X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg.h;h=4b8956a1989c7cd5ff7ba57d7b65712a606de78a;hb=76d234b7dc5e6500e8a54009b367e7620f11ef97;hp=25dc65ecda9fe173b754daa9adcce05a9c76cb55;hpb=adb4f3b3c7e8ee28f7b4cd58e0d33c3a5e174c55;p=vg.git diff --git a/vg.h b/vg.h index 25dc65e..4b8956a 100644 --- a/vg.h +++ b/vg.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */ +/* Copyright (C) 2021-2023 Harry Godden (hgn) - All Rights Reserved */ /* @@ -26,17 +26,17 @@ |IMP| | |.------------- vg_start(void) ---------------' | | | | | | | v -|IMP| | vg_update(void) +|IMP| | vg_pre_update(void) | | | | | | | .-----+. -| | | | | +| | | | | called 0x to 8x | | | | v -|IMP| | '- vg_update_fixed(void) +|IMP| | '- vg_fixed_update(void) | | | | | | | .-' | | | | | | | v -|IMP| | vg_update_post(void) +|IMP| | vg_post_update(void) | | | | | | | v |IMP| | vg_render(void) @@ -45,58 +45,21 @@ |IMP| | vg_ui(void) | | | | | | '----' -'___' - - .-. -| ? | -| | .-------------------------------------. -|API| | vg_fatal_exit_loop( const char *err ) | -| | '-------------------------------------' -| | | -| | .------+. -| | | | -| | | v -|IMP| '- vg_framebuffer_resize(void) '___' */ -#ifndef VG_STATIC - #define VG_STATIC -#endif - -/* API */ -VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ); - -/* Thread 1 */ -VG_STATIC void vg_preload(void); -VG_STATIC void vg_load(void); - -/* Main thread */ -VG_STATIC void vg_launch_opt(void); -VG_STATIC void vg_start(void); - -VG_STATIC void vg_framebuffer_resize(int w, int h); -VG_STATIC void vg_update(void); -VG_STATIC void vg_update_fixed(void); -VG_STATIC void vg_update_post(void); - -VG_STATIC void vg_render(void); -VG_STATIC void vg_ui(void); - #ifndef VG_HEADER_H #define VG_HEADER_H + const char *vg_get_basepath(void); + #include "vg_platform.h" #include "vg_mem.h" - - #ifndef _WIN32 - #include - #endif #ifdef VG_GAME #include "dep/glad/glad.h" - #include "submodules/SDL/include/SDL.h" + #include "dep/sdl/include/SDL.h" #include "vg_stdint.h" void vg_register_exit( void( *funcptr )(void), const char *name ); @@ -104,7 +67,9 @@ VG_STATIC void vg_ui(void); #include "vg_m.h" #include "vg_io.h" #include "vg_log.h" +#ifndef VG_NO_STEAM #include "vg_steam.h" +#endif //#define VG_SYNC_DEBUG #ifdef VG_SYNC_DEBUG @@ -114,33 +79,46 @@ VG_STATIC void vg_ui(void); #define VG_SYNC_LOG(...) #endif -struct vg -{ +/* API */ +static void vg_enter( int argc, char *argv[], const char *window_name ); + +/* Thread 1 */ +static void vg_preload(void); +static void vg_load(void); + +/* Main thread */ +static void vg_launch_opt(void); +static void vg_start(void); + +static void vg_framebuffer_resize(int w, int h); +static void vg_pre_update(void); +static void vg_fixed_update(void); +static void vg_post_update(void); + +static void vg_render(void); +static void vg_gui(void); + +struct vg{ /* Engine sync */ SDL_Window *window; SDL_GLContext gl_context; + const char *base_path; - SDL_SpinLock sl_context; - SDL_sem *sem_allow_exec, - *sem_exec_finished, - *sem_loader; + SDL_sem *sem_loader; /* allows only one loader at a time */ + jmp_buf env_loader_exit; SDL_threadID thread_id_main, - thread_id_loader, - thread_id_with_opengl_context; - int context_ownership_depth; - - int exec_context; + thread_id_loader; + void *thread_data; - enum engine_status - { + SDL_SpinLock sl_status; + enum engine_status{ k_engine_status_none, + k_engine_status_load_internal, k_engine_status_running, k_engine_status_crashed } engine_status; - const char *str_const_engine_err; - int