Wed, 23 Apr 2025 23:59:34 +0200
add memory pool to gl context
0 | 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 | */ | |
27 | ||
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28 | #include "ascension/window.h" |
7 | 29 | #include "ascension/context.h" |
30 | #include "ascension/error.h" | |
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31 | #include "ascension/utils.h" |
0 | 32 | |
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33 | #include <GL/glew.h> |
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34 | |
0 | 35 | void asc_window_settings_init_defaults(AscWindowSettings* settings) { |
3 | 36 | settings->dimensions.width = 800; |
37 | settings->dimensions.height = 600; | |
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38 | settings->fullscreen = false; |
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39 | settings->glsettings.depth_size = 24; |
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40 | settings->glsettings.vsync = 1; |
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41 | settings->glsettings.gl_major_version = 4; |
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42 | settings->glsettings.gl_minor_version = 0; |
0 | 43 | settings->title = "Ascended Window"; |
44 | } | |
45 | ||
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46 | void asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { |
7 | 47 | if (index >= ASC_MAX_WINDOWS) { |
92 | 48 | asc_error("Maximum number of windows exceeded (%u/%u).", index, ASC_MAX_WINDOWS); |
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49 | return; |
7 | 50 | } |
51 | AscWindow *window = &asc_context.windows[index]; | |
52 | if (window->id > 0) { | |
92 | 53 | asc_error("Cannot create window - slot %u already occupied.", index); |
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54 | return; |
7 | 55 | } |
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56 | if (window->ui != NULL) { |
92 | 57 | asc_wprintf("Window with index %u has a dangling UI pointer", index); |
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58 | asc_scene_node_free(window->ui); |
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59 | } |
7 | 60 | |
0 | 61 | Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; |
62 | flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; | |
63 | ||
64 | window->window = SDL_CreateWindow( | |
65 | settings->title, | |
66 | SDL_WINDOWPOS_CENTERED, | |
67 | SDL_WINDOWPOS_CENTERED, | |
3 | 68 | settings->dimensions.width, |
69 | settings->dimensions.height, | |
0 | 70 | flags |
71 | ); | |
72 | if (window->window == NULL) { | |
92 | 73 | asc_error("Creating Window failed: %s", SDL_GetError()); |
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74 | return; |
0 | 75 | } |
76 | ||
77 | window->id = SDL_GetWindowID(window->window); | |
3 | 78 | SDL_GetWindowSize(window->window, |
79 | &window->dimensions.width, | |
80 | &window->dimensions.height | |
81 | ); | |
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82 | window->resized = true; // count initial sizing as resize |
0 | 83 | |
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84 | if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) { |
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85 | window->ui = asc_scene_node_empty(); |
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86 | asc_dprintf("Window %u initialized", window->id); |
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87 | asc_context.active_window = index; |
0 | 88 | } else { |
92 | 89 | asc_error("Creating GL context failed for window %u", window->id); |
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90 | // cleanup on error |
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91 | SDL_DestroyWindow(window->window); |
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92 | window->window = NULL; |
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93 | window->id = 0; |
0 | 94 | } |
95 | } | |
96 | ||
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97 | void asc_window_destroy(unsigned int index) { |
7 | 98 | // safeguard |
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99 | if (asc_context.windows[index].id == 0) return; |
7 | 100 | |
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101 | // this window cannot be active anymore |
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102 | if (asc_context.active_window == index) { |
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103 | asc_context.active_window = ASC_MAX_WINDOWS; |
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104 | } |
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105 | |
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106 | // pointer to the window |
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107 | AscWindow *window = &asc_context.windows[index]; |
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108 | |
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109 | // for releasing OpenGL resources, we need to make the context current |
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110 | asc_gl_context_activate(&window->glctx); |
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111 | |
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112 | // destroy all scenes |
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113 | asc_scene_node_free(window->ui); |
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114 | window->ui = NULL; |
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115 | |
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116 | // release context related data |
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117 | asc_gl_context_destroy(&window->glctx); |
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118 | |
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119 | // destroy window |
0 | 120 | if (window->window != NULL) { |
121 | SDL_DestroyWindow(window->window); | |
122 | } | |
123 | ||
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124 | // if another window was active, make the other context current again |
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125 | if (asc_context.active_window < ASC_MAX_WINDOWS) { |
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126 | asc_gl_context_activate(&asc_active_window->glctx); |
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127 | } |
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128 | |
0 | 129 | // clean the data |
130 | asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); | |
131 | memset(window, 0, sizeof(AscWindow)); | |
132 | } | |
133 | ||
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134 | void asc_window_sync(unsigned int index) { |
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135 | // necessary safeguard |
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136 | if (asc_context.windows[index].id == 0) return; |
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137 | |
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138 | // active the window that shall be synced temporarily |
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139 | unsigned int active_index = asc_context.active_window; |
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140 | if (index != active_index) { |
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141 | asc_window_activate(index); |
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142 | } |
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143 | |
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144 | // Clear the color buffer for the window frame |
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145 | int window_width = asc_active_window->dimensions.width; |
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146 | int window_height = asc_active_window->dimensions.height; |
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147 | glViewport(0, 0, window_width, window_height); |
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148 | glClear(GL_COLOR_BUFFER_BIT); |
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149 | asc_recti viewport = {0, 0, window_width, window_height}; |
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150 | |
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151 | // Draw the UI |
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152 | AscCamera ui_camera; |
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153 | asc_camera_ortho(&ui_camera, viewport); |
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154 | asc_scene_draw(asc_active_window->ui, viewport, &ui_camera); |
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155 | |
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156 | // Swap Buffers |
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157 | SDL_GL_SwapWindow(asc_active_window->window); |
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158 | |
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159 | // Clear Flags |
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160 | asc_active_window->resized = false; |
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161 | |
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162 | if (index != active_index) { |
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163 | asc_window_activate(active_index); |
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164 | } |
0 | 165 | } |
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166 | |
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167 | void asc_window_activate(unsigned int index) { |
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168 | asc_context.active_window = index; |
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169 | asc_gl_context_activate(&asc_active_window->glctx); |
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170 | } |
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171 | |
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172 | unsigned int asc_window_index(Uint32 id) { |
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173 | unsigned int i = 0; |
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174 | for (; i < ASC_MAX_WINDOWS ; i++) { |
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175 | if (asc_context.windows[i].id == id) break; |
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176 | } |
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177 | return i; |
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178 | } |