119 lines
2.7 KiB
C
119 lines
2.7 KiB
C
/**
|
|
* Copyright (c) 2025 Dominic Masters
|
|
*
|
|
* This software is released under the MIT License.
|
|
* https://opensource.org/licenses/MIT
|
|
*/
|
|
|
|
#include "dusksdl2input.h"
|
|
#include "render.h"
|
|
#include "renderbackbuffer.h"
|
|
#include "display/scene/renderscene.h"
|
|
#include "display/spritebatch/spritebatch.h"
|
|
#include "display/ui/renderui.h"
|
|
|
|
SDL_Window *RENDER_WINDOW;
|
|
SDL_GLContext RENDER_GL_CONTEXT;
|
|
bool_t RENDER_RUNNING;
|
|
|
|
errorret_t renderInit(void) {
|
|
// Init SDL
|
|
uint32_t flags = SDL_INIT_VIDEO;
|
|
#if INPUT_SUPPORT_GAMEPAD
|
|
flags |= SDL_INIT_GAMECONTROLLER;
|
|
#endif
|
|
|
|
if(SDL_Init(flags) != 0) {
|
|
errorThrow(
|
|
"SDL Failed to Initialize: %s",
|
|
SDL_GetError()
|
|
);
|
|
}
|
|
|
|
// Set OpenGL attributes (Needs to be done now or later?)
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
|
|
// Create window with OpenGL flag.
|
|
RENDER_WINDOW = SDL_CreateWindow(
|
|
"DuskSDL2",
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
RENDER_WINDOW_WIDTH_DEFAULT,
|
|
RENDER_WINDOW_HEIGHT_DEFAULT,
|
|
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
|
|
SDL_WINDOW_OPENGL
|
|
);
|
|
if(!RENDER_WINDOW) {
|
|
errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
|
|
}
|
|
|
|
// Create OpenGL context
|
|
RENDER_GL_CONTEXT = SDL_GL_CreateContext(RENDER_WINDOW);
|
|
if(!RENDER_GL_CONTEXT) {
|
|
errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
|
|
}
|
|
|
|
SDL_GL_SetSwapInterval(1);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_LIGHTING);// PSP defaults this on?
|
|
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
spriteBatchInit();
|
|
renderBackBufferInit();
|
|
renderSceneInit();
|
|
renderUIInit();
|
|
|
|
RENDER_RUNNING = true;
|
|
errorOk();
|
|
}
|
|
|
|
errorret_t renderDraw(void) {
|
|
SDL_Event event;
|
|
while(SDL_PollEvent(&event)) {
|
|
switch(event.type) {
|
|
case SDL_QUIT:
|
|
RENDER_RUNNING = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Reset the state
|
|
spriteBatchClear();
|
|
renderBackBufferBind();
|
|
|
|
renderSceneDraw();
|
|
renderUIDraw();
|
|
|
|
// Finish rendering, now render back buffer.
|
|
renderBackBufferUnbind();
|
|
renderBackBufferDraw();
|
|
textureBind(NULL);
|
|
|
|
SDL_GL_SwapWindow(RENDER_WINDOW);
|
|
errorOk();
|
|
}
|
|
|
|
errorret_t renderDispose(void) {
|
|
renderUIDispose();
|
|
renderSceneDispose();
|
|
renderBackBufferDispose();
|
|
spriteBatchDispose();
|
|
|
|
// Destroy OpenGL context
|
|
SDL_GL_DeleteContext(RENDER_GL_CONTEXT);
|
|
SDL_DestroyWindow(RENDER_WINDOW);
|
|
SDL_Quit();
|
|
|
|
errorOk();
|
|
} |