1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
10 #include "gl/glad/glad.h"
13 #define STB_DS_IMPLEMENTATION
14 #define STB_IMAGE_IMPLEMENTATION
15 #include "stb/stb_ds.h"
16 #include "stb/stb_image.h"
18 #include "vg/vg_platform.h"
20 void vg_register_exit( void( *funcptr
)(void), const char *name
);
21 void vg_exiterr( const char *strErr
);
27 #include "vg/vg_gldiag.h"
32 GLFWwindow
* vg_window
;
33 int vg_window_x
= 1280;
34 int vg_window_y
= 720;
44 #include "vg/vg_audio.h"
45 #include "vg/vg_shader.h"
46 #include "vg/vg_lines.h"
47 #include "vg/vg_tex.h"
48 #include "vg/vg_input.h"
51 #include "steam/steamworks_thin.h"
54 // ===========================================================================================================
57 void vg_checkgl( const char *src_info
)
60 while( (err
= glGetError()) != GL_NO_ERROR
)
62 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
66 #define VG_STRINGIT( X ) #X
67 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
75 void( *vg_on_exit
[16] )(void);
76 u32 vg_exit_count
= 0;
78 // Add a shutdown step
79 void vg_register_exit( void( *funcptr
)(void), const char *name
)
81 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
82 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
87 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
89 vg_info( "engine_exit[%d]()\n", i
);
96 // Forcefully exit program after error
97 void vg_exiterr( const char *strErr
)
99 vg_error( "Engine Fatal: %s\n", strErr
);
107 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
113 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
118 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
124 static void vg_register(void) VG_GAMELOOP
;
125 static void vg_start(void) VG_GAMELOOP
;
126 static void vg_update(void) VG_GAMELOOP
;
127 static void vg_render(void) VG_GAMELOOP
;
128 static void vg_ui(void) VG_GAMELOOP
;
129 static void vg_free(void) VG_GAMELOOP
;
131 static void vg_init( int argc
, char *argv
[], const char *window_name
)
134 // Initialize steamworks
135 if( !sw_init( 1218140U ) )
137 vg_exiterr( "Steamworks failed to initialize" );
141 vg_register_exit( &sw_SteamAPI_Shutdown
, "SteamAPI" );
146 // ==========================================================================================================================
148 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
149 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
150 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
151 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
153 glfwWindowHint( GLFW_SAMPLES
, 4 );
155 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
157 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
158 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
159 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
160 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
161 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
163 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
165 vg_exiterr( "GLFW Failed to initialize" );
169 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
172 glfwMakeContextCurrent( vg_window
);
173 glfwSwapInterval( 1 );
176 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
178 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
179 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
181 //glfwSetCharCallback( vg_window, console_proc_wchar );
182 //glfwSetKeyCallback( vg_window, console_proc_key );
183 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
185 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
187 vg_exiterr( "Glad failed to initialize" );
190 const unsigned char* glver
= glGetString( GL_VERSION
);
191 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
193 vg_run_gfx_diagnostics();
195 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
197 if( glfwJoystickIsGamepad( id
) )
199 vg_gamepad_name
= glfwGetGamepadName( id
);
200 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
202 vg_gamepad_ready
= 1;
210 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
212 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
214 vg_register_exit( &ui_default_free
, "UI" );
217 vg_register_exit( &vg_free
, "vg_free" );
219 if( vg_shaders_compile() )
224 while( !glfwWindowShouldClose( vg_window
) )
229 sw_RunSteamEventLoop();
232 vg_time_last
= vg_time
;
233 vg_time
= glfwGetTime();
234 vg_time_delta
= vg_min( vg_time
- vg_time_last
, 0.1f
);
240 vg_lines_drawall((float*)vg_pv
);
244 glfwSwapBuffers( vg_window
);
253 // Screen projections
254 // ============================================================================================
256 void vg_projection_update(void)
258 // Do transform local->world
259 vg_mouse_ws
[0] = vg_mouse
[0];
260 vg_mouse_ws
[1] = vg_mouse
[1];
261 vg_mouse_ws
[2] = 1.0f
;
263 vg_mouse_ws
[0] = (2.0f
* vg_mouse_ws
[0]) / ((float)vg_window_x
) - 1.0f
;
264 vg_mouse_ws
[1] = -((2.0f
* vg_mouse_ws
[1]) / ((float)vg_window_y
) - 1.0f
);
267 m3x3_inv( vg_pv
, inverse
);
268 m3x3_mulv( inverse
, vg_mouse_ws
, vg_mouse_ws
);
273 u32 NvOptimusEnablement
= 0x00000001;
274 int AmdPowerXpressRequestHighPerformance
= 1;