1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
10 #include "gl/glad/glad.h"
13 #define STB_DS_IMPLEMENTATION
14 #include "stb/stb_ds.h"
16 void vg_register_exit( void( *funcptr
)(void), const char *name
);
17 void vg_exiterr( const char *strErr
);
19 #include "vg/vg_platform.h"
21 #include "vg/vg_audio.h"
22 #include "vg/vg_shader.h"
24 #include "steam/steamworks_thin.h"
26 static inline float vg_get_axis( const char *axis
) __attribute__((unused
));
27 static inline int vg_get_button( const char *button
) __attribute__((unused
));
28 static inline int vg_get_button_down( const char *button
) __attribute__((unused
));
29 static inline int vg_get_button_up( const char *button
) __attribute__((unused
));
32 GLFWwindow
* vg_window
;
33 int vg_window_x
= 1280;
34 int vg_window_y
= 720;
44 // ===========================================================================================================
45 GLFWgamepadstate vg_gamepad
;
46 int vg_gamepad_ready
= 0;
47 const char *vg_gamepad_name
= NULL
;
57 static struct axis_binding
71 static struct button_binding
80 #include "vg/config.h"
82 #pragma GCC diagnostic push
83 #pragma GCC diagnostic ignored "-Wreturn-type"
85 static inline float vg_get_axis( const char *axis
)
87 for( int i
= 0; i
< vg_list_size( vg_axis_binds
); i
++ )
89 if( !strcmp( axis
, vg_axis_binds
[i
].name
) )
91 return vg_axis_binds
[i
].value
;
96 static inline struct button_binding
*vg_get_button_ptr( const char *button
)
98 for( int i
= 0; i
< vg_list_size( vg_button_binds
); i
++ )
100 if( !strcmp( button
, vg_button_binds
[i
].name
) )
102 return vg_button_binds
+ i
;
106 #pragma GCC diagnostic pop
108 static inline int vg_get_button( const char *button
)
110 return vg_get_button_ptr( button
)->value
;
113 static inline int vg_get_button_down( const char *button
)
115 struct button_binding
*bind
= vg_get_button_ptr( button
);
116 return bind
->value
& (bind
->value
^ bind
->prev
);
119 static inline int vg_get_button_up( const char *button
)
121 struct button_binding
*bind
= vg_get_button_ptr( button
);
122 return bind
->prev
& (bind
->value
^ bind
->prev
);
125 static inline int key_is_keyboard( int const id
)
127 static_assert( GLFW_MOUSE_BUTTON_LAST
< GLFW_KEY_SPACE
, "GLFW: Mouse has too many buttons" );
128 return id
> GLFW_MOUSE_BUTTON_LAST
;
131 // Mouse AND Keyboard get button press
132 int get_button_cross_device( int const id
)
134 if( key_is_keyboard( id
) )
136 return glfwGetKey( vg_window
, id
);
140 return glfwGetMouseButton( vg_window
, id
) == GLFW_PRESS
;
144 void vg_update_inputs(void)
146 // Update button inputs
147 for( int i
= 0; i
< vg_list_size( vg_button_binds
); i
++ )
149 struct button_binding
*binding
= vg_button_binds
+ i
;
150 binding
->prev
= binding
->value
;
152 if( vg_input_mode
== k_EInputMode_pc
)
154 binding
->value
= get_button_cross_device( binding
->bind
);
158 binding
->value
= vg_gamepad
.buttons
[ binding
->bind
];
162 // Update axis inputs
163 for( int i
= 0; i
< vg_list_size( vg_axis_binds
); i
++ )
165 struct axis_binding
*binding
= vg_axis_binds
+ i
;
167 if( vg_input_mode
== k_EInputMode_pc
)
169 binding
->value
= get_button_cross_device( binding
->positive
);
170 binding
->value
-= get_button_cross_device( binding
->negative
);
174 binding
->value
= vg_gamepad
.axes
[ binding
->bind
];
180 // ===========================================================================================================
184 void( *vg_on_exit
[16] )(void);
185 u32 vg_exit_count
= 0;
187 // Add a shutdown step
188 void vg_register_exit( void( *funcptr
)(void), const char *name
)
190 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
191 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
196 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
198 vg_info( "engine_exit[%d]()\n", i
);
205 // Forcefully exit program after error
206 void vg_exiterr( const char *strErr
)
208 vg_error( "Engine Fatal: %s\n", strErr
);
216 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
222 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
227 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
233 static void vg_start(void) VG_GAMELOOP
;
234 static void vg_update(void) VG_GAMELOOP
;
235 static void vg_render(void) VG_GAMELOOP
;
236 static void vg_ui(void) VG_GAMELOOP
;
237 static void vg_free(void) VG_GAMELOOP
;
239 static void vg_init( int argc
, char *argv
[], const char *window_name
)
242 // Initialize steamworks
243 if( !sw_init( 1218140U ) )
245 vg_exiterr( "Steamworks failed to initialize" );
249 vg_register_exit( &sw_SteamAPI_Shutdown
, "SteamAPI" );
254 // ==========================================================================================================================
256 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
257 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
258 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
259 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
261 glfwWindowHint( GLFW_SAMPLES
, 4 );
263 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
265 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
266 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
267 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
268 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
269 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
271 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
273 vg_exiterr( "GLFW Failed to initialize" );
277 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
280 glfwMakeContextCurrent( vg_window
);
281 glfwSwapInterval( 1 );
284 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
286 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
287 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
289 //glfwSetCharCallback( vg_window, console_proc_wchar );
290 //glfwSetKeyCallback( vg_window, console_proc_key );
291 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
293 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
295 vg_exiterr( "Glad failed to initialize" );
298 const unsigned char* glver
= glGetString( GL_VERSION
);
299 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
301 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
303 if( glfwJoystickIsGamepad( id
) )
305 vg_gamepad_name
= glfwGetGamepadName( id
);
306 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
308 vg_gamepad_ready
= 1;
316 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
319 if( vg_shaders_compile() )
322 while( !glfwWindowShouldClose( vg_window
) )
327 sw_RunSteamEventLoop();
330 vg_time_last
= vg_time
;
331 vg_time
= glfwGetTime();
332 vg_time_delta
= vg_min( vg_time
- vg_time_last
, 0.1f
);
338 // Update mashed projections etc
343 glfwSwapBuffers( vg_window
);
351 u32 NvOptimusEnablement
= 0x00000001;
352 int AmdPowerXpressRequestHighPerformance
= 1;