Basic shaders for triangle coloring
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parent
2385167e87
commit
07b47f3e82
47
src/main.zig
47
src/main.zig
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@ -11,8 +11,9 @@ pub fn main() !void {
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try sdl.init(.{ .video = true, .audio = true, .events = true });
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try sdl.init(.{ .video = true, .audio = true, .events = true });
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defer sdl.quit();
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defer sdl.quit();
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try sdl.gl.setAttribute(.{ .context_major_version = 2 });
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// Set OpenGL version
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try sdl.gl.setAttribute(.{ .context_minor_version = 1 });
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try sdl.gl.setAttribute(.{ .context_major_version = 3 });
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try sdl.gl.setAttribute(.{ .context_minor_version = 3 });
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const window = try sdl.createWindow(
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const window = try sdl.createWindow(
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"USG",
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"USG",
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@ -27,6 +28,24 @@ pub fn main() !void {
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const ctx = try sdl.gl.createContext(window);
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const ctx = try sdl.gl.createContext(window);
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defer sdl.gl.deleteContext(ctx);
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defer sdl.gl.deleteContext(ctx);
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const program = gl.Program.create();
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{
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const vs = gl.Shader.create(.vertex);
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defer vs.delete();
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vs.source(1, &.{@embedFile("shaders/vector.vs")});
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vs.compile();
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const fs = gl.Shader.create(.fragment);
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defer fs.delete();
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fs.source(1, &.{@embedFile("shaders/fragment.fs")});
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fs.compile();
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program.attach(vs);
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defer program.detach(vs);
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program.attach(fs);
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defer program.detach(fs);
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program.link();
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}
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program.use();
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var vertex_array = gl.VertexArray.gen();
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var vertex_array = gl.VertexArray.gen();
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vertex_array.bind();
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vertex_array.bind();
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@ -36,9 +55,9 @@ pub fn main() !void {
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0.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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};
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};
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const buffer = gl.Buffer.gen();
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const buf = gl.Buffer.gen();
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buffer.bind(.array_buffer);
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buf.bind(.array_buffer);
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buffer.data(f32, &vertex_buffer, .static_draw);
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buf.data(f32, &vertex_buffer, .static_draw);
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//var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_PRESENTVSYNC | SDL.SDL_RENDERER_ACCELERATED) orelse return;
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//var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_PRESENTVSYNC | SDL.SDL_RENDERER_ACCELERATED) orelse return;
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//defer _ = SDL.SDL_DestroyRenderer(renderer);
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//defer _ = SDL.SDL_DestroyRenderer(renderer);
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@ -48,9 +67,10 @@ pub fn main() !void {
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//var current_state: State = main_menu.state;
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//var current_state: State = main_menu.state;
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//_ = SDL.SDL_SetRenderDrawBlendMode(renderer, SDL.SDL_BLENDMODE_BLEND);
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//_ = SDL.IMG_Init(SDL.IMG_INIT_JPG);
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//_ = SDL.IMG_Init(SDL.IMG_INIT_JPG);
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gl.clearColor(0.91, 0.97, 1.00, 1.00);
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mainLoop: while (true) {
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mainLoop: while (true) {
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while (sdl.pollEvent()) |ev| {
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while (sdl.pollEvent()) |ev| {
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switch (ev) {
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switch (ev) {
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@ -59,29 +79,20 @@ pub fn main() !void {
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}
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}
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}
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}
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gl.clear(.{});
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gl.clear(.{ .color = true });
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gl.enableVertexAttribArray(0);
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gl.enableVertexAttribArray(0);
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buffer.bind(.array_buffer);
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buf.bind(.array_buffer);
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gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
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gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
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gl.drawArrays(.triangles, 0, 3);
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gl.drawArrays(.triangles, 0, 3);
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gl.disableVertexAttribArray(0);
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gl.disableVertexAttribArray(0);
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sdl.gl.swapWindow(window);
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//_ = SDL.SDL_SetRenderDrawColor(renderer, 231, 247, 255, 0xFF);
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//_ = SDL.SDL_RenderClear(renderer);
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//current_state = switch (current_state) {
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//current_state = switch (current_state) {
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//.main_menu => main_menu.tick(),
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//.main_menu => main_menu.tick(),
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//.game => game.tick(),
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//.game => game.tick(),
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//};
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//};
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//SDL.SDL_RenderPresent(renderer);
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sdl.gl.swapWindow(window);
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}
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}
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}
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}
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fn initGL() void {
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}
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@ -0,0 +1,7 @@
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#version 330 core
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out vec3 color;
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void main(){
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color = vec3(1,0,0);
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}
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@ -0,0 +1,8 @@
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#version 330 core
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layout(location = 0) in vec3 vertexPosition_modelspace;
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void main() {
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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}
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