1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
12 #include "gl/glad/glad.h"
15 #define STB_DS_IMPLEMENTATION
16 #include "stb/stb_ds.h"
17 //#define STB_IMAGE_IMPLEMENTATION
18 //#include "stb/stb_image.h"
20 #define QOI_IMPLEMENTATION
21 #include "phoboslab/qoi.h"
23 #include "vg/vg_platform.h"
25 void vg_register_exit( void( *funcptr
)(void), const char *name
);
26 void vg_exiterr( const char *strErr
);
32 #include "vg/vg_gldiag.h"
37 GLFWwindow
* vg_window
;
42 #ifdef VG_CAPTURE_MODE
43 int vg_window_x
= 1920;
44 int vg_window_y
= 1080;
46 int vg_window_x
= 1366;
47 int vg_window_y
= 768;
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"
64 #include "vg/vg_console.h"
65 #include "vg/vg_debug.h"
68 #include "vg/vg_steamworks.h"
72 // ===========================================================================================================
75 void vg_checkgl( const char *src_info
)
78 while( (err
= glGetError()) != GL_NO_ERROR
)
80 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
84 #define VG_STRINGIT( X ) #X
85 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
93 void( *vg_on_exit
[16] )(void);
94 u32 vg_exit_count
= 0;
96 // Add a shutdown step
97 void vg_register_exit( void( *funcptr
)(void), const char *name
)
99 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
100 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
105 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
107 vg_info( "engine_exit[%d]()\n", i
);
114 // Forcefully exit program after error
115 void vg_exiterr( const char *strErr
)
117 vg_error( "Engine Fatal: %s\n", strErr
);
125 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
131 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
136 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
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
;
149 static void vg_init( int argc
, char *argv
[], const char *window_name
)
152 // Initialize steamworks
158 // ==========================================================================================================================
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
);
165 #ifdef VG_CAPTURE_MODE
166 glfwWindowHint( GLFW_RESIZABLE
, GLFW_FALSE
);
168 glfwWindowHint( GLFW_RESIZABLE
, GLFW_TRUE
);
171 glfwWindowHint( GLFW_SAMPLES
, 4 );
173 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
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
);
181 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
183 vg_exiterr( "GLFW Failed to initialize" );
187 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
190 glfwMakeContextCurrent( vg_window
);
191 glfwSwapInterval( 1 );
194 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
196 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
197 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
199 glfwSetCharCallback( vg_window
, console_proc_wchar
);
200 glfwSetKeyCallback( vg_window
, console_proc_key
);
201 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
203 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
205 vg_exiterr( "Glad failed to initialize" );
208 const unsigned char* glver
= glGetString( GL_VERSION
);
209 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
212 vg_register_exit( &vg_console_free
, "Console" );
214 vg_run_gfx_diagnostics();
216 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
218 if( glfwJoystickIsGamepad( id
) )
220 vg_gamepad_name
= glfwGetGamepadName( id
);
221 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
223 vg_gamepad_ready
= 1;
231 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
233 vg_register_exit( &ui_default_free
, "UI" );
236 vg_register_exit( &vg_free
, "vg_free" );
238 if( vg_shaders_compile() )
243 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
245 vg_debugtools_setup();
248 while( !glfwWindowShouldClose( vg_window
) )
256 vg_time_last
= vg_time
;
257 vg_time
= glfwGetTime();
258 vg_time_delta
= vg_minf( vg_time
- vg_time_last
, 0.1f
);
264 vg_lines_drawall((float*)vg_pv
);
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" ) );
272 vg_debugtools_draw();
274 ui_resolve( &ui_global_ctx
);
275 ui_draw( &ui_global_ctx
, NULL
);
278 glfwSwapBuffers( vg_window
);
287 // Screen projections
288 // ============================================================================================
290 void vg_projection_update(void)
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
;
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
);
301 m3x3_inv( vg_pv
, inverse
);
302 m3x3_mulv( inverse
, vg_mouse_ws
, vg_mouse_ws
);
307 u32 NvOptimusEnablement
= 0x00000001;
308 int AmdPowerXpressRequestHighPerformance
= 1;