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