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#include "window.h"
#include "3rdparty/GLee/GLee.h"
#include "canvas.h"
#include "../utils/utils.h"
namespace jin
{
namespace render
{
shared Window* Window::g_wnd = 0;
Window::Window(): wnd(0), ctx(0)
{
}
Window::~Window()
{
}
onlyonce void Window::init(const Window::Setting& setting)
{
CallOnce(_init(setting));
}
inline void Window::_init(const Setting& setting)
{
width = setting.width;
height = setting.height;
const char* title = setting.title;
bool vsync = setting.vsync;
if (wnd)
{
SDL_DestroyWindow(wnd);
SDL_FlushEvent(SDL_WINDOWEVENT);
}
if (ctx)
{
SDL_GL_DeleteContext(ctx);
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
int wx = SDL_WINDOWPOS_UNDEFINED,
wy = SDL_WINDOWPOS_UNDEFINED;
wnd = SDL_CreateWindow(title, wx, wy, width, height, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
ctx = SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(vsync ? 1 : 0);
SDL_GL_MakeCurrent(wnd, ctx);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glColor4f(1, 1, 1, 1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Canvas::unbind();
swapBuffers();
}
SDL_Window* Window::getWnd()
{
return wnd;
}
SDL_GLContext Window::getCtx()
{
return ctx;
}
inline void Window::swapBuffers()
{
if (wnd)
SDL_GL_SwapWindow(wnd);
}
}
}
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