Files
dusk/src/display/display.c
2025-10-08 14:17:58 -05:00

159 lines
3.6 KiB
C

/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/display.h"
#include "engine/engine.h"
#include "console/console.h"
#include "display/framebuffer.h"
#include "scene/scenemanager.h"
#include "display/spritebatch.h"
#include "display/mesh/quad.h"
#include "display/screen.h"
#include "ui/ui.h"
display_t DISPLAY;
errorret_t displayInit(void) {
#if DISPLAY_SDL2
uint32_t flags = SDL_INIT_VIDEO;
#if INPUT_GAMEPAD == 1
flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
#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.
DISPLAY.window = SDL_CreateWindow(
"Dusk",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
DISPLAY_WINDOW_WIDTH_DEFAULT,
DISPLAY_WINDOW_HEIGHT_DEFAULT,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
SDL_WINDOW_OPENGL
);
if(!DISPLAY.window) {
errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
}
// Create OpenGL context
DISPLAY.glContext = SDL_GL_CreateContext(DISPLAY.window);
if(!DISPLAY.glContext) {
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_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
#endif
quadInit();
frameBufferInitBackbuffer();
spriteBatchInit();
screenInit();
errorOk();
}
errorret_t displayUpdate(void) {
#if DISPLAY_SDL2
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT: {
ENGINE.running = false;
break;
}
case SDL_WINDOWEVENT: {
switch(event.window.event) {
case SDL_WINDOWEVENT_CLOSE: {
ENGINE.running = false;
break;
}
default: {
break;
}
}
}
default: {
break;
}
}
}
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
#endif
// Reset state
spriteBatchClear();
frameBufferBind(NULL);
// Bind screen and render scene
screenBind();
frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
COLOR_CORNFLOWER_BLUE
);
sceneManagerRender();
uiRender();
// UI will probs go here
// Finish up
spriteBatchFlush();
screenUnbind();
screenRender();
#if DISPLAY_SDL2
SDL_GL_SwapWindow(DISPLAY.window);
#endif
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
consolePrint("GL Error: %d\n", err);
}
// For now, we just return an OK error.
errorOk();
}
errorret_t displayDispose(void) {
spriteBatchDispose();
screenDispose();
#if DISPLAY_SDL2
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);
DISPLAY.glContext = NULL;
}
if(DISPLAY.window) {
SDL_DestroyWindow(DISPLAY.window);
DISPLAY.window = NULL;
}
SDL_Quit();
#endif
// For now, we just return an OK error.
errorOk();
}