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[vg.git] / vg.h
1 /* Copyright (C) 2021-2023 Harry Godden (hgn) - All Rights Reserved */
2
3 /*
4
5 .-. VG Event loop
6 | 0 |
7 | | .---------------------------------------------------------.
8 |API| | vg_enter( int argc, char *argv[], const char *window_name |
9 | | '---------------------------------------------------------'
10 | | |
11 | | v
12 |IMP| vg_launch_opt(void) <--.
13 | | | |
14 | | |'---------------'
15 | | | .-.
16 | | |'-----------------------------------| 1 |------.
17 | | | | | |
18 | | | | | v
19 | | | |IMP| vg_preload(void)
20 | | | | | |
21 | | .-----+. | | v
22 | | | | |IMP| vg_load(void)
23 | | | v '___' |
24 |IMP| | vg_framebuffer_resize(void) |
25 | | | | |
26 |IMP| | |.------------- vg_start(void) ---------------'
27 | | | |
28 | | | v
29 |IMP| | vg_update(void)
30 | | | |
31 | | | .-----+.
32 | | | | |
33 | | | | v
34 |IMP| | '- vg_update_fixed(void)
35 | | | |
36 | | | .-'
37 | | | |
38 | | | v
39 |IMP| | vg_update_post(void)
40 | | | |
41 | | | v
42 |IMP| | vg_render(void)
43 | | | |
44 | | | v
45 |IMP| | vg_ui(void)
46 | | | |
47 | | '----'
48 '___'
49
50 */
51
52 #ifndef VG_HEADER_H
53 #define VG_HEADER_H
54
55 #include "vg_platform.h"
56 #include "vg_mem.h"
57
58 #ifndef _WIN32
59 #include <execinfo.h>
60 #endif
61
62 VG_STATIC void vg_print_backtrace(void)
63 {
64 #ifndef _WIN32
65
66 void *array[20];
67 char **strings;
68 int size, i;
69
70 size = backtrace( array, 20 );
71 strings = backtrace_symbols( array, size );
72
73 if( strings != NULL ){
74 vg_error( "---------------- gnu backtrace -------------\n" );
75
76 for( int i=0; i<size; i++ )
77 vg_info( "%s\n", strings[i] );
78
79 vg_error( "---------------- gnu backtrace -------------\n" );
80 }
81
82 free( strings );
83
84 #endif
85 }
86
87 #ifdef VG_GAME
88 #include "dep/glad/glad.h"
89 #include "submodules/SDL/include/SDL.h"
90 #include "vg_stdint.h"
91
92 void vg_register_exit( void( *funcptr )(void), const char *name );
93
94 #include "vg_m.h"
95 #include "vg_io.h"
96 #include "vg_log.h"
97 #include "vg_steam.h"
98 #include <setjmp.h>
99
100 //#define VG_SYNC_DEBUG
101 #ifdef VG_SYNC_DEBUG
102 #define VG_SYNC_LOG(STR,...) \
103 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
104 #else
105 #define VG_SYNC_LOG(...)