is_loaded; /* Window information */ int window_x, @@ -148,7 +126,16 @@ struct vg samples, window_should_close; - float refresh_rate; + int display_refresh_rate, + fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */ + + enum vsync_feature{ + k_vsync_feature_disabled=0, + k_vsync_feature_enabled=1, + k_vsync_feature_enabled_adaptive=2, + k_vsync_feature_error=3 + } + vsync_feature; double mouse_pos[2]; v2f mouse_delta, @@ -156,17 +143,19 @@ struct vg /* Runtime */ double time, - time_delta, - frame_delta, time_real, - time_real_last, + time_delta, time_rate, - accumulator; + + time_fixed_accumulator, + time_fixed_extrapolate, + time_frame_delta; + + u64 time_hp, time_hp_last, time_spinning; int fixed_iterations; - enum engine_stage - { + enum engine_stage{ k_engine_stage_none, k_engine_stage_update, k_engine_stage_update_fixed, @@ -176,17 +165,19 @@ struct vg engine_stage; /* graphics */ -#if 0 m4x4f pv; -#endif - enum quality_profile - { + enum quality_profile{ k_quality_profile_high = 0, k_quality_profile_low = 1, } quality_profile; + + float loader_ring; +} +static vg = { .time_rate = 1.0 }; +const char *vg_get_basepath(void){ + return vg.base_path; } -VG_STATIC vg = { .time_rate = 1.0 }; enum vg_thread_purpose { @@ -195,442 +186,476 @@ enum vg_thread_purpose k_thread_purpose_loader }; -VG_STATIC void vg_fatal_exit_loop( const char *error ); +#include "vg_async.h" -/* - * Checks if the engine is running - */ -VG_STATIC void _vg_ensure_engine_running(void) +static enum engine_status _vg_engine_status(void) { - /* Check if the engine is no longer running */ - SDL_AtomicLock( &vg.sl_context ); + SDL_AtomicLock( &vg.sl_status ); enum engine_status status = vg.engine_status; - SDL_AtomicUnlock( &vg.sl_context ); + SDL_AtomicUnlock( &vg.sl_status ); - if( status != k_engine_status_running ) - { - while(1) - { - VG_SYNC_LOG( "[%d] No longer running...\n"); - SDL_Delay(1000); - } - } + return status; } -VG_STATIC enum vg_thread_purpose vg_thread_purpose(void) +static enum vg_thread_purpose vg_thread_purpose(void) { - SDL_AtomicLock( &vg.sl_context ); + SDL_AtomicLock( &vg.sl_status ); - if( vg.thread_id_main == SDL_GetThreadID(NULL) ) - { - SDL_AtomicUnlock( &vg.sl_context ); + if( vg.thread_id_main == SDL_GetThreadID(NULL) ){ + SDL_AtomicUnlock( &vg.sl_status ); return k_thread_purpose_main; } - else - { - SDL_AtomicUnlock( &vg.sl_context ); + else{ + SDL_AtomicUnlock( &vg.sl_status ); return k_thread_purpose_loader; } } -/* - * 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) -{ - /* We dont want to do anything if this is the main thread */ - - if( vg_thread_purpose() == k_thread_purpose_loader ) - { - VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" ); - _vg_ensure_engine_running(); - - SDL_AtomicLock( &vg.sl_context ); - if( vg.context_ownership_depth == 0 ) - { - vg.context_ownership_depth ++; - vg.exec_context = 1; - SDL_AtomicUnlock( &vg.sl_context ); - - /* wait until told we can go */ - VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" ); - SDL_SemWait( vg.sem_allow_exec ); - - _vg_ensure_engine_running(); - - SDL_GL_MakeCurrent( vg.window, vg.gl_context ); - VG_SYNC_LOG( "[%d] granted\n" ); - } - else - { - vg.context_ownership_depth ++; - VG_SYNC_LOG( "[%d] granted\n" ); - SDL_AtomicUnlock( &vg.sl_context ); - } - } -} - -/* - * 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) -{ - if( vg_thread_purpose() == k_thread_purpose_loader ) - { - VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" ); +static void vg_assert_thread( enum vg_thread_purpose required ){ + enum vg_thread_purpose purpose = vg_thread_purpose(); - SDL_AtomicLock( &vg.sl_context ); - vg.context_ownership_depth --; - - if( vg.context_ownership_depth == 0 ) - { - SDL_AtomicUnlock( &vg.sl_context ); - VG_SYNC_LOG( "[%d] Releasing context.