#include "vg_m.h"
#include "vg_io.h"
#include "vg_log.h"
+#ifndef VG_NO_STEAM
#include "vg_steam.h"
+#endif
//#define VG_SYNC_DEBUG
#ifdef VG_SYNC_DEBUG
#endif
/* API */
-VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name );
+static void vg_enter( int argc, char *argv[], const char *window_name );
/* Thread 1 */
-VG_STATIC void vg_preload(void);
-VG_STATIC void vg_load(void);
+static void vg_preload(void);
+static void vg_load(void);
/* Main thread */
-VG_STATIC void vg_launch_opt(void);
-VG_STATIC void vg_start(void);
+static void vg_launch_opt(void);
+static void vg_start(void);
-VG_STATIC void vg_framebuffer_resize(int w, int h);
-VG_STATIC void vg_pre_update(void);
-VG_STATIC void vg_fixed_update(void);
-VG_STATIC void vg_post_update(void);
+static void vg_framebuffer_resize(int w, int h);
+static void vg_pre_update(void);
+static void vg_fixed_update(void);
+static void vg_post_update(void);
-VG_STATIC void vg_render(void);
-VG_STATIC void vg_gui(void);
+static void vg_render(void);
+static void vg_gui(void);
struct vg{
/* Engine sync */
window_should_close;
int display_refresh_rate,
- fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */
+ fps_limit,
+ vsync;
enum vsync_feature{
k_vsync_feature_disabled=0,
quality_profile;
float loader_ring;
+ GLuint tex_missing;
+
+ vg_rand rand;
}
-VG_STATIC vg = { .time_rate = 1.0 };
+static vg = { .time_rate = 1.0 };
const char *vg_get_basepath(void){
return vg.base_path;
}
#include "vg_async.h"
-VG_STATIC enum engine_status _vg_engine_status(void)
+static enum engine_status _vg_engine_status(void)
{
SDL_AtomicLock( &vg.sl_status );
enum engine_status status = vg.engine_status;
return status;
}
-VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
+static enum vg_thread_purpose vg_thread_purpose(void)
{
SDL_AtomicLock( &vg.sl_status );
}
}
-VG_STATIC void vg_assert_thread( enum vg_thread_purpose required ){
+static void vg_assert_thread( enum vg_thread_purpose required ){
enum vg_thread_purpose purpose = vg_thread_purpose();
if( purpose != required ){
}
}
-VG_STATIC void _vg_opengl_sync_init(void)
+static void _vg_opengl_sync_init(void)
{
vg.sem_loader = SDL_CreateSemaphore(1);
}
-VG_STATIC void vg_checkgl( const char *src_info );
+static void vg_checkgl( const char *src_info );
#define VG_STRINGIT( X ) #X
#define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
#include "vg_console.h"
#include "vg_profiler.h"
-#include "vg_audio.h"
+#ifndef VG_NO_AUDIO
+ #include "vg_audio.h"
+#endif
#include "vg_shader.h"
#include "vg_tex.h"
#include "vg_input.h"
#include "vg_opt.h"
/* Diagnostic */
-VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
+static struct vg_profile vg_prof_update = {.name="update()"},
vg_prof_render = {.name="render()"},
vg_prof_swap = {.name="swap"};
-VG_STATIC void vg_checkgl( const char *src_info )
+static void vg_checkgl( const char *src_info )
{
int fail = 0;
vg_fatal_error( "OpenGL Error" );
}
-VG_STATIC void async_vg_bake_shaders( void *payload, u32 size )
+static void async_vg_bake_shaders( void *payload, u32 size )
{
vg_shaders_compile();
}
-VG_STATIC void vg_bake_shaders(void)
+static void vg_bake_shaders(void)
{
vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
vg_async_call( async_vg_bake_shaders, NULL, 0 );
SDL_AtomicUnlock( &vg.sl_status );
}
-VG_STATIC void _vg_load_full( void *data )
-{
+static void _vg_load_full( void *data ){
vg_preload();
+ vg_tex2d_replace_with_error( &vg.tex_missing );
+ vg_ui.tex_bg = vg.tex_missing;
/* internal */
vg_loader_step( vg_input_init, vg_input_free );
vg_loader_step( vg_lines_init, NULL );
+#ifndef VG_NO_AUDIO
vg_loader_step( vg_audio_init, vg_audio_free );
+#endif
vg_loader_step( vg_profiler_init, NULL );
vg_async_call( async_internal_complete, NULL, 0 );
/* client */
vg_load();
+
+ vg_success( "Client loaded in %fs\n", vg.time_real );
}
-VG_STATIC void _vg_process_events(void)
+static void _vg_process_events(void)
{
v2_zero( vg.mouse_wheel );
v2_zero( vg.mouse_delta );
vg.mouse_pos[1] += vg.mouse_delta[1];
}
-VG_STATIC void _vg_gameloop_update(void)
+static void _vg_gameloop_update(void)
{
vg_profile_begin( &vg_prof_update );
vg_profile_end( &vg_prof_update );
}
-VG_STATIC void _vg_gameloop_render(void)
+static void _vg_gameloop_render(void)
{
vg_profile_begin( &vg_prof_render );
else vg_gui();
/* vg tools */
