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97 changes: 97 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,103 @@ This library provides a thin, type-safe binding for OpenGL.

## Example

```zig
// [Hello Triangle]
const std = @import("std");
const gl = @import("zgl");
// For covenience this example will use zglfw library (https://github.com/zig-gamedev/zglfw)
const glfw = @import("zglfw");

fn getProcAddr(load_ctx: @TypeOf({}), proc_name: [:0]const u8) gl.binding.FunctionPointer {
_ = load_ctx;
return @ptrCast(glfw.getProcAddress(proc_name.ptr));
}

const VERT_SHADER =
\\#version 330 core
\\layout(location = 0) in vec3 aPos;
\\
\\void main() {
\\ gl_Position = vec4(aPos, 1.0);
\\}
;

const FRAG_SHADER =
\\#version 330 core
\\out vec4 FragColor;
\\
\\void main() {
\\ FragColor = vec4(1.0, 0.0, 0.0, 1.0);
\\}
;

pub fn main() !void {
try glfw.init();
defer glfw.terminate();

glfw.windowHint(.context_version_major, 3);
glfw.windowHint(.context_version_minor, 3);
glfw.windowHint(.opengl_profile, glfw.OpenGLProfile.opengl_core_profile);
glfw.windowHint(.resizable, false);

const window = try glfw.Window.create(600, 400, "opengl engine", null, null);
defer window.destroy();

glfw.makeContextCurrent(window);
try gl.loadExtensions({}, getProcAddr);

const size = window.getSize();
gl.viewport(0, 0, @intCast(size[0]), @intCast(size[1]));

const vertices = [_]f32{
0.5, -0.5, 0,
-0.5, -0.5, 0,
0, 0.5, 0,
};

const vao = gl.VertexArray.gen();
defer vao.delete();

const vbo = gl.Buffer.gen();
defer vbo.delete();

vao.bind();
vbo.bind(gl.BufferTarget.array_buffer);
vbo.data(f32, &vertices, gl.BufferUsage.static_draw);
gl.vertexAttribPointer(0, 3, gl.Type.float, false, 3 * @sizeOf(f32), 0);
gl.enableVertexAttribArray(0);

const vert_shader = gl.Shader.create(.vertex);
defer vert_shader.delete();
vert_shader.source(1, &[_][]const u8{VERT_SHADER});
vert_shader.compile();

const frag_shader = gl.Shader.create(.fragment);
defer frag_shader.delete();
frag_shader.source(1, &[_][]const u8{FRAG_SHADER});
frag_shader.compile();

const program = gl.Program.create();
defer program.delete();
program.attach(vert_shader);
program.attach(frag_shader);
program.link();

while (!window.shouldClose()) {
gl.clear(.{ .color = true });

program.use();
vao.bind();
gl.drawArrays(gl.PrimitiveType.triangles, 0, 3);

window.swapBuffers();
glfw.pollEvents();
}
}
```

## Code Style

```zig
// Use classic OpenGL flavour
var vao = gl.createVertexArray();
Expand Down