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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 #ifdef VG_CAPTURE_MODE
43 int vg_window_x = 1920;
44 int vg_window_y = 1080;
45 #else
46 int vg_window_x = 1366;
47 int vg_window_y = 768;
48 #endif
49
50 v2f vg_mouse;
51 v3f vg_mouse_ws;
52
53 float vg_time;
54 float vg_time_last;
55 float vg_time_delta;
56
57 // Engine components
58 #include "vg/vg_audio.h"
59 #include "vg/vg_shader.h"
60 #include "vg/vg_lines.h"
61 #include "vg/vg_tex.h"
62 #include "vg/vg_input.h"
63 #include "vg/vg_ui.h"
64 #include "vg/vg_console.h"
65 #include "vg/vg_debug.h"
66
67 #include "vg/vg_steamworks.h"
68
69 // Engine main
70 // ===========================================================================================================
71
72 #ifndef VG_RELEASE
73 void vg_checkgl( const char *src_info )
74 {
75 GLenum err;
76 while( (err = glGetError()) != GL_NO_ERROR )
77 {
78 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
79 }
80 }
81
82 #define VG_STRINGIT( X ) #X
83 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
84 #else
85 #define VG_CHECK_GL()
86 #endif
87
88
89 #define VG_GAMELOOP
90
91 void( *vg_on_exit[16] )(void);
92 u32 vg_exit_count = 0;
93
94 // Add a shutdown step
95 void vg_register_exit( void( *funcptr )(void), const char *name )
96 {
97 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
98 vg_on_exit[ vg_exit_count ++ ] = funcptr;
99 }
100
101 void vg_exit(void)
102 {
103 for( int i = vg_exit_count-1; i >= 0; i -- )
104 {
105 vg_info( "engine_exit[%d]()\n", i );
106 vg_on_exit[i]();
107 }
108
109 vg_info( "done\n" );
110 }
111
112 // Forcefully exit program after error
113 void vg_exiterr( const char *strErr )
114 {
115 vg_error( "Engine Fatal: %s\n", strErr );
116 vg_exit();
117 exit(0);
118 }
119
120 // Callbacks
121 // ---------
122
123 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
124 {
125 vg_mouse[0] = xpos;
126 vg_mouse[1] = ypos;
127 }
128
129 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
130 {
131
132 }
133
134 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
135 {
136 vg_window_x = w;
137 vg_window_y = h;
138 }
139
140 static void vg_register(void) VG_GAMELOOP;
141 static void vg_start(void) VG_GAMELOOP;
142 static void vg_update(void) VG_GAMELOOP;
143 static void vg_render(void) VG_GAMELOOP;
144 static void vg_ui(void) VG_GAMELOOP;
145 static void vg_free(void) VG_GAMELOOP;
146
147 static void vg_init( int argc, char *argv[], const char *window_name )
148 {
149 #ifdef VG_STEAM
150 // Initialize steamworks
151 if( !sw_init() )
152 return;
153 #endif
154
155 // Context creation
156 // ==========================================================================================================================
157 glfwInit();
158 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
159 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
160 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
161 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
162
163 #ifdef VG_CAPTURE_MODE
164 glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
165 #else
166 glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
167 #endif
168
169 glfwWindowHint( GLFW_SAMPLES, 4 );
170
171 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
172
173 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
174 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
175 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
176 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
177 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
178
179 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
180 {
181 vg_exiterr( "GLFW Failed to initialize" );
182 }
183 else
184 {
185 vg_register_exit( &glfwTerminate, "glfwTerminate" );
186 }
187
188 glfwMakeContextCurrent( vg_window );
189 glfwSwapInterval( 1 );
190
191 // Set callbacks
192 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
193
194 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
195 glfwSetScrollCallback( vg_window, vg_scroll_callback );
196
197 glfwSetCharCallback( vg_window, console_proc_wchar );
198 glfwSetKeyCallback( vg_window, console_proc_key );
199 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
200
201 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
202 {
203 vg_exiterr( "Glad failed to initialize" );
204 }
205
206 const unsigned char* glver = glGetString( GL_VERSION );
207 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
208
209 vg_console_init();
210 vg_register_exit( &vg_console_free, "Console" );
211
212 vg_run_gfx_diagnostics();
213
214 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
215 {
216 if( glfwJoystickIsGamepad( id ) )
217 {
218 vg_gamepad_name = glfwGetGamepadName( id );
219 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
220
221 vg_gamepad_ready = 1;
222 vg_gamepad_id = id;
223
224 break;
225 }
226 }
227
228 vg_lines_init();
229 vg_register_exit( &vg_lines_free, "vg_lines_free" );
230 ui_default_init();
231 vg_register_exit( &ui_default_free, "UI" );
232
233 vg_register();
234 vg_register_exit( &vg_free, "vg_free" );
235
236 if( vg_shaders_compile() )
237 {
238 vg_start();
239
240 vg_audio_init();
241 vg_register_exit( &vg_audio_free, "vg_audio_free" );
242
243 vg_debugtools_setup();
244
245 // Main gameloop
246 while( !glfwWindowShouldClose( vg_window ) )
247 {
248 glfwPollEvents();
249
250 #ifdef VG_STEAM
251 sw_event_loop();
252 #endif
253
254 vg_time_last = vg_time;
255 vg_time = glfwGetTime();
256 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
257
258 vg_update_inputs();
259 vg_update();
260 vg_render();
261
262 vg_lines_drawall((float*)vg_pv);
263
264 {
265 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
266 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], vg_get_button_state( "primary" ) );
267
268 vg_ui();
269 vg_console_draw();
270 vg_debugtools_draw();
271
272 ui_resolve( &ui_global_ctx );
273 ui_draw( &ui_global_ctx, NULL );
274 }
275
276 glfwSwapBuffers( vg_window );
277
278 VG_CHECK_GL();
279 }
280 }
281
282 vg_exit();
283 }
284
285 // Screen projections
286 // ============================================================================================
287
288 void vg_projection_update(void)
289 {
290 // Do transform local->world
291 vg_mouse_ws[0] = vg_mouse[0];
292 vg_mouse_ws[1] = vg_mouse[1];
293 vg_mouse_ws[2] = 1.0f;
294
295 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
296 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
297
298 m3x3f inverse;
299 m3x3_inv( vg_pv, inverse );
300 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
301 }
302
303 #endif
304
305 u32 NvOptimusEnablement = 0x00000001;
306 int AmdPowerXpressRequestHighPerformance = 1;