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/* ----------------------------------------------------------------------------
* window.cpp
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com> -- MIT License
* See file LICENSE for more details
* ----------------------------------------------------------------------------
*/
#include <YAGE/window.h>
#include <GL/glew.h>
#include <iostream>
#include <stdexcept>
namespace yage
{
Window::Window() = default;
Window::~Window()
{
SDL_DestroyWindow(window_);
}
void Window::create(const std::string &window_name, int width, int height,
unsigned flags)
{
Uint32 gl_window_states = 0;
// set the correct input flags
if (flags & WindowFlags::SHOWN) {
gl_window_states |= SDL_WINDOW_OPENGL;
}
if (flags & WindowFlags::HIDDEN) {
gl_window_states |= SDL_WINDOW_HIDDEN;
}
if (flags & WindowFlags::FULLSCREEN) {
gl_window_states |= SDL_WINDOW_FULLSCREEN;
}
if (flags & WindowFlags::BORDERLESS) {
gl_window_states |= SDL_WINDOW_BORDERLESS;
}
// SDL_GL options
// SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 4);
// SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// create the SDL window
window_ = SDL_CreateWindow(window_name.c_str(), SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, width, height,
gl_window_states);
if (window_ == nullptr) {
throw std::runtime_error("SDL_CreateWindow failed");
}
// initialize the GL context in the window
SDL_GLContext gl_context = SDL_GL_CreateContext(window_);
if (gl_context == nullptr) {
throw std::runtime_error("SDL_GL_CreateContext failed");
}
// initialize glew
GLenum error = glewInit();
if (error != GLEW_OK) {
throw std::runtime_error("glewInit failed");
}
// print out the current OpenGL version to debug
std::cout << "*** OpenGL version: " << glGetString(GL_VERSION)
<< " ***\n";
// set vsync on instead of custom fps limiting
SDL_GL_SetSwapInterval(1);
// set the clear color to black
glClearColor(0.f, 0.5f, 0.f, 1.f);
// set alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void Window::swapBuffer()
{
// swap the window buffer
SDL_GL_SwapWindow(window_);
}
void Window::clearBuffer()
{
// set the clear depth
glClearDepth(1.f);
// clears buffer with clear color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
} // namespace yage
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