new Window abstraction

This commit is contained in:
Mitchell Hashimoto
2022-04-14 21:07:16 -07:00
parent ce70efd771
commit bb902cf4e3
4 changed files with 168 additions and 71 deletions

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@ -5,96 +5,32 @@ const App = @This();
const std = @import("std"); const std = @import("std");
const Allocator = std.mem.Allocator; const Allocator = std.mem.Allocator;
const glfw = @import("glfw"); const Window = @import("Window.zig");
const gl = @import("opengl.zig");
const TextRenderer = @import("TextRenderer.zig");
const Grid = @import("Grid.zig");
const log = std.log; const log = std.log;
alloc: Allocator, alloc: Allocator,
window: glfw.Window, window: *Window,
text: TextRenderer,
grid: Grid,
/// Initialize the main app instance. This creates the main window, sets /// Initialize the main app instance. This creates the main window, sets
/// up the renderer state, compiles the shaders, etc. This is the primary /// up the renderer state, compiles the shaders, etc. This is the primary
/// "startup" logic. /// "startup" logic.
pub fn init(alloc: Allocator) !App { pub fn init(alloc: Allocator) !App {
// Create our window // Create the window
const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{ const window = try Window.create(alloc);
.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);
// Load OpenGL bindings
const version = try gl.glad.load(glfw.getProcAddress);
log.info("loaded OpenGL {}.{}", .{
gl.glad.versionMajor(version),
gl.glad.versionMinor(version),
});
// Culling, probably not necessary. We have to change the winding
// order since our 0,0 is top-left.
gl.c.glEnable(gl.c.GL_CULL_FACE);
gl.c.glFrontFace(gl.c.GL_CW);
// Blending for text
gl.c.glEnable(gl.c.GL_BLEND);
gl.c.glBlendFunc(gl.c.GL_SRC_ALPHA, gl.c.GL_ONE_MINUS_SRC_ALPHA);
// Setup our text renderer
var texter = try TextRenderer.init(alloc);
errdefer texter.deinit(alloc);
var grid = try Grid.init(alloc);
try grid.setScreenSize(.{ .width = 3000, .height = 1666 });
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);
return App{ return App{
.alloc = alloc, .alloc = alloc,
.window = window, .window = window,
.text = texter,
.grid = grid,
}; };
} }
pub fn deinit(self: *App) void { pub fn deinit(self: *App) void {
self.text.deinit(self.alloc); self.window.destroy(self.alloc);
self.window.destroy();
self.* = undefined; self.* = undefined;
} }
pub fn run(self: App) !void { pub fn run(self: App) !void {
while (!self.window.shouldClose()) { try self.window.run();
// Setup basic OpenGL settings
gl.clearColor(0.2, 0.3, 0.3, 1.0);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
try self.grid.render();
//try self.text.render("sh $ /bin/bash -c \"echo hello\"", 25.0, 25.0, .{ 0.5, 0.8, 0.2 });
try self.window.swapBuffers();
try glfw.waitEvents();
}
} }
const vs_source = @embedFile("../shaders/shape.v.glsl");
const fs_source = @embedFile("../shaders/shape.f.glsl");

109
src/Window.zig Normal file
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@ -0,0 +1,109 @@
//! Window represents a single OS window.
//!
//! NOTE(multi-window): This may be premature, but this abstraction is here
//! to pave the way One Day(tm) for multi-window support. At the time of
//! writing, we support exactly one window.
const Window = @This();
const std = @import("std");
const Allocator = std.mem.Allocator;
const Grid = @import("Grid.zig");
const glfw = @import("glfw");
const gl = @import("opengl.zig");
const log = std.log.scoped(.window);
/// The glfw window handle.
window: glfw.Window,
/// The terminal grid attached to this window.
grid: Grid,
/// Create a new window. This allocates and returns a pointer because we
/// need a stable pointer for user data callbacks. Therefore, a stack-only
/// initialization is not currently possible.
pub fn create(alloc: Allocator) !*Window {
var self = try alloc.create(Window);
errdefer alloc.destroy(self);
// 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();
// NOTE(multi-window): We'll need to extract all the below into a
// dedicated renderer and consider the multi-threading (or at the very
// least: multi-OpenGL-context) implications. Since we don't support
// multiple windows right now, we just do it all here.
// Setup OpenGL
try glfw.makeContextCurrent(window);
try glfw.swapInterval(1);
// Load OpenGL bindings
const version = try gl.glad.load(glfw.getProcAddress);
log.info("loaded OpenGL {}.{}", .{
gl.glad.versionMajor(version),
gl.glad.versionMinor(version),
});
// Culling, probably not necessary. We have to change the winding
// order since our 0,0 is top-left.
gl.c.glEnable(gl.c.GL_CULL_FACE);
gl.c.glFrontFace(gl.c.GL_CW);
// Blending for text
gl.c.glEnable(gl.c.GL_BLEND);
gl.c.glBlendFunc(gl.c.GL_SRC_ALPHA, gl.c.GL_ONE_MINUS_SRC_ALPHA);
// Create our terminal grid with a bogus initial size.
var grid = try Grid.init(alloc);
try grid.setScreenSize(.{ .width = 640, .height = 480 });
self.* = .{
.window = window,
.grid = grid,
};
// Setup our callbacks and user data
window.setUserPointer(self);
window.setSizeCallback(sizeCallback);
return self;
}
pub fn destroy(self: *Window, alloc: Allocator) void {
alloc.destroy(self);
}
pub fn run(self: Window) !void {
while (!self.window.shouldClose()) {
// Set our background
gl.clearColor(0.2, 0.3, 0.3, 1.0);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
// Render the grid
try self.grid.render();
// Swap
try self.window.swapBuffers();
try glfw.waitEvents();
}
}
fn sizeCallback(window: glfw.Window, width: i32, height: i32) void {
const win = window.getUserPointer(Window) orelse return;
// Update our grid so that the projections on render are correct.
win.grid.setScreenSize(.{
.width = width,
.height = height,
}) catch unreachable;
// Update our viewport for this context to be the entire window
try gl.viewport(0, 0, width, height);
}

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@ -8,7 +8,7 @@ pub fn main() !void {
const gpa = general_purpose_allocator.allocator(); const gpa = general_purpose_allocator.allocator();
defer _ = general_purpose_allocator.deinit(); defer _ = general_purpose_allocator.deinit();
// List our fonts // Initialize glfw
try glfw.init(.{}); try glfw.init(.{});
defer glfw.terminate(); defer glfw.terminate();

52
src/old/App.zig Normal file
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@ -0,0 +1,52 @@
//! 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 Allocator = std.mem.Allocator;
const glfw = @import("glfw");
const gl = @import("opengl.zig");
const TextRenderer = @import("TextRenderer.zig");
const Grid = @import("Grid.zig");
const Window = @import("Window.zig");
const log = std.log;
alloc: Allocator,
window: glfw.Window,
text: TextRenderer,
grid: Grid,
/// 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(alloc: Allocator) !App {
// Create the window
const window = try Window.create(alloc);
return App{
.window = window,
};
}
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.grid.render();
//try self.text.render("sh $ /bin/bash -c \"echo hello\"", 25.0, 25.0, .{ 0.5, 0.8, 0.2 });
try self.window.swapBuffers();
try glfw.waitEvents();
}
}