90d8f7010ce685b53c1ecf8ed24960d415e6edeb
[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 #include "vg/vg_console.h"
52
53 #include "steam/steamworks_thin.h"
54
55 // Engine main
56 // ===========================================================================================================
57
58 #ifndef VG_RELEASE
59 void vg_checkgl( const char *src_info )
60 {
61 GLenum err;
62 while( (err = glGetError()) != GL_NO_ERROR )
63 {
64 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
65 }
66 }
67
68 #define VG_STRINGIT( X ) #X
69 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
70 #else
71 #define VG_CHECK_GL()
72 #endif
73
74
75 #define VG_GAMELOOP
76
77 void( *vg_on_exit[16] )(void);
78 u32 vg_exit_count = 0;
79
80 // Add a shutdown step
81 void vg_register_exit( void( *funcptr )(void), const char *name )
82 {
83 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
84 vg_on_exit[ vg_exit_count ++ ] = funcptr;
85 }
86
87 void vg_exit(void)
88 {
89 for( int i = vg_exit_count-1; i >= 0; i -- )
90 {
91 vg_info( "engine_exit[%d]()\n", i );
92 vg_on_exit[i]();
93 }
94
95 vg_info( "done\n" );
96 }
97
98 // Forcefully exit program after error
99 void vg_exiterr( const char *strErr )
100 {
101 vg_error( "Engine Fatal: %s\n", strErr );
102 vg_exit();
103 exit(0);
104 }
105
106 // Callbacks
107 // ---------
108
109 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
110 {
111 vg_mouse[0] = xpos;
112 vg_mouse[1] = ypos;
113 }
114
115 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
116 {
117
118 }
119
120 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
121 {
122 vg_window_x = w;
123 vg_window_y = h;
124 }
125
126 static void vg_register(void) VG_GAMELOOP;
127 static void vg_start(void) VG_GAMELOOP;
128 static void vg_update(void) VG_GAMELOOP;
129 static void vg_render(void) VG_GAMELOOP;
130 static void vg_ui(void) VG_GAMELOOP;
131 static void vg_free(void) VG_GAMELOOP;
132
133 static void vg_init( int argc, char *argv[], const char *window_name )
134 {
135 #ifdef VG_STEAM
136 // Initialize steamworks
137 if( !sw_init( 1218140U ) )
138 {
139 vg_exiterr( "Steamworks failed to initialize" );
140 }
141 else
142 {
143 vg_register_exit( &sw_SteamAPI_Shutdown, "SteamAPI" );
144 }
145 #endif
146
147 // Context creation
148 // ==========================================================================================================================
149 glfwInit();
150 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
151 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
152 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
153 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
154
155 glfwWindowHint( GLFW_SAMPLES, 4 );
156
157 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
158
159 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
160 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
161 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
162 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
163 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
164
165 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
166 {
167 vg_exiterr( "GLFW Failed to initialize" );
168 }
169 else
170 {
171 vg_register_exit( &glfwTerminate, "glfwTerminate" );
172 }
173
174 glfwMakeContextCurrent( vg_window );
175 glfwSwapInterval( 1 );
176
177 // Set callbacks
178 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
179
180 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
181 glfwSetScrollCallback( vg_window, vg_scroll_callback );
182
183 //glfwSetCharCallback( vg_window, console_proc_wchar );
184 //glfwSetKeyCallback( vg_window, console_proc_key );
185 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
186
187 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
188 {
189 vg_exiterr( "Glad failed to initialize" );
190 }
191
192 const unsigned char* glver = glGetString( GL_VERSION );
193 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
194
195 vg_run_gfx_diagnostics();
196
197 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
198 {
199 if( glfwJoystickIsGamepad( id ) )
200 {
201 vg_gamepad_name = glfwGetGamepadName( id );
202 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
203
204 vg_gamepad_ready = 1;
205 vg_gamepad_id = id;
206
207 break;
208 }
209 }
210
211 vg_lines_init();
212 vg_register_exit( &vg_lines_free, "vg_lines_free" );
213 ui_default_init();
214 vg_register_exit( &ui_default_free, "UI" );
215
216 vg_register();
217 vg_register_exit( &vg_free, "vg_free" );
218
219 if( vg_shaders_compile() )
220 {
221 vg_start();
222
223 vg_audio_init();
224 vg_register_exit( &vg_audio_free, "vg_audio_free" );
225
226 // Main gameloop
227 while( !glfwWindowShouldClose( vg_window ) )
228 {
229 glfwPollEvents();
230
231 #ifdef VG_STEAM
232 sw_RunSteamEventLoop();
233 #endif
234
235 vg_time_last = vg_time;
236 vg_time = glfwGetTime();
237 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
238
239 vg_update_inputs();
240 vg_update();
241 vg_render();
242
243 vg_lines_drawall((float*)vg_pv);
244
245 vg_ui();
246
247 glfwSwapBuffers( vg_window );
248
249 VG_CHECK_GL();
250 }
251 }
252
253 vg_exit();
254 }
255
256 // Screen projections
257 // ============================================================================================
258
259 void vg_projection_update(void)
260 {
261 // Do transform local->world
262 vg_mouse_ws[0] = vg_mouse[0];
263 vg_mouse_ws[1] = vg_mouse[1];
264 vg_mouse_ws[2] = 1.0f;
265
266 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
267 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
268
269 m3x3f inverse;
270 m3x3_inv( vg_pv, inverse );
271 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
272 }
273
274 #endif
275
276 u32 NvOptimusEnablement = 0x00000001;
277 int AmdPowerXpressRequestHighPerformance = 1;