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 #include "cglm/include/cglm/cglm.h"
18 void vg_register_exit( void( *funcptr
)(void), const char *name
);
19 void vg_exiterr( const char *strErr
);
23 #include "vg/vg_platform.h"
25 #include "vg/vg_audio.h"
26 #include "vg/vg_shader.h"
27 #include "vg/vg_lines.h"
29 #include "steam/steamworks_thin.h"
31 static inline float vg_get_axis( const char *axis
) __attribute__((unused
));
32 static inline int vg_get_button( const char *button
) __attribute__((unused
));
33 static inline int vg_get_button_down( const char *button
) __attribute__((unused
));
34 static inline int vg_get_button_up( const char *button
) __attribute__((unused
));
37 GLFWwindow
* vg_window
;
38 int vg_window_x
= 1280;
39 int vg_window_y
= 720;
49 // ===========================================================================================================
50 GLFWgamepadstate vg_gamepad
;
51 int vg_gamepad_ready
= 0;
52 const char *vg_gamepad_name
= NULL
;
62 static struct axis_binding
76 static struct button_binding
85 #include "vg/config.h"
87 #pragma GCC diagnostic push
88 #pragma GCC diagnostic ignored "-Wreturn-type"
90 static inline float vg_get_axis( const char *axis
)
92 for( int i
= 0; i
< vg_list_size( vg_axis_binds
); i
++ )
94 if( !strcmp( axis
, vg_axis_binds
[i
].name
) )
96 return vg_axis_binds
[i
].value
;
101 static inline struct button_binding
*vg_get_button_ptr( const char *button
)
103 for( int i
= 0; i
< vg_list_size( vg_button_binds
); i
++ )
105 if( !strcmp( button
, vg_button_binds
[i
].name
) )
107 return vg_button_binds
+ i
;
111 #pragma GCC diagnostic pop
113 static inline int vg_get_button( const char *button
)
115 return vg_get_button_ptr( button
)->value
;
118 static inline int vg_get_button_down( const char *button
)
120 struct button_binding
*bind
= vg_get_button_ptr( button
);
121 return bind
->value
& (bind
->value
^ bind
->prev
);
124 static inline int vg_get_button_up( const char *button
)
126 struct button_binding
*bind
= vg_get_button_ptr( button
);
127 return bind
->prev
& (bind
->value
^ bind
->prev
);
130 static inline int key_is_keyboard( int const id
)
132 static_assert( GLFW_MOUSE_BUTTON_LAST
< GLFW_KEY_SPACE
, "GLFW: Mouse has too many buttons" );
133 return id
> GLFW_MOUSE_BUTTON_LAST
;
136 // Mouse AND Keyboard get button press
137 int get_button_cross_device( int const id
)
139 if( key_is_keyboard( id
) )
141 return glfwGetKey( vg_window
, id
);
145 return glfwGetMouseButton( vg_window
, id
) == GLFW_PRESS
;
149 void vg_update_inputs(void)
151 // Update button inputs
152 for( int i
= 0; i
< vg_list_size( vg_button_binds
); i
++ )
154 struct button_binding
*binding
= vg_button_binds
+ i
;
155 binding
->prev
= binding
->value
;
157 if( vg_input_mode
== k_EInputMode_pc
)
159 binding
->value
= get_button_cross_device( binding
->bind
);
163 binding
->value
= vg_gamepad
.buttons
[ binding
->bind
];
167 // Update axis inputs
168 for( int i
= 0; i
< vg_list_size( vg_axis_binds
); i
++ )
170 struct axis_binding
*binding
= vg_axis_binds
+ i
;
172 if( vg_input_mode
== k_EInputMode_pc
)
174 binding
->value
= get_button_cross_device( binding
->positive
);
175 binding
->value
-= get_button_cross_device( binding
->negative
);
179 binding
->value
= vg_gamepad
.axes
[ binding
->bind
];
185 // ===========================================================================================================
188 void vg_checkgl( const char *src_info
)
191 while( (err
= glGetError()) != GL_NO_ERROR
)
193 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
197 #define VG_STRINGIT( X ) #X
198 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
200 #define VG_CHECK_GL()
206 void( *vg_on_exit
[16] )(void);
207 u32 vg_exit_count
= 0;
209 // Add a shutdown step
210 void vg_register_exit( void( *funcptr
)(void), const char *name
)
212 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
213 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
218 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
220 vg_info( "engine_exit[%d]()\n", i
);
227 // Forcefully exit program after error
228 void vg_exiterr( const char *strErr
)
230 vg_error( "Engine Fatal: %s\n", strErr
);
238 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
244 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
249 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
255 static void vg_start(void) VG_GAMELOOP
;
256 static void vg_update(void) VG_GAMELOOP
;
257 static void vg_render(void) VG_GAMELOOP
;
258 static void vg_ui(void) VG_GAMELOOP
;
259 static void vg_free(void) VG_GAMELOOP
;
261 static void vg_init( int argc
, char *argv
[], const char *window_name
)
264 // Initialize steamworks
265 if( !sw_init( 1218140U ) )
267 vg_exiterr( "Steamworks failed to initialize" );
271 vg_register_exit( &sw_SteamAPI_Shutdown
, "SteamAPI" );
276 // ==========================================================================================================================
278 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
279 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
280 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
281 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
283 glfwWindowHint( GLFW_SAMPLES
, 4 );
285 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
287 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
288 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
289 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
290 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
291 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
293 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
295 vg_exiterr( "GLFW Failed to initialize" );
299 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
302 glfwMakeContextCurrent( vg_window
);
303 glfwSwapInterval( 1 );
306 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
308 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
309 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
311 //glfwSetCharCallback( vg_window, console_proc_wchar );
312 //glfwSetKeyCallback( vg_window, console_proc_key );
313 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
315 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
317 vg_exiterr( "Glad failed to initialize" );
320 const unsigned char* glver
= glGetString( GL_VERSION
);
321 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
323 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
325 if( glfwJoystickIsGamepad( id
) )
327 vg_gamepad_name
= glfwGetGamepadName( id
);
328 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
330 vg_gamepad_ready
= 1;
338 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
340 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
343 vg_register_exit( &vg_free
, "vg_free" );
345 if( vg_shaders_compile() )
348 while( !glfwWindowShouldClose( vg_window
) )
353 sw_RunSteamEventLoop();
356 vg_time_last
= vg_time
;
357 vg_time
= glfwGetTime();
358 vg_time_delta
= vg_min( vg_time
- vg_time_last
, 0.1f
);
368 glfwSwapBuffers( vg_window
);
377 u32 NvOptimusEnablement
= 0x00000001;
378 int AmdPowerXpressRequestHighPerformance
= 1;