clean up the main App

This commit is contained in:
Mitchell Hashimoto
2022-04-03 20:39:32 -07:00
parent 3cb5dae9d8
commit 5bbdd75d70
4 changed files with 127 additions and 151 deletions

7
shaders/shape.f.glsl Normal file
View File

@ -0,0 +1,7 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

7
shaders/shape.v.glsl Normal file
View File

@ -0,0 +1,7 @@
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

107
src/App.zig Normal file
View File

@ -0,0 +1,107 @@
//! App is the primary GUI application for ghostty. This builds the window,
//! sets up the renderer, etc. The primary run loop is started by calling
//! the "run" function.
const App = @This();
const std = @import("std");
const gl = @import("opengl.zig");
const glfw = @import("glfw");
const log = std.log;
window: glfw.Window,
glprog: gl.Program,
vao: gl.VertexArray,
/// Initialize the main app instance. This creates the main window, sets
/// up the renderer state, compiles the shaders, etc. This is the primary
/// "startup" logic.
pub fn init() !App {
// Create our window
const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{
.context_version_major = 3,
.context_version_minor = 3,
.opengl_profile = .opengl_core_profile,
.opengl_forward_compat = true,
});
errdefer window.destroy();
// Setup OpenGL
// NOTE(mitchellh): we probably want to extract this to a dedicated
// renderer at some point.
try glfw.makeContextCurrent(window);
try glfw.swapInterval(1);
window.setSizeCallback((struct {
fn callback(_: glfw.Window, width: i32, height: i32) void {
log.info("set viewport {} {}", .{ width, height });
try gl.viewport(0, 0, width, height);
}
}).callback);
// Compile our shaders
const vs = try gl.Shader.create(gl.c.GL_VERTEX_SHADER);
try vs.setSourceAndCompile(vs_source);
errdefer vs.destroy();
const fs = try gl.Shader.create(gl.c.GL_FRAGMENT_SHADER);
try fs.setSourceAndCompile(fs_source);
errdefer fs.destroy();
// Link our shader program
const program = try gl.Program.create();
errdefer program.destroy();
try program.attachShader(vs);
try program.attachShader(fs);
try program.link();
vs.destroy();
fs.destroy();
// Create our bufer or vertices
const vertices = [_]f32{
-0.5, -0.5, 0.0, // left
0.5, -0.5, 0.0, // right
0.0, 0.5, 0.0, // top
};
const vao = try gl.VertexArray.create();
//defer vao.destroy();
const vbo = try gl.Buffer.create();
//defer vbo.destroy();
try vao.bind();
var binding = try vbo.bind(gl.c.GL_ARRAY_BUFFER);
try binding.setData(&vertices, gl.c.GL_STATIC_DRAW);
try binding.vertexAttribPointer(0, 3, gl.c.GL_FLOAT, false, 3 * @sizeOf(f32), null);
try binding.enableVertexAttribArray(0);
binding.unbind();
try gl.VertexArray.unbind();
return App{
.window = window,
.glprog = program,
.vao = vao,
};
}
pub fn deinit(self: *App) void {
self.window.destroy();
self.* = undefined;
}
pub fn run(self: App) !void {
while (!self.window.shouldClose()) {
// Setup basic OpenGL settings
gl.clearColor(0.2, 0.3, 0.3, 1.0);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
try self.glprog.use();
try self.vao.bind();
try gl.drawArrays(gl.c.GL_TRIANGLES, 0, 3);
try self.window.swapBuffers();
try glfw.waitEvents();
}
}
const vs_source = @embedFile("../shaders/shape.v.glsl");
const fs_source = @embedFile("../shaders/shape.f.glsl");

