switch to marbles and create model compiler
[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
28 #ifndef VG_TOOLS
29
30 #include "vg/vg_audio.h"
31 #include "vg/vg_shader.h"
32 #include "vg/vg_lines.h"
33 #include "vg/vg_tex.h"
34
35 #include "steam/steamworks_thin.h"
36
37 static inline float vg_get_axis( const char *axis ) __attribute__((unused));
38 static inline int vg_get_button( const char *button ) __attribute__((unused));
39 static inline int vg_get_button_down( const char *button ) __attribute__((unused));
40 static inline int vg_get_button_up( const char *button ) __attribute__((unused));
41
42 // Globals
43 GLFWwindow* vg_window;
44 int vg_window_x = 1280;
45 int vg_window_y = 720;
46
47 v2f vg_mouse;
48 v3f vg_mouse_ws;
49
50 float vg_time;
51 float vg_time_last;
52 float vg_time_delta;
53
54 // Input
55 // ===========================================================================================================
56 GLFWgamepadstate vg_gamepad;
57 int vg_gamepad_ready = 0;
58 const char *vg_gamepad_name = NULL;
59 int vg_gamepad_id;
60
61 enum EInputMode
62 {
63 k_EInputMode_pc,
64 k_EInputMode_gamepad
65 }
66 vg_input_mode;
67
68 static struct axis_binding
69 {
70 const char *name;
71 union
72 {
73 int positive;
74 int bind;
75 };
76 int negative;
77
78 float value;
79 }
80 vg_axis_binds[];
81
82 static struct button_binding
83 {
84 const char *name;
85 int bind;
86
87 int value; int prev;
88 }
89 vg_button_binds[];
90
91 #include "vg/config.h"
92
93 #pragma GCC diagnostic push
94 #pragma GCC diagnostic ignored "-Wreturn-type"
95
96 static inline float vg_get_axis( const char *axis )
97 {
98 for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
99 {
100 if( !strcmp( axis, vg_axis_binds[i].name ) )
101 {
102 return vg_axis_binds[i].value;
103 }
104 }
105 }
106
107 static inline struct button_binding *vg_get_button_ptr( const char *button )
108 {
109 for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
110 {
111 if( !strcmp( button, vg_button_binds[i].name ) )
112 {
113 return vg_button_binds + i;
114 }
115 }
116 }
117 #pragma GCC diagnostic pop
118
119 static inline int vg_get_button( const char *button )
120 {
121 return vg_get_button_ptr( button )->value;
122 }
123
124 static inline int vg_get_button_down( const char *button )
125 {
126 struct button_binding *bind = vg_get_button_ptr( button );
127 return bind->value & (bind->value ^ bind->prev);
128 }
129
130 static inline int vg_get_button_up( const char *button )
131 {
132 struct button_binding *bind = vg_get_button_ptr( button );
133 return bind->prev & (bind->value ^ bind->prev);
134 }
135
136 static inline int key_is_keyboard( int const id )
137 {
138 vg_static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
139 return id > GLFW_MOUSE_BUTTON_LAST;
140 }
141
142 // Mouse AND Keyboard get button press
143 int get_button_cross_device( int const id )
144 {
145 if( key_is_keyboard( id ) )
146 {
147 return glfwGetKey( vg_window, id );
148 }
149 else
150 {
151 return glfwGetMouseButton( vg_window, id ) == GLFW_PRESS;
152 }
153 }
154
155 void vg_update_inputs(void)
156 {
157 // Update button inputs
158 for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
159 {
160 struct button_binding *binding = vg_button_binds + i;
161 binding->prev = binding->value;
162
163 if( vg_input_mode == k_EInputMode_pc )
164 {
165 binding->value = get_button_cross_device( binding->bind );
166 }
167 else
168 {
169 binding->value = vg_gamepad.buttons[ binding->bind ];
170 }
171 }
172
173 // Update axis inputs
174 for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
175 {
176 struct axis_binding *binding = vg_axis_binds + i;
177
178 if( vg_input_mode == k_EInputMode_pc )
179 {
180 binding->value = get_button_cross_device( binding->positive );
181 binding->value -= get_button_cross_device( binding->negative );
182 }
183 else
184 {
185 binding->value = vg_gamepad.axes[ binding->bind ];
186 }
187 }
188 }
189
190 // Engine main
191 // ===========================================================================================================
192
193 #ifndef VG_RELEASE
194 void vg_checkgl( const char *src_info )
195 {
196 GLenum err;
197 while( (err = glGetError()) != GL_NO_ERROR )
198 {
199 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
200 }
201 }
202
203 #define VG_STRINGIT( X ) #X
204 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
205 #else
206 #define VG_CHECK_GL()
207 #endif
208
209
210 #define VG_GAMELOOP
211
212 void( *vg_on_exit[16] )(void);
213 u32 vg_exit_count = 0;
214
215 // Add a shutdown step
216 void vg_register_exit( void( *funcptr )(void), const char *name )
217 {
218 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
219 vg_on_exit[ vg_exit_count ++ ] = funcptr;
