-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+/* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */
#include <stdio.h>
#include <stdlib.h>
#define STB_DS_IMPLEMENTATION
#include "stb/stb_ds.h"
-//#define STB_IMAGE_IMPLEMENTATION
-//#include "stb/stb_image.h"
#define QOI_IMPLEMENTATION
#include "phoboslab/qoi.h"
void vg_register_exit( void( *funcptr )(void), const char *name );
void vg_exiterr( const char *strErr );
-m3x3f vg_pv;
-
#include "vg/vg_m.h"
#include "vg/vg_io.h"
#include "vg/vg_gldiag.h"
#ifndef VG_TOOLS
-// Engine globals
+/* Engine globals */
GLFWwindow* vg_window;
-// 1366, 768
-// 1920, 1080
+#ifdef VG_3D
+ m4x4f vg_pv;
+#else
+ m3x3f vg_pv;
+#endif
#ifdef VG_CAPTURE_MODE
int vg_window_x = 1920;
v2f vg_mouse_wheel;
v3f vg_mouse_ws;
-float vg_time;
-float vg_time_last;
-float vg_time_delta;
+double vg_time,
+ vg_time_last,
+ vg_time_delta;
-// Engine components
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
#include "vg/vg_lines.h"
#include "vg/vg_steamworks.h"
#endif
-// Engine main
-// ===========================================================================================================
-
#ifndef VG_RELEASE
void vg_checkgl( const char *src_info )
{
- GLenum err;
- while( (err = glGetError()) != GL_NO_ERROR )
- {
- vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
- }
+ GLenum err;
+ while( (err = glGetError()) != GL_NO_ERROR )
+ {
+ vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
+ }
}
#define VG_STRINGIT( X ) #X
void( *vg_on_exit[16] )(void);
u32 vg_exit_count = 0;
-// Add a shutdown step
void vg_register_exit( void( *funcptr )(void), const char *name )
{
- vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
- vg_on_exit[ vg_exit_count ++ ] = funcptr;
+ vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
+ vg_on_exit[ vg_exit_count ++ ] = funcptr;
}
void vg_exit(void)
{
- for( int i = vg_exit_count-1; i >= 0; i -- )
- {
- vg_info( "engine_exit[%d]()\n", i );
- vg_on_exit[i]();
- }
-
- vg_info( "done\n" );
+ for( int i = vg_exit_count-1; i >= 0; i -- )
+ {
+ vg_info( "engine_exit[%d]()\n", i );
+ vg_on_exit[i]();
+ }
+
+ vg_info( "done\n" );
}
-// Forcefully exit program after error
void vg_exiterr( const char *strErr )
{
- vg_error( "Engine Fatal: %s\n", strErr );
- vg_exit();
- exit(0);
+ vg_error( "Engine Fatal: %s\n", strErr );
+ vg_exit();
+ exit(0);
}
-// Callbacks
-// ---------
-
void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
{
- vg_mouse[0] = xpos;
- vg_mouse[1] = ypos;
+ vg_mouse[0] = xpos;
+ vg_mouse[1] = ypos;
}
void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
{
- vg_mouse_wheel[0] += xoffset;
- vg_mouse_wheel[1] += yoffset;
+ vg_mouse_wheel[0] += xoffset;
+ vg_mouse_wheel[1] += yoffset;
}
-void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
-{
- vg_window_x = w;
- vg_window_y = h;
-}
static void vg_register(void) VG_GAMELOOP;
static void vg_start(void) VG_GAMELOOP;
static void vg_update(void) VG_GAMELOOP;
+static void vg_framebuffer_resize(int w, int h) VG_GAMELOOP;
static void vg_render(void) VG_GAMELOOP;
static void vg_ui(void) VG_GAMELOOP;
static void vg_free(void) VG_GAMELOOP;
+void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
+{
+ vg_window_x = w;
+ vg_window_y = h;
+
+#ifdef VG_FRAMEBUFFER_RESIZE
+ vg_framebuffer_resize(w,h);
+#endif
+}
+
static void vg_init( int argc, char *argv[], const char *window_name )
{
#ifdef VG_STEAM
- // Initialize steamworks
- if( !sw_init() )
- return;
+ if( !sw_init() )
+ return;
#endif
-
- // Context creation
- // ==========================================================================================================================
- glfwInit();
- glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
- glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
- glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
- glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
-
+
+ glfwInit();
+ glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
+ glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
+ glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
+ glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
+
#ifdef VG_CAPTURE_MODE
- glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
+ glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
#else
- glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
+ glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
+#endif
+ glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
+
+#if 0
+ glfwWindowHint(GLFW_SAMPLES,4);
+#endif
+
+ GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
+
+ const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
+ glfwWindowHint( GLFW_RED_BITS, mode->redBits );
+ glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
+ glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
+
+ int refresh_rate = mode->refreshRate;
+
+ if( refresh_rate < 28 || refresh_rate >= 144 )
+ refresh_rate = 60;
+
+ glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate );
+
+ if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y,
+ window_name, NULL, NULL)) )
+ vg_exiterr( "GLFW Failed to initialize" );
+ else
+ vg_register_exit( &glfwTerminate, "glfwTerminate" );
+
+ glfwMakeContextCurrent( vg_window );
+ glfwSwapInterval( 1 );
+
+ glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
+ glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
+
+ glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
+ glfwSetScrollCallback( vg_window, vg_scroll_callback );
