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142 lines (114 loc) · 4.44 KB
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// Copyright 2015 Red Blob Games <redblobgames@gmail.com>
// License: Apache v2.0 <http://www.apache.org/licenses/LICENSE-2.0.html>
#include "window.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl3.h"
#include "glwrappers.h"
#include <vector>
// NOTE: I need this implementation to be in a cpp file and not an h
// file so that the compiler knows where to put the vtable
IRenderLayer::~IRenderLayer() {}
struct WindowImpl {
SDL_Window* window;
bool context_initialized;
GlContext context;
const char* glsl_version;
std::vector<IRenderLayer*> layers;
WindowImpl(const char* glsl_version, SDL_Window* window_);
~WindowImpl();
};
int Window::FRAME = 0;
Window::Window(int width_, int height_)
:visible(true), width(width_), height(height_) {
// Decide GL+GLSL versions -- code from Dear ImGui example,
// modified to make Mac build use OpenGL 1.2 instead of 3.2 so
// that I can use my old shaders
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 1.2 + GLSL 120
const char* glsl_version = "#version 120";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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, 0);
#endif
self.reset(new WindowImpl(glsl_version,
SDL_CreateWindow("Hello World",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
width,
height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
)));
HandleResize();
}
Window::~Window() {}
void Window::AddLayer(IRenderLayer* layer) {
self->layers.push_back(layer);
}
void Window::HandleResize() {
self->context_initialized = false;
SDL_GL_GetDrawableSize(self->window, &width, &height);
glViewport(0, 0, width, height);
}
void Window::Render() {
if (visible) {
glClear(GL_COLOR_BUFFER_BIT);
for (auto layer : self->layers) {
layer->Render(self->window, !self->context_initialized);
}
self->context_initialized = true;
SDL_GL_SwapWindow(self->window);
FRAME++;
}
}
void Window::ProcessEvent(SDL_Event* event) {
if (event->type == SDL_WINDOWEVENT) {
switch (event->window.event) {
case SDL_WINDOWEVENT_SHOWN: { visible = true; break; }
case SDL_WINDOWEVENT_HIDDEN: { visible = false; break; }
case SDL_WINDOWEVENT_SIZE_CHANGED: { HandleResize(); break; }
}
}
for (auto layer : self->layers) {
layer->ProcessEvent(event);
}
}
SDL_Window* Window::GetSdlWindow() {
return self->window;
}
GlContext* Window::GetGlContext() {
return &self->context;
}
const char* Window::GetGlslVersion() {
return self->glsl_version;
}
WindowImpl::WindowImpl(const char* glsl_version_, SDL_Window* window_)
:window(window_), context_initialized(false), context(window), glsl_version(glsl_version_)
{
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
glClearColor(1.0, 1.0, 1.0, 1.0);
}
WindowImpl::~WindowImpl() {
SDL_DestroyWindow(window);
}