Created
September 11, 2020 10:05
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zigNeHe Lesson01 patched to compile with current zig master https://github.com/mypalmike/zigNeHe
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diff --git a/Lesson01/build.zig b/Lesson01/build.zig | |
index 7d1fc5b..83e4ee4 100644 | |
--- a/Lesson01/build.zig | |
+++ b/Lesson01/build.zig | |
@@ -1,5 +1,5 @@ | |
-const Builder = @import("std").build.Builder; | |
-const builtin = @import("builtin"); | |
+const std = @import("std"); | |
+const Builder = std.build.Builder; | |
pub fn build(b: *Builder) void { | |
const mode = b.standardReleaseOptions(); | |
@@ -7,7 +7,7 @@ pub fn build(b: *Builder) void { | |
exe.setBuildMode(mode); | |
exe.addIncludeDir("/usr/local/include"); | |
- switch (builtin.os) { | |
+ switch (std.Target.current.os.tag) { | |
.macosx => { | |
exe.addFrameworkDir("/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks"); | |
exe.linkFramework("OpenGL"); | |
diff --git a/Lesson01/src/main.zig b/Lesson01/src/main.zig | |
index cae2b88..67a5c4c 100644 | |
--- a/Lesson01/src/main.zig | |
+++ b/Lesson01/src/main.zig | |
@@ -8,11 +8,11 @@ const height: i32 = 768; | |
var window: *c.GLFWwindow = undefined; | |
-extern fn errorCallback(err: c_int, description: [*c]const u8) void { | |
- panic("Error: {}\n", description); | |
+fn errorCallback(err: c_int, description: [*c]const u8) callconv(.C) void { | |
+ panic("Error: {}\n", .{description}); | |
} | |
-extern fn keyCallback(win: ?*c.GLFWwindow, key: c_int, scancode: c_int, action: c_int, mods: c_int) void { | |
+fn keyCallback(win: ?*c.GLFWwindow, key: c_int, scancode: c_int, action: c_int, mods: c_int) callconv(.C) void { | |
if (action != c.GLFW_PRESS) return; | |
switch (key) { | |
@@ -28,39 +28,39 @@ fn perspectiveGL(fovY: f64, aspect: f64, zNear: f64, zFar: f64) void { | |
} | |
fn init_gl() void { | |
- c.glMatrixMode(c.GL_PROJECTION); // Select The Projection Matrix | |
+ c.glMatrixMode(c.GL_PROJECTION); // Select The Projection Matrix | |
c.glLoadIdentity(); | |
- var aspect_ratio: f32 = f32(height) / f32(width); | |
+ var aspect_ratio: f32 = @intToFloat(f32, height) / @intToFloat(f32, width); | |
perspectiveGL(45.0, (1.0 / aspect_ratio), 0.1, 100.0); | |
c.glMatrixMode(c.GL_MODELVIEW); | |
- c.glShadeModel(c.GL_SMOOTH); // Enables Smooth Shading | |
- c.glClearColor(0.0, 0.0, 0.0, 0.0); // Black Background | |
- c.glClearDepth(1.0); // Depth Buffer Setup | |
- c.glEnable(c.GL_DEPTH_TEST); // Enables Depth Testing | |
- c.glDepthFunc(c.GL_LEQUAL); // The Type Of Depth Test To Do | |
- c.glHint(c.GL_PERSPECTIVE_CORRECTION_HINT, c.GL_NICEST); // Really Nice Perspective Calculations | |
+ c.glShadeModel(c.GL_SMOOTH); // Enables Smooth Shading | |
+ c.glClearColor(0.1, 0.6, 0.2, 1.0); // Background color (green) | |
+ c.glClearDepth(1.0); // Depth Buffer Setup | |
+ c.glEnable(c.GL_DEPTH_TEST); // Enables Depth Testing | |
+ c.glDepthFunc(c.GL_LEQUAL); // The Type Of Depth Test To Do | |
+ c.glHint(c.GL_PERSPECTIVE_CORRECTION_HINT, c.GL_NICEST); // Really Nice Perspective Calculations | |
+ c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer | |
} | |
fn init() bool { | |
_ = c.glfwSetErrorCallback(errorCallback); | |
if (c.glfwInit() == c.GL_FALSE) { | |
- warn("Failed to initialize GLFW\n"); | |
+ warn("Failed to initialize GLFW\n", .{}); | |
return false; | |
} | |
- c.glfwWindowHint(c.GLFW_SAMPLES, 4); // 4x antialiasing | |
+ c.glfwWindowHint(c.GLFW_SAMPLES, 4); // 4x antialiasing | |
