use opengl directly to render a triangle
This commit is contained in:
parent
65d4fdedb7
commit
997d0144f2
48
build.zig
48
build.zig
@ -1,25 +1,12 @@
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const std = @import("std");
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const raylib = @import("libs/raylib/build.zig");
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// Although this function looks imperative, note that its job is to
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// declaratively construct a build graph that will be executed by an external
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// runner.
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pub fn build(b: *std.Build) void {
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// Standard target options allows the person running `zig build` to choose
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// what target to build for. Here we do not override the defaults, which
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// means any target is allowed, and the default is native. Other options
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// for restricting supported target set are available.
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const target = b.standardTargetOptions(.{});
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// Standard optimization options allow the person running `zig build` to select
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// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
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// set a preferred release mode, allowing the user to decide how to optimize.
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const optimize = b.standardOptimizeOption(.{});
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const exe = b.addExecutable(.{
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.name = "opengl-zig",
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// In this case the main source file is merely a path, however, in more
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// complicated build scripts, this could be a generated file.
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.root_source_file = .{ .path = "src/main.zig" },
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.target = target,
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.optimize = optimize,
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@ -27,47 +14,20 @@ pub fn build(b: *std.Build) void {
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raylib.addTo(b, exe, target, optimize, .{});
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// This declares intent for the executable to be installed into the
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// standard location when the user invokes the "install" step (the default
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// step when running `zig build`).
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exe.addAnonymousModule("opengl", .{
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.source_file = .{ .path = "libs/gl3v3.zig" }
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});
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b.installArtifact(exe);
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// This *creates* a Run step in the build graph, to be executed when another
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// step is evaluated that depends on it. The next line below will establish
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// such a dependency.
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const run_cmd = b.addRunArtifact(exe);
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// By making the run step depend on the install step, it will be run from the
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// installation directory rather than directly from within the cache directory.
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// This is not necessary, however, if the application depends on other installed
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// files, this ensures they will be present and in the expected location.
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run_cmd.step.dependOn(b.getInstallStep());
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// This allows the user to pass arguments to the application in the build
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// command itself, like this: `zig build run -- arg1 arg2 etc`
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if (b.args) |args| {
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run_cmd.addArgs(args);
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}
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// This creates a build step. It will be visible in the `zig build --help` menu,
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// and can be selected like this: `zig build run`
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// This will evaluate the `run` step rather than the default, which is "install".
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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// Creates a step for unit testing. This only builds the test executable
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// but does not run it.
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const unit_tests = b.addTest(.{
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.root_source_file = .{ .path = "src/main.zig" },
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.target = target,
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.optimize = optimize,
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});
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const run_unit_tests = b.addRunArtifact(unit_tests);
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// Similar to creating the run step earlier, this exposes a `test` step to
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// the `zig build --help` menu, providing a way for the user to request
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// running the unit tests.
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const test_step = b.step("test", "Run unit tests");
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test_step.dependOn(&run_unit_tests.step);
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}
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5041
libs/gl3v3.zig
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5041
libs/gl3v3.zig
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File diff suppressed because it is too large
Load Diff
5
src/fragment.glsl
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5
src/fragment.glsl
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@ -0,0 +1,5 @@
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#version 330 core
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out vec4 fragColor;
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void main() {
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fragColor = vec4(0.5, 0.0, 0.5, 1.0);
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}
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45
src/main.zig
45
src/main.zig
@ -1,19 +1,60 @@
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const std = @import("std");
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const rl = @import("raylib");
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const gl = @import("opengl");
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const print = std.debug.print;
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fn load_opengl_function(opengl_lib: *std.DynLib, func_name: [:0]const u8) ?gl.FunctionPointer {
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return opengl_lib.lookup(gl.FunctionPointer, func_name);
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}
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pub fn main() anyerror!void {
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var opengl_lib = try std.DynLib.open("libGL.so");
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defer opengl_lib.close();
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try gl.load(&opengl_lib, load_opengl_function);
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rl.InitWindow(1024, 720, "OpenGL zig");
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defer rl.CloseWindow();
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print("Renderer: {?s}\n", .{gl.getString(gl.RENDERER)});
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print("OpenGL version: {?s}\n", .{gl.getString(gl.VERSION)});
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rl.InitAudioDevice();
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defer rl.CloseAudioDevice();
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rl.SetTargetFPS(60);
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const points = [_]f32{
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0.0, 0.5, 0.0,
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-0.5, -0.5, 0.0,
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0.5, -0.5, 0.0
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};
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var vbo: gl.GLuint = 0;
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gl.genBuffers(1, &vbo);
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defer gl.deleteBuffers(1, &vbo);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, 9 * @sizeOf(f32), &points, gl.STATIC_DRAW);
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var vao: gl.GLuint = 0;
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gl.genVertexArrays(1, &vao);
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defer gl.deleteVertexArrays(1, &vao);
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gl.bindVertexArray(vao);
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gl.enableVertexAttribArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 3 * @sizeOf(f32), null);
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const shader = rl.LoadShaderFromMemory(@embedFile("vertex.glsl"), @embedFile("fragment.glsl"));
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while (!rl.WindowShouldClose()) {
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rl.BeginDrawing();
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rl.ClearBackground(rl.RAYWHITE);
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rl.DrawText("Hello, World", 10, 10, 12, rl.BLACK);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LESS);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.useProgram(shader.id);
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gl.bindVertexArray(vao);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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rl.EndDrawing();
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}
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}
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5
src/vertex.glsl
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5
src/vertex.glsl
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@ -0,0 +1,5 @@
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#version 330 core
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in vec3 vp;
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void main() {
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gl_Position = vec4(vp, 1.0);
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}
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