opengl: extract into folder

This commit is contained in:
Mitchell Hashimoto
2022-04-01 15:38:47 -07:00
parent de0f707c96
commit 91cb86395b
6 changed files with 151 additions and 139 deletions

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@ -1,7 +1,7 @@
const std = @import("std");
const glfw = @import("glfw");
const c = @import("c.zig");
const gl = @import("opengl.zig");
const c = gl.c;
pub fn main() !void {
try glfw.init(.{});

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@ -1,138 +1,3 @@
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
/// This can be used to access the OpenGL headers.
pub const c = @import("c.zig");
pub const Error = error{
InvalidEnum,
InvalidValue,
InvalidOperation,
InvalidFramebufferOperation,
OutOfMemory,
Unknown,
};
/// getError returns the error (if any) from the last OpenGL operation.
pub fn getError() Error!void {
return switch (c.glGetError()) {
c.GL_NO_ERROR => {},
c.GL_INVALID_ENUM => Error.InvalidEnum,
c.GL_INVALID_VALUE => Error.InvalidValue,
c.GL_INVALID_OPERATION => Error.InvalidOperation,
c.GL_INVALID_FRAMEBUFFER_OPERATION => Error.InvalidFramebufferOperation,
c.GL_OUT_OF_MEMORY => Error.OutOfMemory,
else => Error.Unknown,
};
}
/// mustError just calls getError but always results in an error being returned.
/// If getError has no error, then Unknown is returned.
fn mustError() Error!void {
try getError();
return Error.Unknown;
}
pub const Shader = struct {
id: c.GLuint,
pub fn create(typ: c.GLenum) Error!Shader {
const id = c.glCreateShader(typ);
if (id == 0) {
try mustError();
unreachable;
}
log.debug("shader created id={}", .{id});
return Shader{ .id = id };
}
/// Set the source and compile a shader.
pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
c.glShaderSource(s.id, 1, &@ptrCast([*c]const u8, source), null);
c.glCompileShader(s.id);
// Check if compilation succeeded
var success: c_int = undefined;
c.glGetShaderiv(s.id, c.GL_COMPILE_STATUS, &success);
if (success == c.GL_TRUE) return;
log.err("shader compilation failure id={} message={s}", .{
s.id,
std.mem.sliceTo(&s.getInfoLog(), 0),
});
return error.CompileFailed;
}
/// getInfoLog returns the info log for this shader. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Shader) [512]u8 {
var msg: [512]u8 = undefined;
c.glGetShaderInfoLog(s.id, msg.len, null, &msg);
return msg;
}
pub fn destroy(s: Shader) void {
assert(s.id != 0);
c.glDeleteShader(s.id);
log.debug("shader destroyed id={}", .{s.id});
}
};
pub const Program = struct {
id: c.GLuint,
pub fn create() !Program {
const id = c.glCreateProgram();
if (id == 0) try mustError();
log.debug("program created id={}", .{id});
return Program{ .id = id };
}
pub fn attachShader(p: Program, s: Shader) !void {
c.glAttachShader(p.id, s.id);
try getError();
}
pub fn link(p: Program) !void {
c.glLinkProgram(p.id);
// Check if linking succeeded
var success: c_int = undefined;
c.glGetProgramiv(p.id, c.GL_LINK_STATUS, &success);
if (success == c.GL_TRUE) {
log.debug("program linked id={}", .{p.id});
return;
}
log.err("program link failure id={} message={s}", .{
p.id,
std.mem.sliceTo(&p.getInfoLog(), 0),
});
return error.CompileFailed;
}
/// getInfoLog returns the info log for this program. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Program) [512]u8 {
var msg: [512]u8 = undefined;
c.glGetProgramInfoLog(s.id, msg.len, null, &msg);
return msg;
}
pub fn destroy(p: Program) void {
assert(p.id != 0);
c.glDeleteProgram(p.id);
log.debug("program destroyed id={}", .{p.id});
}
};
pub const c = @import("opengl/c.zig");
pub const Program = @import("opengl/Program.zig");
pub const Shader = @import("opengl/Shader.zig");

