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#include <time.h>

/* TODO: REMOVE THIS INCLUSION */
#include <daw/daw.h>

#include <daw/types.h>
#include <daw/logging.h>

#define ENGINE_RENDERING_WINDOW_H_EXCLUDE_EXTERNS
#include <daw/window.h>
#undef ENGINE_RENDERING_WINDOW_H_EXCLUDE_EXTERNS

#undef GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include <cglm/ivec2.h>

extern Instance* GLOBAL_PLATFORM;

static inline u64 platform_get_time_usec(void) {
  struct timespec t;
  int res = clock_gettime(CLOCK_MONOTONIC, &t);
  if (res != 0) {
    // TODO: Check errno
    WARN("Failed to get system time");
  }
  return (u64)(t.tv_sec * 1000000 + t.tv_nsec / 1000);
}

/* wrapper to get time in ms */
u64 (*get_time)(void) = platform_get_time_usec;


#define DAW_WINDOW_VSYNC      (1 << 0)
#define DAW_WINDOW_FULLSCREEN (1 << 1)
#define DAW_WINDOW_RESIZEABLE (1 << 2)

// Wrapper to get a specific window and set up related structures.
// What the fuck is this doing here.
Window* Window_new(const struct Platform* p, const char *restrict title, Window_framework framework, Window_renderer renderer, ivec2 size, u32 flags) {
  Window* w = NULL;

  switch (framework) {
    case WINDOW_FRAMEWORK_GLFW:
      switch (renderer) {
        case WINDOW_RENDERER_OPENGL:
          /* For now, pass instance as NULL, fix it once all the necessary bs is
           * out of struct Instance */
          w = p->window_init(title, size, flags);

          // Manually reset bindings et. al.
          w->bindings = NULL;
          w->bindings_sz = 0;
          w->bindings_len = 0;

          w->render_targets = NULL;
          return w;
        default:
          ERROR("Unsupported renderer.");
      }
      break;
    default:
      ERROR("Unsupported framework.");
  }
  return NULL;
}


void window_reset_cameras(Window* w, RenderTargets* restrict targets) {
  // Question, would it be better to check both callbacks and continue early,
  // instead of resizing the texture first, then check the camera callback?
  for (usize i = 0; i < targets->framebuffer_len; i++) {
    //if (targets->framebuffer_size_callback[i] == NULL) continue;

    //ivec2 newsz;
    //targets->framebuffer_size_callback[i](&newsz, w->windowsize);

    // Destroy & Create framebuffers (and related buffers?)

    if (targets->camera_reset_callback[i] == NULL) continue;
    (*targets->camera_reset_callback)(&targets->cam[i], w->windowsize);
  }
}

//void window_reset_texture_sizes(Window* w, RenderTargets* restrict targets) {
//  // Question, would it be more efficient to just wipe all of them at once
//  // instead of doing this? Not all are necessarily deleted.
//  for (usize i = 0; i < targets->texture_len; i++) {
//    if (targets->framebuffer_size_callback[i] == NULL) continue;
//
//    ivec2 newsz;
//    targets->framebuffer_size_callback[i](&newsz, w->windowsize);
//
//    r_destroy_framebuffers(w->context, targets->framebuffer, 1);
//    r_create_framebuffers(w->context, &targets->framebuffer[i], &targets->framebuffer_parameters[i].framebuffer_type, &newsz, 1);
//  }
//}


void get_mousepos(double *x, double *y) {
  Window* w = GLOBAL_PLATFORM->window;

  switch(w->framework) {
    case WINDOW_FRAMEWORK_GLFW:
      glfwGetCursorPos(GLOBAL_PLATFORM->window->window, x, y);
      break;
    default:
      ERROR("get_mouse_pos not implemented for chosen framework.");
  }

}

void window_get_size(ivec2* dst) {
  glm_ivec2_copy(GLOBAL_PLATFORM->window->windowsize, *dst);
}


// Assume framebuffer_len and texture_len is already set
void window_init_renderstack(Window *restrict w,
    usize num_fbuf, usize num_buf,
    FramebufferParameters *restrict fb_params,
    u32 *restrict buffer_params
    ) {

  ASSERT(w != NULL);
  ASSERT(fb_params != NULL);
  ASSERT(buffer_params != NULL);

  RenderTargets *t = NULL;
  void* allocation = malloc(
      sizeof(RenderTargets) +
      sizeof(*t->framebuffer)            * num_fbuf +
      sizeof(*t->buffer)                 * num_buf +
      sizeof(*t->framebuffer_parameters) * num_fbuf +
      sizeof(*t->buffer_parameters)      * num_buf +
      sizeof(*t->cam)                    * num_fbuf
      // TODO: callbacks
  );

#define ADVANCE_PTR(target, count)\
  t->target = (void*)((u64)allocation + acc); \
  acc += sizeof(*t->target) * count

  t = allocation;

  t->framebuffer_len = num_fbuf;
  t->buffer_len = num_buf;

  u64 acc = sizeof(RenderTargets);
  ADVANCE_PTR(framebuffer, num_fbuf);
  ADVANCE_PTR(buffer, num_buf);
  ADVANCE_PTR(framebuffer_parameters, num_fbuf);
  ADVANCE_PTR(buffer_parameters, num_buf);
  ADVANCE_PTR(cam, num_fbuf);
  // TODO: callbacks
#undef ADVANCE_PTR

  memcpy(t->framebuffer_parameters, fb_params, sizeof(*t->framebuffer_parameters) * num_fbuf);
  memcpy(t->buffer_parameters, buffer_params, sizeof(*t->buffer_parameters) * num_buf);

  // Iteratively set up each framebuffer and framebuffer-attached objects
  usize buffer_offset = 0;
  for (usize fb_idx = 0; fb_idx < num_fbuf; fb_idx++) {
    FramebufferParameters *p = &t->framebuffer_parameters[fb_idx];
    // Check everything is a texture, cuz rn. we don't support anything else
    for (isize buffer_idx = 0; buffer_idx < p->num_attached_buffers; buffer_idx++) {
      ASSERT(BUFFERPARAMETER_GET_TYPE(t->buffer_parameters[buffer_idx + buffer_offset]) == BufferType_texture);
    }
    r_create_textures(w->context, &t->buffer[buffer_offset],
          &t->buffer_parameters[buffer_offset],
          &t->framebuffer_parameters[fb_idx].dimensions,
          t->framebuffer_parameters[fb_idx].num_attached_buffers);
    //if (BUFFERPARAMETER_GET_TYPE(buffer_params[i]) != BufferType_texture) continue;
    //u32 texture_type = BUFFERPARAMETER_GET_PARAMETER(buffer_params[i]);

    //usize span = 0;
    //while (
    //    (i + span < targets->buffer_len) &&
    //    (BUFFERPARAMETER_GET_TYPE(buffer_params[i + span]) == BufferType_texture) &&
    //    (buffer_params[i + span].buffer_param & 3) == textureType
    //) {
    //  span++;
    //}
    //if (span == 0) continue;
    //r_create_textures(w->context, &targets->buffer[i], texture_type, texturesizes, span);
  }
  //r_create_renderbuffers(c, targets->renderbuffer, renderbuffertypes, renderbuffersizes, targets->renderbuffer_len);
  // Skip `texture` (??)

  w->render_targets = t;
}


void window_free_renderstack(RenderTargets *restrict t) {
  // Everything is in the same buffer anyways
  free(t->framebuffer);
}