexArray(self.vao)

        mvpMatrixLoc = glGetUniformLocation(self.shader, "mvpMatrix")
        # ascontiguousarray puts the array in column major order
        glUniformMatrix4fv(
            mvpMatrixLoc,
            1,
            GL_TRUE,
            np.ascontiguousarray(
                ms.get_current_matrix(ms.MatrixStack.modelviewprojection),
                dtype=np.float32,
            ),
        )
        glDrawArrays(GL_TRIANGLES, 0, self.numberOfVertices)
        glBindVertexArray(0)


paddle1 = Paddle(r=0.578123, g=0.0, b=1.0, position=np.array([-9.0, 0.0, 0.0]))
paddle1.prepare_to_render()
paddle2 = Paddle(r=1.0, g=1.0, b=0.0, position=np.array([9.0, 0.0, 0.0]))
paddle2.prepare_to_render()


@dataclass
class Square(Paddle):
    rotation_around_paddle1: float = 0.0
    vertices: np.array = field(
        default_factory=lambda: np.array(
            [
                [-0.5, -0.5, 0.0],
                [0.5, -0.5, 0.0],
                [0.5, 0.5, 0.0],
                [0.5, 0.5, 0.0],
                [-0.5, 0.5, 0.0],
                [-0.5, -0.5, 0.0],
            ],
            dtype=np.float32,
        )
    )


square = Square(r=0.0, g=0.0, b=1.0, position=[0.0, 0.0, 0.0])

square.prepare_to_render()

number_of_controllers = glfw.joystick_present(glfw.JOYSTICK_1)


@dataclass
class Camera:
    x: float = 0.0
    y: float = 0.0
    z: float = 0.0
    rot_y: float = 0.0
    rot_x: float = 0.0


camera = Camera(x=0.0, y=0.0, z=40.0, rot_y=0.0, rot_x=0.0)


class Ground:
    def __init__(self):
        pass

    def vertices(self):
        # glColor3f(0.1,.1,.1)
        verts = []
        for x in range(-600, 601, 20):
            for z in range(-600, 601, 20):
                verts.append(float(-x))
                verts.append(float(-5.0))
                verts.append(float(z))
                verts.append(float(x))
                verts.append(float(-5.0))
                verts.append(float(z))
                verts.append(float(x))
                verts.append(float(-5.0))
                verts.append(float(-z))
                verts.append(float(x))
                verts.append(float(-5.0))
                verts.append(float(z))

        return np.array(verts, dtype=np.float32)

    def prepare_to_render(self):
        # GL_QUADS aren't available anymore, only triangles
        # need 6 vertices instead of 4
        vertices = self.vertices()
        self.numberOfVertices = np.size(vertices) // floatsPerVertex

        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)

        # initialize shaders

        with open(os.path.join(pwd, "ground.vert"), "r") as f:
            vs = shaders.compileShader(f.read(), GL_VERTEX_SHADER)

        with open(os.path.join(pwd, "ground.frag"), "r") as f:
            fs = shaders.compileShader(f.read(), GL_FRAGMENT_SHADER)

        self.shader = shaders.compileProgram(vs, fs)

        # send the modelspace data to the GPU
        self.vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)

        position = glGetAttribLocation(self.shader, "position")
        glEnableVertexAttribArray(position)

        glVertexAttribPointer(position, floatsPerVertex, GL_FLOAT, False, 0, ctypes.c_void_p(0))

        glBufferData(GL_ARRAY_BUFFER, glfloat_size * np.size(vertices), vertices, GL_STATIC_DRAW)

        # send the modelspace data to the GPU
        # TODO, send color to the shader

        # reset VAO/VBO to default
        glBindVertexArray(0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

    # destructor
    def __del__(self):
        glDeleteVertexArrays(1, [self.vao])
        glDeleteBuffers(1, [self.vbo])
        glDeleteProgram(self.shader)

    def render(self):
        glUseProgram(self.shader)
        glBindVertexArray(self.vao)

