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[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 for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
215 {
216 if( glfwJoystickIsGamepad( id ) )
217 {
218 vg_gamepad_name = glfwGetGamepadName( id );
219 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
220
221 vg_gamepad_ready = 1;
222 vg_gamepad_id = id;
223
224 break;
225 }
226 }
227
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 if( vg_shaders_compile() )
237 {
238 vg_start();
239
240 vg_console_init();
241 vg_register_exit( &vg_console_free, "Console" );
242
243 vg_audio_init();
244 vg_register_exit( &vg_audio_free, "vg_audio_free" );
245
246 vg_debugtools_setup();
247
248 /*
249 * Main gameloop
250 */
251 while( !glfwWindowShouldClose( vg_window ) )
252 {
253 v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
254
255 glfwPollEvents();
256
257 #ifdef VG_STEAM
258 sw_event_loop();
259 #endif
260
261 vg_time_last = vg_time;
262 vg_time = glfwGetTime();
263 vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
264
265 vg_update_inputs();
266 vg_update();
267 vg_render();
268
269 vg_lines_drawall((float*)vg_pv);
270
271 {
272 ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
273 ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
274 vg_get_button_state( "primary" ) );
275
276 vg_ui();
277 vg_console_draw();
278 vg_debugtools_draw();
279
280 ui_resolve( &ui_global_ctx );
281 ui_draw( &ui_global_ctx, NULL );
282 }
283
284 glfwSwapBuffers( vg_window );
285 VG_CHECK_GL();
286 }
287 }
288
289 vg_exit();
290 }
291
292 #ifndef VG_3D
293 void vg_projection_update(void)
294 {
295 /*
296 * Reproject screenspace mouse into world
297 */
298
299 vg_mouse_ws[0] = vg_mouse[0];
300 vg_mouse_ws[1] = vg_mouse[1];
301 vg_mouse_ws[2] = 1.0f;
302
303 vg_mouse_ws[0] = (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
304 vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
305
306 m3x3f inverse;
307 m3x3_inv( vg_pv, inverse );
308 m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
309 }
310 #endif
311
312 #endif
313
314 /*
315 * Graphic cards will check these to force it to use the GPU
316 */
317 u32 NvOptimusEnablement = 0x00000001;
318 int AmdPowerXpressRequestHighPerformance = 1;