\n" ); - SDL_GL_MakeCurrent( NULL, NULL ); - SDL_SemPost( vg.sem_exec_finished ); - } - else - SDL_AtomicUnlock( &vg.sl_context ); + if( purpose != required ){ + vg_fatal_error( "thread_purpose must be %u not %u\n", required, purpose ); } } -VG_STATIC void _vg_run_synced(void) +static void _vg_opengl_sync_init(void) { - SDL_AtomicLock( &vg.sl_context ); - - if( vg.exec_context != 0 ) - { - VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg.exec_context ); - vg.exec_context = 0; - SDL_AtomicUnlock( &vg.sl_context ); - - /* allow operations to go */ - SDL_GL_MakeCurrent( NULL, NULL ); - SDL_SemPost( vg.sem_allow_exec ); - - /* wait for operations to complete */ - VG_SYNC_LOG( "[%d] Waiting for content.\n" ); - SDL_SemWait( 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" ); - SDL_GL_MakeCurrent( vg.window, vg.gl_context ); - } - else - { - VG_SYNC_LOG( "[%d] Nothing to do.\n" ); - SDL_AtomicUnlock( &vg.sl_context ); - } -} - -VG_STATIC void _vg_opengl_sync_init(void) -{ - vg.sem_allow_exec = SDL_CreateSemaphore(0); - vg.sem_exec_finished = SDL_CreateSemaphore(0); vg.sem_loader = SDL_CreateSemaphore(1); } -VG_STATIC void vg_checkgl( const char *src_info ); +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" +#ifndef VG_NO_AUDIO + #include "vg_audio.h" +#endif #include "vg_shader.h" #include "vg_tex.h" #include "vg_input.h" -#include "vg_ui.h" +#include "vg_imgui.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()"}; +static struct vg_profile vg_prof_update = {.name="update()"}, + vg_prof_render = {.name="render()"}, + vg_prof_swap = {.name="swap"}; -VG_STATIC void vg_checkgl( const char *src_info ) +static void vg_checkgl( const char *src_info ) { int fail = 0; GLenum err; - while( (err = glGetError()) != GL_NO_ERROR ) - { + 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" ); + vg_fatal_error( "OpenGL Error" ); } -VG_STATIC void vg_bake_shaders(void) +static void async_vg_bake_shaders( void *payload, u32 size ) { - vg_acquire_thread_sync(); + vg_shaders_compile(); +} -#if 0 - vg_function_push( (struct vg_cmd) - { - .name = "shaders", - .function = vg_shaders_live_recompile - }); -#endif +static void vg_bake_shaders(void) +{ + vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL ); + vg_async_call( async_vg_bake_shaders, NULL, 0 ); +} - vg_shaders_compile(); - vg_release_thread_sync(); +void async_internal_complete( void *payload, u32 size ) +{ + vg_success( "Internal async setup complete\n" ); + SDL_AtomicLock( &vg.sl_status ); + + if( vg.engine_status == k_engine_status_crashed ){ + SDL_AtomicUnlock( &vg.sl_status ); + return; + } + else{ + vg.engine_status = k_engine_status_running; + } + + SDL_AtomicUnlock( &vg.sl_status ); } -VG_STATIC void _vg_load_full(void) +static void _vg_load_full( void *data ) { vg_preload(); /* internal */ vg_loader_step( vg_input_init, vg_input_free ); vg_loader_step( vg_lines_init, NULL ); +#ifndef VG_NO_AUDIO vg_loader_step( vg_audio_init, vg_audio_free ); +#endif vg_loader_step( vg_profiler_init, NULL ); + vg_async_call( async_internal_complete, NULL, 0 ); + /* client */ vg_load(); } -VG_STATIC void _vg_process_events(void) +static void _vg_process_events(void) { - /* Update