#include "gl/glfw3.h"
#define STB_DS_IMPLEMENTATION
+#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_ds.h"
+#include "stb/stb_image.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 "vg/vg_tex.h"
#include "steam/steamworks_thin.h"
// 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);
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;
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();
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();
}