fix movement bugs
[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 "steam/steamworks_thin.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( VG_STEAM_APPID ) )
143 {
144 vg_exiterr( "Steamworks failed to initialize" );
145 }
146 else
147 {
148 vg_register_exit( &sw_SteamAPI_Shutdown, "SteamAPI" );
149 }
150 #endif
151
152 // Context creation
153 // ==========================================================================================================================
154 glfwInit();
155 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
156 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
157 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
158 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
159
160 glfwWindowHint( GLFW_SAMPLES, 4 );
161
162 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
163
164 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
165 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
166 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
167 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
168 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
169
170 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
171 {
172 vg_exiterr( "GLFW Failed to initialize" );
173 }
174 else
175 {
176 vg_register_exit( &glfwTerminate, "glfwTerminate" );
177 }
178
179 glfwMakeContextCurrent( vg_window );
180 glfwSwapInterval( 1 );
181
182 // Set callbacks
183 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
184
185 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
186 glfwSetScrollCallback( vg_window, vg_scroll_callback );
187
188 glfwSetCharCallback( vg_window, console_proc_wchar );
189 glfwSetKeyCallback( vg_window, console_proc_key );
190 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
191
192 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
193 {
194 vg_exiterr( "Glad failed to initialize" );
195 }
196
197 const unsigned char* glver = glGetString( GL_VERSION );
198 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
199
200 vg_console_init();
201 vg_register_exit( &vg_console_free, "Console" );
202
203 vg_run_gfx_diagnostics();
204
205 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
206 {
207 if( glfwJoystickIsGamepad( id ) )
208 {
209 vg_gamepad_name = glfwGetGamepadName( id );
210 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
211
212 vg_gamepad_ready = 1;
213 vg_gamepad_id = id;
214
215 break;
216 }
217 }
218
219 vg_lines_init();
220 vg_register_exit( &vg_lines_free, "vg_lines_free" );
221 ui_default_init();
222 vg_register_exit( &ui_default_free, "UI" );
223
224 vg_register();
225 vg_register_exit( &vg_free, "vg_free" );
226
227 if( vg_shaders_compile() )
228 {
229 vg_start();
230
231 vg_audio_init();
232 vg_register_exit( &vg_audio_free, "vg_audio_free" );
233
234 vg_debugtools_setup();
235
236 // Main gameloop
237 while( !glfwWindowShouldClose( vg_window ) )
238 {
239 glfwPollEvents();
240
241 #ifdef VG_STEAM
242 sw_RunSteamEventLoop();
243 #endif
244
245 vg_time_last = vg_time;
246 vg_time = glfwGetTime();
247 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
248
249 vg_update_inputs();
250 vg_update();
251 vg_render();
252
253 vg_lines_drawall((float*)vg_pv);
254
255 {
256 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
257
258 // TODO: Find a more elegent form for this
259 int mouse_state = 0;
260 if( vg_get_button( "primary" ) ) mouse_state = 2;
261 if( vg_get_button_down( "primary" ) ) mouse_state = 1;
262 if( vg_get_button_up( "primary" ) ) mouse_state = 3;
263
264 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], mouse_state );
265
266 vg_ui();
267 vg_console_draw();
268 vg_debugtools_draw();
269
270 ui_resolve( &ui_global_ctx );
271 m3x3f view = M3X3_IDENTITY;
272 m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
273 m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
274 ui_draw( &ui_global_ctx );
275 }
276
277 glfwSwapBuffers( vg_window );
278
279 VG_CHECK_GL();
280 }
281 }
282
283 vg_exit();
284 }
285
286 // Screen projections
287 // ============================================================================================
288
289 void vg_projection_update(void)
290 {
291 // Do transform local->world
292 vg_mouse_ws[0] = vg_mouse[0];
293 vg_mouse_ws[1] = vg_mouse[1];
294 vg_mouse_ws[2] = 1.0f;
295
296 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
297 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
298
299 m3x3f inverse;
300 m3x3_inv( vg_pv, inverse );
301 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
302 }
303
304 #endif
305
306 u32 NvOptimusEnablement = 0x00000001;
307 int AmdPowerXpressRequestHighPerformance = 1;