X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=src%2Fvg%2Fvg.h;h=f3ed6991690edd23e57b12697a910e2b5ebe557d;hb=367883958336d1c04c8a304af6119b21f0f2f15a;hp=fc6e0afda1d970ada7f555292295b4bd95ec5685;hpb=94b61bed97af43179b37593f4453a05d03687cbc;p=vg.git diff --git a/src/vg/vg.h b/src/vg/vg.h index fc6e0af..f3ed699 100644 --- a/src/vg/vg.h +++ b/src/vg/vg.h @@ -1,18 +1,10 @@ -/* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */ - -static void vg_exiterr( const char *err ); -static void vg_exit(void); +/* 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 "vg_platform.h" + #if defined(VG_SERVER) || defined(VG_TOOLS) #define VG_NON_CLIENT @@ -20,22 +12,23 @@ static void vg_exit(void); #ifndef VG_SERVER #include "../../dep/glad/glad.h" -#include "../../dep/glfw/glfw3.h" -#endif -#define STB_DS_IMPLEMENTATION -#include "stb/stb_ds.h" +#define GLFW_INCLUDE_GLCOREARB -#define QOI_IMPLEMENTATION -#include "phoboslab/qoi.h" +#ifdef _WIN32 + #define GLFW_DLL +#endif + +#include "../../dep/glfw/glfw3.h" +#endif #include "vg_stdint.h" -#include "vg_platform.h" void vg_register_exit( void( *funcptr )(void), const char *name ); #include "vg_m.h" #include "vg_io.h" +#include "vg_log.h" #ifdef VG_STEAM //#include "vg_steamworks.h" @@ -48,22 +41,11 @@ void vg_register_exit( void( *funcptr )(void), const char *name ); #ifndef VG_NON_CLIENT -/* Engine globals */ -GLFWwindow* vg_window; +m4x4f vg_pv; -#ifdef VG_3D - m4x4f vg_pv; -#else - m3x3f vg_pv; -#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; -#endif +int vg_window_x = 0; +int vg_window_y = 0; +int vg_samples = 0; v2f vg_mouse; v2f vg_mouse_wheel; @@ -73,115 +55,325 @@ double vg_time, vg_time_last, vg_time_delta; -#include "vg_audio.h" -#include "vg_shader.h" -#include "vg_tex.h" -#include "vg_input.h" -#include "vg_ui.h" -#include "vg_console.h" -#include "vg_lines.h" -#include "vg_debug.h" - -#ifndef VG_RELEASE -void vg_checkgl( const char *src_info ) +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; + + /* Gamepad */ + GLFWgamepadstate gamepad; + int gamepad_ready; + const char *gamepad_name; + int gamepad_id; } +static vg; - #define VG_STRINGIT( X ) #X - #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) ) +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_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 +static void vg_fatal_exit_loop( const char *error ); -#define VG_GAMELOOP +static void vg_ensure_engine_running(void) +{ + /* 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 ); -void( *vg_on_exit[16] )(void); -u32 vg_exit_count = 0; + /* 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 ); + } -void vg_register_exit( void( *funcptr )(void), const char *name ) -{ - vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name ); - vg_on_exit[ vg_exit_count ++ ] = funcptr; + VG_SYNC_LOG( "[%d] about to kill\n"); + vg_thread_exit(); + } + vg_mutex_unlock( &vg.mux_engine_status ); } -static 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. + */ +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" ); - exit(0); + /* 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 ++; } -static void vg_exiterr( const char *err ) +/* + * Signify that we are done with the OpenGL context in this thread. + * Anything after this call will be in an undefined context. + */ +static void vg_release_thread_sync(void) { - vg_error( "Engine Fatal: %s\n", err ); - vg_exit(); + 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 ) +static void vg_run_synced_content(void) { - vg_mouse[0] = xpos; - vg_mouse[1] = ypos; + 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 ); } -void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset ) +static void vg_opengl_sync_init(void) { - vg_mouse_wheel[0] += xoffset; - vg_mouse_wheel[1] += yoffset; + 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; } +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_audio.h" +#include "vg_shader.h" +#include "vg_tex.h" +#include "vg_input.h" +#include "vg_ui.h" +#include "vg_console.h" +#include "vg_lines.h" +#include "vg_debug.h" +#include "vg_loader.h" +#include "vg_opt.h" +#define 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_update(int loaded) 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; + +static void vg_checkgl( const char *src_info ) +{ + 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[0] = xpos; + vg_mouse[1] = ypos; +} + +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 ) { + 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 ) +static int vg_bake_shaders(void) { -#ifdef VG_STEAM - if( !sw_init() ) - return; -#endif - + vg_acquire_thread_sync(); + + if( !vg_shaders_recompile() ) + { + vg_shaders_free(NULL); + vg_release_thread_sync(); + return 0; + } + else + { + vg_release_thread_sync(); + vg_loader_highwater( NULL, vg_shaders_free, NULL ); + return 1; + } +} + +void vg_preload(void); +void vg_load(void); +static void vg_load_full(void) +{ + vg_preload(); + + /* internal */ + vg_loader_highwater( vg_gamepad_init, NULL, NULL ); + vg_loader_highwater( vg_lines_init, vg_lines_free, NULL ); + vg_loader_highwater( vg_audio_init, vg_audio_free, NULL ); + + /* client */ + vg_load(); + + vg_acquire_thread_sync(); + vg.is_loaded = 1; + vg_release_thread_sync(); +} + +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 ) ) ); + } + } + + 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_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(); @@ -189,131 +381,255 @@ 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; + /* TODO? */ + glfwWindowHint( GLFW_REFRESH_RATE, 60 ); + + if( !vg_window_x ) + vg_window_x = mode->width; + + if( !vg_window_y ) + vg_window_y = mode->height; - glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate ); - 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; + } - glfwMakeContextCurrent( vg_window ); + /* 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 ); 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 ); + glfwSetCharCallback( vg.window, console_proc_wchar ); + glfwSetKeyCallback( vg.window, console_proc_key ); #if 0 glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #endif 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( !ui_default_init() ) + goto il_exit_ui; - vg_shaders_recompile(0,NULL); - vg_register_exit( &vg_shaders_free, "vg_shaders_free" ); - vg_function_push( (struct vg_cmd){ - .name = "shaders", - .function = vg_shaders_recompile - }); + if( !vg_loader_init() ) + goto il_exit_loader; - if( !vg_audio_init() ) - vg_exit(); - vg_register_exit( &vg_audio_free, "vg_audio_free" ); + vg_mutex_init( &vg.mux_engine_status ); + vg.engine_status = k_engine_status_running; - vg_start(); + vg_opengl_sync_init(); + vg_loader_start(); - vg_console_init(); - vg_register_exit( &vg_console_free, "Console" ); - - /* - * Main gameloop - */ - while( !glfwWindowShouldClose( vg_window ) ) + int loaded = 0; + int counter =0; + while(1) { - v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel ); + if( glfwWindowShouldClose( vg.window ) ) + break; + v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel ); 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_render(); - - vg_lines_drawall((float*)vg_pv); - + if( vg.is_loaded ) { - 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" ) ); + glClearColor( 0.0f,sinf(vg_time*20.0)*0.5f+0.5f,0.0f,1.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); - audio_debug_ui(); - vg_ui(); - vg_console_draw(); - - ui_resolve( &ui_global_ctx ); - ui_draw( &ui_global_ctx, NULL ); + if( !loaded ) + { + vg_start(); + loaded = 1; + } } - - glfwSwapBuffers( vg_window ); - VG_CHECK_GL(); + else + { + vg_loader_render(); + } + + vg_update_inputs(); + vg_update( loaded ); + + counter ++; + +#if 0 + if( counter == 30 ) + vg_fatal_exit_loop( "Test crash from main, while loading (-O0)" ); +#endif + + if( loaded ) + { + vg_render(); + + /* 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" ) ); + + audio_debug_ui( vg_pv ); + vg_ui(); + vg_console_draw(); + + ui_resolve( &ui_global_ctx ); + ui_draw( &ui_global_ctx, NULL ); + } + } + + 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(); + +il_exit_loader: + ui_default_free(); + +il_exit_ui: + 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. + */ +static void vg_fatal_exit_loop( const char *error ) { - /* - * Reproject screenspace mouse into world - */ + vg_error( "Fatal error: %s\n", error ); + assert( vg_semaphore_trywait( &vg.sem_fatal ) ); - 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 ); + vg_mutex_lock( &vg.mux_engine_status ); + + if( vg.engine_status == k_engine_status_none ) + { + vg_mutex_unlock( &vg.mux_engine_status ); + + /* TODO: Correct shutdown before other systems */ + exit(0); + } + else + { + vg_mutex_unlock( &vg.mux_engine_status ); + + /* + * if main + * if loader running + * wait until loader checks in, it will die + * else + * pass immediately + * else + * if have context + * pass immediately + * else + * wait for main to get to us, it will never be used again + * + * undefined behaviour: + * fatal_exit_loop is called in both threads, preventing an appropriate + * reaction to the crash. This *should* be made + * obvious by the assertion + */ + vg_acquire_thread_sync(); + + vg_mutex_lock( &vg.mux_engine_status ); + vg.engine_status = k_engine_status_crashed; + vg.str_const_engine_err = error; + vg_mutex_unlock( &vg.mux_engine_status ); + + /* + * Wait for loader to finish what it was doing, if it was running. + * Then we can continue in our nice error screen + */ + if( vg_thread_info.purpose == k_thread_purpose_main ) + { + vg_semaphore_wait( &vg.sem_loader ); + } + vg_audio_free(NULL); + + /* + * todo: draw error loop + */ + while(1) + { + if( glfwWindowShouldClose( vg.window ) ) + break; + + glfwPollEvents(); + + glClearColor( 0.15f + sinf(glfwGetTime())*0.1f, 0.0f, 0.0f,1.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + glViewport( 0,0, vg_window_x, vg_window_y ); + + vg_render_log(); + + glfwSwapBuffers( vg.window ); + } + + /* Can now shutdown and EXIT */ + vg_loader_free(); + ui_default_free(); + + glfwTerminate(); + exit(0); + } +} + +#else + +static void vg_fatal_exit_loop( const char *error ) +{ + vg_error( "Fatal error: %s\n", error ); + exit(0); } -#endif #endif