Thu, 15 Aug 2024 17:33:42 +0200
define macro for predefined shader
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "ascension/window.h" #include "ascension/context.h" #include "ascension/error.h" #include "ascension/utils.h" #include <GL/glew.h> void asc_window_settings_init_defaults(AscWindowSettings* settings) { settings->dimensions.width = 800; settings->dimensions.height = 600; settings->fullscreen = false; settings->glsettings.depth_size = 24; settings->glsettings.vsync = 1; settings->glsettings.gl_major_version = 4; settings->glsettings.gl_minor_version = 0; settings->title = "Ascended Window"; } void asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { if (index >= ASC_MAX_WINDOWS) { asc_error("Maximum number of windows exceeded."); return; } AscWindow *window = &asc_context.windows[index]; if (window->id > 0) { asc_error("Cannot create window - slot already occupied."); asc_dprintf("Tried to create window with index %u twice", index); return; } if (window->ui != NULL) { asc_dprintf("Window with index %u has a dangling UI pointer", index); asc_scene_node_free(window->ui); } Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; window->window = SDL_CreateWindow( settings->title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, settings->dimensions.width, settings->dimensions.height, flags ); if (window->window == NULL) { asc_error(SDL_GetError()); return; } window->id = SDL_GetWindowID(window->window); SDL_GetWindowSize(window->window, &window->dimensions.width, &window->dimensions.height ); window->resized = true; // count initial sizing as resize if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) { window->ui = asc_scene_node_empty(); asc_dprintf("Window %u initialized", window->id); asc_context.active_window = index; } else { asc_dprintf("Creating GL context failed for window %u", window->id); // cleanup on error SDL_DestroyWindow(window->window); window->window = NULL; window->id = 0; } } void asc_window_destroy(unsigned int index) { // safeguard if (asc_context.windows[index].id == 0) return; // this window cannot be active anymore if (asc_context.active_window == index) { asc_context.active_window = ASC_MAX_WINDOWS; } // pointer to the window AscWindow *window = &asc_context.windows[index]; // for releasing OpenGL resources, we need to make the context current asc_gl_context_activate(&window->glctx); // destroy all scenes asc_scene_node_free(window->ui); window->ui = NULL; // release context related data asc_gl_context_destroy(&window->glctx); // destroy window if (window->window != NULL) { SDL_DestroyWindow(window->window); } // if another window was active, make the other context current again if (asc_context.active_window < ASC_MAX_WINDOWS) { asc_gl_context_activate(&asc_active_window->glctx); } // clean the data asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); memset(window, 0, sizeof(AscWindow)); } void asc_window_sync(unsigned int index) { // necessary safeguard if (asc_context.windows[index].id == 0) return; // active the window that shall be synced temporarily unsigned int active_index = asc_context.active_window; if (index != active_index) { asc_window_activate(index); } // Clear the color buffer for the window frame int window_width = asc_active_window->dimensions.width; int window_height = asc_active_window->dimensions.height; glViewport(0, 0, window_width, window_height); glClear(GL_COLOR_BUFFER_BIT); asc_recti viewport = {0, 0, window_width, window_height}; // Draw the UI AscCamera ui_camera; asc_camera_ortho(&ui_camera, viewport); asc_scene_draw(asc_active_window->ui, viewport, &ui_camera); // Swap Buffers SDL_GL_SwapWindow(asc_active_window->window); // Clear Flags asc_active_window->resized = false; if (index != active_index) { asc_window_activate(active_index); } } void asc_window_activate(unsigned int index) { asc_context.active_window = index; asc_gl_context_activate(&asc_active_window->glctx); } unsigned int asc_window_index(Uint32 id) { unsigned int i = 0; for (; i < ASC_MAX_WINDOWS ; i++) { if (asc_context.windows[i].id == id) break; } return i; }