Sun, 01 Jun 2025 16:35:23 +0200
remove pre-defined dummy textures by introducing conditional compilation for shaders
and by the way resolves #645
/* * 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. */ #include "ascension/glcontext.h" #include "ascension/error.h" #include "ascension/2d/sprite.h" #include <GL/glew.h> #include <cx/array_list.h> static void asc_gl_debug_callback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, __attribute__((__unused__)) const void* userParam ) { if (type == GL_DEBUG_TYPE_ERROR) { asc_error("OpenGL source = %d, id = %u, type = %d, severity= %d, message = %.*s", source, id, type, severity, length, message); } else { asc_dprintf("OpenGL source = %d, id = %u, type = %d, severity= %d, message = %.*s", source, id, type, severity, length, message); } } static int asc_shader_initialize_predefined(AscGLContext *ctx) { // TODO: check if we can replace that by lazy loading shaders just like fonts int ret = 0; ret |= asc_shader_sprite_init(&ctx->shader.sprite_uv, false); ret |= asc_shader_sprite_init(&ctx->shader.sprite_rect, true); ret |= asc_error_catch_all_gl(); return ret; } static void asc_shader_destroy_predefined(AscGLContext *ctx) { asc_shader_program_destroy(&ctx->shader.sprite_uv.program); asc_shader_program_destroy(&ctx->shader.sprite_rect.program); } struct asc_gl_context_cleanup_data { int type; union { void(*f1)(void); void(*f2)(void*); void(*f3)(void*, void*); }; void *memory; void *additional_data; }; static void asc_gl_context_cleanup(struct asc_gl_context_cleanup_data *data) { switch (data->type) { case 1: data->f1(); break; case 2: data->f2(data->memory); break; default: data->f3(data->memory, data->additional_data); break; } } bool asc_gl_context_initialize( AscGLContext *ctx, SDL_Window *window, AscGLContextSettings const *settings ) { 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); ctx->glctx = SDL_GL_CreateContext(window); if (ctx->glctx == NULL) return false; ctx->window = window; 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); if (asc_shader_initialize_predefined(ctx)) { asc_error("Initializing predefined shaders failed"); SDL_GL_DeleteContext(ctx->glctx); return false; } ctx->cleanup_funcs = cxArrayListCreateSimple(sizeof(struct asc_gl_context_cleanup_data), 8); cxDefineDestructor(ctx->cleanup_funcs, asc_gl_context_cleanup); return true; } else { asc_error("glewInit failed: %s", glewGetErrorString(err)); SDL_GL_DeleteContext(ctx->glctx); return false; } } void asc_gl_context_destroy(AscGLContext *ctx) { if (ctx->glctx == NULL) return; SDL_GL_MakeCurrent(ctx->window, ctx->glctx); cxListFree(ctx->cleanup_funcs); asc_shader_destroy_predefined(ctx); // destroy the GL context and the window SDL_GL_DeleteContext(ctx->glctx); ctx->glctx = NULL; } void asc_gl_context_add_cleanup_func(AscGLContext *ctx, void(*func)(void)) { struct asc_gl_context_cleanup_data *data = cxListEmplace(ctx->cleanup_funcs); data->type = 1; data->f1 = func; } void asc_gl_context_add_cleanup_func2(AscGLContext *ctx, void(*func)(void*), void *memory) { struct asc_gl_context_cleanup_data *data = cxListEmplace(ctx->cleanup_funcs); data->type = 2; data->f2 = func; data->memory = memory; } void asc_gl_context_add_cleanup_func3(AscGLContext *ctx, void(*func)(void*,void*), void *memory, void *additional_data) { struct asc_gl_context_cleanup_data *data = cxListEmplace(ctx->cleanup_funcs); data->type = 3; data->f3 = func; data->memory = memory; data->additional_data = additional_data; }