//! 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 glfw = @import("glfw"); const gl = @import("opengl.zig"); const TextRenderer = @import("TextRenderer.zig"); const log = std.log; window: glfw.Window, glprog: gl.Program, vao: gl.VertexArray, /// 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: std.mem.Allocator) !App { // Setup our text renderer var texter = try TextRenderer.init(alloc); defer texter.deinit(); // 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(); // 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); 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); // 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); // Compile our shaders const vs = try gl.Shader.create(gl.c.GL_VERTEX_SHADER); try vs.setSourceAndCompile(vs_source); errdefer vs.destroy(); const fs = try gl.Shader.create(gl.c.GL_FRAGMENT_SHADER); try fs.setSourceAndCompile(fs_source); errdefer fs.destroy(); // Link our shader program const program = try gl.Program.create(); errdefer program.destroy(); try program.attachShader(vs); try program.attachShader(fs); try program.link(); vs.destroy(); fs.destroy(); // Create our bufer or vertices const vertices = [_]f32{ -0.5, -0.5, 0.0, // left 0.5, -0.5, 0.0, // right 0.0, 0.5, 0.0, // top }; const vao = try gl.VertexArray.create(); //defer vao.destroy(); const vbo = try gl.Buffer.create(); //defer vbo.destroy(); try vao.bind(); var binding = try vbo.bind(gl.c.GL_ARRAY_BUFFER); try binding.setData(&vertices, gl.c.GL_STATIC_DRAW); try binding.vertexAttribPointer(0, 3, gl.c.GL_FLOAT, false, 3 * @sizeOf(f32), null); try binding.enableVertexAttribArray(0); binding.unbind(); try gl.VertexArray.unbind(); return App{ .window = window, .glprog = program, .vao = vao, }; } 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.glprog.use(); try self.vao.bind(); try gl.drawArrays(gl.c.GL_TRIANGLES, 0, 3); try self.window.swapBuffers(); try glfw.waitEvents(); } } const vs_source = @embedFile("../shaders/shape.v.glsl"); const fs_source = @embedFile("../shaders/shape.f.glsl");