1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
12 #include "gl/glad/glad.h"
15 #define STB_DS_IMPLEMENTATION
16 #include "stb/stb_ds.h"
17 //#define STB_IMAGE_IMPLEMENTATION
18 //#include "stb/stb_image.h"
20 #define QOI_IMPLEMENTATION
21 #include "phoboslab/qoi.h"
23 #include "vg/vg_platform.h"
25 void vg_register_exit( void( *funcptr
)(void), const char *name
);
26 void vg_exiterr( const char *strErr
);
32 #include "vg/vg_gldiag.h"
37 GLFWwindow
* vg_window
;
38 int vg_window_x
= 1280;
39 int vg_window_y
= 720;
49 #include "vg/vg_audio.h"
50 #include "vg/vg_shader.h"
51 #include "vg/vg_lines.h"
52 #include "vg/vg_tex.h"
53 #include "vg/vg_input.h"
55 #include "vg/vg_console.h"
56 #include "vg/vg_debug.h"
58 #include "vg/vg_steamworks.h"
61 // ===========================================================================================================
64 void vg_checkgl( const char *src_info
)
67 while( (err
= glGetError()) != GL_NO_ERROR
)
69 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
73 #define VG_STRINGIT( X ) #X
74 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
82 void( *vg_on_exit
[16] )(void);
83 u32 vg_exit_count
= 0;
85 // Add a shutdown step
86 void vg_register_exit( void( *funcptr
)(void), const char *name
)
88 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
89 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
94 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
96 vg_info( "engine_exit[%d]()\n", i
);
103 // Forcefully exit program after error
104 void vg_exiterr( const char *strErr
)
106 vg_error( "Engine Fatal: %s\n", strErr
);
114 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
120 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
125 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
131 static void vg_register(void) VG_GAMELOOP
;
132 static void vg_start(void) VG_GAMELOOP
;
133 static void vg_update(void) VG_GAMELOOP
;
134 static void vg_render(void) VG_GAMELOOP
;
135 static void vg_ui(void) VG_GAMELOOP
;
136 static void vg_free(void) VG_GAMELOOP
;
138 static void vg_init( int argc
, char *argv
[], const char *window_name
)
141 // Initialize steamworks
147 // ==========================================================================================================================
149 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
150 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
151 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
152 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
154 glfwWindowHint( GLFW_SAMPLES
, 4 );
156 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
158 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
159 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
160 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
161 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
162 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
164 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
166 vg_exiterr( "GLFW Failed to initialize" );
170 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
173 glfwMakeContextCurrent( vg_window
);
174 glfwSwapInterval( 1 );
177 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
179 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
180 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
182 glfwSetCharCallback( vg_window
, console_proc_wchar
);
183 glfwSetKeyCallback( vg_window
, console_proc_key
);
184 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
186 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
188 vg_exiterr( "Glad failed to initialize" );
191 const unsigned char* glver
= glGetString( GL_VERSION
);
192 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
195 vg_register_exit( &vg_console_free
, "Console" );
197 vg_run_gfx_diagnostics();
199 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
201 if( glfwJoystickIsGamepad( id
) )
203 vg_gamepad_name
= glfwGetGamepadName( id
);
204 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
206 vg_gamepad_ready
= 1;
214 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
216 vg_register_exit( &ui_default_free
, "UI" );
219 vg_register_exit( &vg_free
, "vg_free" );
221 if( vg_shaders_compile() )
226 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
228 vg_debugtools_setup();
231 while( !glfwWindowShouldClose( vg_window
) )
239 vg_time_last
= vg_time
;
240 vg_time
= glfwGetTime();
241 vg_time_delta
= vg_minf( vg_time
- vg_time_last
, 0.1f
);
247 vg_lines_drawall((float*)vg_pv
);
250 ui_begin( &ui_global_ctx
, vg_window_x
, vg_window_y
);
251 ui_set_mouse( &ui_global_ctx
, vg_mouse
[0], vg_mouse
[1], vg_get_button_state( "primary" ) );
255 vg_debugtools_draw();
257 ui_resolve( &ui_global_ctx
);
258 ui_draw( &ui_global_ctx
, NULL
);
261 glfwSwapBuffers( vg_window
);
270 // Screen projections
271 // ============================================================================================
273 void vg_projection_update(void)
275 // Do transform local->world
276 vg_mouse_ws
[0] = vg_mouse
[0];
277 vg_mouse_ws
[1] = vg_mouse
[1];
278 vg_mouse_ws
[2] = 1.0f
;
280 vg_mouse_ws
[0] = (2.0f
* vg_mouse_ws
[0]) / ((float)vg_window_x
) - 1.0f
;
281 vg_mouse_ws
[1] = -((2.0f
* vg_mouse_ws
[1]) / ((float)vg_window_y
) - 1.0f
);
284 m3x3_inv( vg_pv
, inverse
);
285 m3x3_mulv( inverse
, vg_mouse_ws
, vg_mouse_ws
);
290 u32 NvOptimusEnablement
= 0x00000001;
291 int AmdPowerXpressRequestHighPerformance
= 1;