src/window.c

Thu, 21 Mar 2024 22:23:00 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 22:23:00 +0100
changeset 41
df81d493716e
parent 39
7cf310cc47cb
child 44
b3da4096c607
permissions
-rw-r--r--

add correct interleaving of opaque and transparent sprites

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@0 33 #include <cx/printf.h>
universe@0 34
universe@6 35 #include <GL/glew.h>
universe@6 36
universe@0 37 static void asc_gl_debug_callback(
universe@0 38 GLenum source, GLenum type, GLuint id, GLenum severity,
universe@0 39 GLsizei length, const GLchar* message,
universe@0 40 const void* userParam
universe@0 41 ) {
universe@0 42 cxmutstr buf = cx_asprintf(
universe@0 43 "source = %d, id = %u, type = %d, severity= %d, message = %.*s",
universe@0 44 source, id, type, severity, length, message);
universe@0 45 if (type == GL_DEBUG_TYPE_ERROR) {
universe@0 46 asc_error(buf.ptr);
universe@0 47 } else {
universe@16 48 asc_dprintf("GL debug: %.*s", (int)buf.length, buf.ptr);
universe@0 49 }
universe@0 50 cx_strfree(&buf);
universe@0 51 }
universe@0 52
universe@0 53 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
universe@0 54 settings->depth_size = 24;
universe@0 55 settings->vsync = 1;
universe@3 56 settings->dimensions.width = 800;
universe@3 57 settings->dimensions.height = 600;
universe@0 58 settings->fullscreen = 0;
universe@13 59 settings->gl_major_version = 4;
universe@13 60 settings->gl_minor_version = 0;
universe@0 61 settings->title = "Ascended Window";
universe@0 62 }
universe@0 63
universe@29 64 static void asc_window_init_scenes(AscWindow *window) {
universe@29 65 asc_scene_init(&window->ui);
universe@37 66 asc_camera_ortho(&window->ui.cameras[0], (asc_recti){
universe@37 67 0, 0, window->dimensions
universe@37 68 });
universe@29 69 }
universe@29 70
universe@7 71 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
universe@7 72 if (index >= ASC_MAX_WINDOWS) {
universe@7 73 asc_error("Maximum number of windows exceeded.");
universe@7 74 return NULL;
universe@7 75 }
universe@7 76 AscWindow *window = &asc_context.windows[index];
universe@7 77 if (window->id > 0) {
universe@7 78 asc_error("Cannot create window - slot already occupied.");
universe@7 79 asc_dprintf("Tried to create window with index %u", index);
universe@7 80 return NULL;
universe@7 81 }
universe@7 82
universe@0 83 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
universe@0 84 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
universe@0 85
universe@0 86 window->window = SDL_CreateWindow(
universe@0 87 settings->title,
universe@0 88 SDL_WINDOWPOS_CENTERED,
universe@0 89 SDL_WINDOWPOS_CENTERED,
universe@3 90 settings->dimensions.width,
universe@3 91 settings->dimensions.height,
universe@0 92 flags
universe@0 93 );
universe@0 94 if (window->window == NULL) {
universe@0 95 asc_error(SDL_GetError());
universe@7 96 return NULL;
universe@0 97 }
universe@0 98
universe@0 99 window->id = SDL_GetWindowID(window->window);
universe@3 100 SDL_GetWindowSize(window->window,
universe@3 101 &window->dimensions.width,
universe@3 102 &window->dimensions.height
universe@3 103 );
universe@37 104 window->resized = true; // count initial sizing as resize
universe@0 105
universe@0 106 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
universe@0 107 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
universe@0 108 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
universe@0 109 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
universe@0 110 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
universe@0 111 window->glctx = SDL_GL_CreateContext(window->window);
universe@0 112 if (window->glctx == NULL) {
universe@0 113 asc_dprintf("Creating GL context failed for window %u", window->id);
