bf3a0a0224166961d968560d04e2e1cd41dc8f90
[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
11 #include "gl/glad/glad.h"
12 #include "gl/glfw3.h"
13
14 #define STB_DS_IMPLEMENTATION
15 #define STB_IMAGE_IMPLEMENTATION
16 #include "stb/stb_ds.h"
17 #include "stb/stb_image.h"
18
19 #include "vg/vg_platform.h"
20
21 void vg_register_exit( void( *funcptr )(void), const char *name );
22 void vg_exiterr( const char *strErr );
23
24 m3x3f vg_pv;
25
26 #include "vg/vg_m.h"
27 #include "vg/vg_io.h"
28 #include "vg/vg_gldiag.h"
29
30 #ifndef VG_TOOLS
31
32 // Engine globals
33 GLFWwindow* vg_window;
34 int vg_window_x = 1280;
35 int vg_window_y = 720;
36
37 v2f vg_mouse;
38 v3f vg_mouse_ws;
39
40 float vg_time;
41 float vg_time_last;
42 float vg_time_delta;
43
44 // Engine components
45 #include "vg/vg_audio.h"
46 #include "vg/vg_shader.h"
47 #include "vg/vg_lines.h"
48 #include "vg/vg_tex.h"
49 #include "vg/vg_input.h"
50 #include "vg/vg_ui.h"
51 #include "vg/vg_console.h"
52 #include "vg/vg_debug.h"
53
54 #include "steam/steamworks_thin.h"
55
56 // Engine main
57 // ===========================================================================================================
58
59 #ifndef VG_RELEASE
60 void vg_checkgl( const char *src_info )
61 {
62 GLenum err;
63 while( (err = glGetError()) != GL_NO_ERROR )
64 {
65 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
66 }
67 }
68
69 #define VG_STRINGIT( X ) #X
70 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
71 #else
72 #define VG_CHECK_GL()
73 #endif
74
75
76 #define VG_GAMELOOP
77
78 void( *vg_on_exit[16] )(void);
79 u32 vg_exit_count = 0;
80
81 // Add a shutdown step
82 void vg_register_exit( void( *funcptr )(void), const char *name )
83 {
84 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
85 vg_on_exit[ vg_exit_count ++ ] = funcptr;
86 }
87
88 void vg_exit(void)
89 {
90 for( int i = vg_exit_count-1; i >= 0; i -- )
91 {
92 vg_info( "engine_exit[%d]()\n", i );
93 vg_on_exit[i]();
94 }
95
96 vg_info( "done\n" );
97 }
98
99 // Forcefully exit program after error
100 void vg_exiterr( const char *strErr )
101 {
102 vg_error( "Engine Fatal: %s\n", strErr );
103 vg_exit();
104 exit(0);
105 }
106
107 // Callbacks
108 // ---------
109
110 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
111 {
112 vg_mouse[0] = xpos;
113 vg_mouse[1] = ypos;
114 }
115
116 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
117 {
118
119 }
120
121 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
122 {
123 vg_window_x = w;
124 vg_window_y = h;
125 }
126
127 static void vg_register(void) VG_GAMELOOP;
128 static void vg_start(void) VG_GAMELOOP;
129 static void vg_update(void) VG_GAMELOOP;
130 static void vg_render(void) VG_GAMELOOP;
131 static void vg_ui(void) VG_GAMELOOP;
132 static void vg_free(void) VG_GAMELOOP;
133
134 static void vg_init( int argc, char *argv[], const char *window_name )
135 {
136 #ifdef VG_STEAM
137 // Initialize steamworks
138 if( !sw_init( 1218140U ) )
139 {
140 vg_exiterr( "Steamworks failed to initialize" );
141 }
142 else
143 {
144 vg_register_exit( &sw_SteamAPI_Shutdown, "SteamAPI" );
145 }
146 #endif
147
148 // Context creation
149 // ==========================================================================================================================
150 glfwInit();
151 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
152 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
153 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
154 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
155
156 glfwWindowHint( GLFW_SAMPLES, 4 );
157
158 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
159
160 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
161 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
162 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
163 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
164 glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
165
166 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
167 {
168 vg_exiterr( "GLFW Failed to initialize" );
169 }
170 else
171 {
172 vg_register_exit( &glfwTerminate, "glfwTerminate" );
173 }
174
175 glfwMakeContextCurrent( vg_window );
176 glfwSwapInterval( 1 );
177
178 // Set callbacks
179 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
180
181 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
182 glfwSetScrollCallback( vg_window, vg_scroll_callback );
183
184 glfwSetCharCallback( vg_window, console_proc_wchar );
185 glfwSetKeyCallback( vg_window, console_proc_key );
186 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
187
188 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
189 {
190 vg_exiterr( "Glad failed to initialize" );
191 }
192
193 const unsigned char* glver = glGetString( GL_VERSION );
194 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
195
196 vg_console_init();
197 vg_register_exit( &vg_console_free, "Console" );
198
199 vg_run_gfx_diagnostics();
200
201 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
202 {
203 if( glfwJoystickIsGamepad( id ) )
204 {
205 vg_gamepad_name = glfwGetGamepadName( id );
206 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
207
208 vg_gamepad_ready = 1;
209 vg_gamepad_id = id;
210
211 break;
212 }
213 }
214
215 vg_lines_init();
216 vg_register_exit( &vg_lines_free, "vg_lines_free" );
217 ui_default_init();
218 vg_register_exit( &ui_default_free, "UI" );
219
220 vg_register();
221 vg_register_exit( &vg_free, "vg_free" );
222
223 if( vg_shaders_compile() )
224 {
225 vg_start();
226
227 vg_audio_init();
228 vg_register_exit( &vg_audio_free, "vg_audio_free" );
229
230 vg_debugtools_setup();
231
232 // Main gameloop
233 while( !glfwWindowShouldClose( vg_window ) )
234 {
235 glfwPollEvents();
236
237 #ifdef VG_STEAM
238 sw_RunSteamEventLoop();
239 #endif
240
241 vg_time_last = vg_time;
242 vg_time = glfwGetTime();
243 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
244
245 vg_update_inputs();
246 vg_update();
247 vg_render();
248
249 vg_lines_drawall((float*)vg_pv);
250
251 {
252 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
253
254 // TODO: Find a more elegent form for this
255 int mouse_state = 0;
256 if( vg_get_button( "primary" ) ) mouse_state = 2;
257 if( vg_get_button_down( "primary" ) ) mouse_state = 1;
258 if( vg_get_button_up( "primary" ) ) mouse_state = 3;
259
260 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], mouse_state );
261
262 vg_ui();
263 vg_console_draw();
264 vg_debugtools_draw();
265
266 ui_resolve( &ui_global_ctx );
267 m3x3f view = M3X3_IDENTITY;
268 m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
269 m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
270 ui_draw( &ui_global_ctx );
271 }
272
273 glfwSwapBuffers( vg_window );
274
275 VG_CHECK_GL();
276 }
277 }
278
279 vg_exit();
280 }
281
282 // Screen projections
283 // ============================================================================================
284
285 void vg_projection_update(void)
286 {
287 // Do transform local->world
288 vg_mouse_ws[0] = vg_mouse[0];
289 vg_mouse_ws[1] = vg_mouse[1];
290 vg_mouse_ws[2] = 1.0f;
291
292 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
293 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
294
295 m3x3f inverse;
296 m3x3_inv( vg_pv, inverse );
297 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
298 }
299
300 #endif
301
302 u32 NvOptimusEnablement = 0x00000001;
303 int AmdPowerXpressRequestHighPerformance = 1;