X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg%2Fvg.h;h=512c9a39defb6808ef31ebc6f8cd173d38cc6e13;hb=00bd0600086421b4e1a24cd7e5d44729b8ebb9f4;hp=5220ae750eba1ee17a6711a195b295db86d3e041;hpb=f17b92e32e2edae3692d5ea87844fbdf4a779952;p=fishladder.git diff --git a/vg/vg.h b/vg/vg.h index 5220ae7..512c9a3 100644 --- a/vg/vg.h +++ b/vg/vg.h @@ -10,12 +10,21 @@ #include "gl/glad/glad.h" #include "gl/glfw3.h" +#define STB_DS_IMPLEMENTATION +#include "stb/stb_ds.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 "steam/steamworks_thin.h" @@ -175,7 +184,24 @@ void vg_update_inputs(void) // Engine main // =========================================================================================================== -#define VG_GAMELOOP __attribute__((weak)) +#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); u32 vg_exit_count = 0; @@ -226,13 +252,13 @@ void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h ) vg_window_y = h; } -void vg_start(void) VG_GAMELOOP; -void vg_update(void) VG_GAMELOOP; -void vg_render(void) VG_GAMELOOP; -void vg_ui(void) VG_GAMELOOP; -void vg_free(void) VG_GAMELOOP; +static void vg_start(void) VG_GAMELOOP; +static void vg_update(void) 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_init( int argc, char *argv[], const char *window_name ) +static void vg_init( int argc, char *argv[], const char *window_name ) { #ifdef VG_STEAM // Initialize steamworks @@ -310,35 +336,41 @@ void vg_init( int argc, char *argv[], const char *window_name ) vg_audio_init(); vg_register_exit( &vg_audio_free, "vg_audio_free" ); + vg_lines_init(); + vg_register_exit( &vg_lines_free, "vg_lines_free" ); - if( vg_start ) vg_start(); + vg_start(); + vg_register_exit( &vg_free, "vg_free" ); - // Main gameloop - while( !glfwWindowShouldClose( vg_window ) ) + if( vg_shaders_compile() ) { - glfwPollEvents(); - - #ifdef VG_STEAM - sw_RunSteamEventLoop(); - #endif - - vg_time_last = vg_time; - vg_time = glfwGetTime(); - vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f ); - - vg_update_inputs(); - - if( vg_update ) vg_update(); - - // Update mashed projections etc - - if( vg_render ) vg_render(); - if( vg_ui ) vg_ui(); - - glfwSwapBuffers( vg_window ); + // Main gameloop + while( !glfwWindowShouldClose( vg_window ) ) + { + glfwPollEvents(); + + #ifdef VG_STEAM + sw_RunSteamEventLoop(); + #endif + + vg_time_last = vg_time; + vg_time = glfwGetTime(); + vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f ); + + vg_update_inputs(); + vg_update(); + vg_render(); + + vg_lines_drawall(); + + vg_ui(); + + glfwSwapBuffers( vg_window ); + + VG_CHECK_GL(); + } } - if( vg_free ) vg_free(); vg_exit(); }