190b9e96f0e9b34f6db165fb19b1d36a9e7f4828
[fishladder.git] / vg / vg.h
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 #include <stdio.h>
4 #include <stdlib.h>
5 #include <dirent.h>
6 #include <stdint.h>
7 #include <string.h>
8 #include <stdarg.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "gl/glad/glad.h"
13 #include "gl/glfw3.h"
14
15 #define STB_DS_IMPLEMENTATION
16 #include "stb/stb_ds.h"
17 //#define STB_IMAGE_IMPLEMENTATION
18 //#include "stb/stb_image.h"
19
20 #define QOI_IMPLEMENTATION
21 #include "phoboslab/qoi.h"
22
23 #include "vg/vg_platform.h"
24
25 void vg_register_exit( void( *funcptr )(void), const char *name );
26 void vg_exiterr( const char *strErr );
27
28 m3x3f vg_pv;
29
30 #include "vg/vg_m.h"
31 #include "vg/vg_io.h"
32 #include "vg/vg_gldiag.h"
33
34 #ifndef VG_TOOLS
35
36 // Engine globals
37 GLFWwindow* vg_window;
38
39 // 1366, 768
40 // 1920, 1080
41
42 #ifdef VG_CAPTURE_MODE
43 int vg_window_x = 1920;
44 int vg_window_y = 1080;
45 #else
46 int vg_window_x = 1366;
47 int vg_window_y = 768;
48 #endif
49
50 v2f vg_mouse;
51 v3f vg_mouse_ws;
52
53 float vg_time;
54 float vg_time_last;
55 float vg_time_delta;
56
57 // Engine components
58 #include "vg/vg_audio.h"
59 #include "vg/vg_shader.h"
60 #include "vg/vg_lines.h"
61 #include "vg/vg_tex.h"
62 #include "vg/vg_input.h"
63 #include "vg/vg_ui.h"
64 #include "vg/vg_console.h"
65 #include "vg/vg_debug.h"
66
67 #ifdef VG_STEAM
68 #include "vg/vg_steamworks.h"
69 #endif
70
71 // Engine main
72 // ===========================================================================================================
73
74 #ifndef VG_RELEASE
75 void vg_checkgl( const char *src_info )
76 {
77 GLenum err;
78 while( (err = glGetError()) != GL_NO_ERROR )
79 {
80 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
81 }
82 }
83
84 #define VG_STRINGIT( X ) #X
85 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
86 #else
87 #define VG_CHECK_GL()
88 #endif
89
90
91 #define VG_GAMELOOP
92
93 void( *vg_on_exit[16] )(void);
94 u32 vg_exit_count = 0;
95
96 // Add a shutdown step
97 void vg_register_exit( void( *funcptr )(void), const char *name )
98 {
99 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
100 vg_on_exit[ vg_exit_count ++ ] = funcptr;
101 }
102
103 void vg_exit(void)
104 {
105 for( int i = vg_exit_count-1; i >= 0; i -- )
106 {
107 vg_info( "engine_exit[%d]()\n", i );
108 vg_on_exit[i]();
109 }
110
111 vg_info( "done\n" );
112 }
113
114 // Forcefully exit program after error
115 void vg_exiterr( const char *strErr )
116 {
117 vg_error( "Engine Fatal: %s\n", strErr );
118 vg_exit();
119 exit(0);
120 }
121
122 // Callbacks
123 // ---------
124
125 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
126 {
127 vg_mouse[0] = xpos;
128 vg_mouse[1] = ypos;
129 }
130
131 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
132 {
133
134 }
135
136 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
137 {
138 vg_window_x = w;
139 vg_window_y = h;
140 }
141
142 static void vg_register(void) VG_GAMELOOP;
143 static void vg_start(void) VG_GAMELOOP;
144 static void vg_update(void) VG_GAMELOOP;
145 static void vg_render(void) VG_GAMELOOP;
146 static void vg_ui(void) VG_GAMELOOP;
147 static void vg_free(void) VG_GAMELOOP;
148
149 static void vg_init( int argc, char *argv[], const char *window_name )
150 {
151 #ifdef VG_STEAM
152 // Initialize steamworks
153 if( !sw_init() )
154 return;
155 #endif
156
157 // Context creation
158 // ==========================================================================================================================
159 glfwInit();
160 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
161 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
162 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
