changes from carve
[vg.git] / src / 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 "glad/glad.h"
13 #include "glfw/glfw3.h"
14
15 #define STB_DS_IMPLEMENTATION
16 #include "stb/stb_ds.h"
17
18 #define QOI_IMPLEMENTATION
19 #include "phoboslab/qoi.h"
20
21 #include "vg/vg_platform.h"
22
23 void vg_register_exit( void( *funcptr )(void), const char *name );
24 void vg_exiterr( const char *strErr );
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
35 #ifdef VG_3D
36 m4x4f vg_pv;
37 #else
38 m3x3f vg_pv;
39 #endif
40
41 #ifdef VG_CAPTURE_MODE
42 int vg_window_x = 1920;
43 int vg_window_y = 1080;
44 #else
45 int vg_window_x = 1366;
46 int vg_window_y = 768;
47 #endif
48
49 v2f vg_mouse;
50 v2f vg_mouse_wheel;
51 v3f vg_mouse_ws;
52
53 double vg_time,
54 vg_time_last,
55 vg_time_delta;
56
57 #include "vg/vg_audio.h"
58 #include "vg/vg_shader.h"
59 #include "vg/vg_lines.h"
60 #include "vg/vg_tex.h"
61 #include "vg/vg_input.h"
62 #include "vg/vg_ui.h"
63 #include "vg/vg_console.h"
64 #include "vg/vg_debug.h"
65
66 #ifdef VG_STEAM
67 #include "vg/vg_steamworks.h"
68 #endif
69
70 #ifndef VG_RELEASE
71 void vg_checkgl( const char *src_info )
72 {
73 GLenum err;
74 while( (err = glGetError()) != GL_NO_ERROR )
75 {
76 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
77 }
78 }
79
80 #define VG_STRINGIT( X ) #X
81 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
82 #else
83 #define VG_CHECK_GL()
84 #endif
85
86
87 #define VG_GAMELOOP
88
89 void( *vg_on_exit[16] )(void);
90 u32 vg_exit_count = 0;
91
92 void vg_register_exit( void( *funcptr )(void), const char *name )
93 {
94 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
95 vg_on_exit[ vg_exit_count ++ ] = funcptr;
96 }
97
98 void vg_exit(void)
99 {
100 for( int i = vg_exit_count-1; i >= 0; i -- )
101 {
102 vg_info( "engine_exit[%d]()\n", i );
103 vg_on_exit[i]();
104 }
105
106 vg_info( "done\n" );
107 }
108
109 void vg_exiterr( const char *strErr )
110 {
111 vg_error( "Engine Fatal: %s\n", strErr );
112 vg_exit();
113 exit(0);
114 }
115
116 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
117 {
118 vg_mouse[0] = xpos;
119 vg_mouse[1] = ypos;
120 }
121
122 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
123 {
124 vg_mouse_wheel[0] += xoffset;
125 vg_mouse_wheel[1] += yoffset;
126 }
127
128
129 static void vg_register(void) VG_GAMELOOP;
130 static void vg_start(void) VG_GAMELOOP;
131 static void vg_update(void) VG_GAMELOOP;
132 static void vg_framebuffer_resize(int w, int h) VG_GAMELOOP;
133 static void vg_render(void) VG_GAMELOOP;
134 static void vg_ui(void) VG_GAMELOOP;
135 static void vg_free(void) VG_GAMELOOP;
136
137 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
138 {
139 vg_window_x = w;
140 vg_window_y = h;
141
142 #ifdef VG_FRAMEBUFFER_RESIZE
143 vg_framebuffer_resize(w,h);
144 #endif
145 }
146
147 static void vg_init( int argc, char *argv[], const char *window_name )
148 {
149 #ifdef VG_STEAM
150 if( !sw_init() )
151 return;
152 #endif
153
154 glfwInit();
155 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
156 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
157 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
158 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
159
160 #ifdef VG_CAPTURE_MODE
161 glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
162 #else
163 glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
164 #endif
165 glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
166
167 #if 0
168 glfwWindowHint(GLFW_SAMPLES,4);
169 #endif
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
178 int refresh_rate = mode->refreshRate;
179
180 if( refresh_rate < 28 || refresh_rate >= 144 )
181 refresh_rate = 60;
182
183 glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate );
184
185 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y,
186 window_name, NULL, NULL)) )
187 vg_exiterr( "GLFW Failed to initialize" );
188 else
189 vg_register_exit( &glfwTerminate, "glfwTerminate" );
190
191 glfwMakeContextCurrent( vg_window );
192 glfwSwapInterval( 1 );
193
194 glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
195 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
196
197 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
198 glfwSetScrollCallback( vg_window, vg_scroll_callback );
199
200 glfwSetCharCallback( vg_window, console_proc_wchar );
201 glfwSetKeyCallback( vg_window, console_proc_key );
202 #if 0
203 glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
204 #endif
205
206 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
207 vg_exiterr( "Glad failed to initialize" );
208
209 const unsigned char* glver = glGetString( GL_VERSION );
210 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
211
212 vg_run_gfx_diagnostics();
213
214 vg_gamepad_init();
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_console_init();
228 vg_register_exit( &vg_console_free, "Console" );
229
230 vg_audio_init();
231 vg_register_exit( &vg_audio_free, "vg_audio_free" );
232
233 vg_debugtools_setup();
234
235 /*
236 * Main gameloop
237 */
238 while( !glfwWindowShouldClose( vg_window ) )
239 {
240 v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
241
242 glfwPollEvents();
243
244 #ifdef VG_STEAM
245 sw_event_loop();
246 #endif
247
248 vg_time_last = vg_time;
249 vg_time = glfwGetTime();
250 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
251
252 vg_update_inputs();
253 vg_update();
254 vg_render();
255
256 vg_lines_drawall((float*)vg_pv);
257
258 {
259 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
260 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
261 vg_get_button_state( "primary" ) );
262
263 vg_ui();
264 vg_console_draw();
265 vg_debugtools_draw();
266
267 ui_resolve( &ui_global_ctx );
268 ui_draw( &ui_global_ctx, NULL );
269 }
270
271 glfwSwapBuffers( vg_window );
272 VG_CHECK_GL();
273 }
274 }
275
276 vg_exit();
277 }
278
279 #ifndef VG_3D
280 void vg_projection_update(void)
281 {
282 /*
283 * Reproject screenspace mouse into world
284 */
285
286 vg_mouse_ws[0] = vg_mouse[0];
287 vg_mouse_ws[1] = vg_mouse[1];
288 vg_mouse_ws[2] = 1.0f;
289
290 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
291 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
292
293 m3x3f inverse;
294 m3x3_inv( vg_pv, inverse );
295 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
296 }
297 #endif
298
299 #endif
300
301 /*
302 * Graphic cards will check these to force it to use the GPU
303 */
304 u32 NvOptimusEnablement = 0x00000001;
305 int AmdPowerXpressRequestHighPerformance = 1;