src/window.c

Wed, 08 Nov 2023 21:53:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 08 Nov 2023 21:53:21 +0100
changeset 13
f04a49b2aeee
parent 12
d89e0ebc76d2
child 16
c5dde81b6fb2
permissions
-rw-r--r--

use OpenGL 4.0 by default

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@0 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
universe@0 54 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
universe@7 55 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
universe@7 56 if (asc_context.windows[i].id == id) {
universe@7 57 asc_context.windows[i].dimensions.width = width;
universe@7 58 asc_context.windows[i].dimensions.height = height;
universe@12 59 asc_mat4f_ortho(asc_context.windows[i].projection, 0, (float) width, (float) height, 0);
universe@0 60 return;
universe@0 61 }
universe@0 62 }
universe@0 63 }
universe@0 64
universe@0 65 bool asc_loop_next(void) {
universe@0 66 // dispatch SDL events
universe@0 67 SDL_Event event;
universe@0 68 while (SDL_PollEvent(&event)) {
universe@0 69 switch (event.type) {
universe@9 70 case SDL_QUIT:
universe@9 71 asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
universe@9 72 break;
universe@0 73 case SDL_WINDOWEVENT: {
universe@0 74 if (event.window.type == SDL_WINDOWEVENT_RESIZED)
universe@0 75 asc_event_window_resized(
universe@0 76 event.window.windowID,
universe@0 77 event.window.data1,
universe@0 78 event.window.data2
universe@0 79 );
universe@0 80 break;
universe@0 81 }
universe@0 82 case SDL_KEYDOWN:
universe@0 83 // TODO: remove this code and implement key press map instead
universe@0 84 if (event.key.keysym.sym == SDLK_ESCAPE)
universe@0 85 return false;
universe@0 86 break;
universe@0 87 case SDL_KEYUP:
universe@0 88 // TODO: implement key press map
universe@0 89 break;
universe@0 90 }
universe@0 91 }
universe@0 92
universe@0 93 // sync the windows
universe@7 94 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
universe@7 95 if (asc_context.windows[i].id > 0) {
universe@7 96 asc_window_sync(&asc_context.windows[i]);
universe@7 97 }
universe@0 98 }
universe@9 99
universe@9 100 return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
universe@0 101 }
universe@0 102
universe@0 103 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
universe@0 104 settings->depth_size = 24;
universe@0 105 settings->vsync = 1;
universe@3 106 settings->dimensions.width = 800;
universe@3 107 settings->dimensions.height = 600;
universe@0 108 settings->fullscreen = 0;
universe@13 109 settings->gl_major_version = 4;
universe@13 110 settings->gl_minor_version = 0;
universe@0 111 settings->title = "Ascended Window";
universe@0 112 }
universe@0 113
universe@7 114 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
universe@7 115 if (index >= ASC_MAX_WINDOWS) {
universe@7 116 asc_error("Maximum number of windows exceeded.");
universe@7 117 return NULL;
universe@7 118 }
universe@7 119 AscWindow *window = &asc_context.windows[index];
universe@7 120 if (window->id > 0) {
universe@7 121 asc_error("Cannot create window - slot already occupied.");
universe@7 122 asc_dprintf("Tried to create window with index %u", index);
universe@7 123 return NULL;
universe@7 124 }
universe@7 125
universe@0 126 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
universe@0 127 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
universe@0 128
universe@0 129 window->window = SDL_CreateWindow(
universe@0 130 settings->title,
universe@0 131 SDL_WINDOWPOS_CENTERED,
universe@0 132 SDL_WINDOWPOS_CENTERED,
universe@3 133 settings->dimensions.width,
universe@3 134 settings->dimensions.height,
universe@0 135 flags
universe@0 136 );
universe@0 137 if (window->window == NULL) {
universe@0 138 asc_error(SDL_GetError());
universe@7 139 return NULL;
universe@0 140 }
universe@0 141
universe@0 142 window->id = SDL_GetWindowID(window->window);
universe@3 143 SDL_GetWindowSize(window->window,
universe@3 144 &window->dimensions.width,
universe@3 145 &window->dimensions.height
universe@3 146 );
universe@12 147 asc_mat4f_ortho(
universe@12 148 window->projection,
universe@12 149 0,
universe@12 150 (float) window->dimensions.width,
universe@12 151 (float) window->dimensions.height,
universe@12 152 0
universe@12 153 );
universe@0 154
universe@0 155 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
universe@0 156 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
universe@0 157 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
universe@0 158 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
universe@0 159 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
universe@0 160 window->glctx = SDL_GL_CreateContext(window->window);
universe@0 161 if (window->glctx == NULL) {
universe@0 162 asc_dprintf("Creating GL context failed for window %u", window->id);
universe@0 163 } else {
universe@0 164 glewExperimental = GL_TRUE;
universe@0 165 GLenum err = glewInit();
universe@0 166 if (err == GLEW_OK) {
universe@0 167 SDL_GL_SetSwapInterval(settings->vsync);
universe@0 168 glEnable(GL_DEPTH_TEST);
universe@0 169 glEnable(GL_BLEND);
universe@0 170 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
universe@0 171 glEnable(GL_DEBUG_OUTPUT);
universe@0 172 glDebugMessageCallback(asc_gl_debug_callback, NULL);
universe@0 173 asc_dprintf("Window %u initialized", window->id);
universe@7 174 return window;
universe@0 175 } else {
universe@0 176 asc_error(glewGetErrorString(err));
universe@0 177 }
universe@0 178 }
universe@0 179
universe@0 180 // cleanup on error
universe@0 181 if (window->glctx != NULL) {
universe@0 182 SDL_GL_DeleteContext(window->glctx);
universe@0 183 }
universe@0 184 window->glctx = NULL;
universe@0 185 SDL_DestroyWindow(window->window);
universe@0 186 window->window = NULL;
universe@0 187 window->id = 0;
universe@0 188 }
universe@0 189
universe@7 190 void asc_window_destroy(AscWindow* window) {
universe@7 191 // safeguard
universe@7 192 if (window->id == 0) return;
universe@7 193
universe@7 194 // destroy the GL context and the window
universe@0 195 if (window->glctx != NULL) {
universe@0 196 SDL_GL_DeleteContext(window->glctx);
universe@0 197 }
universe@0 198 if (window->window != NULL) {
universe@0 199 SDL_DestroyWindow(window->window);
universe@0 200 }
universe@0 201
universe@0 202 // clean the data
universe@0 203 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
universe@0 204 memset(window, 0, sizeof(AscWindow));
universe@0 205 }
universe@0 206
universe@0 207 void asc_window_sync(AscWindow const* window) {
universe@0 208 SDL_GL_MakeCurrent(window->window, window->glctx);
universe@0 209 SDL_GL_SwapWindow(window->window);
universe@3 210 glViewport(0, 0, window->dimensions.width, window->dimensions.height);
universe@0 211 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
universe@0 212 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
universe@0 213 }

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