split engine from game
[vg.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
new file mode 100644 (file)
index 0000000..575bf03
--- /dev/null
+++ b/vg/vg.h
@@ -0,0 +1,312 @@
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <dirent.h>
+#include <stdint.h>
+#include <string.h>
+#include <stdarg.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "gl/glad/glad.h"
+#include "gl/glfw3.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"
+
+#include "vg/vg_platform.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
+GLFWwindow* vg_window;
+
+// 1366, 768
+// 1920, 1080
+
+#ifdef VG_CAPTURE_MODE
+int vg_window_x = 1920;
+int vg_window_y = 1080;
+#else
+int vg_window_x = 1366;
+int vg_window_y = 768;
+#endif
+
+v2f vg_mouse;
+v2f vg_mouse_wheel;
+v3f vg_mouse_ws;
+
+float  vg_time;
+float  vg_time_last;
+float  vg_time_delta;
+
+// Engine components
+#include "vg/vg_audio.h"
+#include "vg/vg_shader.h"
+#include "vg/vg_lines.h"
+#include "vg/vg_tex.h"
+#include "vg/vg_input.h"
+#include "vg/vg_ui.h"
+#include "vg/vg_console.h"
+#include "vg/vg_debug.h"
+
+#ifdef VG_STEAM
+#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 );
+       }
+}
+
+ #define VG_STRINGIT( X ) #X
+ #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
+#else
+ #define VG_CHECK_GL()
+#endif
+
+
+#define VG_GAMELOOP
+
+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;
+}
+
+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" );
+}
+
+// Forcefully exit program after error
+void vg_exiterr( const char *strErr )
+{
+       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;
+}
+
+void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double 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_render(void) VG_GAMELOOP;
+static void vg_ui(void) VG_GAMELOOP;
+static void vg_free(void) VG_GAMELOOP;
+
+static void vg_init( int argc, char *argv[], const char *window_name )
+{
+#ifdef VG_STEAM
+       // Initialize steamworks
+       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 );
+       
+#ifdef VG_CAPTURE_MODE
+       glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
+#else
+       glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
+#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();
+}
+
+// Screen projections
+// ============================================================================================
+
+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 );
+}
+
+#endif
+
+u32 NvOptimusEnablement = 0x00000001;
+int AmdPowerXpressRequestHighPerformance = 1;