engine: debug lines module
[fishladder.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
index 28aa229d3515b735bbb51e4f7e24d64bc190e13f..512c9a39defb6808ef31ebc6f8cd173d38cc6e13 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.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"
 
@@ -179,6 +184,23 @@ void vg_update_inputs(void)
 // 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);
@@ -314,8 +336,12 @@ static void vg_init( int argc, char *argv[], const char *window_name )
        
        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();
+       vg_register_exit( &vg_free, "vg_free" );
+       
        if( vg_shaders_compile() )
        {
                // Main gameloop
@@ -332,19 +358,19 @@ static void vg_init( int argc, char *argv[], const char *window_name )
                        vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
                        
                        vg_update_inputs();
-                       
                        vg_update();
+                       vg_render();
                        
-                       // Update mashed projections etc
+                       vg_lines_drawall();
                        
-                       vg_render();
                        vg_ui();
                        
                        glfwSwapBuffers( vg_window );
+                       
+                       VG_CHECK_GL();
                }
        }
        
-       vg_free();
        vg_exit();
 }