I am making a 3d video game with OpenGL with Nim. Originally, I had my code to draw some cubes in my display function, but it uses the {.cdecl.} pragma, meaning I cannot access external variables like the camera position. I switched to an empty display function, with an asynchronous while loop instead. However, when I compiled and ran the program, it produced a GLError, with the message "Error: unhandled exception: OpenGl error: invalid operation [GLError]". Does anyone know why this is happening?
My code:
import opengl, opengl/[glut, glu]
import os, strutils, threadpool
# import camera, controller, dataprotocol, inventory
proc display() {.cdecl.} =
discard
proc reshape(width: GLsizei, height: GLsizei) {.cdecl.} =
if height == 0:
return
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0, width / height, 0.1, 100.0)
proc drawAll(xpos: float, ypos: float, zpos: float): void =
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(1.55+xpos, -1.75+ypos, -7.0+zpos)
glBegin(GL_TRIANGLES)
# Top face
glColor3f(0.0, 1.0, 0.0) # Green
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f( 1.0, 1.0, -1.0)
glVertex3f(-1.0, 1.0, 1.0)
# Bottom face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
# Front face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f( 1.0, -1.0, 1.0)
glVertex3f( 1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, 1.0)
# Back face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f( 1.0, 1.0, -1.0)
glVertex3f( 1.0, -1.0, -1.0)
glVertex3f(-1.0, 1.0, -1.0)
# Left face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, 1.0, -1.0)
glVertex3f(-1.0, -1.0, -1.0)
glVertex3f(-1.0, -1.0, 1.0)
glVertex3f(-1.0, 1.0, 1.0)
glVertex3f(-1.0, -1.0, -1.0)
# Right face
glColor3f(139.0/256.0, 69.0/256.0, 19.0/256.0) # Brown
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(1.0, 1.0, 1.0)
glVertex3f(1.0, -1.0, 1.0)
glVertex3f(1.0, -1.0, -1.0)
glVertex3f(1.0, 1.0, -1.0)
glVertex3f(1.0, -1.0, 1.0)
glEnd()
glutSwapBuffers()
# var blocks = string(open("blocks.bmc").readAll).split(";")
# Commented out because not used yet
# glutInit()
glutInitDisplayMode(GLUT_DOUBLE)
glutInitWindowSize(640, 480)
glutInitWindowPosition(50, 50)
discard glutCreateWindow("BlueMC")
if paramCount() == 1 and paramStr(1) == "-fullscreen":
glutFullScreen()
glutSetCursor(GLUT_CURSOR_CROSSHAIR)
glutDisplayFunc(display)
glutReshapeFunc(reshape)
loadExtensions()
glClearColor(GLFloat(172.0/255.0), GLFloat(246.0/255.0), GLFloat(246.0/255.0), GLFloat(1.0))
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glShadeModel(GL_SMOOTH)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
proc eventloop(): void {.gcsafe.} =
while true:
drawAll(0.0, 0.0, 0.0)
spawn eventloop()
glutMainLoop()