+
+ glfwSetCharCallback( vg_window, console_proc_wchar );
+ glfwSetKeyCallback( vg_window, console_proc_key );
+#if 0
+ glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
- glfwWindowHint( GLFW_SAMPLES, 4 );
-
- GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
-
- const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
- glfwWindowHint( GLFW_RED_BITS, mode->redBits );
- glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
- glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
- glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
-
- if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
- {
- vg_exiterr( "GLFW Failed to initialize" );
- }
- else
- {
- vg_register_exit( &glfwTerminate, "glfwTerminate" );
- }
-
- glfwMakeContextCurrent( vg_window );
- glfwSwapInterval( 1 );
-
- // Set callbacks
- glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
-
- glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
- glfwSetScrollCallback( vg_window, vg_scroll_callback );
-
- glfwSetCharCallback( vg_window, console_proc_wchar );
- glfwSetKeyCallback( vg_window, console_proc_key );
- //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-
- if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
- {
- vg_exiterr( "Glad failed to initialize" );
- }
-
- const unsigned char* glver = glGetString( GL_VERSION );
- vg_success( "Load setup complete, OpenGL version: %s\n", glver );
-
- vg_run_gfx_diagnostics();
-
- for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
- {
- if( glfwJoystickIsGamepad( id ) )
- {
- vg_gamepad_name = glfwGetGamepadName( id );
- vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
-
- vg_gamepad_ready = 1;
- vg_gamepad_id = id;
-
- break;
- }
- }
-
- vg_lines_init();
- vg_register_exit( &vg_lines_free, "vg_lines_free" );
- ui_default_init();
- vg_register_exit( &ui_default_free, "UI" );
-
- vg_register();
- vg_register_exit( &vg_free, "vg_free" );
-
- if( vg_shaders_compile() )
- {
- vg_start();
-
- vg_console_init();
- vg_register_exit( &vg_console_free, "Console" );
-
- vg_audio_init();
- vg_register_exit( &vg_audio_free, "vg_audio_free" );
-
- vg_debugtools_setup();
-
- // Main gameloop
- while( !glfwWindowShouldClose( vg_window ) )
- {
- v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
-
- glfwPollEvents();
-
- #ifdef VG_STEAM
- sw_event_loop();
- #endif
-
- vg_time_last = vg_time;
- vg_time = glfwGetTime();
- vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
-
- vg_update_inputs();
- vg_update();
- vg_render();
-
- vg_lines_drawall((float*)vg_pv);
-
- {
- ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
- ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], vg_get_button_state( "primary" ) );
-
- vg_ui();
- vg_console_draw();
- vg_debugtools_draw();
-
- ui_resolve( &ui_global_ctx );
- ui_draw( &ui_global_ctx, NULL );
- }
-
- glfwSwapBuffers( vg_window );
-
- VG_CHECK_GL();
- }
- }
-
- vg_exit();
+ if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
+ vg_exiterr( "Glad failed to initialize" );
+
+ const unsigned char* glver = glGetString( GL_VERSION );
+ vg_success( "Load setup complete, OpenGL version: %s\n", glver );
+
+ vg_run_gfx_diagnostics();
+
+ vg_gamepad_init();
+ vg_lines_init();
+ vg_register_exit( &vg_lines_free, "vg_lines_free" );
+ ui_default_init();
+ vg_register_exit( &ui_default_free, "UI" );
+
+ vg_register();
+ vg_register_exit( &vg_free, "vg_free" );
+
+ if( vg_shaders_compile() )
+ {
+ vg_start();
+
+ vg_console_init();
+ vg_register_exit( &vg_console_free, "Console" );
+
+ vg_audio_init();
+ vg_register_exit( &vg_audio_free, "vg_audio_free" );
+
+ vg_debugtools_setup();
+
+ /*
+ * Main gameloop
+ */
+ while( !glfwWindowShouldClose( vg_window ) )
+ {
+ v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+
+ glfwPollEvents();
+
+ #ifdef VG_STEAM
+ sw_event_loop();
+ #endif
+
+ vg_time_last = vg_time;
+ vg_time = glfwGetTime();
+ vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
+
+ vg_update_inputs();
+ vg_update();
+ vg_render();
+
+ vg_lines_drawall((float*)vg_pv);
+
+ {
+ ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
+ ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
+ vg_get_button_state( "primary" ) );
+
+ vg_ui();
+ vg_console_draw();
+ vg_debugtools_draw();
+
+ ui_resolve( &ui_global_ctx );
+ ui_draw( &ui_global_ctx, NULL );
+ }
+
+ glfwSwapBuffers( vg_window );
+ VG_CHECK_GL();
+ }
+ }
+
+ vg_exit();
}
-// Screen projections
-// ============================================================================================
-
+#ifndef VG_3D
void vg_projection_update(void)
{
- // Do transform local->world
- vg_mouse_ws[0] = vg_mouse[0];
- vg_mouse_ws[1] = vg_mouse[1];
- vg_mouse_ws[2] = 1.0f;
-
- vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
- vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
-
- m3x3f inverse;
- m3x3_inv( vg_pv, inverse );
- m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
+ /*
+ * Reproject screenspace mouse into world
+ */
+
+ vg_mouse_ws[0] = vg_mouse[0];
+ vg_mouse_ws[1] = vg_mouse[1];
+ vg_mouse_ws[2] = 1.0f;
+
+ vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
+ vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
+
+ m3x3f inverse;
+ m3x3_inv( vg_pv, inverse );
+ m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
}
+#endif
#endif
+/*
+ * Graphic cards will check these to force it to use the GPU
+ */
u32 NvOptimusEnablement = 0x00000001;
int AmdPowerXpressRequestHighPerformance = 1;