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