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
;
42 #ifdef VG_CAPTURE_MODE
43 int vg_window_x
= 1920;
44 int vg_window_y
= 1080;
46 int vg_window_x
= 1366;
47 int vg_window_y
= 768;
58 #include "vg/vg_audio.h"
59 #include "vg/vg_shader.h"
60 #include "vg/vg_lines.h"
61 #include "vg/vg_tex.h"
62 #include "vg/vg_input.h"
64 #include "vg/vg_console.h"
65 #include "vg/vg_debug.h"
67 #include "vg/vg_steamworks.h"
70 // ===========================================================================================================
73 void vg_checkgl( const char *src_info
)
76 while( (err
= glGetError()) != GL_NO_ERROR
)
78 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
82 #define VG_STRINGIT( X ) #X
83 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
91 void( *vg_on_exit
[16] )(void);
92 u32 vg_exit_count
= 0;
94 // Add a shutdown step
95 void vg_register_exit( void( *funcptr
)(void), const char *name
)
97 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
98 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
103 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
105 vg_info( "engine_exit[%d]()\n", i
);
112 // Forcefully exit program after error
113 void vg_exiterr( const char *strErr
)
115 vg_error( "Engine Fatal: %s\n", strErr
);
123 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
129 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
134 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
140 static void vg_register(void) VG_GAMELOOP
;
141 static void vg_start(void) VG_GAMELOOP
;
142 static void vg_update(void) VG_GAMELOOP
;
143 static void vg_render(void) VG_GAMELOOP
;
144 static void vg_ui(void) VG_GAMELOOP
;
145 static void vg_free(void) VG_GAMELOOP
;
147 static void vg_init( int argc
, char *argv
[], const char *window_name
)
150 // Initialize steamworks
156 // ==========================================================================================================================
158 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
159 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
160 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
161 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
163 #ifdef VG_CAPTURE_MODE
164 glfwWindowHint( GLFW_RESIZABLE
, GLFW_FALSE
);
166 glfwWindowHint( GLFW_RESIZABLE
, GLFW_TRUE
);
169 glfwWindowHint( GLFW_SAMPLES
, 4 );
171 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
173 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
174 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
175 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
176 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
177 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
179 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
181 vg_exiterr( "GLFW Failed to initialize" );
185 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
188 glfwMakeContextCurrent( vg_window
);
189 glfwSwapInterval( 1 );
192 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
194 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
195 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
197 glfwSetCharCallback( vg_window
, console_proc_wchar
);
198 glfwSetKeyCallback( vg_window
, console_proc_key
);
199 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
201 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
203 vg_exiterr( "Glad failed to initialize" );
206 const unsigned char* glver
= glGetString( GL_VERSION
);
207 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
210 vg_register_exit( &vg_console_free
, "Console" );
212 vg_run_gfx_diagnostics();
214 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
216 if( glfwJoystickIsGamepad( id
) )
218 vg_gamepad_name
= glfwGetGamepadName( id
);
219 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
221 vg_gamepad_ready
= 1;
229 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
231 vg_register_exit( &ui_default_free
, "UI" );
234 vg_register_exit( &vg_free
, "vg_free" );
236 if( vg_shaders_compile() )
241 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
243 vg_debugtools_setup();
246 while( !glfwWindowShouldClose( vg_window
) )
254 vg_time_last
= vg_time
;
255 vg_time
= glfwGetTime();
256 vg_time_delta
= vg_minf( vg_time
- vg_time_last
, 0.1f
);
262 vg_lines_drawall((float*)vg_pv
);
265 ui_begin( &ui_global_ctx
, vg_window_x
, vg_window_y
);
266 ui_set_mouse( &ui_global_ctx
, vg_mouse
[0], vg_mouse
[1], vg_get_button_state( "primary" ) );
270 vg_debugtools_draw();
272 ui_resolve( &ui_global_ctx
);
273 ui_draw( &ui_global_ctx
, NULL
);
276 glfwSwapBuffers( vg_window
);
285 // Screen projections
286 // ============================================================================================
288 void vg_projection_update(void)
290 // Do transform local->world
291 vg_mouse_ws
[0] = vg_mouse
[0];
292 vg_mouse_ws
[1] = vg_mouse
[1];
293 vg_mouse_ws
[2] = 1.0f
;
295 vg_mouse_ws
[0] = (2.0f
* vg_mouse_ws
[0]) / ((float)vg_window_x
) - 1.0f
;
296 vg_mouse_ws
[1] = -((2.0f
* vg_mouse_ws
[1]) / ((float)vg_window_y
) - 1.0f
);
299 m3x3_inv( vg_pv
, inverse
);
300 m3x3_mulv( inverse
, vg_mouse_ws
, vg_mouse_ws
);
305 u32 NvOptimusEnablement
= 0x00000001;
306 int AmdPowerXpressRequestHighPerformance
= 1;