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[vg.git] / src / vg / vg.h
1 /* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */
2
3 #ifndef VG_HEADER_H
4 #define VG_HEADER_H
5
6 #include <stdio.h>
7 #include <stdlib.h>
8 #include <dirent.h>
9 #include <string.h>
10 #include <stdarg.h>
11 #include <ctype.h>
12 #include <math.h>
13
14 #if defined(VG_SERVER) || defined(VG_TOOLS)
15 #define VG_NON_CLIENT
16 #endif
17
18 #ifndef VG_SERVER
19 #include "../../dep/glad/glad.h"
20 #include "../../dep/glfw/glfw3.h"
21 #endif
22
23 #define STB_DS_IMPLEMENTATION
24 #include "stb/stb_ds.h"
25
26 #define QOI_IMPLEMENTATION
27 #include "phoboslab/qoi.h"
28
29 #include "vg_stdint.h"
30 #include "vg_platform.h"
31
32 void vg_register_exit( void( *funcptr )(void), const char *name );
33 void vg_exiterr( const char *strErr );
34
35 #include "vg_m.h"
36 #include "vg_io.h"
37
38 #ifdef VG_STEAM
39 //#include "vg_steamworks.h"
40 #include "vg_steam.h"
41 #endif
42
43 #ifndef VG_NON_CLIENT
44 #include "vg_gldiag.h"
45 #endif
46
47 #ifndef VG_NON_CLIENT
48
49 /* Engine globals */
50 GLFWwindow* vg_window;
51
52 #ifdef VG_3D
53 m4x4f vg_pv;
54 #else
55 m3x3f vg_pv;
56 #endif
57
58 #ifdef VG_CAPTURE_MODE
59 int vg_window_x = 1920;
60 int vg_window_y = 1080;
61 #else
62 int vg_window_x = 1366;
63 int vg_window_y = 768;
64 #endif
65
66 v2f vg_mouse;
67 v2f vg_mouse_wheel;
68 v3f vg_mouse_ws;
69
70 double vg_time,
71 vg_time_last,
72 vg_time_delta;
73
74 #include "vg_audio.h"
75 #include "vg_shader.h"
76 #include "vg_tex.h"
77 #include "vg_input.h"
78 #include "vg_ui.h"
79 #include "vg_console.h"
80 #include "vg_lines.h"
81 #include "vg_debug.h"
82
83 #ifndef VG_RELEASE
84 void vg_checkgl( const char *src_info )
85 {
86 GLenum err;
87 while( (err = glGetError()) != GL_NO_ERROR )
88 {
89 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
90 }
91 }
92
93 #define VG_STRINGIT( X ) #X
94 #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
95 #else
96 #define VG_CHECK_GL()
97 #endif
98
99
100 #define VG_GAMELOOP
101
102 void( *vg_on_exit[16] )(void);
103 u32 vg_exit_count = 0;
104
105 void vg_register_exit( void( *funcptr )(void), const char *name )
106 {
107 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
108 vg_on_exit[ vg_exit_count ++ ] = funcptr;
109 }
110
111 void vg_exit(void)
112 {
113 for( int i = vg_exit_count-1; i >= 0; i -- )
114 {
115 vg_info( "engine_exit[%d]()\n", i );
116 vg_on_exit[i]();
117 }
118
119 vg_info( "done\n" );
120 }
121
122 void vg_exiterr( const char *strErr )
123 {
124 vg_error( "Engine Fatal: %s\n", strErr );
125 vg_exit();
126 exit(0);
127 }
128
129 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
130 {
131 vg_mouse[0] = xpos;
132 vg_mouse[1] = ypos;
133 }
134
135 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
136 {
137 vg_mouse_wheel[0] += xoffset;
138 vg_mouse_wheel[1] += yoffset;
139 }
140
141
142 static void vg_register(void) VG_GAMELOOP;
143 static void vg_start(void) VG_GAMELOOP;
144 static void vg_update(void) VG_GAMELOOP;
145 static void vg_framebuffer_resize(int w, int h) VG_GAMELOOP;
146 static void vg_render(void) VG_GAMELOOP;
147 static void vg_ui(void) VG_GAMELOOP;
148 static void vg_free(void) VG_GAMELOOP;
149
150 void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
151 {
152 vg_window_x = w;
153 vg_window_y = h;
154
155 #ifdef VG_FRAMEBUFFER_RESIZE
156 vg_framebuffer_resize(w,h);
157 #endif
158 }
159
160 static void vg_init( int argc, char *argv[], const char *window_name )
161 {
162 #ifdef VG_STEAM
163 if( !sw_init() )
164 return;
165 #endif
166
167 glfwInit();
168 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
169 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
170 glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
171 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
172
173 #ifdef VG_CAPTURE_MODE
174 glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