universe@0 114 } else {
universe@0 115 glewExperimental = GL_TRUE;
universe@0 116 GLenum err = glewInit();
universe@0 117 if (err == GLEW_OK) {
universe@0 118 SDL_GL_SetSwapInterval(settings->vsync);
universe@41 119 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
universe@0 120 glEnable(GL_DEBUG_OUTPUT);
universe@0 121 glDebugMessageCallback(asc_gl_debug_callback, NULL);
universe@16 122
universe@0 123 asc_dprintf("Window %u initialized", window->id);
universe@16 124 if (asc_primitives_init(&window->primitives)) {
universe@37 125 asc_context.active_window = window;
universe@29 126 asc_window_init_scenes(window);
universe@16 127 return window;
universe@16 128 } else {
universe@16 129 asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id);
universe@16 130 }
universe@0 131 } else {
universe@0 132 asc_error(glewGetErrorString(err));
universe@0 133 }
universe@0 134 }
universe@0 135
universe@0 136 // cleanup on error
universe@0 137 if (window->glctx != NULL) {
universe@0 138 SDL_GL_DeleteContext(window->glctx);
universe@0 139 }
universe@0 140 window->glctx = NULL;
universe@0 141 SDL_DestroyWindow(window->window);
universe@0 142 window->window = NULL;
universe@0 143 window->id = 0;
universe@0 144 }
universe@0 145
universe@7 146 void asc_window_destroy(AscWindow* window) {
universe@7 147 // safeguard
universe@7 148 if (window->id == 0) return;
universe@7 149
universe@16 150 // this window cannot be active anymore
universe@16 151 if (asc_context.active_window == window) {
universe@16 152 asc_context.active_window = NULL;
universe@16 153 }
universe@16 154
universe@29 155 // destroy all scenes
universe@29 156 asc_scene_destroy(&window->ui);
universe@29 157
universe@16 158 // release context related data (we have to make the GL context current for this)
universe@16 159 SDL_GL_MakeCurrent(window->window, window->glctx);
universe@16 160 asc_primitives_destroy(&window->primitives);
universe@16 161
universe@7 162 // destroy the GL context and the window
universe@0 163 if (window->glctx != NULL) {
universe@0 164 SDL_GL_DeleteContext(window->glctx);
universe@0 165 }
universe@0 166 if (window->window != NULL) {
universe@0 167 SDL_DestroyWindow(window->window);
universe@0 168 }
universe@0 169
universe@16 170 // if another window was active, make the other context current again
universe@16 171 if (asc_context.active_window != NULL) {
universe@16 172 AscWindow const *aw = asc_context.active_window;
universe@16 173 SDL_GL_MakeCurrent(aw->window, aw->glctx);
universe@16 174 }
universe@16 175
universe@0 176 // clean the data
universe@0 177 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
universe@0 178 memset(window, 0, sizeof(AscWindow));
universe@0 179 }
universe@0 180
universe@37 181 void asc_window_sync(AscWindow* window) {
universe@16 182 AscWindow const *active_window = asc_context.active_window;
universe@16 183 if (window != active_window) {
universe@16 184 asc_window_activate(window);
universe@16 185 }
universe@29 186
universe@29 187 // Draw the UI
universe@29 188 asc_scene_draw(&window->ui);
universe@29 189
universe@29 190 // Swap Buffers
universe@29 191 SDL_GL_SwapWindow(window->window);
universe@29 192
universe@37 193 // Clear Flags
universe@37 194 window->resized = false;
universe@37 195
universe@16 196 if (window != active_window) {
universe@16 197 asc_window_activate(active_window);
universe@16 198 }
universe@0 199 }
universe@16 200
universe@16 201 void asc_window_activate(AscWindow const *window) {
universe@16 202 SDL_GL_MakeCurrent(window->window, window->glctx);
universe@34 203 asc_context.active_window = (AscWindow *)window;
universe@16 204 }

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