Azur/azur/src/sdl_opengl/init.c

236 lines
5.9 KiB
C

#include <azur/azur.h>
#include <azur/log.h>
#include <azur/sdl_opengl/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
static SDL_Window *window = NULL;
static SDL_GLContext glcontext = NULL;
static void main_loop_quit(void);
int azur_init(int window_width, int window_height)
{
int rc = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
if(rc < 0) {
azlog(FATAL, "SDL_Init: %s\n", SDL_GetError());
return 1;
}
rc = IMG_Init(IMG_INIT_PNG);
if(rc != IMG_INIT_PNG) {
azlog(FATAL, "IMG_Init: %s\n", IMG_GetError());
return 1;
}
/* Select OpenGL 3.3 core, but not on the OpenGL ES/emscripten backend,
which does not support context attributes. */
#ifdef AZUR_GRAPHICS_OPENGL_3_3
SDL_GL_SetAttribute(
SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
window = SDL_CreateWindow("facets-floating",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
window_width, window_height,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if(!window) {
azlog(FATAL, "SDL_CreateWindow: %s\n", SDL_GetError());
return 1;
}
glcontext = SDL_GL_CreateContext(window);
if(!glcontext) {
azlog(FATAL, "SDL_GL_CreateContext: %s\n", SDL_GetError());
return 1;
}
rc = SDL_GL_SetSwapInterval(0);
if(rc < 0)
azlog(ERROR, "SDL_GL_SetSwapInterval: %s\n", SDL_GetError());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return 0;
}
__attribute__((destructor))
void azur_quit(void)
{
main_loop_quit();
if(window) SDL_DestroyWindow(window);
if(glcontext) SDL_GL_DeleteContext(glcontext);
SDL_Quit();
window = NULL;
glcontext = NULL;
}
#ifdef AZUR_TOOLKIT_SDL
SDL_Window *azur_sdl_window(void)
{
return window;
}
#endif /* AZUR_TOOLKIT_SDL */
//---
// Main loop setup
//---
/* Time spent in the main loop (seconds) */
static double ml_time = 0.0;
/* In emscripten, callbacks are void/void, vsync is always ON, and the
mechanism used to generate updates is not a timer. */
#ifdef AZUR_PLATFORM_EMSCRIPTEN
#include <emscripten.h>
#include <emscripten/html5.h>
struct params {
void (*render)(void);
int (*update)(void);
bool tied, started;
};
static EM_BOOL frame(double time, void *data)
{
struct params *params = data;
if(params->tied && params->started)
params->update();
params->render();
params->started = true;
return EM_TRUE;
}
int azur_main_loop(
void (*render)(void), int render_fps,
int (*update)(void), int update_ups,
int flags)
{
static struct params p;
p.render = render;
p.update = update;
p.tied = flags & AZUR_MAIN_LOOP_TIED;
p.started = false;
(void)render_fps;
emscripten_request_animation_frame_loop(frame, &p);
if(!(flags & AZUR_MAIN_LOOP_TIED)) {
void (*update_v)(void) = (void *)update;
emscripten_set_main_loop(update_v, update_ups, false);
}
return 0;
}
static void main_loop_quit(void)
{
}
/* In standard SDL, vsync is configurable and timers are used to get
callbacks. Events are queued to the main thread since rendering cannot be
done from another thread. */
#else
/* Event code for events queued to break SDL_WaitEvent() from timer handlers */
static int ml_event = -1;
/* Timers for render and updates */
static SDL_TimerID ml_timer_render = 0;
static SDL_TimerID ml_timer_update = 0;
static Uint32 handler(Uint32 interval, void *param)
{
*(int *)param = 1;
SDL_Event e = {
.user.type = SDL_USEREVENT,
.user.code = ml_event,
};
SDL_PushEvent(&e);
return interval;
}
int azur_main_loop(
void (*render)(void), int render_fps,
int (*update)(void), int update_ups,
int flags)
{
/* Register an event to wake up SDL_WaitEvent() on timer interrupts */
if(ml_event < 0) ml_event = SDL_RegisterEvents(1);
int mode = (flags & AZUR_MAIN_LOOP_VSYNC) ? 1 : 0;
int rc = SDL_GL_SetSwapInterval(mode);
if(rc < 0) {
azlog(ERROR, "SDL_GL_SetSwapInterval(%d): %s\n", mode, SDL_GetError());
azlog(ERROR, "Defaulting to non-vsync\n");
}
volatile int render_tick = 1;
volatile int update_tick = 0;
bool started = false;
if(mode == 0 || rc < 0) {
ml_timer_render = SDL_AddTimer(1000/render_fps, handler,
(void *)&render_tick);
}
if(!(flags & AZUR_MAIN_LOOP_TIED)) {
ml_timer_update = SDL_AddTimer(1000/update_ups, handler,
(void *)&update_tick);
}
while(1) {
if(update_tick && !(flags & AZUR_MAIN_LOOP_TIED)) {
update_tick = 0;
if(update()) break;
}
/* When vsync is enabled, render() is indirectly blocking so we just
call it in a straight loop. */
if(render_tick || (flags & AZUR_MAIN_LOOP_VSYNC)) {
render_tick = 0;
/* Tied renders and updates */
if(started && (flags & AZUR_MAIN_LOOP_TIED)) {
if(update()) break;
}
render();
started = true;
}
/* We wait for an event here. The render_tick and update_tick flags
control when we call the user functions. In addition to these flags,
user events with type ml_event are pushed to the event queue to
"break" SDL_WaitEvent() without us needing to read from the queue
(which would take events away from the user). */
SDL_WaitEvent(NULL);
}
return 0;
}
static void main_loop_quit(void)
{
if(ml_timer_render > 0) {
SDL_RemoveTimer(ml_timer_render);
ml_timer_render = 0;
}
if(ml_timer_update > 0) {
SDL_RemoveTimer(ml_timer_update);
ml_timer_update = 0;
}
}
#endif /* emscripten SDL vs. standard SDL */