220 }
221
222 void vg_exit(void)
223 {
224 for( int i = vg_exit_count-1; i >= 0; i -- )
225 {
226 vg_info( "engine_exit[%d]()\n", i );
227 vg_on_exit[i]();
228 }
229
230 vg_info( "done\n" );
231 }
232
233 // Forcefully exit program after error
234 void vg_exiterr( const char *strErr )
235 {
236 vg_error( "Engine Fatal: %s\n", strErr );
237 vg_exit();
238 exit(0);
239 }
240
241 // Callbacks
242 // ---------
243
244 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
245 {
246 vg_mouse[0] = xpos;
247 vg_mouse[1] = ypos;
248 }
249
250 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
251 {
252
253 }
254
255 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
256 {
257 vg_window_x = w;
258 vg_window_y = h;
259 }
260
261 static void vg_register(void) VG_GAMELOOP;
262 static void vg_start(void) VG_GAMELOOP;
263 static void vg_update(void) VG_GAMELOOP;
264 static void vg_render(void) VG_GAMELOOP;
265 static void vg_ui(void) VG_GAMELOOP;
266 static void vg_free(void) VG_GAMELOOP;
267
268 static void vg_init( int argc, char *argv[], const char *window_name )
269 {
270 #ifdef VG_STEAM
271 // Initialize steamworks
272 if( !sw_init( 1218140U ) )
273 {
274 vg_exiterr( "Steamworks failed to initialize" );
275 }
276 else
277 {
278 vg_register_exit( &sw_SteamAPI_Shutdown, "SteamAPI" );
279 }
280 #endif
281
282 // Context creation
283 // ==========================================================================================================================
284 glfwInit();
285 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
286 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
287 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
288 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
289
290 glfwWindowHint( GLFW_SAMPLES, 4 );
291
292 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
293
294 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
295 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
296 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
297 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
298 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
299
300 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
301 {
302 vg_exiterr( "GLFW Failed to initialize" );
303 }
304 else
305 {
306 vg_register_exit( &glfwTerminate, "glfwTerminate" );
307 }
308
309 glfwMakeContextCurrent( vg_window );
310 glfwSwapInterval( 1 );
311
312 // Set callbacks
313 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
314
315 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
316 glfwSetScrollCallback( vg_window, vg_scroll_callback );
317
318 //glfwSetCharCallback( vg_window, console_proc_wchar );
319 //glfwSetKeyCallback( vg_window, console_proc_key );
320 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
321
322 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
323 {
324 vg_exiterr( "Glad failed to initialize" );
325 }
326
327 const unsigned char* glver = glGetString( GL_VERSION );
328 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
329
330 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
331 {
332 if( glfwJoystickIsGamepad( id ) )
333 {
334 vg_gamepad_name = glfwGetGamepadName( id );
335 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
336
337 vg_gamepad_ready = 1;
338 vg_gamepad_id = id;
339
340 break;
341 }
342 }
343
344 vg_audio_init();
345 vg_register_exit( &vg_audio_free, "vg_audio_free" );
346 vg_lines_init();
347 vg_register_exit( &vg_lines_free, "vg_lines_free" );
348
349 vg_register();
350 vg_register_exit( &vg_free, "vg_free" );
351
352 if( vg_shaders_compile() )
353 {
354 vg_start();
355
356 // Main gameloop
357 while( !glfwWindowShouldClose( vg_window ) )
358 {
359 glfwPollEvents();
360
361 #ifdef VG_STEAM
362 sw_RunSteamEventLoop();
363 #endif
364
365 vg_time_last = vg_time;
366 vg_time = glfwGetTime();
367 vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
368
369 vg_update_inputs();
370 vg_update();
371 vg_render();
372
373 vg_lines_drawall();
374
375 vg_ui();
376
377 glfwSwapBuffers( vg_window );
378
379 VG_CHECK_GL();
380 }
381 }
382
383 vg_exit();
384 }
385
386 // Screen projections
387 // ============================================================================================
388
389 void vg_projection_update(void)
390 {
391 // Do transform local->world
392 vg_mouse_ws[0] = vg_mouse[0];
393 vg_mouse_ws[1] = vg_mouse[1];
394 vg_mouse_ws[2] = 1.0f;
395
396 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
397 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
398
399 m3x3f inverse;
400 m3x3_inv( vg_pv, inverse );
401 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
402 }
403
404 #endif
405
406 u32 NvOptimusEnablement = 0x00000001;
407 int AmdPowerXpressRequestHighPerformance = 1;