X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg%2Fvg.h;h=74a8775cf8c10e11e8d3ca57fe7ba202b92184f4;hb=95036f2af35f1b5af66bfcd90811f7c3c4bebf78;hp=c6b8fb9d21af30ad17914dca6bb19244da0affe5;hpb=57a968ab8ebab8b69852c81697bc8cd27f4784ed;p=fishladder.git diff --git a/vg/vg.h b/vg/vg.h index c6b8fb9..74a8775 100644 --- a/vg/vg.h +++ b/vg/vg.h @@ -15,174 +15,41 @@ #include "stb/stb_ds.h" #include "stb/stb_image.h" -#include "cglm/include/cglm/cglm.h" +#include "vg/vg_platform.h" void vg_register_exit( void( *funcptr )(void), const char *name ); void vg_exiterr( const char *strErr ); -mat4 vg_pv; +m3x3f vg_pv; -#include "vg/vg_platform.h" +#include "vg/vg_m.h" #include "vg/vg_io.h" -#include "vg/vg_audio.h" -#include "vg/vg_shader.h" -#include "vg/vg_lines.h" -#include "vg/vg_tex.h" +#include "vg/vg_gldiag.h" -#include "steam/steamworks_thin.h" - -static inline float vg_get_axis( const char *axis ) __attribute__((unused)); -static inline int vg_get_button( const char *button ) __attribute__((unused)); -static inline int vg_get_button_down( const char *button ) __attribute__((unused)); -static inline int vg_get_button_up( const char *button ) __attribute__((unused)); +#ifndef VG_TOOLS -// Globals +// Engine globals GLFWwindow* vg_window; int vg_window_x = 1280; int vg_window_y = 720; -float vg_mouse_x; -float vg_mouse_y; +v2f vg_mouse; +v3f vg_mouse_ws; float vg_time; float vg_time_last; float vg_time_delta; -// Input -// =========================================================================================================== -GLFWgamepadstate vg_gamepad; -int vg_gamepad_ready = 0; -const char *vg_gamepad_name = NULL; -int vg_gamepad_id; - -enum EInputMode -{ - k_EInputMode_pc, - k_EInputMode_gamepad -} -vg_input_mode; - -static struct axis_binding -{ - const char *name; - union - { - int positive; - int bind; - }; - int negative; - - float value; -} -vg_axis_binds[]; - -static struct button_binding -{ - const char *name; - int bind; - - int value; int prev; -} -vg_button_binds[]; - -#include "vg/config.h" - -#pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wreturn-type" - -static inline float vg_get_axis( const char *axis ) -{ - for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ ) - { - if( !strcmp( axis, vg_axis_binds[i].name ) ) - { - return vg_axis_binds[i].value; - } - } -} - -static inline struct button_binding *vg_get_button_ptr( const char *button ) -{ - for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ ) - { - if( !strcmp( button, vg_button_binds[i].name ) ) - { - return vg_button_binds + i; - } - } -} -#pragma GCC diagnostic pop - -static inline int vg_get_button( const char *button ) -{ - return vg_get_button_ptr( button )->value; -} - -static inline int vg_get_button_down( const char *button ) -{ - struct button_binding *bind = vg_get_button_ptr( button ); - return bind->value & (bind->value ^ bind->prev); -} - -static inline int vg_get_button_up( const char *button ) -{ - struct button_binding *bind = vg_get_button_ptr( button ); - return bind->prev & (bind->value ^ bind->prev); -} - -static inline int key_is_keyboard( int const id ) -{ - static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" ); - return id > GLFW_MOUSE_BUTTON_LAST; -} - -// Mouse AND Keyboard get button press -int get_button_cross_device( int const id ) -{ - if( key_is_keyboard( id ) ) - { - return glfwGetKey( vg_window, id ); - } - else - { - return glfwGetMouseButton( vg_window, id ) == GLFW_PRESS; - } -} +// Engine components +#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_debug.h" -void vg_update_inputs(void) -{ - // Update button inputs - for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ ) - { - struct button_binding *binding = vg_button_binds + i; - binding->prev = binding->value; - - if( vg_input_mode == k_EInputMode_pc ) - { - binding->value = get_button_cross_device( binding->bind ); - } - else - { - binding->value = vg_gamepad.buttons[ binding->bind ]; - } - } - - // Update axis inputs - for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ ) - { - struct axis_binding *binding = vg_axis_binds + i; - - if( vg_input_mode == k_EInputMode_pc ) - { - binding->value = get_button_cross_device( binding->positive ); - binding->value -= get_button_cross_device( binding->negative ); - } - else - { - binding->value = vg_gamepad.axes[ binding->bind ]; - } - } -} +#include "steam/steamworks_thin.h" // Engine main // =========================================================================================================== @@ -240,8 +107,8 @@ void vg_exiterr( const char *strErr ) void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos ) { - vg_mouse_x = xpos; - vg_mouse_y = ypos; + vg_mouse[0] = xpos; + vg_mouse[1] = ypos; } void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset ) @@ -284,7 +151,7 @@ static void vg_init( int argc, char *argv[], const char *window_name ) glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE ); glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE ); - glfwWindowHint( GLFW_SAMPLES, 1 ); + glfwWindowHint( GLFW_SAMPLES, 4 ); GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor(); @@ -324,6 +191,8 @@ static void vg_init( int argc, char *argv[], const char *window_name ) const unsigned char* glver = glGetString( GL_VERSION ); vg_success( "Load setup complete, OpenGL version: %s\n", glver ); + vg_run_gfx_diagnostics(); + for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ ) { if( glfwJoystickIsGamepad( id ) ) @@ -334,14 +203,14 @@ static void vg_init( int argc, char *argv[], const char *window_name ) vg_gamepad_ready = 1; vg_gamepad_id = id; - return; + break; } } - vg_audio_init(); - vg_register_exit( &vg_audio_free, "vg_audio_free" ); 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" ); @@ -350,6 +219,9 @@ static void vg_init( int argc, char *argv[], const char *window_name ) { vg_start(); + vg_audio_init(); + vg_register_exit( &vg_audio_free, "vg_audio_free" ); + // Main gameloop while( !glfwWindowShouldClose( vg_window ) ) { @@ -361,13 +233,13 @@ static void vg_init( int argc, char *argv[], const char *window_name ) vg_time_last = vg_time; vg_time = glfwGetTime(); - vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f ); + vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f ); vg_update_inputs(); vg_update(); vg_render(); - vg_lines_drawall(); + vg_lines_drawall((float*)vg_pv); vg_ui(); @@ -380,5 +252,25 @@ static void vg_init( int argc, char *argv[], const char *window_name ) vg_exit(); } +// Screen projections +// ============================================================================================ + +void vg_projection_update(void) +{ + // Do transform local->world + 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 ); +} + +#endif + u32 NvOptimusEnablement = 0x00000001; int AmdPowerXpressRequestHighPerformance = 1;