106 #endif
107
108 /* API */
109 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name );
110
111 /* Thread 1 */
112 VG_STATIC void vg_preload(void);
113 VG_STATIC void vg_load(void);
114
115 /* Main thread */
116 VG_STATIC void vg_launch_opt(void);
117 VG_STATIC void vg_start(void);
118
119 VG_STATIC void vg_framebuffer_resize(int w, int h);
120 VG_STATIC void vg_update(void);
121 VG_STATIC void vg_update_fixed(void);
122 VG_STATIC void vg_update_post(void);
123
124 VG_STATIC void vg_render(void);
125 VG_STATIC void vg_gui(void);
126
127 struct vg
128 {
129 /* Engine sync */
130 SDL_Window *window;
131 SDL_GLContext gl_context;
132
133 SDL_sem *sem_loader; /* allows only one loader at a time */
134
135 jmp_buf env_loader_exit;
136
137 SDL_threadID thread_id_main,
138 thread_id_loader;
139
140 SDL_SpinLock sl_status;
141 enum engine_status
142 {
143 k_engine_status_none,
144 k_engine_status_load_internal,
145 k_engine_status_running,
146 k_engine_status_crashed
147 }
148 engine_status;
149
150 /* Window information */
151 int window_x,
152 window_y,
153 samples,
154 window_should_close;
155
156 int display_refresh_rate,
157 fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */
158
159 enum vsync_feature
160 {
161 k_vsync_feature_disabled=0,
162 k_vsync_feature_enabled=1,
163 k_vsync_feature_enabled_adaptive=2,
164 k_vsync_feature_error=3
165 }
166 vsync_feature;
167
168 double mouse_pos[2];
169 v2f mouse_delta,
170 mouse_wheel;
171
172 /* Runtime */
173 double time,
174 time_delta,
175 time_rate,
176
177 time_fixed_accumulator,
178 time_fixed_extrapolate,
179 time_frame_delta;
180
181 u64 time_hp, time_hp_last, time_spinning;
182
183 int fixed_iterations;
184
185 enum engine_stage
186 {
187 k_engine_stage_none,
188 k_engine_stage_update,
189 k_engine_stage_update_fixed,
190 k_engine_stage_rendering,
191 k_engine_stage_ui
192 }
193 engine_stage;
194
195 /* graphics */
196 m4x4f pv;
197 enum quality_profile
198 {
199 k_quality_profile_high = 0,
200 k_quality_profile_low = 1,
201 }
202 quality_profile;
203
204 float loader_ring;
205 }
206 VG_STATIC vg = { .time_rate = 1.0 };
207
208 enum vg_thread_purpose
209 {
210 k_thread_purpose_nothing,
211 k_thread_purpose_main,
212 k_thread_purpose_loader
213 };
214
215 #include "vg_async.h"
216
217 VG_STATIC enum engine_status _vg_engine_status(void)
218 {
219 SDL_AtomicLock( &vg.sl_status );
220 enum engine_status status = vg.engine_status;
221 SDL_AtomicUnlock( &vg.sl_status );
222
223 return status;
224 }
225
226 VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
227 {
228 SDL_AtomicLock( &vg.sl_status );
229
230 if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
231 SDL_AtomicUnlock( &vg.sl_status );
232 return k_thread_purpose_main;
233 }
234 else{
235 SDL_AtomicUnlock( &vg.sl_status );
236 return k_thread_purpose_loader;
237 }
238 }
239
240 VG_STATIC void _vg_opengl_sync_init(void)
241 {
242 vg.sem_loader = SDL_CreateSemaphore(1);
243 }
244
245 VG_STATIC void vg_checkgl( const char *src_info );
246 #define VG_STRINGIT( X ) #X
247 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
248
249 #include "vg_console.h"
250 #include "vg_profiler.h"
251 #include "vg_audio.h"
252 #include "vg_shader.h"
253 #include "vg_tex.h"
254 #include "vg_input.h"
255 #include "vg_ui.h"
256 #include "vg_imgui.h"
257 #include "vg_lines.h"
258 #include "vg_loader.h"
259 #include "vg_opt.h"
260
261 /* Diagnostic */
262 VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
263 vg_prof_render = {.name="render()"},
264 vg_prof_swap = {.name="swap"};
265
266 VG_STATIC void vg_checkgl( const char *src_info )
267 {
268 int fail = 0;
269
270 GLenum err;
271 while( (err = glGetError()) != GL_NO_ERROR ){
272 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
273 fail = 1;
274 }
275
276 if( fail )
277 vg_fatal_error( "OpenGL Error" );
278 }
279
