mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-08-02 14:57:31 +03:00
opengl: buffers
This commit is contained in:
18
src/main.zig
18
src/main.zig
@ -52,17 +52,11 @@ pub fn main() !void {
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};
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const vao = try gl.VertexArray.create();
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defer vao.destroy();
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var vbo: c_uint = undefined;
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c.glGenBuffers(1, &vbo);
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const vbo = try gl.Buffer.create();
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defer vbo.destroy();
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try vao.bind();
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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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try vbo.bind(c.GL_ARRAY_BUFFER);
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try vbo.setData(c.GL_ARRAY_BUFFER, vertices[0..], c.GL_STATIC_DRAW);
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c.glVertexAttribPointer(
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0,
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@ -74,8 +68,8 @@ pub fn main() !void {
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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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try gl.Buffer.unbind(c.GL_ARRAY_BUFFER);
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try gl.VertexArray.unbind();
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// Wait for the user to close the window.
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while (!window.shouldClose()) {
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@ -9,6 +9,7 @@
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//! API is exposed via the `c` constant.
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pub const c = @import("opengl/c.zig");
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pub const Buffer = @import("opengl/Buffer.zig");
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pub const Program = @import("opengl/Program.zig");
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pub const Shader = @import("opengl/Shader.zig");
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pub const VertexArray = @import("opengl/VertexArray.zig");
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56
src/opengl/Buffer.zig
Normal file
56
src/opengl/Buffer.zig
Normal file
@ -0,0 +1,56 @@
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const Buffer = @This();
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const c = @import("c.zig");
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const errors = @import("errors.zig");
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id: c.GLuint,
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/// Create a single buffer.
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pub inline fn create() !Buffer {
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var vbo: c.GLuint = undefined;
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c.glGenBuffers(1, &vbo);
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return Buffer{ .id = vbo };
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}
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// Unbind any active vertex array.
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pub inline fn unbind(target: c.GLenum) !void {
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c.glBindBuffer(target, 0);
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}
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/// glBindBuffer
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pub inline fn bind(v: Buffer, target: c.GLenum) !void {
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c.glBindBuffer(target, v.id);
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}
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pub inline fn setData(
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v: Buffer,
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target: c.GLenum,
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data: []const f32,
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usage: c.GLenum,
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) !void {
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// Maybe one day in debug mode we can validate that this buffer
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// is currently bound.
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_ = v;
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// Determine the per-element size. This is all comptime-computed.
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const dataInfo = @typeInfo(@TypeOf(data));
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const size: usize = switch (dataInfo) {
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.Pointer => |ptr| switch (ptr.size) {
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.Slice => @sizeOf(ptr.child),
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else => unreachable,
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},
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else => unreachable,
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};
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c.glBufferData(
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target,
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@intCast(isize, size * data.len),
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data.ptr,
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usage,
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);
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try errors.getError();
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}
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pub inline fn destroy(v: Buffer) void {
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c.glDeleteBuffers(1, &v.id);
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}
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@ -11,6 +11,11 @@ pub inline fn create() !VertexArray {
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return VertexArray{ .id = vao };
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}
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// Unbind any active vertex array.
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pub inline fn unbind() !void {
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c.glBindVertexArray(0);
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}
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/// glBindVertexArray
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pub inline fn bind(v: VertexArray) !void {
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c.glBindVertexArray(v.id);
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