X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg%2Fvg.h;h=b35091b5aa5e2779e39c64ccf76bdad1dee225ee;hb=bd3188f0fe52c9231f79af85d6cfaef2576b9f83;hp=5220ae750eba1ee17a6711a195b295db86d3e041;hpb=f17b92e32e2edae3692d5ea87844fbdf4a779952;p=fishladder.git diff --git a/vg/vg.h b/vg/vg.h index 5220ae7..b35091b 100644 --- a/vg/vg.h +++ b/vg/vg.h @@ -10,12 +10,24 @@ #include "gl/glad/glad.h" #include "gl/glfw3.h" +#define STB_DS_IMPLEMENTATION +#define STB_IMAGE_IMPLEMENTATION +#include "stb/stb_ds.h" +#include "stb/stb_image.h" + +#include "vg/vg_platform.h" + void vg_register_exit( void( *funcptr )(void), const char *name ); void vg_exiterr( const char *strErr ); -#include "vg/vg_platform.h" +m3x3f vg_pv; + +#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 "steam/steamworks_thin.h" @@ -29,8 +41,8 @@ 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; @@ -175,7 +187,24 @@ 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; @@ -211,8 +240,8 @@ 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 ) @@ -226,13 +255,14 @@ 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_register(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 @@ -254,7 +284,7 @@ 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, 4 ); + glfwWindowHint( GLFW_SAMPLES, 1 ); GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor(); @@ -310,37 +340,63 @@ 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_register(); + 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 ); + vg_start(); + + // 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(); } +// 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 ); +} + u32 NvOptimusEnablement = 0x00000001; int AmdPowerXpressRequestHighPerformance = 1;