163 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
164
165 #ifdef VG_CAPTURE_MODE
166 glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
167 #else
168 glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
169 #endif
170
171 glfwWindowHint( GLFW_SAMPLES, 4 );
172
173 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
174
175 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
176 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
177 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
178 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
179 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
180
181 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
182 {
183 vg_exiterr( "GLFW Failed to initialize" );
184 }
185 else
186 {
187 vg_register_exit( &glfwTerminate, "glfwTerminate" );
188 }
189
190 glfwMakeContextCurrent( vg_window );
191 glfwSwapInterval( 1 );
192
193 // Set callbacks
194 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
195
196 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
197 glfwSetScrollCallback( vg_window, vg_scroll_callback );
198
199 glfwSetCharCallback( vg_window, console_proc_wchar );
200 glfwSetKeyCallback( vg_window, console_proc_key );
201 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
202
203 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
204 {
205 vg_exiterr( "Glad failed to initialize" );
206 }
207
208 const unsigned char* glver = glGetString( GL_VERSION );
209 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
210
211 vg_console_init();
212 vg_register_exit( &vg_console_free, "Console" );
213
214 vg_run_gfx_diagnostics();
215
216 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
217 {
218 if( glfwJoystickIsGamepad( id ) )
219 {
220 vg_gamepad_name = glfwGetGamepadName( id );
221 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
222
223 vg_gamepad_ready = 1;
224 vg_gamepad_id = id;
225
226 break;
227 }
228 }
229
230 vg_lines_init();
231 vg_register_exit( &vg_lines_free, "vg_lines_free" );
232 ui_default_init();
233 vg_register_exit( &ui_default_free, "UI" );
234
235 vg_register();
236 vg_register_exit( &vg_free, "vg_free" );
237
238 if( vg_shaders_compile() )
239 {
240 vg_start();
241
242 vg_audio_init();
243 vg_register_exit( &vg_audio_free, "vg_audio_free" );
244
245 vg_debugtools_setup();
246
247 // Main gameloop
248 while( !glfwWindowShouldClose( vg_window ) )
249 {
250 glfwPollEvents();
251
252 #ifdef VG_STEAM
253 sw_event_loop();
254 #endif
255
256 vg_time_last = vg_time;
257 vg_time = glfwGetTime();
258 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
259
260 vg_update_inputs();
261 vg_update();
262 vg_render();
263
264 vg_lines_drawall((float*)vg_pv);
265
266 {
267 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
268 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], vg_get_button_state( "primary" ) );
269
270 vg_ui();
271 vg_console_draw();
272 vg_debugtools_draw();
273
274 ui_resolve( &ui_global_ctx );
275 ui_draw( &ui_global_ctx, NULL );
276 }
277
278 glfwSwapBuffers( vg_window );
279
280 VG_CHECK_GL();
281 }
282 }
283
284 vg_exit();
285 }
286
287 // Screen projections
288 // ============================================================================================
289
290 void vg_projection_update(void)
291 {
292 // Do transform local->world
293 vg_mouse_ws[0] = vg_mouse[0];
294 vg_mouse_ws[1] = vg_mouse[1];
295 vg_mouse_ws[2] = 1.0f;
296
297 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
298 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
299
300 m3x3f inverse;
301 m3x3_inv( vg_pv, inverse );
302 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
303 }
304
305 #endif
306
307 u32 NvOptimusEnablement = 0x00000001;
308 int AmdPowerXpressRequestHighPerformance = 1;