refactor & vg_m
[fishladder.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
index 5220ae750eba1ee17a6711a195b295db86d3e041..b35091b5aa5e2779e39c64ccf76bdad1dee225ee 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.h
 #include "gl/glad/glad.h"
 #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"
 #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"
 
@@ -29,8 +41,8 @@ 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;
@@ -175,7 +187,24 @@ void vg_update_inputs(void)
 // 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;
@@ -211,8 +240,8 @@ void vg_exiterr( const char *strErr )
 
 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 )
@@ -226,13 +255,14 @@ void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
        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_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;
 
-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
@@ -254,7 +284,7 @@ void vg_init( int argc, char *argv[], const char *window_name )
        glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
        glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
        
-       glfwWindowHint( GLFW_SAMPLES, 4 );
+       glfwWindowHint( GLFW_SAMPLES, 1 );
        
        GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
        
@@ -310,37 +340,63 @@ 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" );
        
-       if( vg_start ) vg_start();
+       vg_register();
+       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 );
+               vg_start();
+       
+               // 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();
 }
 
+// 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 );
+}
+
 u32 NvOptimusEnablement = 0x00000001;
 int AmdPowerXpressRequestHighPerformance = 1;