- window = c.glfwCreateWindow(width, height, c"Tutorial", null, null) orelse { | |
- panic("unable to create window\n"); | |
+ window = c.glfwCreateWindow(width, height, "Lesson01", null, null) orelse { | |
+ panic("unable to create window\n", .{}); | |
}; | |
_ = c.glfwSetKeyCallback(window, keyCallback); | |
c.glfwMakeContextCurrent(window); | |
c.glfwSwapInterval(1); | |
- | |
init_gl(); | |
return true; | |
} |
Author
peterhellberg
commented
Sep 11, 2020
build.zig
const std = @import("std");
const Builder = std.build.Builder;
pub fn build(b: *Builder) void {
const mode = b.standardReleaseOptions();
const exe = b.addExecutable("Lesson01", "src/main.zig");
exe.setBuildMode(mode);
exe.addIncludeDir("/usr/local/include");
switch (std.Target.current.os.tag) {
.macosx => {
exe.addFrameworkDir("/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks");
exe.linkFramework("OpenGL");
},
.freebsd => {
exe.addIncludeDir("/usr/local/include/GL");
exe.linkSystemLibrary("gl");
exe.linkSystemLibrary("glu");
},
else => {
@panic("don't know how to build on your system");
},
}
exe.linkSystemLibrary("glfw");
exe.install();
const run_cmd = exe.run();
run_cmd.step.dependOn(b.getInstallStep());
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
}
src/main.zig
const std = @import("std");
const warn = std.debug.warn;
const panic = std.debug.panic;
const c = @import("c.zig");
const width: i32 = 1024;
const height: i32 = 768;
var window: *c.GLFWwindow = undefined;
fn errorCallback(err: c_int, description: [*c]const u8) callconv(.C) void {
panic("Error: {}\n", .{description});
}
fn keyCallback(win: ?*c.GLFWwindow, key: c_int, scancode: c_int, action: c_int, mods: c_int) callconv(.C) void {
if (action != c.GLFW_PRESS) return;
switch (key) {
c.GLFW_KEY_ESCAPE => c.glfwSetWindowShouldClose(win, c.GL_TRUE),
else => {},
}
}
fn perspectiveGL(fovY: f64, aspect: f64, zNear: f64, zFar: f64) void {
const fH = std.math.tan(fovY / 360 * std.math.pi) * zNear;
const fW = fH * aspect;
c.glFrustum(-fW, fW, -fH, fH, zNear, zFar);
}
fn init_gl() void {
c.glMatrixMode(c.GL_PROJECTION); // Select The Projection Matrix
c.glLoadIdentity();
var aspect_ratio: f32 = @intToFloat(f32, height) / @intToFloat(f32, width);
perspectiveGL(45.0, (1.0 / aspect_ratio), 0.1, 100.0);
c.glMatrixMode(c.GL_MODELVIEW);
c.glShadeModel(c.GL_SMOOTH); // Enables Smooth Shading
c.glClearColor(0.1, 0.6, 0.2, 1.0); // Background color (green)
c.glClearDepth(1.0); // Depth Buffer Setup
c.glEnable(c.GL_DEPTH_TEST); // Enables Depth Testing
c.glDepthFunc(c.GL_LEQUAL); // The Type Of Depth Test To Do
c.glHint(c.GL_PERSPECTIVE_CORRECTION_HINT, c.GL_NICEST); // Really Nice Perspective Calculations
c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
}
fn init() bool {
_ = c.glfwSetErrorCallback(errorCallback);
if (c.glfwInit() == c.GL_FALSE) {
warn("Failed to initialize GLFW\n", .{});
return false;
}
c.glfwWindowHint(c.GLFW_SAMPLES, 4); // 4x antialiasing
window = c.glfwCreateWindow(width, height, "Lesson01", null, null) orelse {
panic("unable to create window\n", .{});
};
_ = c.glfwSetKeyCallback(window, keyCallback);
c.glfwMakeContextCurrent(window);
c.glfwSwapInterval(1);
init_gl();
return true;
}
pub fn main() u8 {
if (!init()) {
return 1;
}
while (c.glfwWindowShouldClose(window) == c.GL_FALSE) {
// Draw nothing, see you in tutorial 2 !
// Swap buffers
c.glfwSwapBuffers(window);
c.glfwPollEvents();
}
return 0;
}
src/c.zig
pub usingnamespace @cImport({
@cInclude("GLFW/glfw3.h");
});
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