switch to vgc system
[fishladder.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
deleted file mode 100644 (file)
index 575bf03..0000000
--- a/vg/vg.h
+++ /dev/null
@@ -1,312 +0,0 @@
-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <dirent.h>
-#include <stdint.h>
-#include <string.h>
-#include <stdarg.h>
-#include <ctype.h>
-#include <math.h>
-
-#include "gl/glad/glad.h"
-#include "gl/glfw3.h"
-
-#define STB_DS_IMPLEMENTATION
-#include "stb/stb_ds.h"
-//#define STB_IMAGE_IMPLEMENTATION
-//#include "stb/stb_image.h"
-
-#define QOI_IMPLEMENTATION
-#include "phoboslab/qoi.h"
-
-#include "vg/vg_platform.h"
-
-void vg_register_exit( void( *funcptr )(void), const char *name );
-void vg_exiterr( const char *strErr );
-
-m3x3f vg_pv;
-
-#include "vg/vg_m.h"
-#include "vg/vg_io.h"
-#include "vg/vg_gldiag.h"
-
-#ifndef VG_TOOLS
-
-// Engine globals
-GLFWwindow* vg_window;
-
-// 1366, 768
-// 1920, 1080
-
-#ifdef VG_CAPTURE_MODE
-int vg_window_x = 1920;
-int vg_window_y = 1080;
-#else
-int vg_window_x = 1366;
-int vg_window_y = 768;
-#endif
-
-v2f vg_mouse;
-v2f vg_mouse_wheel;
-v3f vg_mouse_ws;
-
-float  vg_time;
-float  vg_time_last;
-float  vg_time_delta;
-
-// Engine components
-#include "vg/vg_audio.h"
-#include "vg/vg_shader.h"
-#include "vg/vg_lines.h"
-#include "vg/vg_tex.h"
-#include "vg/vg_input.h"
-#include "vg/vg_ui.h"
-#include "vg/vg_console.h"
-#include "vg/vg_debug.h"
-
-#ifdef VG_STEAM
-#include "vg/vg_steamworks.h"
-#endif
-
-// Engine main
-// ===========================================================================================================
-
-#ifndef VG_RELEASE
-void vg_checkgl( const char *src_info )
-{
-       GLenum err;
-       while( (err = glGetError()) != GL_NO_ERROR )
-       {
-               vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
-       }
-}
-
- #define VG_STRINGIT( X ) #X
- #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
-#else
- #define VG_CHECK_GL()
-#endif
-
-
-#define VG_GAMELOOP
-
-void( *vg_on_exit[16] )(void);
-u32 vg_exit_count = 0;
-
-// Add a shutdown step
-void vg_register_exit( void( *funcptr )(void), const char *name )
-{
-       vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
-       vg_on_exit[ vg_exit_count ++ ] = funcptr;
-}
-
-void vg_exit(void)
-{
-       for( int i = vg_exit_count-1; i >= 0; i -- )
-       {
-               vg_info( "engine_exit[%d]()\n", i );
-               vg_on_exit[i]();
-       }
-       
-       vg_info( "done\n" );
-}
-
-// Forcefully exit program after error
-void vg_exiterr( const char *strErr )
-{
-       vg_error( "Engine Fatal: %s\n", strErr );
-       vg_exit();
-       exit(0);
-}
-
-// Callbacks
-// ---------
-
-void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
-{
-       vg_mouse[0] = xpos;
-       vg_mouse[1] = ypos;
-}
-
-void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
-{
-       vg_mouse_wheel[0] += xoffset;
-       vg_mouse_wheel[1] += yoffset;
-}
-
-void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
-{
-       vg_window_x = w;
-       vg_window_y = h;
-}
-
-static void vg_register(void) VG_GAMELOOP;
-static void vg_start(void) VG_GAMELOOP;
-static void vg_update(void) VG_GAMELOOP;
-static void vg_render(void) VG_GAMELOOP;
-static void vg_ui(void) VG_GAMELOOP;
-static void vg_free(void) VG_GAMELOOP;
-
-static void vg_init( int argc, char *argv[], const char *window_name )
-{
-#ifdef VG_STEAM
-       // Initialize steamworks
-       if( !sw_init() )
-               return;
-#endif
-       
-       // Context creation
-       // ==========================================================================================================================
-       glfwInit();
-       glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
-       glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
-       glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
-       glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
-       
-#ifdef VG_CAPTURE_MODE
-       glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
-#else
-       glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
-#endif
-
-       glfwWindowHint( GLFW_SAMPLES, 4 );
-       
-       GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
-       
-       const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
-       glfwWindowHint( GLFW_RED_BITS, mode->redBits );
-       glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
-       glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
-       glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