175 #else
176 glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
177 #endif
178 glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
179
180 #if 0
181 glfwWindowHint(GLFW_SAMPLES,4);
182 #endif
183
184 GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
185
186 const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
187 glfwWindowHint( GLFW_RED_BITS, mode->redBits );
188 glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
189 glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
190
191 int refresh_rate = mode->refreshRate;
192
193 if( refresh_rate < 28 || refresh_rate >= 144 )
194 refresh_rate = 60;
195
196 glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate );
197
198 if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y,
199 window_name, NULL, NULL)) )
200 vg_exiterr( "GLFW Failed to initialize" );
201 else
202 vg_register_exit( &glfwTerminate, "glfwTerminate" );
203
204 glfwMakeContextCurrent( vg_window );
205 glfwSwapInterval( 1 );
206
207 glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
208 glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
209
210 glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
211 glfwSetScrollCallback( vg_window, vg_scroll_callback );
212
213 glfwSetCharCallback( vg_window, console_proc_wchar );
214 glfwSetKeyCallback( vg_window, console_proc_key );
215 #if 0
216 glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
217 #endif
218
219 if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
220 vg_exiterr( "Glad failed to initialize" );
221
222 const unsigned char* glver = glGetString( GL_VERSION );
223 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
224
225 vg_run_gfx_diagnostics();
226
227 vg_gamepad_init();
228 vg_lines_init();
229 vg_register_exit( &vg_lines_free, "vg_lines_free" );
230 ui_default_init();
231 vg_register_exit( &ui_default_free, "UI" );
232
233 vg_register();
234 vg_register_exit( &vg_free, "vg_free" );
235
236
237 vg_shaders_recompile(0,NULL);
238 vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
239 vg_function_push( (struct vg_cmd){
240 .name = "shaders",
241 .function = vg_shaders_recompile
242 });
243
244
245 vg_start();
246
247 vg_console_init();
248 vg_register_exit( &vg_console_free, "Console" );
249
250 vg_audio_init();
251 vg_register_exit( &vg_audio_free, "vg_audio_free" );
252
253 vg_debugtools_setup();
254
255 /*
256 * Main gameloop
257 */
258 while( !glfwWindowShouldClose( vg_window ) )
259 {
260 v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
261
262 glfwPollEvents();
263
264 #ifdef VG_STEAM
265 sw_event_loop();
266 #endif
267
268 vg_time_last = vg_time;
269 vg_time = glfwGetTime();
270 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
271
272 vg_update_inputs();
273 vg_update();
274 vg_render();
275
276 vg_lines_drawall((float*)vg_pv);
277
278 {
279 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
280 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
281 vg_get_button_state( "primary" ) );
282
283 vg_ui();
284 vg_console_draw();
285 vg_debugtools_draw();
286
287 ui_resolve( &ui_global_ctx );
288 ui_draw( &ui_global_ctx, NULL );
289 }
290
291 glfwSwapBuffers( vg_window );
292 VG_CHECK_GL();
293 }
294
295 vg_exit();
296 }
297
298 #ifndef VG_3D
299 void vg_projection_update(void)
300 {
301 /*
302 * Reproject screenspace mouse into world
303 */
304
305 vg_mouse_ws[0] = vg_mouse[0];
306 vg_mouse_ws[1] = vg_mouse[1];
307 vg_mouse_ws[2] = 1.0f;
308
309 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
310 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
311
312 m3x3f inverse;
313 m3x3_inv( vg_pv, inverse );
314 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
315 }
316 #endif
317
318 #endif
319
320 /*
321 * Graphic cards will check these to force it to use the GPU
322 */
323 u32 NvOptimusEnablement = 0x00000001;
324 int AmdPowerXpressRequestHighPerformance = 1;
325
326 #endif