Move rendering out of main

This commit is contained in:
Dendy 2022-07-22 17:23:12 +02:00
parent 4883fc68e2
commit d0f444fa13
2 changed files with 101 additions and 75 deletions

97
src/Renderer.zig Normal file
View File

@ -0,0 +1,97 @@
const sdl = @import("sdl2");
const gl = @import("zgl");
const Self = @This();
window: sdl.Window,
context: sdl.gl.Context,
color_loc: u32,
buffer: gl.Buffer,
pub fn init() !Self {
try sdl.init(.{ .video = true, .audio = true, .events = true });
// Set OpenGL version
try sdl.gl.setAttribute(.{ .context_major_version = 3 });
try sdl.gl.setAttribute(.{ .context_minor_version = 3 });
const window = try sdl.createWindow(
"USG",
.{ .centered = {} },
.{ .centered = {} },
1280,
720,
.{ .opengl = true, .shown = true }
);
const ctx = try sdl.gl.createContext(window);
var color_loc: u32 = undefined;
const program = gl.Program.create();
{
const vs = gl.Shader.create(.vertex);
defer vs.delete();
vs.source(1, &.{@embedFile("shaders/vector.vs")});
vs.compile();
const fs = gl.Shader.create(.fragment);
defer fs.delete();
fs.source(1, &.{@embedFile("shaders/fragment.fs")});
fs.compile();
program.attach(vs);
defer program.detach(vs);
program.attach(fs);
defer program.detach(fs);
program.link();
color_loc = program.uniformLocation("color").?;
}
program.use();
var vertex_array = gl.VertexArray.gen();
vertex_array.bind();
const vertex_buffer = [_]f32{
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 0.0,
0.0, -1.0, 0.0,
1.0, -1.0, 0.0,
};
const buf = gl.Buffer.gen();
buf.bind(.array_buffer);
buf.data(f32, &vertex_buffer, .static_draw);
gl.clearColor(0.91, 0.97, 1.00, 1.00);
return Self{
.window = window,
.context = ctx,
.color_loc = color_loc,
.buffer = buf,
};
}
pub fn render(self: Self) void {
gl.clear(.{ .color = true });
gl.enableVertexAttribArray(0);
self.buffer.bind(.array_buffer);
gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
gl.uniform4f(self.color_loc, 0.45, 0.21, 0.70, 1);
gl.drawArrays(.triangles, 0, 3);
gl.uniform4f(self.color_loc, 0.2, 0.5, 1.0, 1);
gl.drawArrays(.triangles, 3, 3);
gl.disableVertexAttribArray(0);
sdl.gl.swapWindow(self.window);
}
pub fn deinit(self: Self) void {
sdl.quit();
self.window.destroy();
sdl.gl.deleteContext(self.context);
}

View File

@ -1,71 +1,15 @@
const std = @import("std"); const std = @import("std");
const sdl = @import("sdl2"); const sdl = @import("sdl2");
const gl = @import("zgl");
const Renderer = @import("Renderer.zig");
//const Game = @import("Game.zig"); //const Game = @import("Game.zig");
//const MainMenu = @import("MainMenu.zig"); //const MainMenu = @import("MainMenu.zig");
//const State = @import("flow.zig").State; //const State = @import("flow.zig").State;
pub fn main() !void { pub fn main() !void {
try sdl.init(.{ .video = true, .audio = true, .events = true }); var renderer = try Renderer.init();
defer sdl.quit(); defer renderer.deinit();
// Set OpenGL version
try sdl.gl.setAttribute(.{ .context_major_version = 3 });
try sdl.gl.setAttribute(.{ .context_minor_version = 3 });
const window = try sdl.createWindow(
"USG",
.{ .centered = {} },
.{ .centered = {} },
1280,
720,
.{ .opengl = true, .shown = true }
);
defer window.destroy();
const ctx = try sdl.gl.createContext(window);
defer sdl.gl.deleteContext(ctx);
var color_loc: u32 = undefined;
const program = gl.Program.create();
{
const vs = gl.Shader.create(.vertex);
defer vs.delete();
vs.source(1, &.{@embedFile("shaders/vector.vs")});
vs.compile();
const fs = gl.Shader.create(.fragment);
defer fs.delete();
fs.source(1, &.{@embedFile("shaders/fragment.fs")});
fs.compile();
program.attach(vs);
defer program.detach(vs);
program.attach(fs);
defer program.detach(fs);
program.link();
color_loc = program.uniformLocation("color").?;
}
program.use();
var vertex_array = gl.VertexArray.gen();
vertex_array.bind();
const vertex_buffer = [_]f32{
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 0.0,
0.0, -1.0, 0.0,
1.0, -1.0, 0.0,
};
const buf = gl.Buffer.gen();
buf.bind(.array_buffer);
buf.data(f32, &vertex_buffer, .static_draw);
//var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_PRESENTVSYNC | SDL.SDL_RENDERER_ACCELERATED) orelse return;
//defer _ = SDL.SDL_DestroyRenderer(renderer);
//var main_menu = MainMenu.init(); //var main_menu = MainMenu.init();
//var game = Game.init(renderer); //var game = Game.init(renderer);
@ -74,8 +18,6 @@ pub fn main() !void {
//_ = SDL.IMG_Init(SDL.IMG_INIT_JPG); //_ = SDL.IMG_Init(SDL.IMG_INIT_JPG);
gl.clearColor(0.91, 0.97, 1.00, 1.00);
mainLoop: while (true) { mainLoop: while (true) {
while (sdl.pollEvent()) |ev| { while (sdl.pollEvent()) |ev| {
switch (ev) { switch (ev) {
@ -84,25 +26,12 @@ pub fn main() !void {
} }
} }
gl.clear(.{ .color = true }); renderer.render();
gl.enableVertexAttribArray(0);
buf.bind(.array_buffer);
gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
gl.uniform4f(color_loc, 0.45, 0.21, 0.70, 1);
gl.drawArrays(.triangles, 0, 3);
gl.uniform4f(color_loc, 0.2, 0.5, 1.0, 1);
gl.drawArrays(.triangles, 3, 3);
gl.disableVertexAttribArray(0);
//current_state = switch (current_state) { //current_state = switch (current_state) {
//.main_menu => main_menu.tick(), //.main_menu => main_menu.tick(),
//.game => game.tick(), //.game => game.tick(),
//}; //};
sdl.gl.swapWindow(window);
} }
} }