View File

@ -4,160 +4,15 @@ const gl = @import("opengl.zig");
const stb = @import("stb.zig");
const fonts = @import("fonts.zig");
const App = @import("App.zig");
pub fn main() !void {
// List our fonts
try fonts.list();
try glfw.init(.{});
defer glfw.terminate();
// Create our window
const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{
.context_version_major = 3,
.context_version_minor = 3,
.opengl_profile = .opengl_core_profile,
.opengl_forward_compat = true,
});
defer window.destroy();
// Setup OpenGL
try glfw.makeContextCurrent(window);
try glfw.swapInterval(1);
window.setSizeCallback((struct {
fn callback(_: glfw.Window, width: i32, height: i32) void {
std.log.info("set viewport {} {}", .{ width, height });
try gl.viewport(0, 0, width, height);
// Run our app
var app = try App.init();
defer app.deinit();
try app.run();
}
}).callback);
// Load our image
var imgwidth: c_int = 0;
var imgheight: c_int = 0;
var imgchannels: c_int = 0;
const data = stb.c.stbi_load_from_memory(
texsrc,
texsrc.len,
&imgwidth,
&imgheight,
&imgchannels,
0,
);
if (data == null) return error.TexFail;
defer stb.c.stbi_image_free(data);
// Setup a texture
const tex = try gl.Texture.create();
defer tex.destroy();
var texbind = try tex.bind(gl.c.GL_TEXTURE_2D);
defer texbind.unbind();
try texbind.parameter(gl.c.GL_TEXTURE_WRAP_S, gl.c.GL_REPEAT);
try texbind.parameter(gl.c.GL_TEXTURE_WRAP_T, gl.c.GL_REPEAT);
try texbind.parameter(gl.c.GL_TEXTURE_MIN_FILTER, gl.c.GL_LINEAR);
try texbind.parameter(gl.c.GL_TEXTURE_MAG_FILTER, gl.c.GL_LINEAR);
try texbind.image2D(
0,
gl.c.GL_RGB,
imgwidth,
imgheight,
0,
gl.c.GL_RGB,
gl.c.GL_UNSIGNED_BYTE,
data,
);
texbind.generateMipmap();
// Create our vertex shader
const vs = try gl.Shader.create(gl.c.GL_VERTEX_SHADER);
try vs.setSourceAndCompile(vs_source);
defer vs.destroy();
const fs = try gl.Shader.create(gl.c.GL_FRAGMENT_SHADER);
try fs.setSourceAndCompile(fs_source);
defer fs.destroy();
// Shader program
const program = try gl.Program.create();
defer program.destroy();
try program.attachShader(vs);
try program.attachShader(fs);
try program.link();
vs.destroy();
fs.destroy();
// Create our bufer or vertices
const vertices = [_]f32{
-0.8, -0.8, 0.0, 0.0, 0.0, // left
0.8, -0.8, 0.0, 1.0, 0.0, // right
0.0, 0.8, 0.0, 0.5, 1.0, // top
};
const vao = try gl.VertexArray.create();
defer vao.destroy();
const vbo = try gl.Buffer.create();
defer vbo.destroy();
try vao.bind();
var binding = try vbo.bind(gl.c.GL_ARRAY_BUFFER);
try binding.setData(&vertices, gl.c.GL_STATIC_DRAW);
try binding.vertexAttribPointer(0, 3, gl.c.GL_FLOAT, false, 5 * @sizeOf(f32), null);
try binding.enableVertexAttribArray(0);
try binding.vertexAttribPointer(
1,
2,
gl.c.GL_FLOAT,
false,
5 * @sizeOf(f32),
@intToPtr(*const anyopaque, 3 * @sizeOf(f32)),
);
try binding.enableVertexAttribArray(1);
binding.unbind();
try gl.VertexArray.unbind();
// Wait for the user to close the window.
while (!window.shouldClose()) {
// Setup basic OpenGL settings
gl.clearColor(0.2, 0.3, 0.3, 1.0);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
try program.use();
_ = try tex.bind(gl.c.GL_TEXTURE_2D);
try vao.bind();
try gl.drawArrays(gl.c.GL_TRIANGLES, 0, 3);
// const pos = try window.getCursorPos();
// std.log.info("CURSOR: {}", .{pos});
try window.swapBuffers();
try glfw.waitEvents();
}
}
const texsrc = @embedFile("tex.png");
const vs_source =
\\#version 330 core
\\layout (location = 0) in vec3 aPos;
\\layout (location = 1) in vec2 aTexCoord;
\\
\\out vec2 TexCoord;
\\
\\void main()
\\{
\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
\\ TexCoord = aTexCoord;
\\}
;
const fs_source =
\\#version 330 core
\\out vec4 FragColor;
\\
\\in vec2 TexCoord;
\\
\\uniform sampler2D ourTexture;
\\
\\void main()
\\{
\\ FragColor = texture(ourTexture, TexCoord);
\\}
;