src/window.c

Wed, 08 Nov 2023 21:53:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 08 Nov 2023 21:53:21 +0100
changeset 13
f04a49b2aeee
parent 12
d89e0ebc76d2
child 16
c5dde81b6fb2
permissions
-rw-r--r--

use OpenGL 4.0 by default

     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 }
    54 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
    55     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    56         if (asc_context.windows[i].id == id) {
    57             asc_context.windows[i].dimensions.width = width;
    58             asc_context.windows[i].dimensions.height = height;
    59             asc_mat4f_ortho(asc_context.windows[i].projection, 0, (float) width, (float) height, 0);
    60             return;
    61         }
    62     }
    63 }
    65 bool asc_loop_next(void) {
    66     // dispatch SDL events
    67     SDL_Event event;
    68     while (SDL_PollEvent(&event)) {
    69         switch (event.type) {
    70         case SDL_QUIT:
    71             asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
    72             break;
    73         case SDL_WINDOWEVENT: {
    74             if (event.window.type == SDL_WINDOWEVENT_RESIZED)
    75                 asc_event_window_resized(
    76                         event.window.windowID,
    77                         event.window.data1,
    78                         event.window.data2
    79                 );
    80             break;
    81         }
    82         case SDL_KEYDOWN:
    83             // TODO: remove this code and implement key press map instead
    84             if (event.key.keysym.sym == SDLK_ESCAPE)
    85                 return false;
    86             break;
    87         case SDL_KEYUP:
    88             // TODO: implement key press map
    89             break;
    90         }
    91     }
    93     // sync the windows
    94     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    95         if (asc_context.windows[i].id > 0) {
    96             asc_window_sync(&asc_context.windows[i]);
    97         }
    98     }
   100     return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
   101 }
   103 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
   104     settings->depth_size = 24;
   105     settings->vsync = 1;
   106     settings->dimensions.width = 800;
   107     settings->dimensions.height = 600;
   108     settings->fullscreen = 0;
   109     settings->gl_major_version = 4;
   110     settings->gl_minor_version = 0;
   111     settings->title = "Ascended Window";
   112 }
   114 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
   115     if (index >= ASC_MAX_WINDOWS) {
   116         asc_error("Maximum number of windows exceeded.");
   117         return NULL;
   118     }
   119     AscWindow *window = &asc_context.windows[index];
   120     if (window->id > 0) {
   121         asc_error("Cannot create window - slot already occupied.");
   122         asc_dprintf("Tried to create window with index %u", index);
   123         return NULL;
   124     }
   126     Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
   127     flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
   129     window->window = SDL_CreateWindow(
   130             settings->title,
   131             SDL_WINDOWPOS_CENTERED,
   132             SDL_WINDOWPOS_CENTERED,
   133             settings->dimensions.width,
   134             settings->dimensions.height,
   135             flags
   136     );
   137     if (window->window == NULL) {
   138         asc_error(SDL_GetError());
   139         return NULL;
   140     }
   142     window->id = SDL_GetWindowID(window->window);
   143     SDL_GetWindowSize(window->window,
   144             &window->dimensions.width,
   145             &window->dimensions.height
   146     );
   147     asc_mat4f_ortho(
   148             window->projection,
   149             0,
   150             (float) window->dimensions.width,
   151             (float) window->dimensions.height,
   152             0
   153     );
   155     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
   156     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
   157     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
   158     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
   159     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
   160     window->glctx = SDL_GL_CreateContext(window->window);
   161     if (window->glctx == NULL) {
   162         asc_dprintf("Creating GL context failed for window %u", window->id);
   163     } else {
   164         glewExperimental = GL_TRUE;
   165         GLenum err = glewInit();
   166         if (err == GLEW_OK) {
   167             SDL_GL_SetSwapInterval(settings->vsync);
   168             glEnable(GL_DEPTH_TEST);
   169             glEnable(GL_BLEND);
   170             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   171             glEnable(GL_DEBUG_OUTPUT);
   172             glDebugMessageCallback(asc_gl_debug_callback, NULL);
   173             asc_dprintf("Window %u initialized", window->id);
   174             return window;
   175         } else {
   176             asc_error(glewGetErrorString(err));
   177         }
   178     }
   180     // cleanup on error
   181     if (window->glctx != NULL) {
   182         SDL_GL_DeleteContext(window->glctx);
   183     }
   184     window->glctx = NULL;
   185     SDL_DestroyWindow(window->window);
   186     window->window = NULL;
   187     window->id = 0;
   188 }
   190 void asc_window_destroy(AscWindow* window) {
   191     // safeguard
   192     if (window->id == 0) return;
   194     // destroy the GL context and the window
   195     if (window->glctx != NULL) {
   196         SDL_GL_DeleteContext(window->glctx);
   197     }
   198     if (window->window != NULL) {
   199         SDL_DestroyWindow(window->window);
   200     }
   202     // clean the data
   203     asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
   204     memset(window, 0, sizeof(AscWindow));
   205 }
   207 void asc_window_sync(AscWindow const* window) {
   208     SDL_GL_MakeCurrent(window->window, window->glctx);
   209     SDL_GL_SwapWindow(window->window);
   210     glViewport(0, 0, window->dimensions.width, window->dimensions.height);
   211     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   212     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   213 }

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