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

119 lines
3.2 KiB
C

/* ************************************************************************** */
/* */
/* :::::::: */
/* mlx_loop.c :+: :+: */
/* +:+ */
/* By: W2Wizard <main@w2wizard.dev> +#+ */
/* +#+ */
/* Created: 2021/12/28 01:24:36 by W2Wizard #+# #+# */
/* Updated: 2023/03/28 16:34:17 by W2Wizard ######## odam.nl */
/* */
/* ************************************************************************** */
#include "MLX42/MLX42_Int.h"
//= Private =//
static void mlx_exec_loop_hooks(mlx_t* mlx)
{
const mlx_ctx_t* mlxctx = mlx->context;
mlx_list_t* lstcpy = mlxctx->hooks;
while (lstcpy && !glfwWindowShouldClose(mlx->window))
{
mlx_hook_t* hook = ((mlx_hook_t*)lstcpy->content);
hook->func(hook->param);
lstcpy = lstcpy->next;
}
}
static void mlx_render_images(mlx_t* mlx)
{
mlx_ctx_t* mlxctx = mlx->context;
mlx_list_t* imglst = mlxctx->images;
if (sort_queue)
{
sort_queue = false;
mlx_sort_renderqueue(&mlxctx->render_queue);
}
// Upload image textures to GPU
while (imglst)
{
mlx_image_t* image;
if (!(image = imglst->content)) {
mlx_error(MLX_INVIMG);
return;
}
glBindTexture(GL_TEXTURE_2D, ((mlx_image_ctx_t*)image->context)->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
imglst = imglst->next;
}
// Execute draw calls
mlx_list_t* render_queue = mlxctx->render_queue;
while (render_queue)
{
draw_queue_t* drawcall = render_queue->content;
mlx_instance_t* instance = &drawcall->image->instances[drawcall->instanceid];
if (drawcall && drawcall->image->enabled && instance->enabled)
mlx_draw_instance(mlx->context, drawcall->image, instance);
render_queue = render_queue->next;
}
}
//= Public =//
bool mlx_loop_hook(mlx_t* mlx, void (*f)(void*), void* param)
{
MLX_NONNULL(mlx);
MLX_NONNULL(f);
mlx_hook_t* hook;
if (!(hook = malloc(sizeof(mlx_hook_t))))
return (mlx_error(MLX_MEMFAIL));
mlx_list_t* lst;
if (!(lst = mlx_lstnew(hook)))
{
free(hook);
return (mlx_error(MLX_MEMFAIL));
}
hook->func = f;
hook->param = param;
const mlx_ctx_t *mlxctx = mlx->context;
mlx_lstadd_back((mlx_list_t**)(&mlxctx->hooks), lst);
return (true);
}
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
void mlx_loop(mlx_t* mlx)
{
MLX_NONNULL(mlx);
double start, oldstart = 0;
while (!glfwWindowShouldClose(mlx->window))
{
start = glfwGetTime();
mlx->delta_time = start - oldstart;
oldstart = start;
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwGetWindowSize(mlx->window, &(mlx->width), &(mlx->height));
if ((mlx->width > 1 || mlx->height > 1))
mlx_update_matrix(mlx);
mlx_exec_loop_hooks(mlx);
mlx_render_images(mlx);
mlx_flush_batch(mlx->context);
glfwSwapBuffers(mlx->window);
glfwPollEvents();
}
}