        # pass projection parameters to the shader
        mvpMatrixLoc = glGetUniformLocation(self.shader, "mvpMatrix")
        # ascontiguousarray puts the array in column major order
        glUniformMatrix4fv(
            mvpMatrixLoc,
            1,
            GL_TRUE,
            np.ascontiguousarray(
                ms.get_current_matrix(ms.MatrixStack.modelviewprojection),
                dtype=np.float32,
            ),
        )
        glDrawArrays(GL_LINES, 0, self.numberOfVertices)
        glBindVertexArray(0)


ground = Ground()
ground.prepare_to_render()


def handle_inputs():
    if glfw.get_key(window, glfw.KEY_E) == glfw.PRESS:
        square.rotation_around_paddle1 += 0.1

    if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
        square.rotation += 0.1

    global camera

    move_multiple = 1.0
    if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
        camera.rot_y -= 0.03
    if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
        camera.rot_y += 0.03
    if glfw.get_key(window, glfw.KEY_PAGE_UP) == glfw.PRESS:
        camera.rot_x += 0.03
    if glfw.get_key(window, glfw.KEY_PAGE_DOWN) == glfw.PRESS:
        camera.rot_x -= 0.03
    # //TODO -  explaing movement on XZ-plane
    # //TODO -  show camera movement in graphviz
    if glfw.get_key(window, glfw.KEY_UP) == glfw.PRESS:
        camera.x -= move_multiple * math.sin(camera.rot_y)
        camera.z -= move_multiple * math.cos(camera.rot_y)
    if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
        camera.x += move_multiple * math.sin(camera.rot_y)
        camera.z += move_multiple * math.cos(camera.rot_y)

    global paddle1, paddle2

    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
        paddle1.position[1] -= 1.0
    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
        paddle1.position[1] += 1.0
    if glfw.get_key(window, glfw.KEY_K) == glfw.PRESS:
        paddle2.position[1] -= 1.0
    if glfw.get_key(window, glfw.KEY_I) == glfw.PRESS:
        paddle2.position[1] += 1.0

    global paddle_1_rotation, paddle_2_rotation

    if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS:
        paddle1.rotation += 0.1
    if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS:
        paddle1.rotation -= 0.1
    if glfw.get_key(window, glfw.KEY_J) == glfw.PRESS:
        paddle2.rotation += 0.1
    if glfw.get_key(window, glfw.KEY_L) == glfw.PRESS:
        paddle2.rotation -= 0.1


# fmt: off
# square_vertices = np.array(
#     [[-5.0, -5.0, 0.0],
#      [5.0, -5.0, 0.0],
#      [5.0, 5.0, 0.0],
#      [-5.0, 5.0, 0.0]],
#     dtype=np.float32,
# )
# fmt: on


TARGET_FRAMERATE = 60  # fps

# to try to standardize on 60 fps, compare times between frames
time_at_beginning_of_previous_frame = glfw.get_time()

# Loop until the user closes the window
while not glfw.window_should_close(window):
    # poll the time to try to get a constant framerate
    while glfw.get_time() < time_at_beginning_of_previous_frame + 1.0 / TARGET_FRAMERATE:
        pass
    # set for comparison on the next frame
    time_at_beginning_of_previous_frame = glfw.get_time()

    # Poll for and process events
    glfw.poll_events()
    impl.process_inputs()

    imgui.new_frame()

    if imgui.begin_main_menu_bar():
        if imgui.begin_menu("File", True):
            clicked_quit, selected_quit = imgui.menu_item("Quit", "Cmd+Q", False, True)

            if clicked_quit:
                exit(1)

            imgui.end_menu()
        imgui.end_main_menu_bar()

    imgui.begin("Custom window", True)

    changed, __enable_blend__ = imgui.checkbox(label="Blend", state=__enable_blend__)

    if changed:
        if __enable_blend__:
            glEnable(GL_BLEND)
        else:
            glDisable(GL_BLEND)

    imgui.text("Bar")
    imgui.text_colored("Eggs", 0.2, 1.0, 0.0)

    # use static local istead of try: except
    # normally you would pass the present function name to staticlocal.var
    # , but since we are not in a function, pass the current module
    staticlocal.var(sys.modules[__name__], test_bool=True, test_float=1.0)
    clicked_test_bool, test_bool = imgui.checkbox("test_bool", test_bool)
    clicked_test_float, test_float = imgui.slider_float("float", test_float, 0.0, 1.0)

    imgui.end()

    width, height = glfw.get_framebuffer_size(window)
    glViewport(0, 0, width, height)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    ms.set_to_identity_matrix(ms.MatrixStack.model)
    ms.set_to_identity_matrix(ms.MatrixStack.view)
    ms.set_to_identity_matrix(ms.MatrixStack.projection)

