diff -r 5a8c31904e44 -r b3da4096c607 src/window.c --- a/src/window.c Thu Mar 21 23:01:09 2024 +0100 +++ b/src/window.c Tue Mar 26 20:37:21 2024 +0100 @@ -30,34 +30,16 @@ #include "ascension/error.h" #include "ascension/utils.h" -#include - #include -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); -} - void asc_window_settings_init_defaults(AscWindowSettings* settings) { - settings->depth_size = 24; - settings->vsync = 1; settings->dimensions.width = 800; settings->dimensions.height = 600; settings->fullscreen = 0; - settings->gl_major_version = 4; - settings->gl_minor_version = 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"; } @@ -103,44 +85,19 @@ ); window->resized = true; // count initial sizing as resize - 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); - window->glctx = SDL_GL_CreateContext(window->window); - if (window->glctx == NULL) { + 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); - } else { - 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); - - asc_dprintf("Window %u initialized", window->id); - if (asc_primitives_init(&window->primitives)) { - asc_context.active_window = window; - asc_window_init_scenes(window); - return window; - } else { - asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id); - } - } else { - asc_error(glewGetErrorString(err)); - } + // cleanup on error + SDL_DestroyWindow(window->window); + window->window = NULL; + window->id = 0; + return NULL; } - - // cleanup on error - if (window->glctx != NULL) { - SDL_GL_DeleteContext(window->glctx); - } - window->glctx = NULL; - SDL_DestroyWindow(window->window); - window->window = NULL; - window->id = 0; } void asc_window_destroy(AscWindow* window) { @@ -155,22 +112,17 @@ // destroy all scenes asc_scene_destroy(&window->ui); - // release context related data (we have to make the GL context current for this) - SDL_GL_MakeCurrent(window->window, window->glctx); - asc_primitives_destroy(&window->primitives); + // release context related data + asc_gl_context_destroy(&window->glctx); - // destroy the GL context and the window - if (window->glctx != NULL) { - SDL_GL_DeleteContext(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) { - AscWindow const *aw = asc_context.active_window; - SDL_GL_MakeCurrent(aw->window, aw->glctx); + asc_gl_context_activate(&asc_context.active_window->glctx); } // clean the data @@ -179,7 +131,7 @@ } void asc_window_sync(AscWindow* window) { - AscWindow const *active_window = asc_context.active_window; + AscWindow *active_window = asc_context.active_window; if (window != active_window) { asc_window_activate(window); } @@ -198,7 +150,7 @@ } } -void asc_window_activate(AscWindow const *window) { - SDL_GL_MakeCurrent(window->window, window->glctx); +void asc_window_activate(AscWindow *window) { + asc_gl_context_activate(&window->glctx); asc_context.active_window = (AscWindow *)window; }