timers */ - vg.time_real_last = vg.time_real; - vg.time_real = (double)SDL_GetTicks64() / 1000.0; - vg.frame_delta = vg.time_real-vg.time_real_last; - v2_zero( vg.mouse_wheel ); v2_zero( vg.mouse_delta ); + /* Update input */ + vg_process_inputs(); + /* SDL event loop */ SDL_Event event; - while( SDL_PollEvent( &event ) ) - { - if( event.type == SDL_KEYDOWN ) - { - console_proc_key( event.key.keysym ); + while( SDL_PollEvent( &event ) ){ + if( event.type == SDL_KEYDOWN ){ + if( vg_console.enabled && + (vg_ui.focused_control_type != k_ui_control_modal) ){ + if( event.key.keysym.sym == SDLK_ESCAPE || + event.key.keysym.scancode == SDL_SCANCODE_GRAVE ){ + vg_console.enabled = 0; + ui_defocus_all(); + } + else if( (event.key.keysym.mod & KMOD_CTRL) && + event.key.keysym.sym == SDLK_n ){ + _console_suggest_next(); + } + else if( (event.key.keysym.mod & KMOD_CTRL ) && + event.key.keysym.sym == SDLK_p ){ + _console_suggest_prev(); + } + else{ + _ui_proc_key( event.key.keysym ); + } + } + else{ + if( event.key.keysym.scancode == SDL_SCANCODE_GRAVE ){ + vg_console.enabled = 1; + } + else { + _ui_proc_key( event.key.keysym ); + } + } } - else if( event.type == SDL_MOUSEWHEEL ) - { + else if( event.type == SDL_MOUSEWHEEL ){ vg.mouse_wheel[0] += event.wheel.preciseX; vg.mouse_wheel[1] += event.wheel.preciseY; } + else if( event.type == SDL_CONTROLLERDEVICEADDED || + event.type == SDL_CONTROLLERDEVICEREMOVED ) + { + vg_input_device_event( &event ); + } else if( event.type == SDL_CONTROLLERAXISMOTION || event.type == SDL_CONTROLLERBUTTONDOWN || - event.type == SDL_CONTROLLERBUTTONUP || - event.type == SDL_CONTROLLERDEVICEADDED || - event.type == SDL_CONTROLLERDEVICEREMOVED - ) + event.type == SDL_CONTROLLERBUTTONUP ) { vg_input_controller_event( &event ); } - else if( event.type == SDL_MOUSEMOTION ) - { + else if( event.type == SDL_MOUSEMOTION ){ vg.mouse_delta[0] += event.motion.xrel; vg.mouse_delta[1] += event.motion.yrel; } - else if( event.type == SDL_WINDOWEVENT ) - { - if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ) - { + else if( event.type == SDL_WINDOWEVENT ){ + if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){ int w, h; SDL_GL_GetDrawableSize( vg.window, &w, &h ); - if( !w || !h ) - { + if( !w || !h ){ vg_warn( "Got a invalid framebuffer size: " "%dx%d... ignoring\n", w, h ); } - else - { + else{ vg.window_x = w; vg.window_y = h; vg_framebuffer_resize(w,h); } } - else if( event.window.event == SDL_WINDOWEVENT_CLOSE ) - { + else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){ vg.window_should_close = 1; } } - else if( event.type == SDL_TEXTINPUT ) - { - console_proc_utf8( event.text.text ); + else if( event.type == SDL_TEXTINPUT ){ + ui_proc_utf8( event.text.text ); } } vg.mouse_pos[0] += vg.mouse_delta[0]; vg.mouse_pos[1] += vg.mouse_delta[1]; - - /* Update input */ - vg_update_inputs(); } -VG_STATIC void _vg_gameloop_update(void) +static void _vg_gameloop_update(void) { vg_profile_begin( &vg_prof_update ); vg.engine_stage = k_engine_stage_update; - vg_update(); + vg_pre_update(); /* 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) ) - { - vg_update_fixed(); - vg_lines.allow_input = 0; + vg.time_fixed_accumulator += vg.time_delta; - vg.accumulator -= VG_TIMESTEP_FIXED; - vg.accumulator = VG_MAX( 0.0, vg.accumulator ); + while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){ + vg_fixed_update(); + vg_lines.allow_input = 0; + vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED; vg.fixed_iterations ++; - if( vg.fixed_iterations == 8 ) - { + if( vg.fixed_iterations == 8 ){ break; } } vg_lines.allow_input = 1; + vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED; vg.engine_stage = k_engine_stage_update; - vg_update_post(); + vg_post_update(); vg_profile_end( &vg_prof_update ); } -VG_STATIC void _vg_gameloop_render(void) +static void _vg_gameloop_render(void) { vg_profile_begin( &vg_prof_render ); - if( vg.is_loaded ) + /* render */ + vg.engine_stage = k_engine_stage_rendering; + vg_render(); + + /* ui */ + vg.engine_stage = k_engine_stage_ui; { - /* render */ - vg.engine_stage = k_engine_stage_rendering; - vg_render(); + ui_prerender(); + if( vg_console.enabled ){ + vg_ui.ignore_input_frames = 10; + vg_gui(); + vg_ui.ignore_input_frames = 0; + vg_ui.wants_mouse = 1; + _vg_console_draw(); + } + else vg_gui(); - /* ui */ - vg.engine_stage = k_engine_stage_ui; - { - ui_begin( vg.window_x, vg.window_y ); + /* vg tools */ +#ifndef VG_NO_AUDIO + audio_debug_ui( vg.pv ); +#endif - /* TODO */ - ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 ); + /* profiling */ + int frame_target = vg.display_refresh_rate; + if( vg.fps_limit > 0 ) frame_target = vg.fps_limit; + vg_profile_drawn( + (struct vg_profile *[]){ + &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3, + (1.0f/(float)frame_target)*1000.0f, + (ui_rect){ 4, 4, 250, 0 }, 0 + ); + if( vg_profiler ){ + char perf[256]; - 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); + snprintf( perf, 255, + "x: %d y: %d\n" + "refresh: %d (%.1fms)\n" + "samples: %d\n" + "iterations: %d (acc: %.3fms%%)\n" + "time: real(%.2f) delta(%.2f) rate(%.2f)\n" + " extrap(%.2f) frame(%.2f) spin( "PRINTF_U64" )\n", + vg.window_x, vg.window_y, + frame_target, (1.0f/(float)frame_target)*1000.0f, + vg.samples, + vg.fixed_iterations, + (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f, + vg.time_real, vg.time_delta, vg.time_rate, + vg.time_fixed_extrapolate, vg.time_frame_delta, + vg.time_spinning ); + + ui_text( (ui_rect){258, 4+24+12+12,900,900},perf,1,0,k_ui_align_left); + } + ui_postrender(); + } + + vg_profile_end( &vg_prof_render ); +} + +static int vg_framefilter( double dt ) +{ + if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){ + /* turn on vsync if not enabled */ + + enum vsync_feature requested = k_vsync_feature_enabled; + if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive; + + if( vg.vsync_feature != requested ){ + vg_info( "Setting swap interval\n" ); + + int swap_interval = 1; + if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1; + + if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){ + if( requested == k_vsync_feature_enabled ){ + vg_error( "Vsync is not supported by your system\n" ); + vg_warn( "You may be overriding it in your" + " graphics control panel.\n" ); + } + else{ + vg_error( "Adaptive Vsync is not supported by your system\n" ); + } + + vg.vsync_feature = k_vsync_feature_error; + vg.fps_limit = vg.display_refresh_rate; + + /* TODO: Make popup to notify user that this happened */ + return 1; } + else{ + vg_success( "Vsync enabled (%d)\n", requested ); + vg.vsync_feature = requested; + } + } - /* FIXME */ -#if 0 - audio_debug_ui( vg.pv ); -#endif - vg_ui(); - _vg_console_draw(); - - ui_resolve(); - ui_draw( NULL ); + return 0; + } + + if( vg.vsync_feature != k_vsync_feature_disabled ){ + SDL_GL_SetSwapInterval( 0 ); + vg.vsync_feature = k_vsync_feature_disabled; + } + + if( vg.fps_limit < 25 ) vg.fps_limit = 25; + if( vg.fps_limit > 300 ) vg.fps_limit = 