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[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 int vg_window_x = 1280;
39 int vg_window_y = 720;
40
41 v2f vg_mouse;
42 v3f vg_mouse_ws;
43
44 float vg_time;
45 float vg_time_last;
46 float vg_time_delta;
47
48 // Engine components
49 #include "vg/vg_audio.h"
50 #include "vg/vg_shader.h"
51 #include "vg/vg_lines.h"
52 #include "vg/vg_tex.h"
53 #include "vg/vg_input.h"
54 #include "vg/vg_ui.h"
55 #include "vg/vg_console.h"
56 #include "vg/vg_debug.h"
57
58 #include "vg/vg_steamworks.h"
59
60 // Engine main
61 // ===========================================================================================================
62
63 #ifndef VG_RELEASE
64 void vg_checkgl( const char *src_info )
65 {
66 GLenum err;
67 while( (err = glGetError()) != GL_NO_ERROR )
68 {
69 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
70 }
71 }
72
73 #define VG_STRINGIT( X ) #X
74 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
75 #else
76 #define VG_CHECK_GL()
77 #endif
78
79
80 #define VG_GAMELOOP
81
82 void( *vg_on_exit[16] )(void);
83 u32 vg_exit_count = 0;
84
85 // Add a shutdown step
86 void vg_register_exit( void( *funcptr )(void), const char *name )
87 {
88 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
89 vg_on_exit[ vg_exit_count ++ ] = funcptr;
90 }
91
92 void vg_exit(void)
93 {
94 for( int i = vg_exit_count-1; i >= 0; i -- )
95 {
96 vg_info( "engine_exit[%d]()\n", i );
97 vg_on_exit[i]();
98 }
99
100 vg_info( "done\n" );
101 }
102
103 // Forcefully exit program after error
104 void vg_exiterr( const char *strErr )
105 {
106 vg_error( "Engine Fatal: %s\n", strErr );
107 vg_exit();
108 exit(0);
109 }
110
111 // Callbacks
112 // ---------
113
114 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
115 {
116 vg_mouse[0] = xpos;
117 vg_mouse[1] = ypos;
118 }
119
120 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
121 {
122
123 }
124
125 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
126 {
127 vg_window_x = w;
128 vg_window_y = h;
129 }
130
131 static void vg_register(void) VG_GAMELOOP;
132 static void vg_start(void) VG_GAMELOOP;
133 static void vg_update(void) VG_GAMELOOP;
134 static void vg_render(void) VG_GAMELOOP;
135 static void vg_ui(void) VG_GAMELOOP;
136 static void vg_free(void) VG_GAMELOOP;
137
138 static void vg_init( int argc, char *argv[], const char *window_name )
139 {
140 #ifdef VG_STEAM
141 // Initialize steamworks
142 if( !sw_init() )
143 return;
144 #endif
145
146 // Context creation
147 // ==========================================================================================================================
148 glfwInit();
149 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
150 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
151 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
152 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
153
154 glfwWindowHint( GLFW_SAMPLES, 4 );
155
156 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
157
158 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
159 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
160 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
161 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
162 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
163
164 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
165 {
166 vg_exiterr( "GLFW Failed to initialize" );
167 }
168 else
169 {
170 vg_register_exit( &glfwTerminate, "glfwTerminate" );
171 }
172
173 glfwMakeContextCurrent( vg_window );
174 glfwSwapInterval( 1 );
175
176 // Set callbacks
177 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
178
179 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
180 glfwSetScrollCallback( vg_window, vg_scroll_callback );
181
182 glfwSetCharCallback( vg_window, console_proc_wchar );
183 glfwSetKeyCallback( vg_window, console_proc_key );
184 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
185
186 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
187 {
188 vg_exiterr( "Glad failed to initialize" );
189 }
190
191 const unsigned char* glver = glGetString( GL_VERSION );
192 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
193
194 vg_console_init();
195 vg_register_exit( &vg_console_free, "Console" );
196
197 vg_run_gfx_diagnostics();
198
199 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
200 {
201 if( glfwJoystickIsGamepad( id ) )
202 {
203 vg_gamepad_name = glfwGetGamepadName( id );
204 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
205
206 vg_gamepad_ready = 1;
207 vg_gamepad_id = id;
208
209 break;
210 }
211 }
212
213 vg_lines_init();
214 vg_register_exit( &vg_lines_free, "vg_lines_free" );
215 ui_default_init();
216 vg_register_exit( &ui_default_free, "UI" );
217
218 vg_register();
219 vg_register_exit( &vg_free, "vg_free" );
220
221 if( vg_shaders_compile() )
222 {
223 vg_start();
224
225 vg_audio_init();
226 vg_register_exit( &vg_audio_free, "vg_audio_free" );
227
228 vg_debugtools_setup();
229
230 // Main gameloop
231 while( !glfwWindowShouldClose( vg_window ) )
232 {
233 glfwPollEvents();
234
235 #ifdef VG_STEAM
236 sw_event_loop();
237 #endif
238
239 vg_time_last = vg_time;
240 vg_time = glfwGetTime();
241 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
242
243 vg_update_inputs();
244 vg_update();
245 vg_render();
246
247 vg_lines_drawall((float*)vg_pv);
248
249 {
250 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
251
252 // TODO: Find a more elegent form for this
253 int mouse_state = 0;
254 if( vg_get_button( "primary" ) ) mouse_state = 2;
255 if( vg_get_button_down( "primary" ) ) mouse_state = 1;
256 if( vg_get_button_up( "primary" ) ) mouse_state = 3;
257
258 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], mouse_state );
259
260 vg_ui();
261 vg_console_draw();
262 vg_debugtools_draw();
263
264 ui_resolve( &ui_global_ctx );
265 m3x3f view = M3X3_IDENTITY;
266 m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
267 m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
268 ui_draw( &ui_global_ctx );
269 }
270
271 glfwSwapBuffers( vg_window );
272
273 VG_CHECK_GL();
274 }
275 }
276
277 vg_exit();
278 }
279
280 // Screen projections
281 // ============================================================================================
282
283 void vg_projection_update(void)
284 {
285 // Do transform local->world
286 vg_mouse_ws[0] = vg_mouse[0];
287 vg_mouse_ws[1] = vg_mouse[1];
288 vg_mouse_ws[2] = 1.0f;
289
290 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
291 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
292
293 m3x3f inverse;
294 m3x3_inv( vg_pv, inverse );
295 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
296 }
297
298 #endif
299
300 u32 NvOptimusEnablement = 0x00000001;
301 int AmdPowerXpressRequestHighPerformance = 1;