280 VG_STATIC void async_vg_bake_shaders( void *payload, u32 size )
281 {
282 vg_shaders_compile();
283 }
284
285 VG_STATIC void vg_bake_shaders(void)
286 {
287 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
288 vg_async_call( async_vg_bake_shaders, NULL, 0 );
289 }
290
291 void async_internal_complete( void *payload, u32 size )
292 {
293 vg_success( "Internal async setup complete\n" );
294 SDL_AtomicLock( &vg.sl_status );
295
296 if( vg.engine_status == k_engine_status_crashed ){
297 SDL_AtomicUnlock( &vg.sl_status );
298 return;
299 }
300 else{
301 vg.engine_status = k_engine_status_running;
302 }
303
304 SDL_AtomicUnlock( &vg.sl_status );
305 }
306
307 VG_STATIC void _vg_load_full(void)
308 {
309 vg_preload();
310
311 /* internal */
312 vg_loader_step( vg_input_init, vg_input_free );
313 vg_loader_step( vg_lines_init, NULL );
314 vg_loader_step( vg_audio_init, vg_audio_free );
315 vg_loader_step( vg_profiler_init, NULL );
316
317 vg_async_call( async_internal_complete, NULL, 0 );
318
319 /* client */
320 vg_load();
321 }
322
323 VG_STATIC void _vg_process_events(void)
324 {
325 v2_zero( vg.mouse_wheel );
326 v2_zero( vg.mouse_delta );
327
328 /* Update input */
329 vg_process_inputs();
330
331 /* SDL event loop */
332 SDL_Event event;
333 while( SDL_PollEvent( &event ) ){
334 if( event.type == SDL_KEYDOWN ){
335 console_proc_key( event.key.keysym );
336 }
337 else if( event.type == SDL_MOUSEWHEEL ){
338 vg.mouse_wheel[0] += event.wheel.preciseX;
339 vg.mouse_wheel[1] += event.wheel.preciseY;
340 }
341 else if( event.type == SDL_CONTROLLERDEVICEADDED ||
342 event.type == SDL_CONTROLLERDEVICEREMOVED )
343 {
344 vg_input_device_event( &event );
345 }
346 else if( event.type == SDL_CONTROLLERAXISMOTION ||
347 event.type == SDL_CONTROLLERBUTTONDOWN ||
348 event.type == SDL_CONTROLLERBUTTONUP )
349 {
350 vg_input_controller_event( &event );
351 }
352 else if( event.type == SDL_MOUSEMOTION ){
353 vg.mouse_delta[0] += event.motion.xrel;
354 vg.mouse_delta[1] += event.motion.yrel;
355 }
356 else if( event.type == SDL_WINDOWEVENT ){
357 if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){
358 int w, h;
359 SDL_GL_GetDrawableSize( vg.window, &w, &h );
360
361 if( !w || !h ){
362 vg_warn( "Got a invalid framebuffer size: "
363 "%dx%d... ignoring\n", w, h );
364 }
365 else{
366 vg.window_x = w;
367 vg.window_y = h;
368
369 vg_framebuffer_resize(w,h);
370 }
371 }
372 else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){
373 vg.window_should_close = 1;
374 }
375 }
376 else if( event.type == SDL_TEXTINPUT ){
377 console_proc_utf8( event.text.text );
378 }
379 }
380
381 vg.mouse_pos[0] += vg.mouse_delta[0];
382 vg.mouse_pos[1] += vg.mouse_delta[1];
383 }
384
385 VG_STATIC void _vg_gameloop_update(void)
386 {
387 vg_profile_begin( &vg_prof_update );
388
389 vg.engine_stage = k_engine_stage_update;
390 vg_update();
391
392 /* Fixed update loop */
393 vg.engine_stage = k_engine_stage_update_fixed;
394
395 vg.fixed_iterations = 0;
396 vg_lines.allow_input = 1;
397 vg.time_fixed_accumulator += vg.time_delta;
398
399 while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
400 vg_update_fixed();
401 vg_lines.allow_input = 0;
402
403 vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
404 //vg.accumulator = VG_MAX( 0.0, vg.accumulator );
405
406 vg.fixed_iterations ++;
407 if( vg.fixed_iterations == 8 ){
408 break;
409 }
410 }
411 vg_lines.allow_input = 1;
412 vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
413
414 vg.engine_stage = k_engine_stage_update;
415 vg_update_post();
416 vg_profile_end( &vg_prof_update );
417 }
418
419 VG_STATIC void _vg_gameloop_render(void)
420 {
421 vg_profile_begin( &vg_prof_render );
422
423 /* render */
424 vg.engine_stage = k_engine_stage_rendering;
425 vg_render();
426
427 /* ui */
428 vg.engine_stage = k_engine_stage_ui;
429 {
430 ui_prerender();
431 vg_gui();
432 ui_postrender();
