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https://github.com/ghostty-org/ghostty.git
synced 2025-08-02 14:57:31 +03:00
abstract shaders
This commit is contained in:
@ -1,3 +1,3 @@
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pub usingnamespace @cImport({
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@cInclude("raylib.h");
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@cInclude("epoxy/gl.h");
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});
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51
src/main.zig
51
src/main.zig
@ -1,8 +1,7 @@
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const std = @import("std");
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const glfw = @import("glfw");
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const c = @cImport({
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@cInclude("epoxy/gl.h");
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});
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const c = @import("c.zig");
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const gl = @import("opengl.zig");
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pub fn main() !void {
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try glfw.init(.{});
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@ -28,44 +27,20 @@ pub fn main() !void {
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}).callback);
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// Create our vertex shader
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const vs = c.glCreateShader(c.GL_VERTEX_SHADER);
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c.glShaderSource(
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vs,
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1,
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&@ptrCast([*c]const u8, vs_source),
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null,
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);
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c.glCompileShader(vs);
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var success: c_int = undefined;
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c.glGetShaderiv(vs, c.GL_COMPILE_STATUS, &success);
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if (success != c.GL_TRUE) {
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var msg: [512]u8 = undefined;
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c.glGetShaderInfoLog(vs, 512, null, &msg);
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std.log.err("Fail: {s}\n", .{std.mem.sliceTo(&msg, 0)});
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return;
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}
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const vs = try gl.Shader.create(gl.c.GL_VERTEX_SHADER);
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try vs.setSourceAndCompile(vs_source);
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defer vs.destroy();
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const fs = c.glCreateShader(c.GL_FRAGMENT_SHADER);
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c.glShaderSource(
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fs,
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1,
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&@ptrCast([*c]const u8, fs_source),
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null,
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);
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c.glCompileShader(fs);
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c.glGetShaderiv(fs, c.GL_COMPILE_STATUS, &success);
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if (success != c.GL_TRUE) {
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var msg: [512]u8 = undefined;
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c.glGetShaderInfoLog(fs, 512, null, &msg);
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std.log.err("FS fail: {s}\n", .{std.mem.sliceTo(&msg, 0)});
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return;
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}
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const fs = try gl.Shader.create(gl.c.GL_FRAGMENT_SHADER);
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try fs.setSourceAndCompile(fs_source);
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defer fs.destroy();
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// Shader program
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const program = c.glCreateProgram();
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c.glAttachShader(program, vs);
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c.glAttachShader(program, fs);
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c.glAttachShader(program, vs.handle);
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c.glAttachShader(program, fs.handle);
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c.glLinkProgram(program);
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var success: c_int = undefined;
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c.glGetProgramiv(program, c.GL_LINK_STATUS, &success);
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if (success != c.GL_TRUE) {
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var msg: [512]u8 = undefined;
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@ -73,8 +48,8 @@ pub fn main() !void {
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std.log.err("program fail: {s}\n", .{std.mem.sliceTo(&msg, 0)});
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return;
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}
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c.glDeleteShader(vs);
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c.glDeleteShader(fs);
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c.glDeleteShader(vs.handle);
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c.glDeleteShader(fs.handle);
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// Create our bufer or vertices
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const vertices = [_]f32{
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85
src/opengl.zig
Normal file
85
src/opengl.zig
Normal file
@ -0,0 +1,85 @@
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const std = @import("std");
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const assert = std.debug.assert;
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const log = std.log.scoped(.opengl);
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/// This can be used to access the OpenGL headers.
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pub const c = @import("c.zig");
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pub const Error = error{
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InvalidEnum,
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InvalidValue,
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InvalidOperation,
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InvalidFramebufferOperation,
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OutOfMemory,
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Unknown,
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};
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/// getError returns the error (if any) from the last OpenGL operation.
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pub fn getError() Error!void {
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return switch (c.glGetError()) {
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c.GL_NO_ERROR => {},
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c.GL_INVALID_ENUM => Error.InvalidEnum,
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c.GL_INVALID_VALUE => Error.InvalidValue,
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c.GL_INVALID_OPERATION => Error.InvalidOperation,
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c.GL_INVALID_FRAMEBUFFER_OPERATION => Error.InvalidFramebufferOperation,
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c.GL_OUT_OF_MEMORY => Error.OutOfMemory,
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else => Error.Unknown,
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};
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}
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/// mustError just calls getError but always results in an error being returned.
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/// If getError has no error, then Unknown is returned.
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fn mustError() Error!void {
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try getError();
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return Error.Unknown;
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}
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pub const Shader = struct {
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handle: c.GLuint,
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pub fn create(typ: c.GLenum) Error!Shader {
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const handle = c.glCreateShader(typ);
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if (handle == 0) {
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try mustError();
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unreachable;
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}
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log.debug("shader created id={}", .{handle});
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return Shader{ .handle = handle };
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}
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/// Set the source and compile a shader.
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pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
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c.glShaderSource(s.handle, 1, &@ptrCast([*c]const u8, source), null);
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c.glCompileShader(s.handle);
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// Check if compilation succeeded
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var success: c_int = undefined;
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c.glGetShaderiv(s.handle, c.GL_COMPILE_STATUS, &success);
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if (success == c.GL_TRUE) return;
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log.err("shader compilation failure handle={} message={s}", .{
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s.handle,
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std.mem.sliceTo(&s.getInfoLog(), 0),
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});
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return error.CompileFailed;
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}
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/// getInfoLog returns the info log for this shader. This attempts to
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/// keep the log fully stack allocated and is therefore limited to a max
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/// amount of elements.
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//
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// NOTE(mitchellh): we can add a dynamic version that uses an allocator
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// if we ever need it.
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pub fn getInfoLog(s: Shader) [512]u8 {
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var msg: [512]u8 = undefined;
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c.glGetShaderInfoLog(s.handle, msg.len, null, &msg);
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return msg;
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}
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pub fn destroy(s: Shader) void {
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assert(s.handle != 0);
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c.glDeleteShader(s.handle);
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log.debug("shader destroyed id={}", .{s.handle});
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}
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};
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