The articles describing the operation are much more interesting than the code itself.
It's just an inefficient triangle rasterizer. All it does is loop over the pixels in a rectangle covering a triangle, and for each pixel inside it calls a "shader" function. All the beef is in these 40 lines [0].
I don't know how they've done the texturing in all those pretty pictures (it's in the "shaders", not included here), but they don't calculate the partial derivatives required for correct, mipmapped texturing. Simple non-mipmapped perspective correct texture mapping can be computed in the shaders, with the usual caveats.
OpenGL is much more than a rasterizer, there's texturing, depth-stencil operations, blending, compute shaders and efficient memory management.
[0] https://github.com/ssloy/tinyrenderer/blob/master/our_gl.cpp...
edit: Someone in reddit pointed out that this is a translation of a Russian language course. The original Russian version looks to be a bit longer than the English translation (but I don't read Russian, so I can't tell if it is better): https://habrahabr.ru/post/249467/