Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
universe@0 | 1 | /* |
universe@0 | 2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
universe@0 | 3 | * Copyright 2023 Mike Becker. All rights reserved. |
universe@0 | 4 | * |
universe@0 | 5 | * Redistribution and use in source and binary forms, with or without |
universe@0 | 6 | * modification, are permitted provided that the following conditions are met: |
universe@0 | 7 | * |
universe@0 | 8 | * 1. Redistributions of source code must retain the above copyright |
universe@0 | 9 | * notice, this list of conditions and the following disclaimer. |
universe@0 | 10 | * |
universe@0 | 11 | * 2. Redistributions in binary form must reproduce the above copyright |
universe@0 | 12 | * notice, this list of conditions and the following disclaimer in the |
universe@0 | 13 | * documentation and/or other materials provided with the distribution. |
universe@0 | 14 | * |
universe@0 | 15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
universe@0 | 16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
universe@0 | 17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
universe@0 | 18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
universe@0 | 19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
universe@0 | 20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
universe@0 | 21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
universe@0 | 22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
universe@0 | 23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
universe@0 | 24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
universe@0 | 25 | * POSSIBILITY OF SUCH DAMAGE. |
universe@0 | 26 | */ |
universe@0 | 27 | |
universe@6 | 28 | #include "ascension/window.h" |
universe@7 | 29 | #include "ascension/context.h" |
universe@7 | 30 | #include "ascension/error.h" |
universe@9 | 31 | #include "ascension/utils.h" |
universe@0 | 32 | |
universe@6 | 33 | #include <GL/glew.h> |
universe@6 | 34 | |
universe@0 | 35 | void asc_window_settings_init_defaults(AscWindowSettings* settings) { |
universe@3 | 36 | settings->dimensions.width = 800; |
universe@3 | 37 | settings->dimensions.height = 600; |
universe@0 | 38 | settings->fullscreen = 0; |
universe@44 | 39 | settings->glsettings.depth_size = 24; |
universe@44 | 40 | settings->glsettings.vsync = 1; |
universe@44 | 41 | settings->glsettings.gl_major_version = 4; |
universe@44 | 42 | settings->glsettings.gl_minor_version = 0; |
universe@0 | 43 | settings->title = "Ascended Window"; |
universe@0 | 44 | } |
universe@0 | 45 | |
universe@29 | 46 | static void asc_window_init_scenes(AscWindow *window) { |
universe@29 | 47 | asc_scene_init(&window->ui); |
universe@37 | 48 | asc_camera_ortho(&window->ui.cameras[0], (asc_recti){ |
universe@37 | 49 | 0, 0, window->dimensions |
universe@37 | 50 | }); |
universe@29 | 51 | } |
universe@29 | 52 | |
universe@7 | 53 | AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { |
universe@7 | 54 | if (index >= ASC_MAX_WINDOWS) { |
universe@7 | 55 | asc_error("Maximum number of windows exceeded."); |
universe@7 | 56 | return NULL; |
universe@7 | 57 | } |
universe@7 | 58 | AscWindow *window = &asc_context.windows[index]; |
universe@7 | 59 | if (window->id > 0) { |
universe@7 | 60 | asc_error("Cannot create window - slot already occupied."); |
universe@7 | 61 | asc_dprintf("Tried to create window with index %u", index); |
universe@7 | 62 | return NULL; |
universe@7 | 63 | } |
universe@7 | 64 | |
universe@0 | 65 | Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; |
universe@0 | 66 | flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; |
universe@0 | 67 | |
universe@0 | 68 | window->window = SDL_CreateWindow( |
universe@0 | 69 | settings->title, |
universe@0 | 70 | SDL_WINDOWPOS_CENTERED, |
