Tue, 16 Apr 2024 22:20:17 +0200
implement mouse motion and key press events
/* * 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/glcontext.h" #include "ascension/error.h" #include <cx/printf.h> #include <GL/glew.h> static void asc_gl_debug_callback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { cxmutstr buf = cx_asprintf( "source = %d, id = %u, type = %d, severity= %d, message = %.*s", source, id, type, severity, length, message); if (type == GL_DEBUG_TYPE_ERROR) { asc_error(buf.ptr); } else { asc_dprintf("GL debug: %.*s", (int)buf.length, buf.ptr); } cx_strfree(&buf); } static void asc_shader_initialize_predefined(AscGLContext *ctx) { AscShaderSprite *sprite = &ctx->shader.sprite; sprite->base = asc_shader_easy_compile_and_link("shader/sprite_vtx.glsl", "shader/sprite_frag.glsl"); sprite->depth = glGetUniformLocation(sprite->base.id, "depth"); sprite->tex = glGetUniformLocation(sprite->base.id, "texture"); } static void asc_shader_destroy_predefined(AscGLContext *ctx) { asc_shader_program_destroy(ctx->shader.sprite.base); } bool asc_gl_context_initialize( AscGLContext *ctx, SDL_Window *window, AscGLContextSettings const *settings ) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); ctx->glctx = SDL_GL_CreateContext(window); if (ctx->glctx == NULL) return false; ctx->window = window; glewExperimental = GL_TRUE; GLenum err = glewInit(); if (err == GLEW_OK) { SDL_GL_SetSwapInterval(settings->vsync); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(asc_gl_debug_callback, NULL); if (!asc_primitives_init(&ctx->primitives)) { asc_error("Creating primitive meshes failed"); SDL_GL_DeleteContext(ctx->glctx); return false; } asc_shader_initialize_predefined(ctx); return true; } else { asc_error(glewGetErrorString(err)); SDL_GL_DeleteContext(ctx->glctx); return false; } } void asc_gl_context_destroy(AscGLContext *ctx) { if (ctx->glctx == NULL) return; SDL_GL_MakeCurrent(ctx->window, ctx->glctx); asc_shader_destroy_predefined(ctx); asc_primitives_destroy(&ctx->primitives); // destroy the GL context and the window SDL_GL_DeleteContext(ctx->glctx); ctx->glctx = NULL; }