300; + + double min_frametime = 1.0/(double)vg.fps_limit; + if( vg.time_frame_delta < min_frametime ){ + /* TODO: we can use high res nanosleep on Linux here */ + double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0; + u32 ms = (u32)floor( sleep_ms ); + + if( ms ){ + SDL_Delay( ms ); + } + else{ + vg.time_spinning ++; } + + return 1; } - vg_profile_end( &vg_prof_render ); + return 0; } -VG_STATIC void _vg_gameloop(void) +static int _vg_crashscreen(void) { - vg.accumulator = 0.75f * (1.0f/60.0f); +#if 0 + if( vg_getkey( SDLK_ESCAPE ) ) + return 1; +#endif + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f ); + glClear( GL_COLOR_BUFFER_BIT ); + glViewport( 0,0, vg.window_x, vg.window_y ); + + _vg_render_log(); + + return 0; +} + +static void _vg_gameloop(void){ + //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f); + + vg.time_hp = SDL_GetPerformanceCounter(); + vg.time_hp_last = vg.time_hp; int post_start = 0; - while(1) - { + while(1){ + + vg.time_hp = SDL_GetPerformanceCounter(); + u64 udt = vg.time_hp - vg.time_hp_last; + vg.time_hp_last = vg.time_hp; + + double dt = (double)udt / (double)SDL_GetPerformanceFrequency(); + + vg.time_frame_delta += dt; + + if( vg_framefilter( dt ) ) + continue; + + vg_profile_begin( &vg_prof_swap ); + SDL_GL_SwapWindow( vg.window ); + vg_profile_end( &vg_prof_swap ); + + enum engine_status status = _vg_engine_status(); + + vg.time_real += vg.time_frame_delta; + vg.time_delta = vg.time_frame_delta * vg.time_rate; + vg.time += vg.time_delta; + + vg_run_async_checked(); _vg_process_events(); if( vg.window_should_close ) break; - - /* scaled time */ - vg.time_delta = vg.frame_delta * vg.time_rate; - vg.time += vg.time_delta; - - if( vg.is_loaded ) - { - if( !post_start ) - { - vg_start(); - post_start = 1; - } + + if( status == k_engine_status_crashed ){ + if( _vg_crashscreen() ) + break; } - else - { - _vg_loader_render(); + else{ + if( status == k_engine_status_running ){ + _vg_gameloop_update(); + _vg_gameloop_render(); + } + else{ + _vg_loader_render(); + } } - _vg_gameloop_update(); - _vg_gameloop_render(); - audio_push_console_vol(); + if( vg.loader_ring > 0.01f ){ + _vg_loader_render_ring( vg.loader_ring ); + vg.loader_ring -= vg.time_frame_delta * 0.5f; + } - SDL_GL_SwapWindow( vg.window ); - _vg_run_synced(); + vg.time_frame_delta = 0.0; + vg.time_spinning = 0; } } -VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] ) +static void _vg_process_launch_opts_internal( int argc, char *argv[] ) { char *arg; - while( vg_argp( argc, argv ) ) - { - if( (arg = vg_opt_arg( 'w' )) ) - { + while( vg_argp( argc, argv ) ){ + if( (arg = vg_opt_arg( 'w' )) ){ vg.window_x = atoi( arg ); } - if( (arg = vg_opt_arg( 'h' )) ) - { + if( (arg = vg_opt_arg( 'h' )) ){ vg.window_y = atoi( arg ); } - if( (arg = vg_long_opt_arg( "samples" )) ) - { + if( (arg = vg_long_opt_arg( "samples" )) ){ vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) ); } - if( vg_long_opt( "use-libc-malloc" ) ) - { + if( vg_long_opt( "use-libc-malloc" ) ){ vg_mem.use_libc_malloc = 1; } - if( vg_long_opt( "high-performance" ) ) - { + if( vg_long_opt( "high-performance" ) ){ vg.quality_profile = k_quality_profile_low; } @@ -638,19 +663,29 @@ VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] ) } } -VG_STATIC void _vg_init_window( const char *window_name ) +static void _vg_init_window( const char *window_name ) { vg_info( "SDL_INIT\n" ); - if( SDL_Init( SDL_INIT_VIDEO ) != 0 ) - { + if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){ vg_error( "SDL_Init failed: %s\n", SDL_GetError() ); exit(0); } +#ifndef VG_NO_AUDIO SDL_InitSubSystem( SDL_INIT_AUDIO ); +#endif SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ); + char *exe_basepath = SDL_GetBasePath(); + u32 len = vg_align8( strlen(exe_basepath)+1 ); + char *dest = vg_linear_alloc( vg_mem.rtmemory, len ); + strcpy( dest, exe_basepath ); + SDL_free( exe_basepath ); + vg.base_path = dest; + + vg_info( "Basepath: %s\n", vg.base_path ); + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 ); @@ -670,88 +705,86 @@ VG_STATIC void _vg_init_window( const char *window_name ) * Get monitor information */ vg_info( "Getting display count\n" ); - int display_count = 0, display_index = 0, mode_index = 0; - if( (display_count = SDL_GetNumVideoDisplays()) < 1 ) - { - vg_error( "SDL_GetNumVideoDisplays returned: %i\n", display_count ); - exit(0); - } + int display_count = 0, + display_index = 0, + mode_index = 0; - - - - /* TODO: Allow chosing the modes at startup */ - vg_info( "Getting default display mode\n" ); - SDL_DisplayMode vm_ideal = { 0, 0, 0, 0, 0 }; - if( SDL_GetDisplayMode( display_index, mode_index, &vm_ideal ) != 0 ) - { - vg_error( "SDL_GetDisplayMode failed: %s", SDL_GetError() ); + SDL_DisplayMode video_mode; + if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){ + vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() ); + SDL_Quit(); exit(0); } - if( vg.window_x ) - vm_ideal.w = vg.window_x; + vg.display_refresh_rate = video_mode.refresh_rate; + vg.window_x = video_mode.w; + vg.window_y = video_mode.h; - if( vg.window_y ) - vm_ideal.h = vg.window_y; - - - SDL_DisplayMode vm_best; - if( !SDL_GetClosestDisplayMode( display_index, &vm_ideal, &vm_best ) ) - { - vg_error( "SDL_GetClosestDisplayMode failed: %s", SDL_GetError() ); - exit(0); - } +#ifdef VG_DEVWINDOW + vg.window_x = 1200; + vg.window_y = 880; +#endif - vg.refresh_rate = vm_best.refresh_rate; - vg.window_x = vm_best.w; - vg.window_y = vm_best.h; +#ifndef _WIN32 + SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" ); + SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" ); + SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" ); +#endif - vg_info( "CreateWindow( %d %d @%.2fhz )\n", vg.window_x, vg.window_y, - vg.refresh_rate ); + vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y, + vg.display_refresh_rate ); /* TODO: Allow selecting closest video mode from launch opts */ if((vg.window = SDL_CreateWindow( window_name, - SDL_WINDOWPOS_UNDEFINED, - SDL_WINDOWPOS_UNDEFINED, + +#ifdef VG_DEVWINDOW + 0, 0, vg.window_x, vg.window_y, + SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED + ))){ + SDL_SetWindowPosition( vg.window, video_mode.w-vg.window_x, 0 ); + } +#else + 0, 0, vg.window_x, vg.window_y, - SDL_WINDOW_FULLSCREEN | + SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_OPENGL | - SDL_WINDOW_INPUT_GRABBED ))) + SDL_WINDOW_INPUT_GRABBED + ))) { - if( SDL_SetWindowDisplayMode( vg.window, &vm_best ) ) - { + if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){ vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() ); SDL_Quit(); exit(0); } } - else - { +#endif + else{ vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() ); exit(0); } + SDL_RaiseWindow( vg.window ); + vg_info( "CreateContext\n" ); + /* ????? */ + if( SDL_IsTextInputActive() ) SDL_StopTextInput(); + /* * OpenGL loading */ - if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )) - { + if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){ SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y ); vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y ); } - else - { + else{ vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() ); SDL_Quit(); exit(0); } - if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) - { + if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) { vg_error( "Glad Failed to initialize\n" ); SDL_GL_DeleteContext( vg.gl_context ); SDL_Quit(); @@ -761,63 +794,36 @@ VG_STATIC void _vg_init_window( const char *window_name ) const unsigned char* glver = glGetString( GL_VERSION ); vg_success( "Load setup complete, OpenGL version: %s\n", glver ); - vg_info( "Setting swap interval\n" ); - - if( SDL_GL_SetSwapInterval( -1 ) == -1 ) - { - vg_warn( "Adaptive Vsync not supported\n" ); - - if( SDL_GL_SetSwapInterval( 1 ) == -1 ) - { - vg_fatal_exit_loop( "Cannot enable Vsync! You might be overriding it" - " in your graphics control panel.\n" ); - } - else - vg_success( "Using vsync\n" ); - } - else - vg_success( "Using adaptive Vsync\n" ); + SDL_GL_SetSwapInterval(0); /* disable vsync while loading */ SDL_DisplayMode dispmode; - if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ) - { - if( dispmode.refresh_rate ) - { - vg.refresh_rate = dispmode.refresh_rate; - vg_info( "Refresh rate: %d\n", dispmode.refresh_rate ); + if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){ + if( dispmode.refresh_rate ){ + vg.display_refresh_rate = dispmode.refresh_rate; } } -} - -VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) -{ - _vg_process_launch_opts_internal( argc, argv ); - /* Systems init */ - vg_alloc_quota(); - _vg_log_init(); - _vg_console_init(); - _vg_init_window( window_name ); - - SDL_SetRelativeMouseMode(1); - vg.thread_id_main = SDL_GetThreadID(NULL); - - /* Opengl-required systems */ - _vg_ui_init(); - _vg_loader_init(); + if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){ + vg.display_refresh_rate = 60; + } - vg.engine_status = k_engine_status_running; + vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate ); - _vg_opengl_sync_init(); - vg_loader_start( _vg_load_full ); - _vg_gameloop(); +#if defined(_WIN32) || defined(VG_DEVWINDOW) + vg.fps_limit = vg.display_refresh_rate; +#else + vg.fps_limit = 0; +#endif +} +static void _vg_terminate(void) +{ /* Shutdown */ _vg_console_write_persistent(); - SDL_AtomicLock( &vg.sl_context ); + SDL_AtomicLock( &vg.sl_status ); vg.engine_status = k_engine_status_none; - SDL_AtomicUnlock( &vg.sl_context ); + SDL_AtomicUnlock( &vg.sl_status ); _vg_loader_free(); @@ -825,117 +831,69 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) SDL_GL_DeleteContext( vg.gl_context ); SDL_Quit(); + exit(0); } -/* - * 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 ) +static void vg_enter( int argc, char *argv[], const char *window_name ) { - /* - * https://www.gnu.org/software/libc/manual/html_node/Backtraces.html - * thanks gnu <3 - * - * TODO: this on windows? - */ - -#ifndef _WIN32 - - void *array[20]; - char **strings; - int size, i; + vg_rand_seed( 461 ); + _vg_process_launch_opts_internal( argc, argv ); - size = backtrace( array, 20 ); - strings = backtrace_symbols( array, size ); + /* Systems init */ + vg_alloc_quota(); + _vg_console_init(); + + vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 ); + _vg_init_window( window_name ); - if( strings != NULL ) - { - vg_error( "---------------- gnu backtrace -------------\n" ); + vg_async_init(); + SDL_SetRelativeMouseMode(1); - for( int i=0; i