-
-       if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
-       {
-               vg_exiterr( "GLFW Failed to initialize" );
-       }
-       else
-       {
-               vg_register_exit( &glfwTerminate, "glfwTerminate" );
-       }
-       
-       glfwMakeContextCurrent( vg_window );
-       glfwSwapInterval( 1 );
-
-       // Set callbacks
-       glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
-
-       glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
-       glfwSetScrollCallback( vg_window, vg_scroll_callback );
-       
-       glfwSetCharCallback( vg_window, console_proc_wchar );
-       glfwSetKeyCallback( vg_window, console_proc_key );
-       //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-
-       if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) 
-       {
-               vg_exiterr( "Glad failed to initialize" );
-       }
-
-       const unsigned char* glver = glGetString( GL_VERSION );
-       vg_success( "Load setup complete, OpenGL version: %s\n", glver );
-       
-       vg_run_gfx_diagnostics();
-       
-       for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
-       {
-               if( glfwJoystickIsGamepad( id ) )
-               {
-                       vg_gamepad_name = glfwGetGamepadName( id );
-                       vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
-                       
-                       vg_gamepad_ready = 1;
-                       vg_gamepad_id = id;
-                       
-                       break;
-               }
-       }
-       
-       vg_lines_init();
-       vg_register_exit( &vg_lines_free, "vg_lines_free" );
-       ui_default_init();
-       vg_register_exit( &ui_default_free, "UI" );
-               
-       vg_register();
-       vg_register_exit( &vg_free, "vg_free" );
-       
-       if( vg_shaders_compile() )
-       {
-               vg_start();
-       
-               vg_console_init();
-               vg_register_exit( &vg_console_free, "Console" );
-       
-               vg_audio_init();
-               vg_register_exit( &vg_audio_free, "vg_audio_free" );
-               
-               vg_debugtools_setup();
-               
-               // Main gameloop
-               while( !glfwWindowShouldClose( vg_window ) )
-               {
-                       v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
-
-                       glfwPollEvents();
-                       
-                       #ifdef VG_STEAM
-                       sw_event_loop();
-                       #endif
-                       
-                       vg_time_last = vg_time;
-                       vg_time = glfwGetTime();
-                       vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
-                       
-                       vg_update_inputs();
-                       vg_update();
-                       vg_render();
-                       
-                       vg_lines_drawall((float*)vg_pv);
-                       
-                       {
-                               ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
-                               ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], vg_get_button_state( "primary" ) );
-                               
-                               vg_ui();
-                               vg_console_draw();
-                               vg_debugtools_draw();
-                               
-                               ui_resolve( &ui_global_ctx );
-                               ui_draw( &ui_global_ctx, NULL );
-                       }
-                       
-                       glfwSwapBuffers( vg_window );
-                       
-                       VG_CHECK_GL();
-               }
-       }
-       
-       vg_exit();
-}
-
-// Screen projections
-// ============================================================================================
-
-void vg_projection_update(void)
-{
-       // Do transform local->world
-       vg_mouse_ws[0] = vg_mouse[0];
-       vg_mouse_ws[1] = vg_mouse[1];
-       vg_mouse_ws[2] = 1.0f;
-       
-       vg_mouse_ws[0] =   (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
-       vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
-       
-       m3x3f inverse;
-       m3x3_inv( vg_pv, inverse ); 
-       m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
-}
-
-#endif
-
-u32 NvOptimusEnablement = 0x00000001;
-int AmdPowerXpressRequestHighPerformance = 1;