src/ascension/glcontext.h

Tue, 20 May 2025 19:29:20 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 20 May 2025 19:29:20 +0200
changeset 125
0a8747b02df8
parent 115
e5f8c99b0987
permissions
-rw-r--r--

remove GCC attributes which are rarely helpful - resolves #663

/*
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
 * Copyright 2023 Mike Becker. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *   1. Redistributions of source code must retain the above copyright
 *      notice, this list of conditions and the following disclaimer.
 *
 *   2. Redistributions in binary form must reproduce the above copyright
 *      notice, this list of conditions and the following disclaimer in the
 *      documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef ASCENSION_GLCONTEXT_H
#define ASCENSION_GLCONTEXT_H

#include <SDL2/SDL.h>

#include <cx/list.h>

#include "shader.h"
#include "texture.h"

typedef struct AscGLContextSettings {
    int gl_major_version;
    int gl_minor_version;
    int vsync;
    int depth_size;
} AscGLContextSettings;

enum AscDefaultTextures2d {
    ASC_TEXTURE_2D_EMPTY_1X1_IDX = 0,
    ASC_TEXTURE_2D_COUNT
};

enum AscDefaultTexturesRect {
    ASC_TEXTURE_RECT_EMPTY_1X1_IDX = 0,
    ASC_TEXTURE_RECT_COUNT
};

typedef struct AscGLContext {
    SDL_Window *window;
    SDL_GLContext glctx;
    CxList *cleanup_funcs;
    // TODO: find a better way to store the dummy textures
    AscTexture textures_2d[ASC_TEXTURE_2D_COUNT];
    AscTexture textures_rect[ASC_TEXTURE_RECT_COUNT];
    struct {
        AscShaderSprite sprite;
    } shader;
} AscGLContext;

#define asc_active_glctx (&asc_active_window->glctx)
#define ASC_TEXTURE_2D_EMPTY_1X1 (&asc_active_glctx->textures_2d[ASC_TEXTURE_2D_EMPTY_1X1_IDX])
#define ASC_TEXTURE_RECT_EMPTY_1X1 (&asc_active_glctx->textures_rect[ASC_TEXTURE_RECT_EMPTY_1X1_IDX])
#define ASC_SHADER_SPRITE (&asc_active_glctx->shader.sprite)

bool asc_gl_context_initialize(
        AscGLContext *ctx,
        SDL_Window *window,
        AscGLContextSettings const *settings
);

void asc_gl_context_destroy(AscGLContext *ctx);

static inline void asc_gl_context_activate(AscGLContext *ctx) {
    SDL_GL_MakeCurrent(ctx->window, ctx->glctx);
}

void asc_gl_context_add_cleanup_func(AscGLContext *ctx, void(*func)(void));
void asc_gl_context_add_cleanup_func2(AscGLContext *ctx, void(*func)(void*), void *memory);
void asc_gl_context_add_cleanup_func3(AscGLContext *ctx, void(*func)(void*,void*), void *memory, void *additional_data);

#endif //ASCENSION_GLCONTEXT_H

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