60
src/opengl/Program.zig Normal file
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@ -0,0 +1,60 @@
const Program = @This();
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
const c = @import("c.zig");
const Shader = @import("Shader.zig");
const errors = @import("errors.zig");
id: c.GLuint,
pub fn create() !Program {
const id = c.glCreateProgram();
if (id == 0) try errors.mustError();
log.debug("program created id={}", .{id});
return Program{ .id = id };
}
pub fn attachShader(p: Program, s: Shader) !void {
c.glAttachShader(p.id, s.id);
try errors.getError();
}
pub fn link(p: Program) !void {
c.glLinkProgram(p.id);
// Check if linking succeeded
var success: c_int = undefined;
c.glGetProgramiv(p.id, c.GL_LINK_STATUS, &success);
if (success == c.GL_TRUE) {
log.debug("program linked id={}", .{p.id});
return;
}
log.err("program link failure id={} message={s}", .{
p.id,
std.mem.sliceTo(&p.getInfoLog(), 0),
});
return error.CompileFailed;
}
/// getInfoLog returns the info log for this program. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Program) [512]u8 {
var msg: [512]u8 = undefined;
c.glGetProgramInfoLog(s.id, msg.len, null, &msg);
return msg;
}
pub fn destroy(p: Program) void {
assert(p.id != 0);
c.glDeleteProgram(p.id);
log.debug("program destroyed id={}", .{p.id});
}

55
src/opengl/Shader.zig Normal file
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@ -0,0 +1,55 @@
const Shader = @This();
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
const c = @import("c.zig");
const errors = @import("errors.zig");
id: c.GLuint,
pub fn create(typ: c.GLenum) errors.Error!Shader {
const id = c.glCreateShader(typ);
if (id == 0) {
try errors.mustError();
unreachable;
}
log.debug("shader created id={}", .{id});
return Shader{ .id = id };
}
/// Set the source and compile a shader.
pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
c.glShaderSource(s.id, 1, &@ptrCast([*c]const u8, source), null);
c.glCompileShader(s.id);
// Check if compilation succeeded
var success: c_int = undefined;
c.glGetShaderiv(s.id, c.GL_COMPILE_STATUS, &success);
if (success == c.GL_TRUE) return;
log.err("shader compilation failure id={} message={s}", .{
s.id,
std.mem.sliceTo(&s.getInfoLog(), 0),
});
return error.CompileFailed;
}
/// getInfoLog returns the info log for this shader. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Shader) [512]u8 {
var msg: [512]u8 = undefined;
c.glGetShaderInfoLog(s.id, msg.len, null, &msg);
return msg;
}
pub fn destroy(s: Shader) void {
assert(s.id != 0);
c.glDeleteShader(s.id);
log.debug("shader destroyed id={}", .{s.id});
}

32
src/opengl/errors.zig Normal file
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@ -0,0 +1,32 @@
const std = @import("std");
const c = @import("c.zig");
pub const Error = error{
InvalidEnum,
InvalidValue,
InvalidOperation,
InvalidFramebufferOperation,
OutOfMemory,
Unknown,
};
/// getError returns the error (if any) from the last OpenGL operation.
pub fn getError() Error!void {
return switch (c.glGetError()) {
c.GL_NO_ERROR => {},
c.GL_INVALID_ENUM => Error.InvalidEnum,
c.GL_INVALID_VALUE => Error.InvalidValue,
c.GL_INVALID_OPERATION => Error.InvalidOperation,
c.GL_INVALID_FRAMEBUFFER_OPERATION => Error.InvalidFramebufferOperation,
c.GL_OUT_OF_MEMORY => Error.OutOfMemory,
else => Error.Unknown,
};
}
/// mustError just calls getError but always results in an error being returned.
/// If getError has no error, then Unknown is returned.
pub fn mustError() Error!void {
try getError();
return Error.Unknown;
}