Tue, 07 Nov 2023 20:24:08 +0100
add script to update make rules
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 | ||
6
302971e8599b
move window related stuff to its own unit
Mike Becker <universe@uap-core.de>
parents:
3
diff
changeset
|
28 | #include "ascension/window.h" |
7 | 29 | #include "ascension/context.h" |
30 | #include "ascension/error.h" | |
0 | 31 | |
32 | #include <cx/linked_list.h> | |
33 | #include <cx/printf.h> | |
34 | ||
6
302971e8599b
move window related stuff to its own unit
Mike Becker <universe@uap-core.de>
parents:
3
diff
changeset
|
35 | #include <GL/glew.h> |
302971e8599b
move window related stuff to its own unit
Mike Becker <universe@uap-core.de>
parents:
3
diff
changeset
|
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 { | |
48 | asc_dprintf("GL debug: %*.s", (int)buf.length, buf.ptr); | |
49 | } | |
50 | cx_strfree(&buf); | |
51 | } | |
52 | ||
53 | ||
54 | static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) { | |
7 | 55 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
56 | if (asc_context.windows[i].id == id) { | |
57 | asc_context.windows[i].dimensions.width = width; | |
58 | asc_context.windows[i].dimensions.height = height; | |
0 | 59 | return; |
60 | } | |
61 | } | |
62 | } | |
63 | ||
64 | bool asc_loop_next(void) { | |
65 | // dispatch SDL events | |
66 | SDL_Event event; | |
67 | while (SDL_PollEvent(&event)) { | |
68 | switch (event.type) { | |
69 | case SDL_QUIT:return false; | |
70 | case SDL_WINDOWEVENT: { | |
71 | if (event.window.type == SDL_WINDOWEVENT_RESIZED) | |
72 | asc_event_window_resized( | |
73 | event.window.windowID, | |
74 | event.window.data1, | |
75 | event.window.data2 | |
76 | ); | |
77 | break; | |
78 | } | |
79 | case SDL_KEYDOWN: | |
80 | // TODO: remove this code and implement key press map instead | |
81 | if (event.key.keysym.sym == SDLK_ESCAPE) | |
82 | return false; | |
83 | break; | |
84 | case SDL_KEYUP: | |
85 | // TODO: implement key press map | |
86 | break; | |
87 | } | |
88 | } | |
89 | ||
90 | // sync the windows | |
7 | 91 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
92 | if (asc_context.windows[i].id > 0) { | |
93 | asc_window_sync(&asc_context.windows[i]); | |
94 | } | |
0 | 95 | } |
96 | return true; | |
97 | } | |
98 | ||
99 | void asc_window_settings_init_defaults(AscWindowSettings* settings) { | |
100 | settings->depth_size = 24; | |
101 | settings->vsync = 1; | |
3 | 102 | settings->dimensions.width = 800; |
103 | settings->dimensions.height = 600; | |
0 | 104 | settings->fullscreen = 0; |
105 | settings->gl_major_version = 3; | |
106 | settings->gl_minor_version = 3; | |
107 | settings->title = "Ascended Window"; | |
108 | } | |
109 | ||
7 | 110 | AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { |
111 | if (index >= ASC_MAX_WINDOWS) { | |
112 | asc_error("Maximum number of windows exceeded."); | |
113 | return NULL; | |
114 | } | |
115 | AscWindow *window = &asc_context.windows[index]; | |
116 | if (window->id > 0) { | |
117 | asc_error("Cannot create window - slot already occupied."); | |
118 | asc_dprintf("Tried to create window with index %u", index); | |
119 | return NULL; | |
120 | } | |
121 | ||
0 | 122 | Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; |
123 | flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; | |
124 | ||
125 | window->window = SDL_CreateWindow( | |
126 | settings->title, | |
127 | SDL_WINDOWPOS_CENTERED, | |
128 | SDL_WINDOWPOS_CENTERED, | |
3 | 129 | settings->dimensions.width, |
130 | settings->dimensions.height, | |
0 | 131 | flags |
132 | ); | |
133 | if (window->window == NULL) { | |
134 | asc_error(SDL_GetError()); | |
7 | 135 | return NULL; |
0 | 136 | } |
137 | ||
138 | window->id = SDL_GetWindowID(window->window); | |
3 | 139 | SDL_GetWindowSize(window->window, |
140 | &window->dimensions.width, | |
141 | &window->dimensions.height | |
142 | ); | |
0 | 143 | |
144 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
145 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version); | |
146 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version); | |
147 | SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size); | |
148 | SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | |
149 | window->glctx = SDL_GL_CreateContext(window->window); | |
150 | if (window->glctx == NULL) { | |
151 | asc_dprintf("Creating GL context failed for window %u", window->id); | |
152 | } else { | |
153 | glewExperimental = GL_TRUE; | |
154 | GLenum err = glewInit(); | |
155 | if (err == GLEW_OK) { | |
156 | SDL_GL_SetSwapInterval(settings->vsync); | |
157 | glEnable(GL_DEPTH_TEST); | |
158 | glEnable(GL_BLEND); | |
159 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
160 | glEnable(GL_DEBUG_OUTPUT); | |
161 | glDebugMessageCallback(asc_gl_debug_callback, NULL); | |
162 | asc_dprintf("Window %u initialized", window->id); | |
7 | 163 | return window; |
0 | 164 | } else { |
165 | asc_error(glewGetErrorString(err)); | |
166 | } | |
167 | } | |
168 | ||
169 | // cleanup on error | |
170 | if (window->glctx != NULL) { | |
171 | SDL_GL_DeleteContext(window->glctx); | |
172 | } | |
173 | window->glctx = NULL; | |
174 | SDL_DestroyWindow(window->window); | |
175 | window->window = NULL; | |
176 | window->id = 0; | |
177 | } | |
178 | ||
7 | 179 | void asc_window_destroy(AscWindow* window) { |
180 | // safeguard | |
181 | if (window->id == 0) return; | |
182 | ||
183 | // destroy the GL context and the window | |
0 | 184 | if (window->glctx != NULL) { |
185 | SDL_GL_DeleteContext(window->glctx); | |
186 | } | |
187 | if (window->window != NULL) { | |
188 | SDL_DestroyWindow(window->window); | |
189 | } | |
190 | ||
191 | // clean the data | |
192 | asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); | |
193 | memset(window, 0, sizeof(AscWindow)); | |
194 | } | |
195 | ||
196 | void asc_window_sync(AscWindow const* window) { | |
197 | SDL_GL_MakeCurrent(window->window, window->glctx); | |
198 | SDL_GL_SwapWindow(window->window); | |
3 | 199 | glViewport(0, 0, window->dimensions.width, window->dimensions.height); |
0 | 200 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
201 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
202 | } |