/* ************************************************************************** */ /* */ /* :::::::: */ /* mlx_init.c :+: :+: */ /* +:+ */ /* By: W2Wizard +#+ */ /* +#+ */ /* Created: 2021/12/28 00:24:30 by W2Wizard #+# #+# */ /* Updated: 2023/02/13 11:36:27 by W2Wizard ######## 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); 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())) return (mlx_error(MLX_SHDRFAIL)); glAttachShader(mlxctx->shaderprogram, vshader); glAttachShader(mlxctx->shaderprogram, fshader); glLinkProgram(mlxctx->shaderprogram); 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)); } glDeleteShader(vshader); glDeleteShader(fshader); 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; }