fixed REALLY bad threading bugs with audio
[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
10 #include "gl/glad/glad.h"
11 #include "gl/glfw3.h"
12
13 #define STB_DS_IMPLEMENTATION
14 #define STB_IMAGE_IMPLEMENTATION
15 #include "stb/stb_ds.h"
16 #include "stb/stb_image.h"
17
18 #include "vg/vg_platform.h"
19
20 void vg_register_exit( void( *funcptr )(void), const char *name );
21 void vg_exiterr( const char *strErr );
22
23 m3x3f vg_pv;
24
25 #include "vg/vg_m.h"
26 #include "vg/vg_io.h"
27 #include "vg/vg_gldiag.h"
28
29 #ifndef VG_TOOLS
30
31 // Engine globals
32 GLFWwindow* vg_window;
33 int vg_window_x = 1280;
34 int vg_window_y = 720;
35
36 v2f vg_mouse;
37 v3f vg_mouse_ws;
38
39 float vg_time;
40 float vg_time_last;
41 float vg_time_delta;
42
43 // Engine components
44 #include "vg/vg_audio.h"
45 #include "vg/vg_shader.h"
46 #include "vg/vg_lines.h"
47 #include "vg/vg_tex.h"
48 #include "vg/vg_input.h"
49 #include "vg/vg_ui.h"
50 #include "vg/vg_debug.h"
51
52 #include "steam/steamworks_thin.h"
53
54 // Engine main
55 // ===========================================================================================================
56
57 #ifndef VG_RELEASE
58 void vg_checkgl( const char *src_info )
59 {
60 GLenum err;
61 while( (err = glGetError()) != GL_NO_ERROR )
62 {
63 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
64 }
65 }
66
67 #define VG_STRINGIT( X ) #X
68 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
69 #else
70 #define VG_CHECK_GL()
71 #endif
72
73
74 #define VG_GAMELOOP
75
76 void( *vg_on_exit[16] )(void);
77 u32 vg_exit_count = 0;
78
79 // Add a shutdown step
80 void vg_register_exit( void( *funcptr )(void), const char *name )
81 {
82 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
83 vg_on_exit[ vg_exit_count ++ ] = funcptr;
84 }
85
86 void vg_exit(void)
87 {
88 for( int i = vg_exit_count-1; i >= 0; i -- )
89 {
90 vg_info( "engine_exit[%d]()\n", i );
91 vg_on_exit[i]();
92 }
93
94 vg_info( "done\n" );
95 }
96
97 // Forcefully exit program after error
98 void vg_exiterr( const char *strErr )
99 {
100 vg_error( "Engine Fatal: %s\n", strErr );
101 vg_exit();
102 exit(0);
103 }
104
105 // Callbacks
106 // ---------
107
108 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
109 {
110 vg_mouse[0] = xpos;
111 vg_mouse[1] = ypos;
112 }
113
114 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
115 {
116
117 }
118
119 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
120 {
121 vg_window_x = w;
122 vg_window_y = h;
123 }
124
125 static void vg_register(void) VG_GAMELOOP;
126 static void vg_start(void) VG_GAMELOOP;
127 static void vg_update(void) VG_GAMELOOP;
128 static void vg_render(void) VG_GAMELOOP;
129 static void vg_ui(void) VG_GAMELOOP;
130 static void vg_free(void) VG_GAMELOOP;
131
132 static void vg_init( int argc, char *argv[], const char *window_name )
133 {
134 #ifdef VG_STEAM
135 // Initialize steamworks
136 if( !sw_init( 1218140U ) )
137 {
138 vg_exiterr( "Steamworks failed to initialize" );
139 }
140 else
141 {
142 vg_register_exit( &sw_SteamAPI_Shutdown, "SteamAPI" );
143 }
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_run_gfx_diagnostics();
195
196 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
197 {
198 if( glfwJoystickIsGamepad( id ) )
199 {
200 vg_gamepad_name = glfwGetGamepadName( id );
201 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
202
203 vg_gamepad_ready = 1;
204 vg_gamepad_id = id;
205
206 break;
207 }
208 }
209
210 vg_lines_init();
211 vg_register_exit( &vg_lines_free, "vg_lines_free" );
212 ui_default_init();
213 vg_register_exit( &ui_default_free, "UI" );
214
215 vg_register();
216 vg_register_exit( &vg_free, "vg_free" );
217
218 if( vg_shaders_compile() )
219 {
220 vg_start();
221
222 vg_audio_init();
223 vg_register_exit( &vg_audio_free, "vg_audio_free" );
224
225 // Main gameloop
226 while( !glfwWindowShouldClose( vg_window ) )
227 {
228 glfwPollEvents();
229
230 #ifdef VG_STEAM
231 sw_RunSteamEventLoop();
232 #endif
233
234 vg_time_last = vg_time;
235 vg_time = glfwGetTime();
236 vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
237
238 vg_update_inputs();
239 vg_update();
240 vg_render();
241
242 vg_lines_drawall((float*)vg_pv);
243
244 vg_ui();
245
246 glfwSwapBuffers( vg_window );
247
248 VG_CHECK_GL();
249 }
250 }
251
252 vg_exit();
253 }
254
255 // Screen projections
256 // ============================================================================================
257
258 void vg_projection_update(void)
259 {
260 // Do transform local->world
261 vg_mouse_ws[0] = vg_mouse[0];
262 vg_mouse_ws[1] = vg_mouse[1];
263 vg_mouse_ws[2] = 1.0f;
264
265 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
266 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
267
268 m3x3f inverse;
269 m3x3_inv( vg_pv, inverse );
270 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
271 }
272
273 #endif
274
275 u32 NvOptimusEnablement = 0x00000001;
276 int AmdPowerXpressRequestHighPerformance = 1;