universe@0 | 71 | SDL_WINDOWPOS_CENTERED, |
universe@3 | 72 | settings->dimensions.width, |
universe@3 | 73 | settings->dimensions.height, |
universe@0 | 74 | flags |
universe@0 | 75 | ); |
universe@0 | 76 | if (window->window == NULL) { |
universe@0 | 77 | asc_error(SDL_GetError()); |
universe@7 | 78 | return NULL; |
universe@0 | 79 | } |
universe@0 | 80 | |
universe@0 | 81 | window->id = SDL_GetWindowID(window->window); |
universe@3 | 82 | SDL_GetWindowSize(window->window, |
universe@3 | 83 | &window->dimensions.width, |
universe@3 | 84 | &window->dimensions.height |
universe@3 | 85 | ); |
universe@37 | 86 | window->resized = true; // count initial sizing as resize |
universe@0 | 87 | |
universe@44 | 88 | if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) { |
universe@44 | 89 | asc_dprintf("Window %u initialized", window->id); |
universe@44 | 90 | asc_context.active_window = window; |
universe@44 | 91 | asc_window_init_scenes(window); |
universe@44 | 92 | return window; |
universe@44 | 93 | } else { |
universe@0 | 94 | asc_dprintf("Creating GL context failed for window %u", window->id); |
universe@44 | 95 | // cleanup on error |
universe@44 | 96 | SDL_DestroyWindow(window->window); |
universe@44 | 97 | window->window = NULL; |
universe@44 | 98 | window->id = 0; |
universe@44 | 99 | return NULL; |
universe@0 | 100 | } |
universe@0 | 101 | } |
universe@0 | 102 | |
universe@7 | 103 | void asc_window_destroy(AscWindow* window) { |
universe@7 | 104 | // safeguard |
universe@7 | 105 | if (window->id == 0) return; |
universe@7 | 106 | |
universe@16 | 107 | // this window cannot be active anymore |
universe@16 | 108 | if (asc_context.active_window == window) { |
universe@16 | 109 | asc_context.active_window = NULL; |
universe@16 | 110 | } |
universe@16 | 111 | |
universe@29 | 112 | // destroy all scenes |
universe@29 | 113 | asc_scene_destroy(&window->ui); |
universe@29 | 114 | |
universe@44 | 115 | // release context related data |
universe@44 | 116 | asc_gl_context_destroy(&window->glctx); |
universe@16 | 117 | |
universe@44 | 118 | // destroy window |
universe@0 | 119 | if (window->window != NULL) { |
universe@0 | 120 | SDL_DestroyWindow(window->window); |
universe@0 | 121 | } |
universe@0 | 122 | |
universe@16 | 123 | // if another window was active, make the other context current again |
universe@16 | 124 | if (asc_context.active_window != NULL) { |
universe@44 | 125 | asc_gl_context_activate(&asc_context.active_window->glctx); |
universe@16 | 126 | } |
universe@16 | 127 | |
universe@0 | 128 | // clean the data |
universe@0 | 129 | asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); |
universe@0 | 130 | memset(window, 0, sizeof(AscWindow)); |
universe@0 | 131 | } |
universe@0 | 132 | |
universe@37 | 133 | void asc_window_sync(AscWindow* window) { |
universe@44 | 134 | AscWindow *active_window = asc_context.active_window; |
universe@16 | 135 | if (window != active_window) { |
universe@16 | 136 | asc_window_activate(window); |
universe@16 | 137 | } |
universe@29 | 138 | |
universe@29 | 139 | // Draw the UI |
universe@29 | 140 | asc_scene_draw(&window->ui); |
universe@29 | 141 | |
universe@29 | 142 | // Swap Buffers |
universe@29 | 143 | SDL_GL_SwapWindow(window->window); |
universe@29 | 144 | |
universe@37 | 145 | // Clear Flags |
universe@37 | 146 | window->resized = false; |
universe@37 | 147 | |
universe@16 | 148 | if (window != active_window) { |
universe@16 | 149 | asc_window_activate(active_window); |
universe@16 | 150 | } |
universe@0 | 151 | } |
universe@16 | 152 | |
universe@44 | 153 | void asc_window_activate(AscWindow *window) { |
universe@44 | 154 | asc_gl_context_activate(&window->glctx); |
universe@34 | 155 | asc_context.active_window = (AscWindow *)window; |
universe@16 | 156 | } |