monado/src/xrt/targets/openxr/oxr_sdl2_hack.c

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// Copyright 2019, Collabora, Ltd.
// SPDX-License-Identifier: BSL-1.0
/*!
* @file
* @brief Hacky SDL integration
* @author Jakob Bornecrantz <jakob@collabora.com>
*/
#include "xrt/xrt_config_have.h"
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#include "util/u_var.h"
#include "util/u_misc.h"
#include "util/u_debug.h"
#include "os/os_threading.h"
#include "ogl/ogl_api.h"
#include "gui/gui_common.h"
#include "gui/gui_imgui.h"
#ifndef XRT_HAVE_SDL2
int
oxr_sdl2_hack_create(void **out_hack)
{
return 0;
}
void
oxr_sdl2_hack_start(void *hack, struct xrt_prober *xp)
{}
void
oxr_sdl2_hack_stop(void **hack)
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{}
#else
#include <SDL2/SDL.h>
DEBUG_GET_ONCE_BOOL_OPTION(gui, "OXR_DEBUG_GUI", false)
/*!
* Common struct holding state for the GUI interface.
*/
struct sdl2_program
{
struct gui_program base;
SDL_GLContext ctx;
SDL_Window *win;
struct os_thread_helper oth;
bool sdl_initialized;
};
struct gui_imgui
{
bool show_demo_window;
struct xrt_colour_rgb_f32 clear;
};
static void
sdl2_window_init(struct sdl2_program *p)
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{
const char *title = "Monado! ☺";
int x = SDL_WINDOWPOS_UNDEFINED;
int y = SDL_WINDOWPOS_UNDEFINED;
int w = 1920;
int h = 1080;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
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int window_flags = 0;
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window_flags |= SDL_WINDOW_SHOWN;
window_flags |= SDL_WINDOW_OPENGL;
window_flags |= SDL_WINDOW_RESIZABLE;
window_flags |= SDL_WINDOW_ALLOW_HIGHDPI;
#if 0
window_flags |= SDL_WINDOW_MAXIMIZED;
#endif
p->win = SDL_CreateWindow(title, x, y, w, h, window_flags);
if (p->win == NULL) {
fprintf(stderr, "Failed to create window!\n");
return;
}
p->ctx = SDL_GL_CreateContext(p->win);
if (p->ctx == NULL) {
fprintf(stderr, "Failed to create GL context!\n");
return;
}
SDL_GL_MakeCurrent(p->win, p->ctx);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup OpenGL bindings.
bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0;
if (err) {
fprintf(stderr, "Failed to load GL functions!\n");
return;
}
// To manage the scenes.
gui_scene_manager_init(&p->base);
// Start the scene.
gui_scene_debug(&p->base);
}
static void
sdl2_loop(struct sdl2_program *p)
{
// Need to call this before any other Imgui call.
igCreateContext(NULL);
// Local state
ImGuiIO *io = igGetIO();
// Setup Platform/Renderer bindings
igImGui_ImplSDL2_InitForOpenGL(p->win, p->ctx);
igImGui_ImplOpenGL3_Init(NULL);
// Setup Dear ImGui style
igStyleColorsDark(NULL);
// Main loop
struct gui_imgui gui = {0};
gui.clear.r = 0.45f;
gui.clear.g = 0.55f;
gui.clear.b = 0.60f;
u_var_add_root(&gui, "GUI Control", false);
u_var_add_rgb_f32(&gui, &gui.clear, "Clear Colour");
u_var_add_bool(&gui, &gui.show_demo_window, "Demo Window");
u_var_add_bool(&gui, &p->base.stopped, "Exit");
while (!p->base.stopped) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
igImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) {
p->base.stopped = true;
}
if (event.type == SDL_WINDOWEVENT &&
event.window.event == SDL_WINDOWEVENT_CLOSE &&
event.window.windowID == SDL_GetWindowID(p->win)) {
p->base.stopped = true;
}
}
// Start the Dear ImGui frame
igImGui_ImplOpenGL3_NewFrame();
igImGui_ImplSDL2_NewFrame(p->win);
// Start new frame.
igNewFrame();
// Render the scene into it.
gui_scene_manager_render(&p->base);
// Handle this here.
if (gui.show_demo_window) {
igShowDemoWindow(&gui.show_demo_window);
}
// Build the DrawData (EndFrame).
igRender();
// Clear the background.
glViewport(0, 0, (int)io->DisplaySize.x,
(int)io->DisplaySize.y);
glClearColor(gui.clear.r, gui.clear.g, gui.clear.b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
igImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
SDL_GL_SwapWindow(p->win);
gui_prober_update(&p->base);
}
// Cleanup
u_var_remove_root(&gui);
igImGui_ImplOpenGL3_Shutdown();
igImGui_ImplSDL2_Shutdown();
igDestroyContext(NULL);
}
static void
sdl2_close(struct sdl2_program *p)
{
// All scenes should be destroyed by now.
gui_scene_manager_destroy(&p->base);
if (p->ctx != NULL) {
SDL_GL_DeleteContext(p->ctx);
p->ctx = NULL;
}
if (p->win != NULL) {
SDL_DestroyWindow(p->win);
p->win = NULL;
}
if (p->sdl_initialized) {
SDL_Quit();
p->sdl_initialized = false;
}
}
static void *
oxr_sdl2_hack_run_thread(void *ptr)
{
struct sdl2_program *p = (struct sdl2_program *)ptr;
sdl2_window_init(p);
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sdl2_loop(p);
sdl2_close(p);
return NULL;
}
int
oxr_sdl2_hack_create(void **out_hack)
{
// Enabled?
if (!debug_get_bool_option_gui()) {
return 0;
}
// Need to do this as early as possible.
u_var_force_on();
struct sdl2_program *p = U_TYPED_CALLOC(struct sdl2_program);
if (p == NULL) {
return -1;
}
*out_hack = p;
return 0;
}
void
oxr_sdl2_hack_start(void *hack, struct xrt_prober *xp)
{
struct sdl2_program *p = (struct sdl2_program *)hack;
if (p == NULL) {
return;
}
p->base.xp = xp;
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
fprintf(stderr, "Failed to init SDL2!\n");
return;
}
p->sdl_initialized = true;
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(void)os_thread_helper_start(&p->oth, oxr_sdl2_hack_run_thread, p);
}
void
oxr_sdl2_hack_stop(void **hack_ptr)
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{
struct sdl2_program *p = *(struct sdl2_program **)hack_ptr;
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if (p == NULL) {
return;
}
// HACK!
p->base.stopped = true;
// Destroy the thread object.
os_thread_helper_destroy(&p->oth);
free(p);
*hack_ptr = NULL;
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}
#endif