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Window.cpp
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119 lines (89 loc) · 3.15 KB
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#include "Window.h"
#include <cstring>
#include <Imgui/imgui.h>
#include <Imgui/imgui_impl_sdl.h>
#include <Imgui/imgui_impl_opengl3.h>
Window::Window(int width, int height, const char * title) :
width(width), height(height),
tile_count_x((width + tile_width - 1) / tile_width),
tile_count_y((height + tile_height - 1) / tile_height)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
GLenum status = glewInit();
if (status != GLEW_OK) {
printf("Glew failed to initialize!\n");
abort();
}
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
frame_buffer = new unsigned[width * height];
GLuint frame_buffer_handle;
glGenTextures(1, &frame_buffer_handle);
glBindTexture(GL_TEXTURE_2D, frame_buffer_handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, frame_buffer);
#if ENABLE_FXAA
Shader shader = Shader::load(DATA_PATH("Shaders/vertex.glsl"), DATA_PATH("Shaders/fragment_fxaa.glsl"));
shader.bind();
glUniform1i(shader.get_uniform("screen"), 0);
glUniform2f(shader.get_uniform("inv_screen_size"), 1.0f / float(SCREEN_WIDTH), 1.0f / float(SCREEN_HEIGHT));
#else
Shader shader = Shader::load(DATA_PATH("Shaders/vertex.glsl"), DATA_PATH("Shaders/fragment_identity.glsl"));
shader.bind();
glUniform1i(shader.get_uniform("screen"), 0);
#endif
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, context);
ImGui_ImplOpenGL3_Init("#version 450");
ImGui::StyleColorsDark();
}
Window::~Window() {
delete [] frame_buffer;
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
}
void Window::clear() {
memset(frame_buffer, 0, width * height * sizeof(unsigned));
}
void Window::draw_quad() const {
glClear(GL_COLOR_BUFFER_BIT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, frame_buffer);
// Draws a single Triangle, without any buffers
// The Vertex Shader makes sure positions + uvs work out
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void Window::gui_begin() const {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
}
void Window::gui_end() const {
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void Window::swap() {
SDL_GL_SwapWindow(window);
SDL_Event event;
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) {
is_closed = true;
}
}
}