X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=src%2Fvg%2Fvg.h;h=77d27e2fb9f80553cacad4469608b79f82a4678d;hb=3dd767bb10e6fee9cbffeb185d1a9685810c17b5;hp=22351ea0253249b92f54218ba841802c34669ab6;hpb=eab2a12beb019cb845af816a6de88c074f88f9bd;p=vg.git diff --git a/src/vg/vg.h b/src/vg/vg.h index 22351ea..77d27e2 100644 --- a/src/vg/vg.h +++ b/src/vg/vg.h @@ -1,175 +1,449 @@ -/* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */ +/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */ -#ifndef VG_HEADER_H -#define VG_HEADER_H - -#include -#include -#include -#include -#include -#include -#include -#include +/* + * Memory model: + * [global (.data)] [temp-stack] [system-stack] [game-heap] + * + * 1. Program starts: .data memory is loaded + * 2. System initialization: + * 2a. the large heap buffer is allocated + * 2b. each engine system is initialized in order, using some of the + * system stack + * 2c. game systems are also put into here + */ -#include "glad/glad.h" -#include "glfw/glfw3.h" -#define STB_DS_IMPLEMENTATION -#include "stb/stb_ds.h" +#ifndef VG_HEADER_H +#define VG_HEADER_H -#define QOI_IMPLEMENTATION -#include "phoboslab/qoi.h" +#include "vg_platform.h" +#include "vg_mem.h" -#include "vg/vg_platform.h" +#ifndef _WIN32 +#include +#endif -void vg_register_exit( void( *funcptr )(void), const char *name ); -void vg_exiterr( const char *strErr ); -#include "vg/vg_m.h" -#include "vg/vg_io.h" -#include "vg/vg_gldiag.h" +#if defined(VG_SERVER) || defined(VG_TOOLS) + #define VG_NON_CLIENT +#endif -#ifndef VG_TOOLS +#ifndef VG_SERVER +#include "../../dep/glad/glad.h" -/* Engine globals */ -GLFWwindow* vg_window; +#define GLFW_INCLUDE_GLCOREARB -#ifdef VG_3D - m4x4f vg_pv; -#else - m3x3f vg_pv; +#ifdef _WIN32 + #define GLFW_DLL #endif -#ifdef VG_CAPTURE_MODE -int vg_window_x = 1920; -int vg_window_y = 1080; -#else -int vg_window_x = 1366; -int vg_window_y = 768; +#include "../../dep/glfw/glfw3.h" #endif -v2f vg_mouse; -v2f vg_mouse_wheel; -v3f vg_mouse_ws; +#include "vg_stdint.h" -double vg_time, - vg_time_last, - vg_time_delta; +void vg_register_exit( void( *funcptr )(void), const char *name ); -#include "vg/vg_audio.h" -#include "vg/vg_shader.h" -#include "vg/vg_lines.h" -#include "vg/vg_tex.h" -#include "vg/vg_input.h" -#include "vg/vg_ui.h" -#include "vg/vg_console.h" -#include "vg/vg_debug.h" +#include "vg_m.h" +#include "vg_io.h" +#include "vg_log.h" #ifdef VG_STEAM -#include "vg/vg_steamworks.h" +//#include "vg_steamworks.h" +#include "vg_steam.h" #endif -#ifndef VG_RELEASE -void vg_checkgl( const char *src_info ) +#ifndef VG_NON_CLIENT + +struct vg { - GLenum err; - while( (err = glGetError()) != GL_NO_ERROR ) + /* Engine sync */ + GLFWwindow* window; + + vg_mutex mux_context; + vg_semaphore sem_allow_exec, + sem_exec_finished, + sem_loader, + sem_fatal; + int exec_context; + + vg_mutex mux_engine_status; + enum engine_status { - vg_error( "(%s) OpenGL Error: #%d\n", src_info, err ); + k_engine_status_none, + k_engine_status_running, + k_engine_status_crashed + } + engine_status; + const char *str_const_engine_err; + int is_loaded; + + /* Window information */ + int window_x, + window_y, + samples; + float refresh_rate; + + double mouse_pos[2]; + v2f + mouse_delta, + mouse_wheel; + + /* Runtime */ + double time, + time_delta, + frame_delta, + time_real, + time_real_last, + time_rate, + accumulator; + + int fixed_iterations; + + enum engine_stage + { + k_engine_stage_none, + k_engine_stage_update, + k_engine_stage_update_fixed, + k_engine_stage_rendering, + k_engine_stage_ui + } + engine_stage; + + /* graphics */ + m4x4f pv; + enum quality_profile + { + k_quality_profile_high = 0, + k_quality_profile_low = 1, } + quality_profile; + + /* Gamepad */ + GLFWgamepadstate gamepad; + int gamepad_ready; + const char *gamepad_name; + int gamepad_id; + int gamepad_use_trackpad_look; } +VG_STATIC vg = { .time_rate = 1.0 }; + +struct vg_thread_info +{ + enum vg_thread_purpose + { + k_thread_purpose_nothing, + k_thread_purpose_main, + k_thread_purpose_loader + } + purpose; + + int gl_context_level; +}; + +static VG_THREAD_LOCAL struct vg_thread_info vg_thread_info; - #define VG_STRINGIT( X ) #X - #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) ) + +//#define VG_SYNC_DEBUG + +#ifdef VG_SYNC_DEBUG + #define VG_SYNC_LOG(STR,...) vg_info(STR,vg_thread_info.purpose,##__VA_ARGS__) #else - #define VG_CHECK_GL() + #define VG_SYNC_LOG(...) #endif +VG_STATIC void vg_fatal_exit_loop( const char *error ); +VG_STATIC void vg_required( void *ptr, const char *path ) +{ + if( !ptr ) + { + vg_fatal_exit_loop( path ); + } +} -#define VG_GAMELOOP - -void( *vg_on_exit[16] )(void); -u32 vg_exit_count = 0; -void vg_register_exit( void( *funcptr )(void), const char *name ) +VG_STATIC void vg_ensure_engine_running(void) { - vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name ); - vg_on_exit[ vg_exit_count ++ ] = funcptr; + /* Check if the engine is no longer running */ + vg_mutex_lock( &vg.mux_engine_status ); + if( vg.engine_status != k_engine_status_running ) + { + VG_SYNC_LOG( "[%d] Engine is no longer running\n"); + vg_mutex_unlock( &vg.mux_engine_status ); + + /* Safe to disregard loader thread from this point on, elswhere */ + if( vg_thread_info.purpose == k_thread_purpose_loader ) + { + vg_semaphore_post( &vg.sem_loader ); + } + + VG_SYNC_LOG( "[%d] about to kill\n"); + vg_thread_exit(); + } + vg_mutex_unlock( &vg.mux_engine_status ); } -void vg_exit(void) +/* + * Sync execution so that the OpenGL context is switched onto this thread. + * Anything after this call will be in a valid context. + */ +VG_STATIC void vg_acquire_thread_sync(void) { - for( int i = vg_exit_count-1; i >= 0; i -- ) + /* We dont want to do anything if this is the main thread */ + if( vg_thread_info.purpose == k_thread_purpose_main ) + return; + + assert( vg_thread_info.purpose == k_thread_purpose_loader ); + + vg_ensure_engine_running(); + + /* Check if thread already has the context */ + if( vg_thread_info.gl_context_level ) { - vg_info( "engine_exit[%d]()\n", i ); - vg_on_exit[i](); + vg_thread_info.gl_context_level ++; + VG_SYNC_LOG( "[%d] We already have sync here\n" ); + return; } + + vg_mutex_lock( &vg.mux_context ); + VG_SYNC_LOG( "[%d] Signal to sync.\n" ); + vg.exec_context = 1; + vg_mutex_unlock( &vg.mux_context ); - vg_info( "done\n" ); + /* wait until told we can go */ + VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" ); + vg_semaphore_wait( &vg.sem_allow_exec ); + glfwMakeContextCurrent( vg.window ); + + /* context now valid to work in while we hold up main thread */ + VG_SYNC_LOG( "[%d] Context acquired.\n" ); + vg_thread_info.gl_context_level ++; } -void vg_exiterr( const char *strErr ) +/* + * Signify that we are done with the OpenGL context in this thread. + * Anything after this call will be in an undefined context. + */ +VG_STATIC void vg_release_thread_sync(void) { - vg_error( "Engine Fatal: %s\n", strErr ); - vg_exit(); - exit(0); + if( vg_thread_info.purpose == k_thread_purpose_main ) + return; + + assert( vg_thread_info.purpose == k_thread_purpose_loader ); + + /* signal that we are done */ + vg_thread_info.gl_context_level --; + + if( !vg_thread_info.gl_context_level ) + { + VG_SYNC_LOG( "[%d] Releasing context.