    # set the projection matrix to be perspective
    ms.perspective(fov=45.0, aspectRatio=float(width) / float(height), nearZ=0.1, farZ=1000.0)

    # render scene
    width, height = glfw.get_framebuffer_size(window)
    glViewport(0, 0, width, height)
    glClearColor(0.0289, 0.071875, 0.0972, 1.0)  # r  # g  # b  # a
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    handle_inputs()

    axes_list = glfw.get_joystick_axes(glfw.JOYSTICK_1)
    if len(axes_list) >= 1 and axes_list[0]:
        if math.fabs(float(axes_list[0][0])) > 0.1:
            camera.x += 1.0 * axes_list[0][0] * math.cos(camera.rot_y)
            camera.z -= 1.0 * axes_list[0][0] * math.sin(camera.rot_y)
        if math.fabs(float(axes_list[0][1])) > 0.1:
            camera.x += 1.0 * axes_list[0][1] * math.sin(camera.rot_y)
            camera.z += 1.0 * axes_list[0][1] * math.cos(camera.rot_y)

        # print(axes_list[0][4])
        if math.fabs(axes_list[0][3]) > 0.10:
            camera.rot_x -= 3.0 * axes_list[0][3] * 0.01
        if math.fabs(axes_list[0][2]) > 0.10:
            camera.rot_y -= 3.0 * axes_list[0][2] * 0.01

    # note - opengl matricies use degrees
    ms.rotate_x(ms.MatrixStack.view, -camera.rot_x)
    ms.rotate_y(ms.MatrixStack.view, -camera.rot_y)
    ms.translate(ms.MatrixStack.view, -camera.x, -camera.y, -camera.z)

    ground.render()

    with ms.push_matrix(ms.MatrixStack.model):
        # draw paddle 1
        # Unlike in previous demos, because the transformations
        # are on a stack, the fns on the model stack can
        # be read forwards, where each operation translates/rotates/scales
        # the current space
        ms.translate(
            ms.MatrixStack.model,
            paddle1.position[0],
            paddle1.position[1],
            0.0,
        )
        ms.rotate_z(ms.MatrixStack.model, paddle1.rotation)
        paddle1.render()

        with ms.push_matrix(ms.MatrixStack.model):
            # # draw the square

            # since the modelstack is already in paddle1's space
            # just add the transformations relative to it
            # before paddle 2 is drawn, we need to remove
            # the square's 3 model_space transformations

            ms.translate(ms.MatrixStack.model, 0.0, 0.0, -1.0)
            ms.rotate_z(ms.MatrixStack.model, square.rotation_around_paddle1)

            ms.translate(ms.MatrixStack.model, 2.0, 0.0, 0.0)
            ms.rotate_z(ms.MatrixStack.model, square.rotation)

            square.render()
        # back to padde 1 space
    # get back to center of global space

    with ms.push_matrix(ms.MatrixStack.model):
        # draw paddle 2

        ms.translate(
            ms.MatrixStack.model,
            paddle2.position[0],
            paddle2.position[1],
            0.0,
        )
        ms.rotate_z(ms.MatrixStack.model, paddle2.rotation)
        paddle2.render()

    imgui.render()
    impl.render(imgui.get_draw_data())
    # done with frame, flush and swap buffers
    # Swap front and back buffers
    glfw.swap_buffers(window)


glfw.terminate()
//Copyright (c) 2018-2024 William Emerison Six
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.

#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color_in;

uniform mat4 mvpMatrix;

out VS_OUT {
  vec4 color;
} vs_out;


void main()
{
   gl_Position = mvpMatrix * vec4(position,1.0);
   vs_out.color = color_in;
}
//Copyright (c) 2018-2024 William Emerison Six
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.

#version 330 core

out vec4 color;

in VS_OUT {
  vec4 color;
} fs_in;

void main()
{
   color = fs_in.color;
}
//Copyright (c) 2018-2024 William Emerison Six
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.

#version 330 core

layout (location = 0) in vec3 position;

uniform mat4 mvpMatrix;

out VS_OUT {
  vec4 color;
} vs_out;

void main()
{
   gl_Position = mvpMatrix * vec4(position,1.0);
   vs_out.color = vec4(.5,.5,.5,1.0);
}
//Copyright (c) 2018-2024 William Emerison Six
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.


#version 330 core

out vec4 color;

in VS_OUT {
  vec4 color;
} fs_in;

void main()
{
   color = fs_in.color;
}

Code

The Event Loop