/* * Offscreen OpenGL abstraction layer -- SDL based * * Copyright (c) 2018-2021 Matt Borgerson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include "gloffscreen.h" #include #include struct _GloContext { SDL_Window *window; SDL_GLContext gl_context; }; /* Create an OpenGL context */ GloContext *glo_context_create(void) { GloContext *context = (GloContext *)malloc(sizeof(GloContext)); assert(context != NULL); 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_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); // Initialize rendering context SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); // Create main window context->window = SDL_CreateWindow( "SDL Offscreen Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN); if (context->window == NULL) { fprintf(stderr, "%s: Failed to create window\n", __func__); SDL_Quit(); exit(1); } context->gl_context = SDL_GL_CreateContext(context->window); if (context->gl_context == NULL) { fprintf(stderr, "%s: Failed to create GL context\n", __func__); SDL_DestroyWindow(context->window); SDL_Quit(); exit(1); } glo_set_current(context); return context; } /* Set current context */ void glo_set_current(GloContext *context) { if (context == NULL) { SDL_GL_MakeCurrent(NULL, NULL); } else { SDL_GL_MakeCurrent(context->window, context->gl_context); } } /* Destroy a previously created OpenGL context */ void glo_context_destroy(GloContext *context) { if (!context) return; glo_set_current(NULL); free(context); }