#include "gl/glad/glad.h"
#include "gl/glfw3.h"
+#define STB_DS_IMPLEMENTATION
+#include "stb/stb_ds.h"
+
+#include "cglm/include/cglm/cglm.h"
+
void vg_register_exit( void( *funcptr )(void), const char *name );
void vg_exiterr( const char *strErr );
+mat4 vg_pv;
+
#include "vg/vg_platform.h"
#include "vg/vg_io.h"
#include "vg/vg_audio.h"
+#include "vg/vg_shader.h"
+#include "vg/vg_lines.h"
#include "steam/steamworks_thin.h"
// Engine main
// ===========================================================================================================
-#define VG_GAMELOOP __attribute__((weak))
+#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;
vg_window_y = h;
}
-void vg_start(void) VG_GAMELOOP;
-void vg_update(void) VG_GAMELOOP;
-void vg_render(void) VG_GAMELOOP;
-void vg_ui(void) VG_GAMELOOP;
-void vg_free(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;
-void vg_init( int argc, char *argv[], const char *window_name )
+static void vg_init( int argc, char *argv[], const char *window_name )
{
#ifdef VG_STEAM
// Initialize steamworks
vg_audio_init();
vg_register_exit( &vg_audio_free, "vg_audio_free" );
+ vg_lines_init();
+ vg_register_exit( &vg_lines_free, "vg_lines_free" );
- if( vg_start ) vg_start();
+ vg_start();
+ vg_register_exit( &vg_free, "vg_free" );
- // Main gameloop
- while( !glfwWindowShouldClose( vg_window ) )
+ if( vg_shaders_compile() )
{
- glfwPollEvents();
-
- #ifdef VG_STEAM
- sw_RunSteamEventLoop();
- #endif
-
- vg_time_last = vg_time;
- vg_time = glfwGetTime();
- vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
-
- vg_update_inputs();
-
- if( vg_update ) vg_update();
-
- // Update mashed projections etc
-
- if( vg_render ) vg_render();
- if( vg_ui ) vg_ui();
-
- glfwSwapBuffers( vg_window );
+ // Main gameloop
+ while( !glfwWindowShouldClose( vg_window ) )
+ {
+ glfwPollEvents();
+
+ #ifdef VG_STEAM
+ sw_RunSteamEventLoop();
+ #endif
+
+ vg_time_last = vg_time;
+ vg_time = glfwGetTime();
+ vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
+
+ vg_update_inputs();
+ vg_update();
+ vg_render();
+
+ vg_lines_drawall();
+
+ vg_ui();
+
+ glfwSwapBuffers( vg_window );
+
+ VG_CHECK_GL();
+ }
}
- if( vg_free ) vg_free();
vg_exit();
}