Thu, 21 Mar 2024 20:34:33 +0100
minor improvements
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 */
28 #include "ascension/window.h"
29 #include "ascension/context.h"
30 #include "ascension/error.h"
31 #include "ascension/utils.h"
33 #include <cx/printf.h>
35 #include <GL/glew.h>
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 }
53 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
54 settings->depth_size = 24;
55 settings->vsync = 1;
56 settings->dimensions.width = 800;
57 settings->dimensions.height = 600;
58 settings->fullscreen = 0;
59 settings->gl_major_version = 4;
60 settings->gl_minor_version = 0;
61 settings->title = "Ascended Window";
62 }
64 static void asc_window_init_scenes(AscWindow *window) {
65 asc_scene_init(&window->ui);
66 asc_camera_ortho(&window->ui.cameras[0], (asc_recti){
67 0, 0, window->dimensions
68 });
69 }
71 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
72 if (index >= ASC_MAX_WINDOWS) {
73 asc_error("Maximum number of windows exceeded.");
74 return NULL;
75 }
76 AscWindow *window = &asc_context.windows[index];
77 if (window->id > 0) {
78 asc_error("Cannot create window - slot already occupied.");
79 asc_dprintf("Tried to create window with index %u", index);
80 return NULL;
81 }
83 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
84 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
86 window->window = SDL_CreateWindow(
87 settings->title,
88 SDL_WINDOWPOS_CENTERED,
89 SDL_WINDOWPOS_CENTERED,
90 settings->dimensions.width,
91 settings->dimensions.height,
92 flags
93 );
94 if (window->window == NULL) {
95 asc_error(SDL_GetError());
96 return NULL;
97 }
99 window->id = SDL_GetWindowID(window->window);
100 SDL_GetWindowSize(window->window,
101 &window->dimensions.width,
102 &window->dimensions.height
103 );
104 window->resized = true; // count initial sizing as resize
106 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
107 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
108 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
109 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
110 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
111 window->glctx = SDL_GL_CreateContext(window->window);
112 if (window->glctx == NULL) {
113 asc_dprintf("Creating GL context failed for window %u", window->id);
114 } else {
115 glewExperimental = GL_TRUE;
116 GLenum err = glewInit();
117 if (err == GLEW_OK) {
118 SDL_GL_SetSwapInterval(settings->vsync);
119 glEnable(GL_DEBUG_OUTPUT);
120 glDebugMessageCallback(asc_gl_debug_callback, NULL);
122 asc_dprintf("Window %u initialized", window->id);
123 if (asc_primitives_init(&window->primitives)) {
124 asc_context.active_window = window;
125 asc_window_init_scenes(window);
126 return window;
127 } else {
128 asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id);
129 }
130 } else {
131 asc_error(glewGetErrorString(err));
132 }
133 }
135 // cleanup on error
136 if (window->glctx != NULL) {
137 SDL_GL_DeleteContext(window->glctx);
138 }
139 window->glctx = NULL;
140 SDL_DestroyWindow(window->window);
141 window->window = NULL;
142 window->id = 0;
143 }
145 void asc_window_destroy(AscWindow* window) {
146 // safeguard
147 if (window->id == 0) return;
149 // this window cannot be active anymore
150 if (asc_context.active_window == window) {
151 asc_context.active_window = NULL;
152 }
154 // destroy all scenes
155 asc_scene_destroy(&window->ui);
157 // release context related data (we have to make the GL context current for this)
158 SDL_GL_MakeCurrent(window->window, window->glctx);
159 asc_primitives_destroy(&window->primitives);
161 // destroy the GL context and the window
162 if (window->glctx != NULL) {
163 SDL_GL_DeleteContext(window->glctx);
164 }
165 if (window->window != NULL) {
166 SDL_DestroyWindow(window->window);
167 }
169 // if another window was active, make the other context current again
170 if (asc_context.active_window != NULL) {
171 AscWindow const *aw = asc_context.active_window;
172 SDL_GL_MakeCurrent(aw->window, aw->glctx);
173 }
175 // clean the data
176 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
177 memset(window, 0, sizeof(AscWindow));
178 }
180 void asc_window_sync(AscWindow* window) {
181 AscWindow const *active_window = asc_context.active_window;
182 if (window != active_window) {
183 asc_window_activate(window);
184 }
186 // Clear for new frame
187 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
188 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
190 // Draw the UI
191 asc_scene_draw(&window->ui);
193 // Swap Buffers
194 SDL_GL_SwapWindow(window->window);
196 // Clear Flags
197 window->resized = false;
199 if (window != active_window) {
200 asc_window_activate(active_window);
201 }
202 }
204 void asc_window_activate(AscWindow const *window) {
205 SDL_GL_MakeCurrent(window->window, window->glctx);
206 asc_context.active_window = (AscWindow *)window;
207 }