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