src/window.c

Tue, 26 Mar 2024 20:37:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Tue, 26 Mar 2024 20:37:21 +0100
changeset 44
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parent 41
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child 47
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permissions
-rw-r--r--

create own compilation unit for GL context - fixes shader not being created per context

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/window.h"
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29 #include "ascension/context.h"
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30 #include "ascension/error.h"
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31 #include "ascension/utils.h"
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32
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33 #include <GL/glew.h>
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34
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35 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
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36 settings->dimensions.width = 800;
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37 settings->dimensions.height = 600;
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38 settings->fullscreen = 0;
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39 settings->glsettings.depth_size = 24;
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40 settings->glsettings.vsync = 1;
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41 settings->glsettings.gl_major_version = 4;
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42 settings->glsettings.gl_minor_version = 0;
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43 settings->title = "Ascended Window";
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44 }
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45
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46 static void asc_window_init_scenes(AscWindow *window) {
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47 asc_scene_init(&window->ui);
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48 asc_camera_ortho(&window->ui.cameras[0], (asc_recti){
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49 0, 0, window->dimensions
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50 });
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51 }
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52
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53 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
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54 if (index >= ASC_MAX_WINDOWS) {
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55 asc_error("Maximum number of windows exceeded.");
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56 return NULL;
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57 }
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58 AscWindow *window = &asc_context.windows[index];
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59 if (window->id > 0) {
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60 asc_error("Cannot create window - slot already occupied.");
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61 asc_dprintf("Tried to create window with index %u", index);
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62 return NULL;
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63 }
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64
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65 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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66 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
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67
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68 window->window = SDL_CreateWindow(
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69 settings->title,
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70 SDL_WINDOWPOS_CENTERED,
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71 SDL_WINDOWPOS_CENTERED,
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72 settings->dimensions.width,
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73 settings->dimensions.height,
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74 flags
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75 );
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76 if (window->window == NULL) {
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77 asc_error(SDL_GetError());
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78 return NULL;
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79 }
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80
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81 window->id = SDL_GetWindowID(window->window);
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82 SDL_GetWindowSize(window->window,
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83 &window->dimensions.width,
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84 &window->dimensions.height
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85 );
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86 window->resized = true; // count initial sizing as resize
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87
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88 if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
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89 asc_dprintf("Window %u initialized", window->id);
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90 asc_context.active_window = window;
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91 asc_window_init_scenes(window);
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92 return window;
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93 } else {
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94 asc_dprintf("Creating GL context failed for window %u", window->id);
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95 // cleanup on error
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96 SDL_DestroyWindow(window->window);
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97 window->window = NULL;
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98 window->id = 0;
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99 return NULL;
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100 }
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101 }
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102
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103 void asc_window_destroy(AscWindow* window) {
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104 // safeguard
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105 if (window->id == 0) return;
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106
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107 // this window cannot be active anymore
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108 if (asc_context.active_window == window) {
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109 asc_context.active_window = NULL;
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110 }
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111
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112 // destroy all scenes
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113 asc_scene_destroy(&window->ui);
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114
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115 // release context related data
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116 asc_gl_context_destroy(&window->glctx);
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117
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118 // destroy window
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119 if (window->window != NULL) {
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120 SDL_DestroyWindow(window->window);
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121 }
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122
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123 // if another window was active, make the other context current again
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124 if (asc_context.active_window != NULL) {
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125 asc_gl_context_activate(&asc_context.active_window->glctx);
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126 }
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127
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128 // clean the data
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129 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
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130 memset(window, 0, sizeof(AscWindow));
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131 }
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132
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133 void asc_window_sync(AscWindow* window) {
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134 AscWindow *active_window = asc_context.active_window;
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135 if (window != active_window) {
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136 asc_window_activate(window);
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137 }
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138
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139 // Draw the UI
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140 asc_scene_draw(&window->ui);
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141
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142 // Swap Buffers
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143 SDL_GL_SwapWindow(window->window);
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144
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145 // Clear Flags
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146 window->resized = false;
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147
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148 if (window != active_window) {
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149 asc_window_activate(active_window);
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150 }
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151 }
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152
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153 void asc_window_activate(AscWindow *window) {
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154 asc_gl_context_activate(&window->glctx);
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155 asc_context.active_window = (AscWindow *)window;
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156 }

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