Thu, 21 Mar 2024 20:24:31 +0100
implement that nodes inherit the world transform of their parent
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
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28 | #include "ascension/window.h" |
7 | 29 | #include "ascension/context.h" |
30 | #include "ascension/error.h" | |
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31 | #include "ascension/utils.h" |
0 | 32 | |
33 | #include <cx/printf.h> | |
34 | ||
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35 | #include <GL/glew.h> |
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36 | |
0 | 37 | static void asc_gl_debug_callback( |
38 | GLenum source, GLenum type, GLuint id, GLenum severity, | |
39 | GLsizei length, const GLchar* message, | |
40 | const void* userParam | |
41 | ) { | |
42 | cxmutstr buf = cx_asprintf( | |
43 | "source = %d, id = %u, type = %d, severity= %d, message = %.*s", | |
44 | source, id, type, severity, length, message); | |
45 | if (type == GL_DEBUG_TYPE_ERROR) { | |
46 | asc_error(buf.ptr); | |
47 | } else { | |
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48 | asc_dprintf("GL debug: %.*s", (int)buf.length, buf.ptr); |
0 | 49 | } |
50 | cx_strfree(&buf); | |
51 | } | |
52 | ||
53 | void asc_window_settings_init_defaults(AscWindowSettings* settings) { | |
54 | settings->depth_size = 24; | |
55 | settings->vsync = 1; | |
3 | 56 | settings->dimensions.width = 800; |
57 | settings->dimensions.height = 600; | |
0 | 58 | settings->fullscreen = 0; |
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59 | settings->gl_major_version = 4; |
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60 | settings->gl_minor_version = 0; |
0 | 61 | settings->title = "Ascended Window"; |
62 | } | |
63 | ||
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64 | static void asc_window_init_scenes(AscWindow *window) { |
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65 | asc_scene_init(&window->ui); |
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66 | asc_camera_ortho(&window->ui.cameras[0], (asc_recti){ |
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67 | 0, 0, window->dimensions |
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68 | }); |
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69 | } |
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70 | |
7 | 71 | AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { |
72 | if (index >= ASC_MAX_WINDOWS) { | |
73 | asc_error("Maximum number of windows exceeded."); | |
74 | return NULL; | |
75 | } | |
76 | AscWindow *window = &asc_context.windows[index]; | |
77 | if (window->id > 0) { | |
78 | asc_error("Cannot create window - slot already occupied."); | |
79 | asc_dprintf("Tried to create window with index %u", index); | |
80 | return NULL; | |
81 | } | |
82 | ||
0 | 83 | Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; |
84 | flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; | |
85 | ||
86 | window->window = SDL_CreateWindow( | |
87 | settings->title, | |
88 | SDL_WINDOWPOS_CENTERED, | |
89 | SDL_WINDOWPOS_CENTERED, | |
3 | 90 | settings->dimensions.width, |
91 | settings->dimensions.height, | |
0 | 92 | flags |
93 | ); | |
94 | if (window->window == NULL) { | |
95 | asc_error(SDL_GetError()); | |
7 | 96 | return NULL; |
0 | 97 | } |
98 | ||
99 | window->id = SDL_GetWindowID(window->window); | |
3 | 100 | SDL_GetWindowSize(window->window, |
101 | &window->dimensions.width, | |
102 | &window->dimensions.height | |
103 | ); | |
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104 | window->resized = true; // count initial sizing as resize |
0 | 105 | |
106 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
107 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version); | |
108 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version); | |
109 | SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size); | |
110 | SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | |
111 | window->glctx = SDL_GL_CreateContext(window->window); | |
112 | if (window->glctx == NULL) { | |
113 | asc_dprintf("Creating GL context failed for window %u", window->id); | |
114 | } else { | |
115 | glewExperimental = GL_TRUE; | |
116 | GLenum err = glewInit(); | |
117 | if (err == GLEW_OK) { | |
118 | SDL_GL_SetSwapInterval(settings->vsync); | |
119 | glEnable(GL_DEPTH_TEST); | |
120 | glEnable(GL_BLEND); | |
121 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
122 | glEnable(GL_DEBUG_OUTPUT); | |
123 | glDebugMessageCallback(asc_gl_debug_callback, NULL); | |
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124 | |
0 | 125 | asc_dprintf("Window %u initialized", window->id); |
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126 | if (asc_primitives_init(&window->primitives)) { |
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127 | asc_context.active_window = window; |
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128 | asc_window_init_scenes(window); |
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129 | return window; |
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130 | } else { |
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131 | asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id); |
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132 | } |
0 | 133 | } else { |
134 | asc_error(glewGetErrorString(err)); | |
135 | } | |
136 | } | |
137 | ||
138 | // cleanup on error | |
139 | if (window->glctx != NULL) { | |
140 | SDL_GL_DeleteContext(window->glctx); | |
141 | } | |
142 | window->glctx = NULL; | |
143 | SDL_DestroyWindow(window->window); | |
144 | window->window = NULL; | |
145 | window->id = 0; | |
146 | } | |
147 | ||
7 | 148 | void asc_window_destroy(AscWindow* window) { |
149 | // safeguard | |
150 | if (window->id == 0) return; | |
151 | ||
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152 | // this window cannot be active anymore |
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153 | if (asc_context.active_window == window) { |
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154 | asc_context.active_window = NULL; |
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155 | } |
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156 | |
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157 | // destroy all scenes |
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158 | asc_scene_destroy(&window->ui); |
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159 | |
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160 | // release context related data (we have to make the GL context current for this) |
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161 | SDL_GL_MakeCurrent(window->window, window->glctx); |
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162 | asc_primitives_destroy(&window->primitives); |
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163 | |
7 | 164 | // destroy the GL context and the window |
0 | 165 | if (window->glctx != NULL) { |
166 | SDL_GL_DeleteContext(window->glctx); | |
167 | } | |
168 | if (window->window != NULL) { | |
169 | SDL_DestroyWindow(window->window); | |
170 | } | |
171 | ||
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172 | // if another window was active, make the other context current again |
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173 | if (asc_context.active_window != NULL) { |
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174 | AscWindow const *aw = asc_context.active_window; |
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175 | SDL_GL_MakeCurrent(aw->window, aw->glctx); |
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176 | } |
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177 | |
0 | 178 | // clean the data |
179 | asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); | |
180 | memset(window, 0, sizeof(AscWindow)); | |
181 | } | |
182 | ||
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183 | void asc_window_sync(AscWindow* window) { |
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184 | AscWindow const *active_window = asc_context.active_window; |
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185 | if (window != active_window) { |
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186 | asc_window_activate(window); |
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187 | } |
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188 | |
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189 | // Clear for new frame |
0 | 190 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
191 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
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192 | |
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193 | // Draw the UI |
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194 | asc_scene_draw(&window->ui); |
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195 | |
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196 | // Swap Buffers |
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197 | SDL_GL_SwapWindow(window->window); |
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198 | |
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199 | // Clear Flags |
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200 | window->resized = false; |
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201 | |
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202 | if (window != active_window) { |
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203 | asc_window_activate(active_window); |
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204 | } |
0 | 205 | } |
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206 | |
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207 | void asc_window_activate(AscWindow const *window) { |
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208 | SDL_GL_MakeCurrent(window->window, window->glctx); |
34 | 209 | asc_context.active_window = (AscWindow *)window; |
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210 | } |