Files
dusk/archive/dusksdl2/display/render.c
2025-08-20 19:18:38 -05:00

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();
}