Sun, 06 Oct 2024 20:49:43 +0200
revert introduction of high level ucx trees and stick to the low level API
/* * 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 "primitives.h" #include "shader.h" typedef struct AscGLContextSettings { int gl_major_version; int gl_minor_version; int vsync; int depth_size; } AscGLContextSettings; typedef struct AscGLContext { SDL_Window *window; SDL_GLContext glctx; AscPrimitives primitives; struct { AscShaderSprite sprite; } shader; } AscGLContext; #define ASC_SHADER_SPRITE (&asc_active_window->glctx.shader.sprite) __attribute__((__nonnull__, __warn_unused_result__)) bool asc_gl_context_initialize( AscGLContext *ctx, SDL_Window *window, AscGLContextSettings const *settings ); __attribute__((__nonnull__)) void asc_gl_context_destroy(AscGLContext *ctx); __attribute__((__nonnull__)) static inline void asc_gl_context_activate(AscGLContext *ctx) { SDL_GL_MakeCurrent(ctx->window, ctx->glctx); } #endif //ASCENSION_GLCONTEXT_H