#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"
-#include "cglm/include/cglm/cglm.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 );
-mat4 vg_pv;
+m3x3f vg_pv;
-#include "vg/vg_platform.h"
+#include "vg/vg_m.h"
#include "vg/vg_io.h"
-#include "vg/vg_audio.h"
-#include "vg/vg_shader.h"
-#include "vg/vg_lines.h"
+#include "vg/vg_gldiag.h"
-#include "steam/steamworks_thin.h"
-
-static inline float vg_get_axis( const char *axis ) __attribute__((unused));
-static inline int vg_get_button( const char *button ) __attribute__((unused));
-static inline int vg_get_button_down( const char *button ) __attribute__((unused));
-static inline int vg_get_button_up( const char *button ) __attribute__((unused));
+#ifndef VG_TOOLS
-// Globals
+// Engine globals
GLFWwindow* vg_window;
int vg_window_x = 1280;
int vg_window_y = 720;
-float vg_mouse_x;
-float vg_mouse_y;
+v2f vg_mouse;
+v3f vg_mouse_ws;
float vg_time;
float vg_time_last;
float vg_time_delta;
-// Input
-// ===========================================================================================================
-GLFWgamepadstate vg_gamepad;
-int vg_gamepad_ready = 0;
-const char *vg_gamepad_name = NULL;
-int vg_gamepad_id;
-
-enum EInputMode
-{
- k_EInputMode_pc,
- k_EInputMode_gamepad
-}
-vg_input_mode;
-
-static struct axis_binding
-{
- const char *name;
- union
- {
- int positive;
- int bind;
- };
- int negative;
-
- float value;
-}
-vg_axis_binds[];
-
-static struct button_binding
-{
- const char *name;
- int bind;
-
- int value; int prev;
-}
-vg_button_binds[];
-
-#include "vg/config.h"
-
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wreturn-type"
-
-static inline float vg_get_axis( const char *axis )
-{
- for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
- {
- if( !strcmp( axis, vg_axis_binds[i].name ) )
- {
- return vg_axis_binds[i].value;
- }
- }
-}
-
-static inline struct button_binding *vg_get_button_ptr( const char *button )
-{
- for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
- {
- if( !strcmp( button, vg_button_binds[i].name ) )
- {
- return vg_button_binds + i;
- }
- }
-}
-#pragma GCC diagnostic pop
-
-static inline int vg_get_button( const char *button )
-{
- return vg_get_button_ptr( button )->value;
-}
-
-static inline int vg_get_button_down( const char *button )
-{
- struct button_binding *bind = vg_get_button_ptr( button );
- return bind->value & (bind->value ^ bind->prev);
-}
-
-static inline int vg_get_button_up( const char *button )
-{
- struct button_binding *bind = vg_get_button_ptr( button );
- return bind->prev & (bind->value ^ bind->prev);
-}
-
-static inline int key_is_keyboard( int const id )
-{
- static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
- return id > GLFW_MOUSE_BUTTON_LAST;
-}
-
-// Mouse AND Keyboard get button press
-int get_button_cross_device( int const id )
-{
- if( key_is_keyboard( id ) )
- {
- return glfwGetKey( vg_window, id );
- }
- else
- {
- return glfwGetMouseButton( vg_window, id ) == GLFW_PRESS;
- }
-}
+// 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"
-void vg_update_inputs(void)
-{
- // Update button inputs
- for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
- {
- struct button_binding *binding = vg_button_binds + i;
- binding->prev = binding->value;
-
- if( vg_input_mode == k_EInputMode_pc )
- {
- binding->value = get_button_cross_device( binding->bind );
- }
- else
- {
- binding->value = vg_gamepad.buttons[ binding->bind ];
- }
- }
-
- // Update axis inputs
- for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
- {
- struct axis_binding *binding = vg_axis_binds + i;
-
- if( vg_input_mode == k_EInputMode_pc )
- {
- binding->value = get_button_cross_device( binding->positive );
- binding->value -= get_button_cross_device( binding->negative );
- }
- else
- {
- binding->value = vg_gamepad.axes[ binding->bind ];
- }
- }
-}
+#include "steam/steamworks_thin.h"
// Engine main
// ===========================================================================================================
void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
{
- vg_mouse_x = xpos;
- vg_mouse_y = ypos;
+ vg_mouse[0] = xpos;
+ vg_mouse[1] = ypos;
}
void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
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;
glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
glfwSetScrollCallback( vg_window, vg_scroll_callback );
- //glfwSetCharCallback( vg_window, console_proc_wchar );
- //glfwSetKeyCallback( vg_window, console_proc_key );
+ glfwSetCharCallback( vg_window, console_proc_wchar );
+ glfwSetKeyCallback( vg_window, console_proc_key );
//glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
const unsigned char* glver = glGetString( GL_VERSION );
vg_success( "Load setup complete, OpenGL version: %s\n", glver );
+ vg_console_init();
+ vg_register_exit( &vg_console_free, "Console" );
+
+ vg_run_gfx_diagnostics();
+
for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
{
if( glfwJoystickIsGamepad( id ) )
vg_gamepad_ready = 1;
vg_gamepad_id = id;
- return;
+ break;
}
}
- vg_audio_init();
- vg_register_exit( &vg_audio_free, "vg_audio_free" );
vg_lines_init();
vg_register_exit( &vg_lines_free, "vg_lines_free" );
-
- vg_start();
+ 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_audio_init();
+ vg_register_exit( &vg_audio_free, "vg_audio_free" );
+
+ vg_debugtools_setup();
+
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{
vg_time_last = vg_time;
vg_time = glfwGetTime();
- vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
+ vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
vg_update_inputs();
vg_update();
vg_render();
- vg_lines_drawall();
+ vg_lines_drawall((float*)vg_pv);
- vg_ui();
+ {
+ ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
+
+ // TODO: Find a more elegent form for this
+ int mouse_state = 0;
+ if( vg_get_button( "primary" ) ) mouse_state = 2;
+ if( vg_get_button_down( "primary" ) ) mouse_state = 1;
+ if( vg_get_button_up( "primary" ) ) mouse_state = 3;
+
+ ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], mouse_state );
+
+ vg_ui();
+ vg_console_draw();
+ vg_debugtools_draw();
+
+ ui_resolve( &ui_global_ctx );
+ m3x3f view = M3X3_IDENTITY;
+ m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
+ m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
+ ui_draw( &ui_global_ctx );
+ }
glfwSwapBuffers( vg_window );
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;