initial commit

This commit is contained in:
Rokas Puzonas 2024-01-14 12:11:49 +02:00
commit 00a88f0dca
4 changed files with 126 additions and 0 deletions

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.gitignore vendored Normal file
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zig-cache
zig-out

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README.md Normal file
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# OpenGL "Hello, Triangle" example
To run this example you need to have glfw, opengl and glew installed on your system.
```
zig build run
```
Followed this tutorial: https://antongerdelan.net/opengl/hellotriangle.html

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build.zig Normal file
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const std = @import("std");
pub fn build(b: *std.build.Builder) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const exe = b.addExecutable(.{
.name = "opengl-example",
.root_source_file = .{ .path = "main.c" },
.optimize = optimize,
.target = target
});
exe.linkLibC();
exe.linkSystemLibrary("GL");
exe.linkSystemLibrary("glfw");
exe.linkSystemLibrary("GLEW");
const run_cmd = b.addRunArtifact(exe);
const run_step = b.step("run", "Run simple program");
run_step.dependOn(&run_cmd.step);
b.installArtifact(exe);
}

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main.c Normal file
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#include <stdio.h>
#include <GL/glew.h>
#define GLFW_DLL
#include <GLFW/glfw3.h>
#define eprint(fmt, ...) fprintf(stderr, "ERROR: " fmt "\n" #__VA_ARGS__)
const char *vertex_shader =
"#version 330 core\n"
"in vec3 vp;\n"
"void main() {\n"
" gl_Position = vec4(vp, 1.0);\n"
"}\n";
const char *fragment_shader =
"#version 330 core\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = vec4(0.5, 0.0, 0.5, 1.0);\n"
"}\n";
int main() {
if (!glfwInit()) {
eprint("Could not start glfw");
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(640, 480, "Hello triangle", NULL, NULL);
if (!window) {
eprint("Could not open window with glfw");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
printf("Renderer: %s\n", glGetString(GL_RENDERER));
printf("OpenGL version supported: %s\n", glGetString(GL_VERSION));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
float points[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), points, GL_STATIC_DRAW);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_program = glCreateProgram();
glAttachShader(shader_program, fs);
glAttachShader(shader_program, vs);
glLinkProgram(shader_program);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}