cub3d/mlx/src/mlx_init.c
2023-10-25 13:56:45 +02:00

204 lines
7.0 KiB
C

/* ************************************************************************** */
/* */
/* :::::::: */
/* mlx_init.c :+: :+: */
/* +:+ */
/* By: W2Wizard <main@w2wizard.dev> +#+ */
/* +#+ */
/* Created: 2021/12/28 00:24:30 by W2Wizard #+# #+# */
/* Updated: 2023/06/08 18:16:19 by XEDGit ######## odam.nl */
/* */
/* ************************************************************************** */
#include "MLX42/MLX42_Int.h"
//= Private =//
static void framebuffer_callback(GLFWwindow *window, int width, int height)
{
(void)window;
glViewport(0, 0, width, height);
}
static bool mlx_create_buffers(mlx_t* mlx)
{
mlx_ctx_t* mlxctx = mlx->context;
mlxctx->zdepth = 0;
glActiveTexture(GL_TEXTURE0);
glGenVertexArrays(1, &(mlxctx->vao));
glGenBuffers(1, &(mlxctx->vbo));
glBindVertexArray(mlxctx->vao);
glBindBuffer(GL_ARRAY_BUFFER, mlxctx->vbo);
// Vertex XYZ coordinates
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), NULL);
glEnableVertexAttribArray(0);
// UV Coordinates
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void *)(sizeof(float) * 3));
glEnableVertexAttribArray(1);
// Texture index
glVertexAttribIPointer(2, 1, GL_BYTE, sizeof(vertex_t), (void *)(sizeof(float) * 5));
glEnableVertexAttribArray(2);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture0"), 0);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture1"), 1);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture2"), 2);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture3"), 3);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture4"), 4);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture5"), 5);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture6"), 6);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture7"), 7);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture8"), 8);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture9"), 9);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture10"), 10);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture11"), 11);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture12"), 12);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture13"), 13);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture14"), 14);
glUniform1i(glGetUniformLocation(mlxctx->shaderprogram, "Texture15"), 15);
return (true);
}
/**
* Compiles the given shader source code of a given shader type.
* Returns shader object via param.
*
* @param code The shader source code.
* @param Type GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_GEOMETRY_SHADER, ...
* @return Non-zero on success, else 0.
*/
static uint32_t mlx_compile_shader(const char* code, int32_t type)
{
GLuint shader;
int32_t success;
char infolog[512] = {0};
if (!code || (shader = glCreateShader(type)) == 0)
return (0);
GLint len = strlen(code);
glShaderSource(shader, 1, &code, &len);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, sizeof(infolog), NULL, infolog);
fprintf(stderr, "%s", infolog);
glDeleteShader(shader);
return (0);
}
return (shader);
}
static bool mlx_init_render(mlx_t* mlx)
{
uint32_t vshader = 0;
uint32_t fshader = 0;
char infolog[512] = {0};
mlx_ctx_t* mlxctx = mlx->context;
glfwMakeContextCurrent(mlx->window);
glfwSetFramebufferSizeCallback(mlx->window, framebuffer_callback);
glfwSetWindowUserPointer(mlx->window, mlx);
glfwSwapInterval(MLX_SWAP_INTERVAL);
// Load all OpenGL function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
return (mlx_error(MLX_GLADFAIL));
if (!(vshader = mlx_compile_shader(vert_shader, GL_VERTEX_SHADER)))
return (mlx_error(MLX_VERTFAIL));
if (!(fshader = mlx_compile_shader(frag_shader, GL_FRAGMENT_SHADER)))
return (mlx_error(MLX_FRAGFAIL));
if (!(mlxctx->shaderprogram = glCreateProgram()))
{
glDeleteShader(fshader);
glDeleteShader(vshader);
return (mlx_error(MLX_SHDRFAIL));
}
glAttachShader(mlxctx->shaderprogram, vshader);
glAttachShader(mlxctx->shaderprogram, fshader);
glLinkProgram(mlxctx->shaderprogram);
glDeleteShader(vshader);
glDeleteShader(fshader);
glDetachShader(mlxctx->shaderprogram, vshader);
glDetachShader(mlxctx->shaderprogram, fshader);
int32_t success;
glGetProgramiv(mlxctx->shaderprogram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(mlxctx->shaderprogram, sizeof(infolog), NULL, infolog);
fprintf(stderr, "%s", infolog);
return (mlx_error(MLX_SHDRFAIL));
}
glUseProgram(mlxctx->shaderprogram);
for (size_t i = 0; i < 16; i++)
mlxctx->bound_textures[i] = 0;
return (true);
}
//= Public =//
// NOTE: https://www.glfw.org/docs/3.3/group__window.html
// Default settings
int32_t mlx_settings[MLX_SETTINGS_MAX] = {false, false, false, true, false};
mlx_errno_t mlx_errno = MLX_SUCCESS;
bool sort_queue = false;
mlx_t* mlx_init(int32_t width, int32_t height, const char* title, bool resize)
{
MLX_NONNULL(title);
MLX_ASSERT(width > 0, "Window width must be positive");
MLX_ASSERT(height > 0, "Window height must be positive");
bool init;
mlx_t* mlx;
if (!(init = glfwInit()))
return ((void*)mlx_error(MLX_GLFWFAIL));
if (!(mlx = calloc(1, sizeof(mlx_t))))
return ((void*)mlx_error(MLX_MEMFAIL));
if (!(mlx->context = calloc(1, sizeof(mlx_ctx_t))))
return (free(mlx), (void*)mlx_error(MLX_MEMFAIL));
mlx_ctx_t* const mlxctx = mlx->context;
mlx->width = width;
mlx->height = height;
mlxctx->initialWidth = width;
mlxctx->initialHeight = height;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_MAXIMIZED, mlx_settings[MLX_MAXIMIZED]);
glfwWindowHint(GLFW_DECORATED, mlx_settings[MLX_DECORATED]);
glfwWindowHint(GLFW_VISIBLE, !mlx_settings[MLX_HEADLESS]);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
glfwWindowHint(GLFW_RESIZABLE, resize);
if (!(mlx->window = glfwCreateWindow(width, height, title, mlx_settings[MLX_FULLSCREEN] ? glfwGetPrimaryMonitor() : NULL, NULL)))
return (mlx_terminate(mlx), (void*)mlx_error(MLX_WINFAIL));
if (!mlx_init_render(mlx) || !mlx_create_buffers(mlx))
return (mlx_terminate(mlx), NULL);
return (mlx);
}
void mlx_set_setting(mlx_settings_t setting, int32_t value)
{
MLX_ASSERT(setting >= 0 && setting < MLX_SETTINGS_MAX, "Invalid settings value");
mlx_settings[setting] = value;
}