WIP: open an image and clear with OpenGL
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parent
65c1f5eb34
commit
ccfeb1fe1b
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@ -1,3 +1,6 @@
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[submodule "lib/SDL.zig"]
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path = lib/SDL.zig
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url = ../SDL.zig
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[submodule "lib/zgl"]
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path = lib/zgl
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url = https://github.com/ziglibs/zgl
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@ -17,7 +17,11 @@ pub fn build(b: *std.build.Builder) void {
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const sdk = Sdk.init(b);
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sdk.link(exe, .dynamic);
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exe.addPackage(sdk.getNativePackage("sdl2"));
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exe.addPackagePath("zgl", "lib/zgl/zgl.zig");
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exe.addPackage(sdk.getWrapperPackage("sdl2"));
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exe.linkSystemLibrary("gl");
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exe.linkSystemLibrary("epoxy");
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exe.setTarget(target);
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exe.setBuildMode(mode);
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@ -0,0 +1 @@
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Subproject commit 32608da70ca057ec09438dbf6549834dcfbeb52c
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82
src/main.zig
82
src/main.zig
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@ -1,59 +1,67 @@
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const std = @import("std");
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const SDL = @import("sdl2");
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const sdl = @import("sdl2");
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const gl = @import("zgl");
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const Game = @import("Game.zig");
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const MainMenu = @import("MainMenu.zig");
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//const Game = @import("Game.zig");
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//const MainMenu = @import("MainMenu.zig");
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const State = @import("flow.zig").State;
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//const State = @import("flow.zig").State;
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pub fn main() !void {
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const stderr = std.io.getStdErr();
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defer stderr.close();
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try sdl.init(.{ .video = true, .audio = true, .events = true });
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defer sdl.quit();
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// var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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// defer _ = gpa.deinit();
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// const allocator = gpa.allocator();
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try sdl.gl.setAttribute(.{ .context_major_version = 2 });
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try sdl.gl.setAttribute(.{ .context_minor_version = 1 });
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_ = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO);
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defer SDL.SDL_Quit();
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var window = SDL.SDL_CreateWindow(
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const window = try sdl.createWindow(
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"USG",
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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.{ .centered = {} },
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.{ .centered = {} },
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1280,
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720,
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SDL.SDL_WINDOW_SHOWN,
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) orelse return;
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defer _ = SDL.SDL_DestroyWindow(window);
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.{ .opengl = true, .shown = true }
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);
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defer window.destroy();
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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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const ctx = try sdl.gl.createContext(window);
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defer sdl.gl.deleteContext(ctx);
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var main_menu = MainMenu.init();
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var game = Game.init(renderer);
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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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var current_state: State = main_menu.state;
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//var main_menu = MainMenu.init();
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//var game = Game.init(renderer);
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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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//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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mainLoop: while (true) {
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var ev: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&ev) != 0) {
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if (ev.type == SDL.SDL_QUIT)
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break :mainLoop;
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while (sdl.pollEvent()) |ev| {
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switch (ev) {
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.quit => break :mainLoop,
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else => {},
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}
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}
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_ = SDL.SDL_SetRenderDrawColor(renderer, 231, 247, 255, 0xFF);
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_ = SDL.SDL_RenderClear(renderer);
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gl.clear(.{});
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current_state = switch (current_state) {
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.main_menu => main_menu.tick(),
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.game => game.tick(),
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};
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sdl.gl.swapWindow(window);
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SDL.SDL_RenderPresent(renderer);
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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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//.main_menu => main_menu.tick(),
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//.game => game.tick(),
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//};
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//SDL.SDL_RenderPresent(renderer);
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}
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}
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fn initGL() void {
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}
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