Wed, 06 Mar 2024 23:38:17 +0100
invert the logic of converting between specialized nodes and the generic interface
| 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 | |
| 33 | #include <cx/printf.h> | |
| 34 | ||
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35 | #include <GL/glew.h> | 
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302971e8599b
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36 | |
| 0 | 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 { | |
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48 | asc_dprintf("GL debug: %.*s", (int)buf.length, buf.ptr); | 
| 0 | 49 | } | 
| 50 | cx_strfree(&buf); | |
| 51 | } | |
| 52 | ||
| 53 | void asc_window_settings_init_defaults(AscWindowSettings* settings) { | |
| 54 | settings->depth_size = 24; | |
| 55 | settings->vsync = 1; | |
| 3 | 56 | settings->dimensions.width = 800; | 
| 57 | settings->dimensions.height = 600; | |
| 0 | 58 | settings->fullscreen = 0; | 
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59 | settings->gl_major_version = 4; | 
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60 | settings->gl_minor_version = 0; | 
| 0 | 61 | settings->title = "Ascended Window"; | 
| 62 | } | |
| 63 | ||
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64 | static void asc_window_init_scenes(AscWindow *window) { | 
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65 | asc_scene_init(&window->ui); | 
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66 | } | 
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67 | |
| 7 | 68 | AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { | 
| 69 | if (index >= ASC_MAX_WINDOWS) { | |
| 70 | asc_error("Maximum number of windows exceeded."); | |
| 71 | return NULL; | |
| 72 | } | |
| 73 | AscWindow *window = &asc_context.windows[index]; | |
| 74 | if (window->id > 0) { | |
| 75 | asc_error("Cannot create window - slot already occupied."); | |
| 76 | asc_dprintf("Tried to create window with index %u", index); | |
| 77 | return NULL; | |
| 78 | } | |
| 79 | ||
| 0 | 80 | Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN; | 
| 81 | flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; | |
| 82 | ||
| 83 | window->window = SDL_CreateWindow( | |
| 84 | settings->title, | |
| 85 | SDL_WINDOWPOS_CENTERED, | |
| 86 | SDL_WINDOWPOS_CENTERED, | |
| 3 | 87 | settings->dimensions.width, | 
| 88 | settings->dimensions.height, | |
| 0 | 89 | flags | 
| 90 | ); | |
| 91 | if (window->window == NULL) { | |
| 92 | asc_error(SDL_GetError()); | |
| 7 | 93 | return NULL; | 
| 0 | 94 | } | 
| 95 | ||
| 96 | window->id = SDL_GetWindowID(window->window); | |
| 3 | 97 | SDL_GetWindowSize(window->window, | 
| 98 | &window->dimensions.width, | |
| 99 | &window->dimensions.height | |
| 100 | ); | |
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101 | asc_mat4f_ortho( | 
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102 | window->projection, | 
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103 | 0, | 
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104 | (float) window->dimensions.width, | 
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105 | (float) window->dimensions.height, | 
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106 | 0 | 
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107 | ); | 
| 0 | 108 | |
| 109 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
| 110 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version); | |
| 111 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version); | |
| 112 | SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size); | |
| 113 | SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | |
| 114 | window->glctx = SDL_GL_CreateContext(window->window); | |
| 115 | if (window->glctx == NULL) { | |
| 116 | asc_dprintf("Creating GL context failed for window %u", window->id); | |
| 117 | } else { | |
| 118 | glewExperimental = GL_TRUE; | |
| 119 | GLenum err = glewInit(); | |
| 120 | if (err == GLEW_OK) { | |
| 121 | SDL_GL_SetSwapInterval(settings->vsync); | |
| 122 | glEnable(GL_DEPTH_TEST); | |
| 123 | glEnable(GL_BLEND); | |
| 124 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| 125 | glEnable(GL_DEBUG_OUTPUT); | |
| 126 | glDebugMessageCallback(asc_gl_debug_callback, NULL); | |
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127 | |
| 0 | 128 | asc_dprintf("Window %u initialized", window->id); | 
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129 | if (asc_primitives_init(&window->primitives)) { | 
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130 | asc_window_init_scenes(window); | 
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131 | asc_context.active_window = window; | 
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132 | return window; | 
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133 | } else { | 
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134 | asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id); | 
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135 | } | 
| 0 | 136 | } else { | 
| 137 | asc_error(glewGetErrorString(err)); | |
| 138 | } | |
| 139 | } | |
| 140 | ||
| 141 | // cleanup on error | |
| 142 | if (window->glctx != NULL) { | |
| 143 | SDL_GL_DeleteContext(window->glctx); | |
| 144 | } | |
| 145 | window->glctx = NULL; | |
| 146 | SDL_DestroyWindow(window->window); | |
| 147 | window->window = NULL; | |
| 148 | window->id = 0; | |
| 149 | } | |
| 150 | ||
| 7 | 151 | void asc_window_destroy(AscWindow* window) { | 
| 152 | // safeguard | |
| 153 | if (window->id == 0) return; | |
| 154 | ||
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155 | // this window cannot be active anymore | 
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156 | if (asc_context.active_window == window) { | 
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157 | asc_context.active_window = NULL; | 
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158 | } | 
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159 | |
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160 | // destroy all scenes | 
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161 | asc_scene_destroy(&window->ui); | 
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162 | |
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163 | // release context related data (we have to make the GL context current for this) | 
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164 | SDL_GL_MakeCurrent(window->window, window->glctx); | 
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165 | asc_primitives_destroy(&window->primitives); | 
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166 | |
| 7 | 167 | // destroy the GL context and the window | 
| 0 | 168 | if (window->glctx != NULL) { | 
| 169 | SDL_GL_DeleteContext(window->glctx); | |
| 170 | } | |
| 171 | if (window->window != NULL) { | |
| 172 | SDL_DestroyWindow(window->window); | |
| 173 | } | |
| 174 | ||
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175 | // if another window was active, make the other context current again | 
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176 | if (asc_context.active_window != NULL) { | 
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177 | AscWindow const *aw = asc_context.active_window; | 
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178 | SDL_GL_MakeCurrent(aw->window, aw->glctx); | 
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179 | } | 
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180 | |
| 0 | 181 | // clean the data | 
| 182 | asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); | |
| 183 | memset(window, 0, sizeof(AscWindow)); | |
| 184 | } | |
| 185 | ||
| 186 | void asc_window_sync(AscWindow const* window) { | |
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187 | AscWindow const *active_window = asc_context.active_window; | 
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188 | if (window != active_window) { | 
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189 | asc_window_activate(window); | 
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190 | } | 
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191 | |
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192 | // Clear viewport for new frame | 
| 3 | 193 | glViewport(0, 0, window->dimensions.width, window->dimensions.height); | 
| 0 | 194 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | 
| 195 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
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196 | |
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197 | // Draw the UI | 
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198 | asc_scene_draw(&window->ui); | 
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199 | |
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200 | // Swap Buffers | 
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201 | SDL_GL_SwapWindow(window->window); | 
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202 | |
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203 | if (window != active_window) { | 
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204 | asc_window_activate(active_window); | 
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205 | } | 
| 0 | 206 | } | 
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207 | |
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208 | void asc_window_activate(AscWindow const *window) { | 
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209 | SDL_GL_MakeCurrent(window->window, window->glctx); | 
| 34 | 210 | asc_context.active_window = (AscWindow *)window; | 
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211 | } |