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#include <string.h>
#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>
#include <cglm/ivec3.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(GLOBAL_PLATFORM, 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, void* state, RenderTargets* restrict targets) {
usize b_ofst = 0;
for (usize i = 0; i < targets->framebuffer_len; i++) {
ivec3 newsz;
// Set last dimension to 0 to ensure 2d
newsz[2] = 0;
// Well aware that we copy a smaller sized vec into a larger one, thank you.
glm_ivec2_copy(w->windowsize, newsz);
const i8 num_textures = targets->framebuffer_parameters[i].num_textures;
const i8 num_renderbuffers = targets->framebuffer_parameters[i].num_renderbuffers;
// Change framebuffer & attached buffers dimensions, if framebuffer resize callback exists
if (targets->framebuffer_size_callback[i] != NULL) {
targets->framebuffer_size_callback[i](&newsz, w->windowsize);
// as far as I can tell from the OpenGL docs, it should be safe to just
// delete framebuffers and attached buffers
u32 *buffer = &targets->buffer[b_ofst];
if (num_textures != 0) {
r_destroy_textures(w->context, buffer, targets->framebuffer_parameters[i].num_textures);
// Move buf ptr
}
if (num_renderbuffers != 0) {
// renderbuffer(s) should be located after "textures", so their index
// starts at num_textures.
r_destroy_renderbuffers(w->context, &buffer[num_textures], targets->framebuffer_parameters[i].num_renderbuffers);
}
r_destroy_framebuffers(w->context, &targets->framebuffer[i], 1);
// TODO: Re-Create framebuffers and related buffers with new sizes.
glm_ivec3_copy(newsz, targets->framebuffer_parameters[i].dimensions);
r_create_framebuffers(w->context, &targets->framebuffer[i], 1);
r_setup_framebuffer(w->context, targets->framebuffer[i],
targets->framebuffer_parameters[i],
buffer,
&targets->buffer_parameters[b_ofst]);
}
b_ofst += num_textures + num_renderbuffers;
}
// Reset the cameras in a separate loop, this ensures all potential
// texture-names have been assigned, and can now be accessed through the
// camera-reset callback, in case some layers depend on others.
for (usize i = 0; i < targets->framebuffer_len; i++) {
// Reset camera using callback (if any)
if (targets->camera_reset_callback[i] != NULL) {
targets->camera_reset_callback[i](targets->cam[i], state, targets->framebuffer_parameters[i].dimensions);
}
}
}
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;
usize allocation_sz =
sizeof(RenderTargets) +
sizeof(*t->framebuffer) * num_fbuf +
sizeof(*t->framebuffer_parameters) * num_fbuf +
sizeof(*t->cam) * num_fbuf +
sizeof(*t->framebuffer_size_callback) * num_fbuf +
sizeof(*t->camera_reset_callback) * num_fbuf +
sizeof(*t->buffer) * num_buf +
sizeof(*t->buffer_parameters) * num_buf;
void* allocation = malloc(allocation_sz);
memset(allocation, 0, allocation_sz);
#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(framebuffer_parameters, num_fbuf);
ADVANCE_PTR(cam, num_fbuf);
ADVANCE_PTR(framebuffer_size_callback, num_fbuf);
ADVANCE_PTR(camera_reset_callback, num_fbuf);
ADVANCE_PTR(buffer, num_buf);
ADVANCE_PTR(buffer_parameters, num_buf);
// 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);
r_create_framebuffers(w->context, &t->framebuffer[0], num_fbuf);
// Iteratively set up each framebuffer and framebuffer-attached objects
usize buffer_offset = 0;
for (usize fb_idx = 0; fb_idx < num_fbuf; fb_idx++) {
r_setup_framebuffer(w->context, t->framebuffer[fb_idx],
t->framebuffer_parameters[fb_idx],
&t->buffer[buffer_offset],
&t->buffer_parameters[buffer_offset]);
buffer_offset +=
t->framebuffer_parameters[fb_idx].num_textures
+ t->framebuffer_parameters[fb_idx].num_renderbuffers;
}
w->render_targets = t;
}
void window_free_renderstack(RenderTargets *restrict t) {
// Everything is in the same buffer anyways
free(t->framebuffer);
}
void draw_model(Window *restrict w, u32 framebuffer_idx, RenderObject* o, vec4 pos) {
r_draw_model(w->context, w->render_targets, framebuffer_idx, o, pos);
}
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