ghostty/src/App.zig
2022-04-03 22:04:42 -07:00

117 lines
3.4 KiB
Zig

//! 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");