+#ifndef VG_NO_AUDIO
audio_debug_ui( vg.pv );
+#endif
/* profiling */
int frame_target = vg.display_refresh_rate;
vg_profile_end( &vg_prof_render );
}
-VG_STATIC int vg_framefilter( double dt )
-{
- if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
+static void vg_changevsync(void){
+ if( vg.vsync && (vg.vsync_feature != k_vsync_feature_error) ){
/* turn on vsync if not enabled */
enum vsync_feature requested = k_vsync_feature_enabled;
- if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
+ if( vg.vsync < 0 ) requested = k_vsync_feature_enabled_adaptive;
if( vg.vsync_feature != requested ){
vg_info( "Setting swap interval\n" );
int swap_interval = 1;
- if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
+ if( requested == k_vsync_feature_enabled_adaptive )
+ swap_interval = -1;
if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
if( requested == k_vsync_feature_enabled ){
}
vg.vsync_feature = k_vsync_feature_error;
- vg.fps_limit = vg.display_refresh_rate;
-
+ vg.vsync = 0;
/* TODO: Make popup to notify user that this happened */
- return 1;
}
else{
vg_success( "Vsync enabled (%d)\n", requested );
vg.vsync_feature = requested;
}
}
-
- return 0;
}
-
- if( vg.vsync_feature != k_vsync_feature_disabled ){
- SDL_GL_SetSwapInterval( 0 );
- vg.vsync_feature = k_vsync_feature_disabled;
+ else {
+ if( vg.vsync_feature != k_vsync_feature_disabled ){
+ SDL_GL_SetSwapInterval( 0 );
+ vg.vsync_feature = k_vsync_feature_disabled;
+ }
}
-
+}
+
+static int vg_framefilter( double dt ){
if( vg.fps_limit < 25 ) vg.fps_limit = 25;
if( vg.fps_limit > 300 ) vg.fps_limit = 300;
u32 ms = (u32)floor( sleep_ms );
if( ms ){
- SDL_Delay( ms );
+ if( !vg_loader_availible() )
+ SDL_Delay(1);
+ else
+ SDL_Delay(ms);
}
else{
vg.time_spinning ++;
return 0;
}
-VG_STATIC int _vg_crashscreen(void)
+static int _vg_crashscreen(void)
{
#if 0
if( vg_getkey( SDLK_ESCAPE ) )
return 0;
}
-VG_STATIC void _vg_gameloop(void){
+static void _vg_gameloop(void){
//vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
vg.time_hp = SDL_GetPerformanceCounter();
int post_start = 0;
while(1){
-
vg.time_hp = SDL_GetPerformanceCounter();
u64 udt = vg.time_hp - vg.time_hp_last;
vg.time_hp_last = vg.time_hp;
double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
vg.time_frame_delta += dt;
+ vg_run_async_checked();
if( vg_framefilter( dt ) )
continue;
+ vg_changevsync();
+
vg_profile_begin( &vg_prof_swap );
SDL_GL_SwapWindow( vg.window );
vg_profile_end( &vg_prof_swap );
vg.time_delta = vg.time_frame_delta * vg.time_rate;
vg.time += vg.time_delta;
- vg_run_async_checked();
_vg_process_events();
if( vg.window_should_close )
}
}
-VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
+static void _vg_process_launch_opts_internal( int argc, char *argv[] )
{
char *arg;
while( vg_argp( argc, argv ) ){
}
}
-VG_STATIC void _vg_init_window( const char *window_name )
+static void _vg_init_window( const char *window_name )
{
vg_info( "SDL_INIT\n" );
exit(0);
}
+#ifndef VG_NO_AUDIO
SDL_InitSubSystem( SDL_INIT_AUDIO );
+#endif
SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
char *exe_basepath = SDL_GetBasePath();
}
vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
+ vg.fps_limit = vg.display_refresh_rate;
#if defined(_WIN32) || defined(VG_DEVWINDOW)
- vg.fps_limit = vg.display_refresh_rate;
#else
- vg.fps_limit = 0;
+ //vg.vsync = 1;
#endif
}
-VG_STATIC void _vg_terminate(void)
+static void _vg_terminate(void)
{
/* Shutdown */
_vg_console_write_persistent();
exit(0);
}
-VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
-{
- vg_rand_seed( 461 );
+static void vg_enter( int argc, char *argv[], const char *window_name ){
+ vg_rand_seed( &vg.rand, 461 );
_vg_process_launch_opts_internal( argc, argv );
/* Systems init */
_vg_console_init();
vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
+ vg_console_reg_var( "vsync", &vg.vsync, k_var_dtype_i32, VG_VAR_PERSISTENT );
_vg_init_window( window_name );
vg_async_init();
_vg_terminate();
}
-VG_STATIC void vg_fatal_error( const char *fmt, ... )
+static void vg_fatal_error( const char *fmt, ... )
{
va_list args;
va_start( args, fmt );
#else /* VG_GAME */
#include "vg_log.h"
-VG_STATIC void vg_fatal_error( const char *fmt, ... )
+static void vg_fatal_error( const char *fmt, ... )
{
va_list args;
va_start( args, fmt );