\n" ); + glfwMakeContextCurrent( NULL ); + vg_semaphore_post( &vg.sem_exec_finished ); + } } -void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos ) +VG_STATIC void vg_run_synced_content(void) +{ + assert( vg_thread_info.purpose == k_thread_purpose_main ); + + vg_mutex_lock( &vg.mux_context ); + + if( vg.exec_context != 0 ) + { + VG_SYNC_LOG( "[%d] Allowing content (%d).\n", vg.exec_context ); + + /* allow operations to go */ + vg_thread_info.gl_context_level = 0; + glfwMakeContextCurrent( NULL ); + vg_semaphore_post( &vg.sem_allow_exec ); + + /* wait for operations to complete */ + VG_SYNC_LOG( "[%d] Waiting for content (%d).\n", vg.exec_context ); + vg_semaphore_wait( &vg.sem_exec_finished ); + + /* check if we killed the engine */ + vg_ensure_engine_running(); + + /* re-engage main thread */ + VG_SYNC_LOG( "[%d] Re-engaging.\n" ); + vg.exec_context = 0; + glfwMakeContextCurrent( vg.window ); + vg_thread_info.gl_context_level = 1; + } + + vg_mutex_unlock( &vg.mux_context ); +} + +VG_STATIC void vg_opengl_sync_init(void) { - vg_mouse[0] = xpos; - vg_mouse[1] = ypos; + vg_semaphore_init( &vg.sem_allow_exec, 0 ); + vg_semaphore_init( &vg.sem_exec_finished, 0 ); + vg_semaphore_init( &vg.sem_loader, 1 ); + vg_semaphore_init( &vg.sem_fatal, 1 ); + vg_mutex_init( &vg.mux_context ); + + vg_set_thread_name( "[vg] Main" ); + vg_thread_info.purpose = k_thread_purpose_main; + vg_thread_info.gl_context_level = 1; } -void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset ) +VG_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" +#include "vg_shader.h" +#include "vg_tex.h" +#include "vg_input.h" +#include "vg_ui.h" +#include "vg_lines.h" +#include "vg_loader.h" +#include "vg_opt.h" + +/* Diagnostic */ +VG_STATIC struct vg_profile vg_prof_update = {.name="update()"}, + vg_prof_render = {.name="render()"}; + +#define VG_GAMELOOP +VG_STATIC void vg_register(void) VG_GAMELOOP; +VG_STATIC void vg_start(void) VG_GAMELOOP; + +VG_STATIC void vg_update(int loaded) VG_GAMELOOP; +VG_STATIC void vg_update_fixed(int loaded) VG_GAMELOOP; +VG_STATIC void vg_update_post(int loaded) VG_GAMELOOP; + +VG_STATIC void vg_framebuffer_resize(int w, int h) VG_GAMELOOP; +VG_STATIC void vg_render(void) VG_GAMELOOP; +VG_STATIC void vg_ui(void) VG_GAMELOOP; + +VG_STATIC void vg_checkgl( const char *src_info ) { - vg_mouse_wheel[0] += xoffset; - vg_mouse_wheel[1] += yoffset; + int fail = 0; + + GLenum err; + while( (err = glGetError()) != GL_NO_ERROR ) + { + vg_error( "(%s) OpenGL Error: #%d\n", src_info, err ); + fail = 1; + } + + if( fail ) + vg_fatal_exit_loop( "OpenGL Error" ); } +void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos ) +{ + vg.mouse_delta[0] += xpos - vg.mouse_pos[0]; + vg.mouse_delta[1] += ypos - vg.mouse_pos[1]; + + vg.mouse_pos[0] = xpos; + vg.mouse_pos[1] = ypos; +} -static void vg_register(void) VG_GAMELOOP; -static void vg_start(void) VG_GAMELOOP; -static void vg_update(void) VG_GAMELOOP; -static void vg_framebuffer_resize(int w, int h) 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_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset ) +{ + vg.mouse_wheel[0] += xoffset; + vg.mouse_wheel[1] += yoffset; +} void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h ) { - vg_window_x = w; - vg_window_y = h; + if( !w || !h ) + { + vg_warn( "Got a invalid framebuffer size: %dx%d... ignoring\n", w, h ); + return; + } + + vg.window_x = w; + vg.window_y = h; -#ifdef VG_FRAMEBUFFER_RESIZE vg_framebuffer_resize(w,h); -#endif } -static void vg_init( int argc, char *argv[], const char *window_name ) +VG_STATIC void vg_bake_shaders(void) { -#ifdef VG_STEAM - if( !sw_init() ) - return; + vg_acquire_thread_sync(); + +#if 0 + vg_function_push( (struct vg_cmd) + { + .name = "shaders", + .function = vg_shaders_live_recompile + }); #endif + + vg_shaders_compile(); + vg_release_thread_sync(); +} + +VG_STATIC void vg_preload(void); +VG_STATIC void vg_load(void); +VG_STATIC void vg_load_full(void) +{ + vg_preload(); + + /* internal */ + vg_loader_highwater( vg_gamepad_init, NULL, NULL ); + vg_loader_highwater( vg_lines_init, NULL, NULL ); + vg_loader_highwater( vg_audio_init, vg_audio_free, NULL ); + vg_loader_highwater( vg_profiler_init, NULL, NULL ); + + /* client */ + vg_load(); + + vg_acquire_thread_sync(); + vg.is_loaded = 1; + vg_release_thread_sync(); +} + +VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) +{ + char *arg; + while( vg_argp( argc, argv ) ) + { + if( (arg = vg_opt_arg( 'w' )) ) + { + vg.window_x = atoi( arg ); + } + + if( (arg = vg_opt_arg( 'h' )) ) + { + vg.window_y = atoi( arg ); + } + + if( (arg = vg_long_opt_arg( "samples" )) ) + { + vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) ); + } + + if( vg_long_opt( "use-libc-malloc" ) ) + { + vg_mem.use_libc_malloc = atoi( arg ); + } + + if( vg_long_opt( "high-performance" ) ) + { + vg.quality_profile = k_quality_profile_low; + } + } + vg_alloc_quota(); + vg_log_init(); + vg_console_init(); + glfwInit(); glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 ); glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 ); glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE ); - glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE ); + //glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_FALSE ); + glfwWindowHint( GLFW_CONTEXT_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH ); -#ifdef VG_CAPTURE_MODE glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE ); -#else - glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE ); -#endif - glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE); + glfwWindowHint( GLFW_DOUBLEBUFFER, GLFW_TRUE ); -#if 0 - glfwWindowHint(GLFW_SAMPLES,4); -#endif + glfwWindowHint( GLFW_SAMPLES, vg.samples ); GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor(); @@ -177,128 +451,356 @@ static void vg_init( int argc, char *argv[], const char *window_name ) glfwWindowHint( GLFW_RED_BITS, mode->redBits ); glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits ); glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits ); - - int refresh_rate = mode->refreshRate; - if( refresh_rate < 28 || refresh_rate >= 144 ) - refresh_rate = 60; + glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate ); + + if( !vg.window_x ) + vg.window_x = mode->width; + + if( !vg.window_y ) + vg.window_y = mode->height; - glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate ); + vg.refresh_rate = mode->refreshRate; - if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, - window_name, NULL, NULL)) ) - vg_exiterr( "GLFW Failed to initialize" ); + if( (vg.window = glfwCreateWindow( vg.window_x, vg.window_y, + window_name, monitor_primary, NULL)) ) + { + glfwGetFramebufferSize( vg.window, &vg.window_x, &vg.window_y ); + vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y ); + } else - vg_register_exit( &glfwTerminate, "glfwTerminate" ); + { + vg_error( "GLFW Failed to initialize\n" ); + return; + } + + /* We need 3.1.2 for correct VSync on windows */ + { + int vmaj, vmin, vrev; + glfwGetVersion( &vmaj, &vmin, &vrev ); + + if( vmaj < 3 || + (vmaj == 3 && vmin < 1) || + (vmaj == 3 && vmin == 1 && vrev < 2 ) ) + { + vg_error( "GLFW out of date (%d.