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opengl triangle with zig-gamedev
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const std = @import("std"); | |
const zsdl = @import("libs/zig-gamedev/libs/zsdl/build.zig"); | |
const zopengl = @import("libs/zig-gamedev/libs/zopengl/build.zig"); | |
pub fn build(b: *std.Build) void { | |
const target = b.standardTargetOptions(.{}); | |
const optimize = b.standardOptimizeOption(.{}); | |
const exe = b.addExecutable(.{ | |
.name = "hellotriangle", | |
.root_source_file = .{ .path = "src/main.zig" }, | |
.target = target, | |
.optimize = optimize, | |
}); | |
b.installArtifact(exe); | |
const run_cmd = b.addRunArtifact(exe); | |
run_cmd.step.dependOn(b.getInstallStep()); | |
if (b.args) |args| { | |
run_cmd.addArgs(args); | |
} | |
const zsdl_pkg = zsdl.package(b, target, optimize, .{}); | |
const zopengl_pkg = zopengl.package(b, target, optimize, .{}); | |
zsdl_pkg.link(exe); | |
zopengl_pkg.link(exe); | |
const run_step = b.step("run", "Run the app"); | |
run_step.dependOn(&run_cmd.step); | |
} |
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// in /src/main.zig | |
const std = @import("std"); | |
const sdl = @import("zsdl"); | |
const gl = @import("zopengl"); | |
pub fn main() !void { | |
_ = sdl.setHint(sdl.hint_windows_dpi_awareness, "system"); | |
try sdl.init(.{ .audio = true, .video = true }); | |
defer sdl.quit(); | |
const gl_major = 3; | |
const gl_minor = 3; | |
try sdl.gl.setAttribute(.context_profile_mask, @intFromEnum(sdl.gl.Profile.core)); | |
try sdl.gl.setAttribute(.context_major_version, gl_major); | |
try sdl.gl.setAttribute(.context_minor_version, gl_minor); | |
try sdl.gl.setAttribute(.context_flags, @as(i32, @bitCast(sdl.gl.ContextFlags{ .forward_compatible = true }))); | |
const window = try sdl.Window.create( | |
"zig-gamedev: minimal_sdl_gl", | |
sdl.Window.pos_undefined, | |
sdl.Window.pos_undefined, | |
600, | |
600, | |
.{ .opengl = true, .allow_highdpi = true }, | |
); | |
defer window.destroy(); | |
const gl_context = try sdl.gl.createContext(window); | |
defer sdl.gl.deleteContext(gl_context); | |
try sdl.gl.makeCurrent(window, gl_context); | |
try sdl.gl.setSwapInterval(0); | |
try gl.loadCoreProfile(sdl.gl.getProcAddress, gl_major, gl_minor); | |
{ | |
var w: i32 = undefined; | |
var h: i32 = undefined; | |
try window.getSize(&w, &h); | |
std.debug.print("Window size is {d}x{d}\n", .{ w, h }); | |
sdl.gl.getDrawableSize(window, &w, &h); | |
std.debug.print("Drawable size is {d}x{d}\n", .{ w, h }); | |
} | |
var vertices: [9]gl.Float = [9]gl.Float{ | |
-0.7, -0.5, 0.0, | |
0.7, -0.5, 0.0, | |
0.0, 0.7, 0.0, | |
}; | |
var VAO: gl.Uint = undefined; | |
gl.genVertexArrays(1, &VAO); | |
gl.bindVertexArray(VAO); | |
var VBO: gl.Uint = undefined; | |
gl.genBuffers(1, &VBO); | |
gl.bindBuffer(gl.ARRAY_BUFFER, VBO); | |
gl.bufferData(gl.ARRAY_BUFFER, vertices.len * @sizeOf(gl.Float), &vertices, gl.STATIC_DRAW); | |
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 3 * @sizeOf(gl.Float), null); | |
gl.enableVertexAttribArray(0); | |
var e = gl.getError(); | |
if (e != gl.NO_ERROR) { | |
std.debug.print("error: {d}\n", .{e}); | |
return; | |
} | |
var vertexShaderSource: [:0]const u8 = @embedFile("triangle.vs"); | |
std.debug.print("vertexShaderSource: {s}\n", .{vertexShaderSource.ptr}); | |
var vertexShader: gl.Uint = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(vertexShader, 1, &[_][*c]const u8{vertexShaderSource.ptr}, null); | |
gl.compileShader(vertexShader); | |
var success: gl.Int = 0; | |
gl.getShaderiv(vertexShader, gl.COMPILE_STATUS, &success); | |
if (success == 0) { | |
var infoLog: [512]u8 = undefined; | |
var logSize: gl.Int = 0; | |
gl.getShaderInfoLog(vertexShader, 512, &logSize, &infoLog); | |
var i: usize = @intCast(logSize); | |
