mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-08-02 14:57:31 +03:00
draw a triangle with opengl
This commit is contained in:
@ -1,6 +1,7 @@
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{ mkShell, lib, stdenv
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, gdb
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, glxinfo
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, pkg-config
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, scdoc
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, vulkan-loader
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@ -24,6 +25,7 @@
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scdoc
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zig
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glxinfo
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vttest
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];
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128
src/main.zig
128
src/main.zig
@ -9,22 +9,140 @@ pub fn main() !void {
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defer glfw.terminate();
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// Create our window
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const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{});
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const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{
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.context_version_major = 3,
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.context_version_minor = 3,
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.opengl_profile = .opengl_core_profile,
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.opengl_forward_compat = true,
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});
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defer window.destroy();
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// Setup OpenGL
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try glfw.makeContextCurrent(window);
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try glfw.swapInterval(1);
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window.setSizeCallback((struct {
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fn callback(_: glfw.Window, width: i32, height: i32) void {
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std.log.info("set viewport {} {}", .{ width, height });
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c.glViewport(0, 0, width, height);
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}
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}).callback);
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// Setup basic OpenGL settings
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c.glClearColor(0.0, 0.0, 0.0, 0.0);
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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 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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// 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.glLinkProgram(program);
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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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c.glGetProgramInfoLog(program, 512, null, &msg);
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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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// Create our bufer or vertices
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const vertices = [_]f32{
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-0.5, -0.5, 0.0, // left
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0.5, -0.5, 0.0, // right
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0.0, 0.5, 0.0, // top
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};
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var vao: c_uint = undefined;
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var vbo: c_uint = undefined;
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c.glGenVertexArrays(1, &vao);
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c.glGenBuffers(1, &vbo);
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c.glBindVertexArray(vao);
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c.glBindBuffer(c.GL_ARRAY_BUFFER, vbo);
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c.glBufferData(
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c.GL_ARRAY_BUFFER,
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@as(isize, @sizeOf(@TypeOf(vertices))),
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&vertices,
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c.GL_STATIC_DRAW,
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);
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c.glVertexAttribPointer(
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0,
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3,
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c.GL_FLOAT,
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c.GL_FALSE,
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3 * @sizeOf(f32),
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null,
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);
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c.glEnableVertexAttribArray(0);
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c.glBindBuffer(c.GL_ARRAY_BUFFER, 0);
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c.glBindVertexArray(0);
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// Wait for the user to close the window.
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while (!window.shouldClose()) {
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const pos = try window.getCursorPos();
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std.log.info("CURSOR: {}", .{pos});
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// Setup basic OpenGL settings
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c.glClearColor(0.2, 0.3, 0.3, 1.0);
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c.glClear(c.GL_COLOR_BUFFER_BIT);
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c.glUseProgram(program);
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c.glBindVertexArray(vao);
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c.glDrawArrays(c.GL_TRIANGLES, 0, 3);
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// const pos = try window.getCursorPos();
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// std.log.info("CURSOR: {}", .{pos});
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try window.swapBuffers();
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try glfw.waitEvents();
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}
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}
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const vs_source =
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\\#version 330 core
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\\layout (location = 0) in vec3 aPos;
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\\
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\\void main()
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\\{
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\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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\\}
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;
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const fs_source =
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\\#version 330 core
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\\out vec4 FragColor;
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\\
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\\void main()
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\\{
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\\ FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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\\}
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;
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