lazarus/platform/window.go

145 lines
3.1 KiB
Go

package platform
import (
"github.com/FooSoft/lazarus/math"
"github.com/FooSoft/lazarus/platform/imgui"
"github.com/go-gl/gl/v2.1/gl"
"github.com/veandco/go-sdl2/sdl"
)
type Window struct {
sdlWindow *sdl.Window
sdlGlContext sdl.GLContext
imguiContext *imgui_backend.Context
scene Scene
}
func newWindow(title string, width, height int, scene Scene) (*Window, error) {
sdl.GLSetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2)
sdl.GLSetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 1)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
sdlWindow, err := sdl.CreateWindow(
title,
sdl.WINDOWPOS_CENTERED,
sdl.WINDOWPOS_CENTERED,
int32(width),
int32(height),
sdl.WINDOW_OPENGL,
)
if err != nil {
return nil, err
}
sdlGlContext, err := sdlWindow.GLCreateContext()
if err != nil {
sdlWindow.Destroy()
return nil, err
}
w := &Window{
sdlWindow: sdlWindow,
sdlGlContext: sdlGlContext,
scene: scene,
}
w.imguiContext, err = imgui_backend.New(w.DisplaySize(), w.BufferSize())
if err != nil {
w.Destroy()
return nil, err
}
if err := scene.Init(w); err != nil {
w.Destroy()
return nil, err
}
return w, nil
}
func (w *Window) Destroy() error {
if w == nil || w.sdlWindow == nil {
return nil
}
if err := w.scene.Shutdown(w); err != nil {
return err
}
w.scene = nil
sdl.GLDeleteContext(w.sdlGlContext)
w.sdlGlContext = nil
if err := w.sdlWindow.Destroy(); err != nil {
return err
}
w.sdlWindow = nil
removeWindow(w)
return nil
}
func (w *Window) CreateTextureRgba(colors []math.Color4b, size math.Vec2i) (*Texture, error) {
return newTextureFromRgba(colors, size)
}
func (w *Window) CreateTextureRgb(colors []math.Color3b, size math.Vec2i) (*Texture, error) {
return newTextureFromRgb(colors, size)
}
func (w *Window) RenderTexture(texture *Texture, position math.Vec2i) {
size := texture.Size()
gl.Enable(gl.TEXTURE_2D)
gl.BindTexture(gl.TEXTURE_2D, uint32(texture.Handle()))
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
gl.Vertex2f(0, 0)
gl.TexCoord2f(0, 1)
gl.Vertex2f(0, float32(size.Y))
gl.TexCoord2f(1, 1)
gl.Vertex2f(float32(size.X), float32(size.Y))
gl.TexCoord2f(1, 0)
gl.Vertex2f(float32(size.X), 0)
gl.End()
}
func (w *Window) DisplaySize() math.Vec2i {
width, height := w.sdlWindow.GetSize()
return math.Vec2i{X: int(width), Y: int(height)}
}
func (w *Window) BufferSize() math.Vec2i {
width, height := w.sdlWindow.GLGetDrawableSize()
return math.Vec2i{X: int(width), Y: int(height)}
}
func (w *Window) advance() {
w.sdlWindow.GLMakeCurrent(w.sdlGlContext)
displaySize := w.DisplaySize()
w.imguiContext.SetDisplaySize(displaySize)
bufferSize := w.BufferSize()
w.imguiContext.SetBufferSize(bufferSize)
w.imguiContext.BeginFrame()
gl.Viewport(0, 0, int32(displaySize.X), int32(displaySize.Y))
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(displaySize.X), float64(displaySize.Y), 0, -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
w.scene.Advance(w)
w.imguiContext.EndFrame()
w.sdlWindow.GLSwap()
}
func (w *Window) processEvent(event sdl.Event) (bool, error) {
return w.imguiContext.ProcessEvent(event)
}