1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
11 #include "gl/glad/glad.h"
14 #define STB_DS_IMPLEMENTATION
15 #define STB_IMAGE_IMPLEMENTATION
16 #include "stb/stb_ds.h"
17 #include "stb/stb_image.h"
19 #include "vg/vg_platform.h"
21 void vg_register_exit( void( *funcptr
)(void), const char *name
);
22 void vg_exiterr( const char *strErr
);
28 #include "vg/vg_gldiag.h"
33 GLFWwindow
* vg_window
;
34 int vg_window_x
= 1280;
35 int vg_window_y
= 720;
45 #include "vg/vg_audio.h"
46 #include "vg/vg_shader.h"
47 #include "vg/vg_lines.h"
48 #include "vg/vg_tex.h"
49 #include "vg/vg_input.h"
51 #include "vg/vg_console.h"
52 #include "vg/vg_debug.h"
54 #include "steam/steamworks_thin.h"
57 // ===========================================================================================================
60 void vg_checkgl( const char *src_info
)
63 while( (err
= glGetError()) != GL_NO_ERROR
)
65 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
69 #define VG_STRINGIT( X ) #X
70 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
78 void( *vg_on_exit
[16] )(void);
79 u32 vg_exit_count
= 0;
81 // Add a shutdown step
82 void vg_register_exit( void( *funcptr
)(void), const char *name
)
84 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
85 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
90 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
92 vg_info( "engine_exit[%d]()\n", i
);
99 // Forcefully exit program after error
100 void vg_exiterr( const char *strErr
)
102 vg_error( "Engine Fatal: %s\n", strErr
);
110 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
116 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
121 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
127 static void vg_register(void) VG_GAMELOOP
;
128 static void vg_start(void) VG_GAMELOOP
;
129 static void vg_update(void) VG_GAMELOOP
;
130 static void vg_render(void) VG_GAMELOOP
;
131 static void vg_ui(void) VG_GAMELOOP
;
132 static void vg_free(void) VG_GAMELOOP
;
134 static void vg_init( int argc
, char *argv
[], const char *window_name
)
137 // Initialize steamworks
138 if( !sw_init( 1218140U ) )
140 vg_exiterr( "Steamworks failed to initialize" );
144 vg_register_exit( &sw_SteamAPI_Shutdown
, "SteamAPI" );
149 // ==========================================================================================================================
151 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
152 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
153 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
154 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
156 glfwWindowHint( GLFW_SAMPLES
, 4 );
158 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
160 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
161 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
162 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
163 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
164 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
166 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
168 vg_exiterr( "GLFW Failed to initialize" );
172 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
175 glfwMakeContextCurrent( vg_window
);
176 glfwSwapInterval( 1 );
179 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
181 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
182 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
184 glfwSetCharCallback( vg_window
, console_proc_wchar
);
185 glfwSetKeyCallback( vg_window
, console_proc_key
);
186 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
188 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
190 vg_exiterr( "Glad failed to initialize" );
193 const unsigned char* glver
= glGetString( GL_VERSION
);
194 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
197 vg_register_exit( &vg_console_free
, "Console" );
199 vg_run_gfx_diagnostics();
201 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
203 if( glfwJoystickIsGamepad( id
) )
205 vg_gamepad_name
= glfwGetGamepadName( id
);
206 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
208 vg_gamepad_ready
= 1;
216 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
218 vg_register_exit( &ui_default_free
, "UI" );
221 vg_register_exit( &vg_free
, "vg_free" );
223 if( vg_shaders_compile() )
228 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
230 vg_debugtools_setup();
233 while( !glfwWindowShouldClose( vg_window
) )
238 sw_RunSteamEventLoop();
241 vg_time_last
= vg_time
;
242 vg_time
= glfwGetTime();
243 vg_time_delta
= vg_minf( vg_time
- vg_time_last
, 0.1f
);
249 vg_lines_drawall((float*)vg_pv
);
252 ui_begin( &ui_global_ctx
, vg_window_x
, vg_window_y
);
254 // TODO: Find a more elegent form for this
256 if( vg_get_button( "primary" ) ) mouse_state
= 2;
257 if( vg_get_button_down( "primary" ) ) mouse_state
= 1;
258 if( vg_get_button_up( "primary" ) ) mouse_state
= 3;
260 ui_set_mouse( &ui_global_ctx
, vg_mouse
[0], vg_mouse
[1], mouse_state
);
264 vg_debugtools_draw();
266 ui_resolve( &ui_global_ctx
);
267 m3x3f view
= M3X3_IDENTITY
;
268 m3x3_translate( view
, (v3f
){ -1.0f
, 1.0f
, 0.0f
} );
269 m3x3_scale( view
, (v3f
){ 1.0f
/((float)vg_window_x
*0.5f
), -1.0f
/((float)vg_window_y
*0.5f
), 1.0f
} );
270 ui_draw( &ui_global_ctx
);
273 glfwSwapBuffers( vg_window
);
282 // Screen projections
283 // ============================================================================================
285 void vg_projection_update(void)
287 // Do transform local->world
288 vg_mouse_ws
[0] = vg_mouse
[0];
289 vg_mouse_ws
[1] = vg_mouse
[1];
290 vg_mouse_ws
[2] = 1.0f
;
292 vg_mouse_ws
[0] = (2.0f
* vg_mouse_ws
[0]) / ((float)vg_window_x
) - 1.0f
;
293 vg_mouse_ws
[1] = -((2.0f
* vg_mouse_ws
[1]) / ((float)vg_window_y
) - 1.0f
);
296 m3x3_inv( vg_pv
, inverse
);
297 m3x3_mulv( inverse
, vg_mouse_ws
, vg_mouse_ws
);
302 u32 NvOptimusEnablement
= 0x00000001;
303 int AmdPowerXpressRequestHighPerformance
= 1;