src/window.c

Fri, 15 Mar 2024 00:06:59 +0100

author
Mike Becker <universe@uap-core.de>
date
Fri, 15 Mar 2024 00:06:59 +0100
changeset 37
8a8cc6725b48
parent 34
45d29d7221cc
child 39
7cf310cc47cb
permissions
-rw-r--r--

add camera and render groups

     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_DEPTH_TEST);
   120             glEnable(GL_BLEND);
   121             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   122             glEnable(GL_DEBUG_OUTPUT);
   123             glDebugMessageCallback(asc_gl_debug_callback, NULL);
   125             asc_dprintf("Window %u initialized", window->id);
   126             if (asc_primitives_init(&window->primitives)) {
   127                 asc_context.active_window = window;
   128                 asc_window_init_scenes(window);
   129                 return window;
   130             } else {
   131                 asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id);
   132             }
   133         } else {
   134             asc_error(glewGetErrorString(err));
   135         }
   136     }
   138     // cleanup on error
   139     if (window->glctx != NULL) {
   140         SDL_GL_DeleteContext(window->glctx);
   141     }
   142     window->glctx = NULL;
   143     SDL_DestroyWindow(window->window);
   144     window->window = NULL;
   145     window->id = 0;
   146 }
   148 void asc_window_destroy(AscWindow* window) {
   149     // safeguard
   150     if (window->id == 0) return;
   152     // this window cannot be active anymore
   153     if (asc_context.active_window == window) {
   154         asc_context.active_window = NULL;
   155     }
   157     // destroy all scenes
   158     asc_scene_destroy(&window->ui);
   160     // release context related data (we have to make the GL context current for this)
   161     SDL_GL_MakeCurrent(window->window, window->glctx);
   162     asc_primitives_destroy(&window->primitives);
   164     // destroy the GL context and the window
   165     if (window->glctx != NULL) {
   166         SDL_GL_DeleteContext(window->glctx);
   167     }
   168     if (window->window != NULL) {
   169         SDL_DestroyWindow(window->window);
   170     }
   172     // if another window was active, make the other context current again
   173     if (asc_context.active_window != NULL) {
   174         AscWindow const *aw = asc_context.active_window;
   175         SDL_GL_MakeCurrent(aw->window, aw->glctx);
   176     }
   178     // clean the data
   179     asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
   180     memset(window, 0, sizeof(AscWindow));
   181 }
   183 void asc_window_sync(AscWindow* window) {
   184     AscWindow const *active_window = asc_context.active_window;
   185     if (window != active_window) {
   186         asc_window_activate(window);
   187     }
   189     // Clear for new frame
   190     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   191     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   193     // Draw the UI
   194     asc_scene_draw(&window->ui);
   196     // Swap Buffers
   197     SDL_GL_SwapWindow(window->window);
   199     // Clear Flags
   200     window->resized = false;
   202     if (window != active_window) {
   203         asc_window_activate(active_window);
   204     }
   205 }
   207 void asc_window_activate(AscWindow const *window) {
   208     SDL_GL_MakeCurrent(window->window, window->glctx);
   209     asc_context.active_window = (AscWindow *)window;
   210 }

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