engine_stage;
/* graphics */
+#if 0
m4x4f pv;
+#endif
enum quality_profile
{
k_quality_profile_high = 0,
{
vg_acquire_thread_sync();
-#if 0
vg_function_push( (struct vg_cmd)
{
- .name = "shaders",
+ .name = "reload_shaders",
.function = vg_shaders_live_recompile
});
-#endif
vg_shaders_compile();
vg_release_thread_sync();
ui_text( (ui_rect){258, 4+24+12,0,0},perf, 1,0);
}
+ /* FIXME */
+#if 0
audio_debug_ui( vg.pv );
+#endif
vg_ui();
_vg_console_draw();
_vg_gameloop_update();
_vg_gameloop_render();
+ audio_push_console_vol();
SDL_GL_SwapWindow( vg.window );
_vg_run_synced();
if( vg_long_opt( "use-libc-malloc" ) )
{
- vg_mem.use_libc_malloc = atoi( arg );
+ vg_mem.use_libc_malloc = 1;
}
if( vg_long_opt( "high-performance" ) )
VG_STATIC void _vg_init_window( const char *window_name )
{
- if( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_GAMECONTROLLER) != 0 )
+ vg_info( "SDL_INIT\n" );
+
+ if( SDL_Init( SDL_INIT_VIDEO ) != 0 )
{
vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
exit(0);
}
- SDL_GL_SetSwapInterval( 1 );
+ SDL_InitSubSystem( SDL_INIT_AUDIO );
+ SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
+
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE );
- SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 );
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
+
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
+ SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
- if( vg.samples > 1 )
- {
- SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
- SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, vg.samples );
- }
-
- SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
-
/*
* Get monitor information
*/
+ vg_info( "Getting display count\n" );
int display_count = 0, display_index = 0, mode_index = 0;
if( (display_count = SDL_GetNumVideoDisplays()) < 1 )
{
exit(0);
}
+
+
+
/* TODO: Allow chosing the modes at startup */
- SDL_DisplayMode mode = { SDL_PIXELFORMAT_UNKNOWN, 0, 0, 0, 0 };
- if( SDL_GetDisplayMode( display_index, mode_index, &mode ) != 0 )
+ vg_info( "Getting default display mode\n" );
+ SDL_DisplayMode vm_ideal = { 0, 0, 0, 0, 0 };
+ if( SDL_GetDisplayMode( display_index, mode_index, &vm_ideal ) != 0 )
{
vg_error( "SDL_GetDisplayMode failed: %s", SDL_GetError() );
exit(0);
}
- vg.refresh_rate = mode.refresh_rate;
+ if( vg.window_x )
+ vm_ideal.w = vg.window_x;
+
+ if( vg.window_y )
+ vm_ideal.h = vg.window_y;
+
+
+ SDL_DisplayMode vm_best;
+ if( !SDL_GetClosestDisplayMode( display_index, &vm_ideal, &vm_best ) )
+ {
+ vg_error( "SDL_GetClosestDisplayMode failed: %s", SDL_GetError() );
+ exit(0);
+ }
+
+ vg.refresh_rate = vm_best.refresh_rate;
+ vg.window_x = vm_best.w;
+ vg.window_y = vm_best.h;
+
+ vg_info( "CreateWindow( %d %d @%.2fhz )\n", vg.window_x, vg.window_y,
+ vg.refresh_rate );
/* TODO: Allow selecting closest video mode from launch opts */
if((vg.window = SDL_CreateWindow( window_name,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
- mode.w, mode.h,
+ vg.window_x, vg.window_y,
SDL_WINDOW_FULLSCREEN_DESKTOP |
SDL_WINDOW_OPENGL |
SDL_WINDOW_INPUT_GRABBED )))
{
+ if( SDL_SetWindowDisplayMode( vg.window, &vm_best ) )
+ {
+ vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
+ SDL_Quit();
+ exit(0);
+ }
}
else
{
exit(0);
}
+ vg_info( "CreateContext\n" );
+
/*
* OpenGL loading
*/
const unsigned char* glver = glGetString( GL_VERSION );
vg_success( "Load setup complete, OpenGL version: %s\n", glver );
+
+ vg_info( "Setting swap interval\n" );
+
+ if( SDL_GL_SetSwapInterval( -1 ) == -1 )
+ {
+ vg_warn( "Adaptive Vsync not supported\n" );
+
+ if( SDL_GL_SetSwapInterval( 1 ) == -1 )
+ {
+ vg_fatal_exit_loop( "Cannot enable Vsync! You might be overriding it"
+ " in your graphics control panel.\n" );
+ }
+ else
+ vg_success( "Using vsync\n" );
+ }
+ else
+ vg_success( "Using adaptive Vsync\n" );
+
+ SDL_DisplayMode dispmode;
+ if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) )
+ {
+ if( dispmode.refresh_rate )
+ {
+ vg.refresh_rate = dispmode.refresh_rate;
+ vg_info( "Refresh rate: %d\n", dispmode.refresh_rate );
+ }
+ }
}
VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
glBlendEquation(GL_FUNC_ADD);
glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ glClear( GL_COLOR_BUFFER_BIT );
glViewport( 0,0, vg.window_x, vg.window_y );
_vg_render_log();