std.debug.print("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{s}\n", .{infoLog[0..i]}); | |
return; | |
} else { | |
var infoLog: [512]u8 = undefined; | |
var logSize: gl.Int = 0; | |
gl.getShaderInfoLog(vertexShader, 512, &logSize, &infoLog); | |
var i: usize = @intCast(logSize); | |
std.debug.print("INFO::SHADER::VERTEX::LINKING_SUCCESS\n{s}\n", .{infoLog[0..i]}); | |
} | |
var fragmentShaderSource: [:0]const u8 = @embedFile("triangle.fs"); | |
std.debug.print("fragmentShaderSource: {s}\n", .{fragmentShaderSource.ptr}); | |
var fragmentShader: gl.Uint = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(fragmentShader, 1, &[_][*c]const u8{fragmentShaderSource.ptr}, null); | |
gl.compileShader(fragmentShader); | |
gl.getShaderiv(fragmentShader, gl.COMPILE_STATUS, &success); | |
if (success == 0) { | |
var infoLog: [512]u8 = undefined; | |
var logSize: gl.Int = 0; | |
gl.getShaderInfoLog(fragmentShader, 512, &logSize, &infoLog); | |
var i: usize = @intCast(logSize); | |
std.debug.print("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{s}\n", .{infoLog[0..i]}); | |
return; | |
} else { | |
var infoLog: [512]u8 = undefined; | |
var logSize: gl.Int = 0; | |
gl.getShaderInfoLog(vertexShader, 512, logSize, &infoLog); | |
var i: usize = @intCast(logSize); | |
std.debug.print("INFO::SHADER::FRAGMENT::LINKING_SUCCESS\n{s}\n", .{infoLog[0..i]}); | |
} | |
var shaderProgram: gl.Uint = gl.createProgram(); | |
gl.attachShader(shaderProgram, vertexShader); | |
gl.attachShader(shaderProgram, fragmentShader); | |
e = gl.getError(); | |
if (e != gl.NO_ERROR) { | |
std.debug.print("error: {d}\n", .{e}); | |
return; | |
} | |
gl.linkProgram(shaderProgram); | |
gl.getProgramiv(shaderProgram, gl.LINK_STATUS, &success); | |
if (success == 0) { | |
var infoLog: [512]u8 = undefined; | |
var logSize: gl.Int = 0; | |
gl.getProgramInfoLog(shaderProgram, 512, &logSize, &infoLog); | |
var i: usize = @intCast(logSize); | |
std.debug.print("ERROR::SHADER::PROGRAM::LINKING_FAILED\n{s}\n", .{infoLog[0..i]}); | |
return; | |
} else { | |
var infoLog: [512]u8 = undefined; | |
var logSize: gl.Int = 0; | |
gl.getProgramInfoLog(shaderProgram, 512, &logSize, &infoLog); | |
var i: usize = @intCast(logSize); | |
std.debug.print("INFO::SHADER::PROGRAM::LINKING_SUCCESS {d}\n{s}\n", .{ i, infoLog[0..i] }); | |
} | |
gl.deleteShader(vertexShader); | |
gl.deleteShader(fragmentShader); | |
e = gl.getError(); | |
if (e != gl.NO_ERROR) { | |
std.debug.print("error: {d}\n", .{e}); | |
return; | |
} | |
std.debug.print("program set up \n", .{}); | |
main_loop: while (true) { | |
var event: sdl.Event = undefined; | |
while (sdl.pollEvent(&event)) { | |
if (event.type == .quit) { | |
break :main_loop; | |
} else if (event.type == .keydown) { | |
if (event.key.keysym.sym == .escape) break :main_loop; | |
} | |
} | |
gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.2, 0.4, 0.8, 1.0 }); | |
gl.useProgram(shaderProgram); | |
e = gl.getError(); | |
if (e != gl.NO_ERROR) { | |
std.debug.print("error: {d}\n", .{e}); | |
return; | |
} | |
gl.bindVertexArray(VAO); | |
e = gl.getError(); | |
if (e != gl.NO_ERROR) { | |
std.debug.print("error: {d}\n", .{e}); | |
return; | |
} | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
if (e != gl.NO_ERROR) { | |
std.debug.print("error: {d}\n", .{e}); | |
return; | |
} | |
sdl.gl.swapWindow(window); | |
} | |
} |
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#version 330 core | |
out vec4 FragColor; | |
void main() | |
{ | |
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); | |
} |
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#version 330 core | |
layout (location = 0) in vec3 aPos; | |
void main() | |
{ | |
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); | |
} |
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