Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
/* * 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 = 0; 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"; } static void asc_window_init_scenes(AscWindow *window) { asc_scene_init(&window->ui); asc_camera_ortho(&window->ui.cameras[0], (asc_recti){ 0, 0, window->dimensions }); } AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { if (index >= ASC_MAX_WINDOWS) { asc_error("Maximum number of windows exceeded."); return NULL; } 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", index); return NULL; } 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 NULL; } 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)) { asc_dprintf("Window %u initialized", window->id); asc_context.active_window = window; asc_window_init_scenes(window); return window; } 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; return NULL; } } void asc_window_destroy(AscWindow* window) { // safeguard if (window->id == 0) return; // this window cannot be active anymore if (asc_context.active_window == window) { asc_context.active_window = NULL; } // destroy all scenes asc_scene_destroy(&window->ui); // 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 != NULL) { asc_gl_context_activate(&asc_context.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(AscWindow* window) { AscWindow *active_window = asc_context.active_window; if (window != active_window) { asc_window_activate(window); } // Draw the UI asc_scene_draw(&window->ui); // Swap Buffers SDL_GL_SwapWindow(window->window); // Clear Flags window->resized = false; if (window != active_window) { asc_window_activate(active_window); } } void asc_window_activate(AscWindow *window) { asc_gl_context_activate(&window->glctx); asc_context.active_window = (AscWindow *)window; }