#include "gl/glfw3.h"
#define STB_DS_IMPLEMENTATION
+#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_ds.h"
+#include "stb/stb_image.h"
+
+#include "vg/vg_platform.h"
void vg_register_exit( void( *funcptr )(void), const char *name );
void vg_exiterr( const char *strErr );
-#include "vg/vg_platform.h"
+m3x3f vg_pv;
+
+#include "vg/vg_m.h"
#include "vg/vg_io.h"
+
+#ifndef VG_TOOLS
+
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
+#include "vg/vg_lines.h"
+#include "vg/vg_tex.h"
#include "steam/steamworks_thin.h"
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;
static inline int key_is_keyboard( int const id )
{
- static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
+ vg_static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
return id > GLFW_MOUSE_BUTTON_LAST;
}
// 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);
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;
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_register();
+ vg_register_exit( &vg_free, "vg_free" );
- vg_start();
if( vg_shaders_compile() )
{
+ vg_start();
+
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{
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();
}
+// 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;