%d.%d); (3.1.2 is required)\n", + vmaj, vmin, vrev ); + + glfwTerminate(); + return; + } + + vg_success( "GLFW Version %d.%d.%d\n", vmaj, vmin, vrev ); + } - glfwMakeContextCurrent( vg_window ); + glfwMakeContextCurrent( vg.window ); glfwSwapInterval( 1 ); - glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE); - glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback ); + glfwSetWindowSizeLimits( vg.window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE); + glfwSetFramebufferSizeCallback( vg.window, vg_framebuffer_resize_callback ); - glfwSetCursorPosCallback( vg_window, vg_mouse_callback ); - glfwSetScrollCallback( vg_window, vg_scroll_callback ); + glfwSetCursorPosCallback( vg.window, vg_mouse_callback ); + glfwSetScrollCallback( vg.window, vg_scroll_callback ); - glfwSetCharCallback( vg_window, console_proc_wchar ); - glfwSetKeyCallback( vg_window, console_proc_key ); -#if 0 - glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); -#endif + glfwSetCharCallback( vg.window, console_proc_wchar ); + glfwSetKeyCallback( vg.window, console_proc_key ); + glfwSetInputMode( vg.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED ); + + if( glfwRawMouseMotionSupported() ) + glfwSetInputMode( vg.window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE ); if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) - vg_exiterr( "Glad failed to initialize" ); + { + vg_error( "Glad Failed to initialize\n" ); + glfwTerminate(); + return; + } const unsigned char* glver = glGetString( GL_VERSION ); vg_success( "Load setup complete, OpenGL version: %s\n", glver ); - - vg_run_gfx_diagnostics(); - - vg_gamepad_init(); - vg_lines_init(); - vg_register_exit( &vg_lines_free, "vg_lines_free" ); - ui_default_init(); - vg_register_exit( &ui_default_free, "UI" ); - - vg_register(); - vg_register_exit( &vg_free, "vg_free" ); - - if( vg_shaders_compile() ) + + /* init systems + * -----------------------------------------------------------------------*/ + ui_init_context(); + vg_loader_init(); + + vg_mutex_init( &vg.mux_engine_status ); + vg.engine_status = k_engine_status_running; + + vg_opengl_sync_init(); + vg_loader_start(); + + vg.accumulator = 0.75f * (1.0f/60.0f); + + int loaded = 0; + while(1) { - vg_start(); - - vg_console_init(); - vg_register_exit( &vg_console_free, "Console" ); - - vg_audio_init(); - vg_register_exit( &vg_audio_free, "vg_audio_free" ); + if( glfwWindowShouldClose( vg.window ) ) + break; + + v2_zero( vg.mouse_wheel ); + v2_zero( vg.mouse_delta ); + + glfwPollEvents(); + + vg.time_real_last = vg.time_real; + vg.time_real = glfwGetTime(); + vg.frame_delta = vg.time_real-vg.time_real_last; - vg_debugtools_setup(); + /* scaled time */ + vg.time_delta = vg.frame_delta * vg.time_rate; + vg.time += vg.time_delta; + if( vg.is_loaded ) + { + if( !loaded ) + { + vg_start(); + loaded = 1; + } + } + else + { + vg_loader_render(); + } + /* - * Main gameloop + * Game logic + * ------------------------------------------------------- */ - while( !glfwWindowShouldClose( vg_window ) ) + vg_profile_begin( &vg_prof_update ); + vg_update_inputs(); + + vg.engine_stage = k_engine_stage_update; + vg_update( loaded ); + + /* Fixed update loop */ + vg.engine_stage = k_engine_stage_update_fixed; + vg.accumulator += vg.time_delta; + + vg.fixed_iterations = 0; + vg_lines.allow_input = 1; + while( vg.accumulator >= (VG_TIMESTEP_FIXED-0.00125) ) { - v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel ); + vg_update_fixed( loaded ); + vg_lines.allow_input = 0; - glfwPollEvents(); - - #ifdef VG_STEAM - sw_event_loop(); - #endif - - vg_time_last = vg_time; - vg_time = glfwGetTime(); - vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f ); - - vg_update_inputs(); - vg_update(); + vg.accumulator -= VG_TIMESTEP_FIXED; + vg.accumulator = VG_MAX( 0.0, vg.accumulator ); + + vg.fixed_iterations ++; + if( vg.fixed_iterations == 8 ) + { + break; + } + } + vg_lines.allow_input = 1; + + /* + * Rendering + * --------------------------------------------- + */ + vg.engine_stage = k_engine_stage_update; + vg_update_post( loaded ); + vg_profile_end( &vg_prof_update ); + + vg_profile_begin( &vg_prof_render ); + + if( loaded ) + { + /* render */ + vg.engine_stage = k_engine_stage_rendering; vg_render(); - - vg_lines_drawall((float*)vg_pv); - + + /* ui */ + vg.engine_stage = k_engine_stage_ui; { - ui_begin( &ui_global_ctx, vg_window_x, vg_window_y ); - ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], - vg_get_button_state( "primary" ) ); + ui_begin( vg.window_x, vg.window_y ); + + /* TODO */ + ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 ); + vg_profile_drawn( + (struct vg_profile *[]){&vg_prof_update,&vg_prof_render}, 2, + (1.0f/(float)vg.refresh_rate)*1000.0f, + (ui_rect){ 4, 4, 250, 0 }, 0 + ); + + if( vg_profiler ) + { + + char perf[128]; + + snprintf( perf, 127, + "x: %d y: %d\n" + "refresh: %.1f (%.1fms)\n" + "samples: %d\n" + "iterations: %d (acc: %.3fms%%)\n", + vg.window_x, vg.window_y, + vg.refresh_rate, (1.0f/vg.refresh_rate)*1000.0f, + vg.samples, + vg.fixed_iterations, + (vg.accumulator/VG_TIMESTEP_FIXED)*100.0f ); + + ui_text( (ui_rect){258, 4+24+12,0,0},perf, 1,0); + } + + audio_debug_ui( vg.pv ); vg_ui(); vg_console_draw(); - vg_debugtools_draw(); - ui_resolve( &ui_global_ctx ); - ui_draw( &ui_global_ctx, NULL ); + ui_resolve(); + ui_draw( NULL ); } - - glfwSwapBuffers( vg_window ); - VG_CHECK_GL(); } + + vg_profile_end( &vg_prof_render ); + + glfwSwapBuffers( vg.window ); + vg_run_synced_content(); } - - vg_exit(); + + vg_console_write_persistent(); + + vg_mutex_lock( &vg.mux_engine_status ); + vg.engine_status = k_engine_status_none; + vg_mutex_unlock( &vg.mux_engine_status ); + + vg_loader_free(); + + vg_success( "If you see this it means everything went.. \"well\".....\n" ); + glfwTerminate(); } -#ifndef VG_3D -void vg_projection_update(void) +/* + * Immediately transfer away from calling thread into a safe loop, signal for + * others to shutdown, then free everything once the user closes the window. + * + * FIXME(bug): glfwWindowShouldClose() never returns 1 in windows via wine, ONLY + * when calling the program from outside its normal directory. + */ +VG_STATIC void vg_fatal_exit_loop( const char *error ) { - /* - * Reproject screenspace mouse into world + /* + * https://www.gnu.org/software/libc/manual/html_node/Backtraces.html + * thanks gnu <3 + * + * TODO: this on windows? */ - 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 ); -} +#ifndef _WIN32 + + void *array[20]; + char **strings; + int size, i; + + size = backtrace( array, 20 ); + strings = backtrace_symbols( array, size ); + + if( strings != NULL ) + { + vg_error( "---------------- gnu backtrace -------------\n" ); + + for( int i=0; i