TRX/src/gfx/context.c

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#include "gfx/context.h"
#include "game/shell.h"
#include "gfx/gl/gl_core_3_3.h"
#include "gfx/gl/wgl_ext.h"
#include "gfx/screenshot.h"
#include "log.h"
#include "memory.h"
#include <string.h>
typedef struct GFX_Context {
HWND hwnd; // window handle
HDC hdc; // GDI device context
HGLRC hglrc; // OpenGL context handle
bool is_fullscreen; // fullscreen flag
bool is_rendered; // rendering flag
int32_t display_width;
int32_t display_height;
int32_t screen_width;
int32_t screen_height;
int32_t window_width;
int32_t window_height;
char *scheduled_screenshot_path;
GFX_2D_Renderer renderer_2d;
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GFX_3D_Renderer renderer_3d;
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} GFX_Context;
static GFX_Context m_Context = { 0 };
static const char *GFX_Context_GetWindowsErrorStr()
{
DWORD error = GetLastError();
if (error) {
LPSTR msg_buf = NULL;
DWORD msg_buf_size = FormatMessageA(
FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM
| FORMAT_MESSAGE_IGNORE_INSERTS,
NULL, error, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT),
(LPSTR)&msg_buf, 0, NULL);
if (msg_buf_size) {
return msg_buf;
}
}
return "Unknown error";
}
void GFX_Context_Attach(HWND hwnd)
{
if (m_Context.hglrc || m_Context.hwnd) {
return;
}
LOG_INFO("Attaching to HWND %p", hwnd);
m_Context.hwnd = hwnd;
m_Context.hdc = GetDC(m_Context.hwnd);
if (!m_Context.hdc) {
Shell_ExitSystemFmt(
"Can't get device context", GFX_Context_GetWindowsErrorStr());
}
// get screen dimensions
m_Context.screen_width = GetSystemMetrics(SM_CXSCREEN);
m_Context.screen_height = GetSystemMetrics(SM_CYSCREEN);
// set pixel format
PIXELFORMATDESCRIPTOR pfd;
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.cDepthBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
int pf = ChoosePixelFormat(m_Context.hdc, &pfd);
if (!pf) {
Shell_ExitSystemFmt(
"Can't choose pixel format: %s", GFX_Context_GetWindowsErrorStr());
}
if (!SetPixelFormat(m_Context.hdc, pf, &pfd)) {
Shell_ExitSystemFmt(
"Can't set pixel format: %s", GFX_Context_GetWindowsErrorStr());
}
m_Context.hglrc = wglCreateContext(m_Context.hdc);
if (!m_Context.hglrc || !wglMakeCurrent(m_Context.hdc, m_Context.hglrc)) {
Shell_ExitSystemFmt(
"Can't create OpenGL context: %s",
GFX_Context_GetWindowsErrorStr());
}
glClearColor(0, 0, 0, 0);
glClearDepth(1);
bool vsync = true;
if (vsync) {
wglSwapIntervalEXT(1);
}
GFX_2D_Renderer_Init(&m_Context.renderer_2d);
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GFX_3D_Renderer_Init(&m_Context.renderer_3d);
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}
void GFX_Context_Detach()
{
if (!m_Context.hwnd) {
return;
}
GFX_2D_Renderer_Close(&m_Context.renderer_2d);
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GFX_3D_Renderer_Close(&m_Context.renderer_3d);
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wglDeleteContext(m_Context.hglrc);
m_Context.hglrc = NULL;
m_Context.hwnd = NULL;
}
bool GFX_Context_IsFullscreen()
{
return m_Context.is_fullscreen;
}
void GFX_Context_SetFullscreen(bool fullscreen)
{
m_Context.is_fullscreen = fullscreen;
}
void GFX_Context_SetWindowSize(int32_t width, int32_t height)
{
LOG_INFO("Window size: %dx%d", width, height);
m_Context.window_width = width;
m_Context.window_height = height;
}
void GFX_Context_SetDisplaySize(int32_t width, int32_t height)
{
LOG_INFO("Display size: %dx%d", width, height);
m_Context.display_width = width;
m_Context.display_height = height;
}
int32_t GFX_Context_GetDisplayWidth()
{
return m_Context.display_width;
}
int32_t GFX_Context_GetDisplayHeight()
{
return m_Context.display_height;
}
int32_t GFX_Context_GetWindowWidth()
{
return m_Context.window_width ? m_Context.window_width
: m_Context.display_width;
}
int32_t GFX_Context_GetWindowHeight()
{
return m_Context.window_height ? m_Context.window_height
: m_Context.display_height;
}
int32_t GFX_Context_GetScreenWidth()
{
return m_Context.screen_width;
}
int32_t GFX_Context_GetScreenHeight()
{
return m_Context.screen_height;
}
void GFX_Context_SetupViewport()
{
int vp_width = m_Context.window_width;
int vp_height = m_Context.window_height;
// default to bottom left corner of the window
int vp_x = 0;
int vp_y = 0;
int hw = m_Context.display_height * vp_width;
int wh = m_Context.display_width * vp_height;
// create viewport offset if the window has a different
// aspect ratio than the current display mode
if (hw > wh) {
int max_w = wh / m_Context.display_height;
vp_x = (vp_width - max_w) / 2;
vp_width = max_w;
} else if (hw < wh) {
int max_h = hw / m_Context.display_width;
vp_y = (vp_height - max_h) / 2;
vp_height = max_h;
}
glViewport(vp_x, vp_y, vp_width, vp_height);
}
void GFX_Context_SwapBuffers()
{
glFinish();
if (m_Context.scheduled_screenshot_path) {
GFX_Screenshot_CaptureToFile(m_Context.scheduled_screenshot_path);
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Memory_FreePointer(&m_Context.scheduled_screenshot_path);
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}
SwapBuffers(m_Context.hdc);
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_Context.is_rendered = false;
}
void GFX_Context_SetRendered()
{
m_Context.is_rendered = true;
}
bool GFX_Context_IsRendered()
{
return m_Context.is_rendered;
}
HWND GFX_Context_GetHWnd()
{
return m_Context.hwnd;
}
void GFX_Context_ScheduleScreenshot(const char *path)
{
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m_Context.scheduled_screenshot_path = Memory_Dup(path);
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}
GFX_2D_Renderer *GFX_Context_GetRenderer2D()
{
return &m_Context.renderer_2d;
}
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GFX_3D_Renderer *GFX_Context_GetRenderer3D()
{
return &m_Context.renderer_3d;
}