implemented SDL3 as an option for window manager

This commit is contained in:
2026-03-23 19:00:56 +01:00
parent 226f60e9ae
commit a596028ed9
152 changed files with 84309 additions and 247 deletions

View File

@@ -0,0 +1,241 @@
#include "GL/gl3w.h"
#include "GL/gl.h"
#include "OpenGLRenderingBackend.hpp"
#include "Debug.hpp"
#include "imgui/imgui.h"
#include "extern/imgui_impl_opengl3.h"
#include "PathHelper.hpp"
#include "elements/Texture.hpp"
#include "TextureHelperOpenGL.hpp"
#include "interfaces/IRenderer.hpp"
#include "BehaviourScripts/Camera.hpp"
#include "RenderTextureCreatorOpenGL.hpp"
#include "CameraHelperOpenGL.hpp"
#include "WindowManager.hpp"
#if defined(TSE_GLFW)
#include "GLFW/glfw3.h"
#include "WindowGlfw.hpp"
#include "extern/imgui_impl_glfw.h"
using namespace TSE::GLFW;
#elif defined(TSE_SDL3)
#include "SDL3/SDL.h"
#include "WindowSdl3.hpp"
#include "extern/imgui_impl_sdl3.h"
using namespace TSE::SDL3;
#endif
TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui)
{
backgroundColor = _backgroundColor;
vsync = _vsync;
samples = _samples;
useseImGui = _useseImGui;
}
TSE::OpenGL::OpenGLRenderingBackend::~OpenGLRenderingBackend()
{
if(useseImGui)
{
ImGui_ImplOpenGL3_Shutdown();
#if defined(TSE_GLFW)
ImGui_ImplGlfw_Shutdown();
#elif defined(TSE_SDL3)
ImGui_ImplSDL3_Shutdown();
#endif
ImGui::DestroyContext();
}
}
void TSE::OpenGL::OpenGLRenderingBackend::InitPreWindow()
{
IRenderTexture::factory = new RenderTextureCreatorOpenGL();
Texture::helper = new TextureHelperOpenGL();
Camera::helper = new CameraHelperOpenGL();
#if defined(TSE_GLFW)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, TSE_OPENGL_VERSION_MINOR);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, samples);
#elif defined(TSE_SDL3)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, TSE_OPENGL_VERSION_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, TSE_OPENGL_VERSION_MINOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
#endif
}
bool TSE::OpenGL::OpenGLRenderingBackend::InitPostWindow()
{
#if defined(TSE_GLFW)
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
glfwMakeContextCurrent(wnd->window);
#elif defined(TSE_SDL3)
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
wnd->context = SDL_GL_CreateContext(wnd->window);
SDL_GL_MakeCurrent(wnd->window, wnd->context);
#endif
if(gl3wInit())
{
Debug::Log("Failed to initialize gl3w.");
return false;
}
if(!gl3wIsSupported(TSE_OPENGL_VERSION_MAJOR, TSE_OPENGL_VERSION_MINOR))
{
Debug::Log("gl3w dose not support the selected version of OpenGL.");
return false;
}
#if defined(TSE_GLFW)
if(vsync) glfwSwapInterval(1);
else glfwSwapInterval(0);
#elif defined(TSE_SDL3)
if(vsync)
{
if(!SDL_GL_SetSwapInterval(-1))
SDL_GL_SetSwapInterval(1);
}
else SDL_GL_SetSwapInterval(0);
#endif
Debug::Log("OpenGL:" + std::string((const char*)glGetString(GL_VERSION)));
Debug::Log("GLSL:" + std::string((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)));
glEnable(GL_BLEND);
glClearDepth(0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glFrontFace(GL_CW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a);
glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
return true;
}
std::string imguiIniPath;
bool TSE::OpenGL::OpenGLRenderingBackend::InitEnd()
{
if(useseImGui)
{
GetAppDataPath(imguiIniPath);
imguiIniPath += "/UI.cfg";
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
io.IniFilename = imguiIniPath.c_str();
ImGui::StyleColorsDark();
#if defined(TSE_GLFW)
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
wnd->useImGui = true;
ImGui_ImplGlfw_InitForOpenGL(wnd->window, true);
#elif defined(TSE_SDL3)
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
wnd->useImGui = true;
ImGui_ImplSDL3_InitForOpenGL(wnd->window, wnd->context);
#endif
ImGui_ImplOpenGL3_Init("#version 130");
Debug::Log("ImGui:" + std::string(ImGui::GetVersion()));
}
return true;
}
void TSE::OpenGL::OpenGLRenderingBackend::onResize(int width, int height)
{
glViewport(0,0,width, height);
}
void TSE::OpenGL::OpenGLRenderingBackend::onUpdate() const
{
int error = glGetError();
if(error != GL_NO_ERROR)
{
Debug::Log("OpenGL Error: " + std::to_string(error));
}
#if defined(TSE_GLFW)
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
#elif defined(TSE_SDL3)
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
#endif
if(useseImGui)
{
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
#if defined(TSE_GLFW)
GLFWwindow* backup_current_context = glfwGetCurrentContext();
#elif defined(TSE_SDL3)
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
#endif
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
#if defined(TSE_GLFW)
glfwMakeContextCurrent(backup_current_context);
#elif defined(TSE_SDL3)
SDL_GL_MakeCurrent(wnd->window, backup_current_context);
#endif
}
}
#if defined(TSE_GLFW)
glfwSwapBuffers(wnd->window);
#elif defined(TSE_SDL3)
SDL_GL_SwapWindow(wnd->window);
#endif
}
void TSE::OpenGL::OpenGLRenderingBackend::onClear() const
{
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
{
IRenderer::camerasToRenderWith[i]->Bind();
IRenderer::camerasToRenderWith[i]->UpdateRenderTarget();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
IRenderer::camerasToRenderWith[i]->Unbind();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(useseImGui)
{
ImGui_ImplOpenGL3_NewFrame();
#if defined(TSE_GLFW)
ImGui_ImplGlfw_NewFrame();
#elif defined(TSE_SDL3)
ImGui_ImplSDL3_NewFrame();
#endif
ImGui::NewFrame();
}
}
void TSE::OpenGL::OpenGLRenderingBackend::onClearDepthBuffer() const
{
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
{
IRenderer::camerasToRenderWith[i]->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
IRenderer::camerasToRenderWith[i]->Unbind();
}
glClear(GL_DEPTH_BUFFER_BIT);
}