1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
10 #include "gl/glad/glad.h"
13 #define STB_DS_IMPLEMENTATION
14 #define STB_IMAGE_IMPLEMENTATION
15 #include "stb/stb_ds.h"
16 #include "stb/stb_image.h"
18 #include "vg/vg_platform.h"
20 void vg_register_exit( void( *funcptr
)(void), const char *name
);
21 void vg_exiterr( const char *strErr
);
27 #include "vg/vg_gldiag.h"
32 GLFWwindow
* vg_window
;
33 int vg_window_x
= 1280;
34 int vg_window_y
= 720;
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"
50 #include "vg/vg_debug.h"
51 #include "vg/vg_console.h"
53 #include "steam/steamworks_thin.h"
56 // ===========================================================================================================
59 void vg_checkgl( const char *src_info
)
62 while( (err
= glGetError()) != GL_NO_ERROR
)
64 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
68 #define VG_STRINGIT( X ) #X
69 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
77 void( *vg_on_exit
[16] )(void);
78 u32 vg_exit_count
= 0;
80 // Add a shutdown step
81 void vg_register_exit( void( *funcptr
)(void), const char *name
)
83 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
84 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
89 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
91 vg_info( "engine_exit[%d]()\n", i
);
98 // Forcefully exit program after error
99 void vg_exiterr( const char *strErr
)
101 vg_error( "Engine Fatal: %s\n", strErr
);
109 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
115 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
120 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
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
;
133 static void vg_init( int argc
, char *argv
[], const char *window_name
)
136 // Initialize steamworks
137 if( !sw_init( 1218140U ) )
139 vg_exiterr( "Steamworks failed to initialize" );
143 vg_register_exit( &sw_SteamAPI_Shutdown
, "SteamAPI" );
148 // ==========================================================================================================================
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
);
155 glfwWindowHint( GLFW_SAMPLES
, 4 );
157 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
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
);
165 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
167 vg_exiterr( "GLFW Failed to initialize" );
171 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
174 glfwMakeContextCurrent( vg_window
);
175 glfwSwapInterval( 1 );
178 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
180 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
181 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
183 //glfwSetCharCallback( vg_window, console_proc_wchar );
184 //glfwSetKeyCallback( vg_window, console_proc_key );
185 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
187 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
189 vg_exiterr( "Glad failed to initialize" );
192 const unsigned char* glver
= glGetString( GL_VERSION
);
193 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
196 vg_register_exit( &vg_console_free
, "Console" );
198 vg_run_gfx_diagnostics();
200 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
202 if( glfwJoystickIsGamepad( id
) )
204 vg_gamepad_name
= glfwGetGamepadName( id
);
205 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
207 vg_gamepad_ready
= 1;
215 vg_register_exit( &vg_lines_free
, "vg_lines_free" );
217 vg_register_exit( &ui_default_free
, "UI" );
220 vg_register_exit( &vg_free
, "vg_free" );
222 if( vg_shaders_compile() )
227 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
230 while( !glfwWindowShouldClose( vg_window
) )
235 sw_RunSteamEventLoop();
238 vg_time_last
= vg_time
;
239 vg_time
= glfwGetTime();
240 vg_time_delta
= vg_minf( vg_time
- vg_time_last
, 0.1f
);
246 vg_lines_drawall((float*)vg_pv
);
249 ui_begin( &ui_global_ctx
, vg_window_x
, vg_window_y
);
251 // TODO: Find a more elegent form for this
253 if( vg_get_button( "primary" ) ) mouse_state
= 2;
254 if( vg_get_button_down( "primary" ) ) mouse_state
= 1;
255 if( vg_get_button_up( "primary" ) ) mouse_state
= 3;
257 ui_set_mouse( &ui_global_ctx
, vg_mouse
[0], vg_mouse
[1], mouse_state
);
262 ui_resolve( &ui_global_ctx
);
263 m3x3f view
= M3X3_IDENTITY
;
264 m3x3_translate( view
, (v3f
){ -1.0f
, 1.0f
, 0.0f
} );
265 m3x3_scale( view
, (v3f
){ 1.0f
/((float)vg_window_x
*0.5f
), -1.0f
/((float)vg_window_y
*0.5f
), 1.0f
} );
266 ui_draw( &ui_global_ctx
);
269 glfwSwapBuffers( vg_window
);
278 // Screen projections
279 // ============================================================================================
281 void vg_projection_update(void)
283 // Do transform local->world
284 vg_mouse_ws
[0] = vg_mouse
[0];
285 vg_mouse_ws
[1] = vg_mouse
[1];
286 vg_mouse_ws
[2] = 1.0f
;
288 vg_mouse_ws
[0] = (2.0f
* vg_mouse_ws
[0]) / ((float)vg_window_x
) - 1.0f
;
289 vg_mouse_ws
[1] = -((2.0f
* vg_mouse_ws
[1]) / ((float)vg_window_y
) - 1.0f
);
292 m3x3_inv( vg_pv
, inverse
);
293 m3x3_mulv( inverse
, vg_mouse_ws
, vg_mouse_ws
);
298 u32 NvOptimusEnablement
= 0x00000001;
299 int AmdPowerXpressRequestHighPerformance
= 1;