/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "app/sdl/sdl-window.hpp" #include "config.hpp" #include "debug/log.hpp" #include #include namespace app { sdl_window::sdl_window ( const std::string& title, const math::vector& windowed_position, const math::vector& windowed_size, bool maximized, bool fullscreen, bool v_sync ) { // Determine SDL window creation flags Uint32 window_flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; if (maximized) { window_flags |= SDL_WINDOW_MAXIMIZED; } if (fullscreen) { window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } // Create SDL window debug::log::trace("Creating SDL window..."); internal_window = SDL_CreateWindow ( title.c_str(), windowed_position.x(), windowed_position.y(), windowed_size.x(), windowed_size.y(), window_flags ); if (!internal_window) { debug::log::fatal("Failed to create SDL window: {}", SDL_GetError()); throw std::runtime_error("Failed to create SDL window"); } debug::log::trace("Created SDL window"); // Create OpenGL context debug::log::trace("Creating OpenGL context..."); internal_context = SDL_GL_CreateContext(internal_window); if (!internal_context) { debug::log::fatal("Failed to create OpenGL context: {}", SDL_GetError()); throw std::runtime_error("Failed to create OpenGL context"); } debug::log::trace("Created OpenGL context"); // Query OpenGL context info int opengl_context_version_major = -1; int opengl_context_version_minor = -1; int opengl_context_red_size = -1; int opengl_context_green_size = -1; int opengl_context_blue_size = -1; int opengl_context_alpha_size = -1; int opengl_context_depth_size = -1; int opengl_context_stencil_size = -1; SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &opengl_context_version_major); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &opengl_context_version_minor); SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &opengl_context_red_size); SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &opengl_context_green_size); SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &opengl_context_blue_size); SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &opengl_context_alpha_size); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &opengl_context_depth_size); SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &opengl_context_stencil_size); // Log OpenGL context info debug::log::info ( "OpenGL context version: {}.{}; format: R{}G{}B{}A{}D{}S{}", opengl_context_version_major, opengl_context_version_minor, opengl_context_red_size, opengl_context_green_size, opengl_context_blue_size, opengl_context_alpha_size, opengl_context_depth_size, opengl_context_stencil_size ); // Compare OpenGL context version with requested version if (opengl_context_version_major != config::opengl_version_major || opengl_context_version_minor != config::opengl_version_minor) { debug::log::warning("Requested OpenGL context version {}.{} but got version {}.{}", config::opengl_version_major, config::opengl_version_minor, opengl_context_version_major, opengl_context_version_minor); } // Compare OpenGL context format with requested format if (opengl_context_red_size < config::opengl_min_red_size || opengl_context_green_size < config::opengl_min_green_size || opengl_context_blue_size < config::opengl_min_blue_size || opengl_context_alpha_size < config::opengl_min_alpha_size || opengl_context_depth_size < config::opengl_min_depth_size || opengl_context_stencil_size < config::opengl_min_stencil_size) { debug::log::warning ( "OpenGL context format (R{}G{}B{}A{}D{}S{}) does not meet minimum requested format (R{}G{}B{}A{}D{}S{})", opengl_context_red_size, opengl_context_green_size, opengl_context_blue_size, opengl_context_alpha_size, opengl_context_depth_size, opengl_context_stencil_size, config::opengl_min_red_size, config::opengl_min_green_size, config::opengl_min_blue_size, config::opengl_min_alpha_size, config::opengl_min_depth_size, config::opengl_min_stencil_size ); } // Load OpenGL functions via GLAD debug::log::trace("Loading OpenGL functions..."); if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) { debug::log::fatal("Failed to load OpenGL functions", SDL_GetError()); throw std::runtime_error("Failed to load OpenGL functions"); } debug::log::trace("Loaded OpenGL functions"); // Log OpenGL information debug::log::info ( "OpenGL vendor: {}; renderer: {}; version: {}; shading language version: {}", reinterpret_cast(glGetString(GL_VENDOR)), reinterpret_cast(glGetString(GL_RENDERER)), reinterpret_cast(glGetString(GL_VERSION)), reinterpret_cast(glGetString(GL_SHADING_LANGUAGE_VERSION)) ); // Fill window with color //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); swap_buffers(); // Enable or disable v-sync set_v_sync(v_sync); // Update window state this->title = title; this->windowed_position = windowed_position; this->windowed_size = windowed_size; this->maximized = maximized; this->fullscreen = fullscreen; SDL_GetWindowPosition(internal_window, &this->position.x(), &this->position.y()); SDL_GetWindowSize(internal_window, &this->size.x(), &this->size.y()); SDL_GetWindowMinimumSize(internal_window, &this->minimum_size.x(), &this->minimum_size.y()); SDL_GetWindowMaximumSize(internal_window, &this->maximum_size.x(), &this->maximum_size.y()); SDL_GL_GetDrawableSize(internal_window, &this->viewport_size.x(), &this->viewport_size.y()); // Allocate rasterizer this->rasterizer = new gl::rasterizer(); } sdl_window::~sdl_window() { // Destruct rasterizer delete rasterizer; // Destruct the OpenGL context SDL_GL_DeleteContext(internal_context); // Destruct the SDL window SDL_DestroyWindow(internal_window); } void sdl_window::set_title(const std::string& title) { SDL_SetWindowTitle(internal_window, title.c_str()); this->title = title; } void sdl_window::set_position(const math::vector& position) { SDL_SetWindowPosition(internal_window, position.x(), position.y()); } void sdl_window::set_size(const math::vector& size) { SDL_SetWindowSize(internal_window, size.x(), size.y()); } void sdl_window::set_minimum_size(const math::vector& size) { SDL_SetWindowMinimumSize(internal_window, size.x(), size.y()); this->minimum_size = size; } void sdl_window::set_maximum_size(const math::vector& size) { SDL_SetWindowMaximumSize(internal_window, size.x(), size.y()); this->maximum_size = size; } void sdl_window::set_maximized(bool maximized) { if (maximized) { SDL_MaximizeWindow(internal_window); } else { SDL_RestoreWindow(internal_window); } } void sdl_window::set_fullscreen(bool fullscreen) { //SDL_HideWindow(internal_window); SDL_SetWindowFullscreen(internal_window, (fullscreen) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); //SDL_ShowWindow(internal_window); this->fullscreen = fullscreen; } void sdl_window::set_v_sync(bool v_sync) { if (v_sync) { debug::log::trace("Enabling adaptive v-sync..."); if (SDL_GL_SetSwapInterval(-1) != 0) { debug::log::error("Failed to enable adaptive v-sync: {}", SDL_GetError()); debug::log::trace("Enabling synchronized v-sync..."); if (SDL_GL_SetSwapInterval(1) != 0) { debug::log::error("Failed to enable synchronized v-sync: {}", SDL_GetError()); v_sync = false; } else { debug::log::debug("Enabled synchronized v-sync"); } } else { debug::log::debug("Enabled adaptive v-sync"); } } else { debug::log::trace("Disabling v-sync..."); if (SDL_GL_SetSwapInterval(0) != 0) { debug::log::error("Failed to disable v-sync: {}", SDL_GetError()); v_sync = true; } else { debug::log::debug("Disabled v-sync"); } } this->v_sync = v_sync; } void sdl_window::make_current() { SDL_GL_MakeCurrent(internal_window, internal_context); } void sdl_window::swap_buffers() { SDL_GL_SwapWindow(internal_window); } } // namespace app