mc 1.9
[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 m3x3f vg_pv;
35
36 #ifdef VG_CAPTURE_MODE
37 int vg_window_x = 1920;
38 int vg_window_y = 1080;
39 #else
40 int vg_window_x = 1366;
41 int vg_window_y = 768;
42 #endif
43
44 v2f vg_mouse;
45 v2f vg_mouse_wheel;
46 v3f vg_mouse_ws;
47
48 double vg_time,
49 vg_time_last,
50 vg_time_delta;
51
52 #include "vg/vg_audio.h"
53 #include "vg/vg_shader.h"
54 #include "vg/vg_lines.h"
55 #include "vg/vg_tex.h"
56 #include "vg/vg_input.h"
57 #include "vg/vg_ui.h"
58 #include "vg/vg_console.h"
59 #include "vg/vg_debug.h"
60
61 #ifdef VG_STEAM
62 #include "vg/vg_steamworks.h"
63 #endif
64
65 #ifndef VG_RELEASE
66 void vg_checkgl( const char *src_info )
67 {
68 GLenum err;
69 while( (err = glGetError()) != GL_NO_ERROR )
70 {
71 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
72 }
73 }
74
75 #define VG_STRINGIT( X ) #X
76 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
77 #else
78 #define VG_CHECK_GL()
79 #endif
80
81
82 #define VG_GAMELOOP
83
84 void( *vg_on_exit[16] )(void);
85 u32 vg_exit_count = 0;
86
87 void vg_register_exit( void( *funcptr )(void), const char *name )
88 {
89 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
90 vg_on_exit[ vg_exit_count ++ ] = funcptr;
91 }
92
93 void vg_exit(void)
94 {
95 for( int i = vg_exit_count-1; i >= 0; i -- )
96 {
97 vg_info( "engine_exit[%d]()\n", i );
98 vg_on_exit[i]();
99 }
100
101 vg_info( "done\n" );
102 }
103
104 void vg_exiterr( const char *strErr )
105 {
106 vg_error( "Engine Fatal: %s\n", strErr );
107 vg_exit();
108 exit(0);
109 }
110
111 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
112 {
113 vg_mouse[0] = xpos;
114 vg_mouse[1] = ypos;
115 }
116
117 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
118 {
119 vg_mouse_wheel[0] += xoffset;
120 vg_mouse_wheel[1] += yoffset;
121 }
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_framebuffer_resize(int w, int h) VG_GAMELOOP;
128 static void vg_render(void) VG_GAMELOOP;
129 static void vg_ui(void) VG_GAMELOOP;
130 static void vg_free(void) VG_GAMELOOP;
131
132 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
133 {
134 vg_window_x = w;
135 vg_window_y = h;
136
137 #ifdef VG_FRAMEBUFFER_RESIZE
138 vg_framebuffer_resize(w,h);
139 #endif
140 }
141
142 static void vg_init( int argc, char *argv[], const char *window_name )
143 {
144 #ifdef VG_STEAM
145 if( !sw_init() )
146 return;
147 #endif
148
149 glfwInit();
150 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
151 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
152 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
153 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
154
155 #ifdef VG_CAPTURE_MODE
156 glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
157 #else
158 glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
159 #endif
160 glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
161
162 #if 0
163 glfwWindowHint(GLFW_SAMPLES,4);
164 #endif
165
166 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
167
168 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
169 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
170 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
171 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
172
173 int refresh_rate = mode->refreshRate;
174
175 if( refresh_rate < 28 || refresh_rate >= 144 )
176 refresh_rate = 60;
177
178 glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate );
179
180 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y,
181 window_name, NULL, NULL)) )
182 vg_exiterr( "GLFW Failed to initialize" );
183 else
184 vg_register_exit( &glfwTerminate, "glfwTerminate" );
185
186 glfwMakeContextCurrent( vg_window );
187 glfwSwapInterval( 1 );
188
189 glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
190 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
191
192 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
193 glfwSetScrollCallback( vg_window, vg_scroll_callback );
194
195 glfwSetCharCallback( vg_window, console_proc_wchar );
196 glfwSetKeyCallback( vg_window, console_proc_key );
197 #if 0
198 glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
199 #endif
200
201 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
202 vg_exiterr( "Glad failed to initialize" );
203
204 const unsigned char* glver = glGetString( GL_VERSION );
205 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
206
207 vg_run_gfx_diagnostics();
208
209 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
210 {
211 if( glfwJoystickIsGamepad( id ) )
212 {
213 vg_gamepad_name = glfwGetGamepadName( id );
214 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
215
216 vg_gamepad_ready = 1;
217 vg_gamepad_id = id;
218
219 break;
220 }
221 }
222
223 vg_lines_init();
224 vg_register_exit( &vg_lines_free, "vg_lines_free" );
225 ui_default_init();
226 vg_register_exit( &ui_default_free, "UI" );
227
228 vg_register();
229 vg_register_exit( &vg_free, "vg_free" );
230
231 if( vg_shaders_compile() )
232 {
233 vg_start();
234
235 vg_console_init();
236 vg_register_exit( &vg_console_free, "Console" );
237
238 vg_audio_init();
239 vg_register_exit( &vg_audio_free, "vg_audio_free" );
240
241 vg_debugtools_setup();
242
243 /*
244 * Main gameloop
245 */
246 while( !glfwWindowShouldClose( vg_window ) )
247 {
248 v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
249
250 glfwPollEvents();
251
252 #ifdef VG_STEAM
253 sw_event_loop();
254 #endif
255
256 vg_time_last = vg_time;
257 vg_time = glfwGetTime();
258 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
259
260 vg_update_inputs();
261 vg_update();
262 vg_render();
263
264 vg_lines_drawall((float*)vg_pv);
265
266 {
267 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
268 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
269 vg_get_button_state( "primary" ) );
270
271 vg_ui();
272 vg_console_draw();
273 vg_debugtools_draw();
274
275 ui_resolve( &ui_global_ctx );
276 ui_draw( &ui_global_ctx, NULL );
277 }
278
279 glfwSwapBuffers( vg_window );
280 VG_CHECK_GL();
281 }
282 }
283
284 vg_exit();
285 }
286
287 void vg_projection_update(void)
288 {
289 /*
290 * Reproject screenspace mouse into world
291 */
292
293 vg_mouse_ws[0] = vg_mouse[0];
294 vg_mouse_ws[1] = vg_mouse[1];
295 vg_mouse_ws[2] = 1.0f;
296
297 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
298 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
299
300 m3x3f inverse;
301 m3x3_inv( vg_pv, inverse );
302 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
303 }
304
305 #endif
306
307 /*
308 * Graphic cards will check these to force it to use the GPU
309 */
310 u32 NvOptimusEnablement = 0x00000001;
311 int AmdPowerXpressRequestHighPerformance = 1;