433 #if 0
434 ui_begin( vg.window_x, vg.window_y );
435
436 /* TODO */
437 ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
438
439 int frame_target = vg.display_refresh_rate;
440
441 if( vg.fps_limit > 0 ){
442 frame_target = vg.fps_limit;
443 }
444
445 vg_profile_drawn(
446 (struct vg_profile *[]){
447 &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
448 (1.0f/(float)frame_target)*1000.0f,
449 (ui_rect){ 4, 4, 250, 0 }, 0
450 );
451
452 if( vg_profiler ){
453 char perf[256];
454
455 snprintf( perf, 255,
456 "x: %d y: %d\n"
457 "refresh: %d (%.1fms)\n"
458 "samples: %d\n"
459 "iterations: %d (acc: %.3fms%%)\n"
460 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
461 #ifdef _WIN32
462 " extrap(%.2f) frame(%.2f) spin( %llu )\n",
463 #else
464 " extrap(%.2f) frame(%.2f) spin( %lu )\n",
465 #endif
466 vg.window_x, vg.window_y,
467 frame_target, (1.0f/(float)frame_target)*1000.0f,
468 vg.samples,
469 vg.fixed_iterations,
470 (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
471 vg.time, vg.time_delta, vg.time_rate,
472 vg.time_fixed_extrapolate, vg.time_frame_delta,
473 vg.time_spinning );
474
475 ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0);
476 }
477
478 /* FIXME */
479 audio_debug_ui( vg.pv );
480 vg_gui();
481 _vg_console_draw();
482
483 ui_resolve();
484 ui_draw( NULL );
485 #endif
486 }
487
488 vg_profile_end( &vg_prof_render );
489 }
490
491 VG_STATIC int vg_framefilter( double dt )
492 {
493 if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
494 /* turn on vsync if not enabled */
495
496 enum vsync_feature requested = k_vsync_feature_enabled;
497 if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
498
499 if( vg.vsync_feature != requested ){
500 vg_info( "Setting swap interval\n" );
501
502 int swap_interval = 1;
503 if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
504
505 if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
506 if( requested == k_vsync_feature_enabled ){
507 vg_error( "Vsync is not supported by your system\n" );
508 vg_warn( "You may be overriding it in your"
509 " graphics control panel.\n" );
510 }
511 else{
512 vg_error( "Adaptive Vsync is not supported by your system\n" );
513 }
514
515 vg.vsync_feature = k_vsync_feature_error;
516 vg.fps_limit = vg.display_refresh_rate;
517
518 /* TODO: Make popup to notify user that this happened */
519 return 1;
520 }
521 else{
522 vg_success( "Vsync enabled (%d)\n", requested );
523 vg.vsync_feature = requested;
524 }
525 }
526
527 return 0;
528 }
529
530 if( vg.vsync_feature != k_vsync_feature_disabled ){
531 SDL_GL_SetSwapInterval( 0 );
532 vg.vsync_feature = k_vsync_feature_disabled;
533 }
534
535 if( vg.fps_limit < 25 ) vg.fps_limit = 25;
536 if( vg.fps_limit > 300 ) vg.fps_limit = 300;
537
538 double min_frametime = 1.0/(double)vg.fps_limit;
539 if( vg.time_frame_delta < min_frametime ){
540 /* TODO: we can use high res nanosleep on Linux here */
541 double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0;
542 u32 ms = (u32)floor( sleep_ms );
543
544 if( ms ){
545 SDL_Delay( ms );
546 }
547 else{
548 vg.time_spinning ++;
549 }
550
551 return 1;
552 }
553
554 return 0;
555 }
556
557 VG_STATIC int _vg_crashscreen(void)
558 {
559 #if 0
560 if( vg_getkey( SDLK_ESCAPE ) )
561 return 1;
562 #endif
563
564 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
565 glEnable(GL_BLEND);
566 glDisable(GL_DEPTH_TEST);
567 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
568 glBlendEquation(GL_FUNC_ADD);
569
570 glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
571 glClear( GL_COLOR_BUFFER_BIT );
572 glViewport( 0,0, vg.window_x, vg.window_y );
573
574 _vg_render_log();
575
576 return 0;
577 }
578
579 VG_STATIC void _vg_gameloop(void)
580 {
581 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
582
583 vg.time_hp = SDL_GetPerformanceCounter();
584 vg.time_hp_last = vg.time_hp;
585
586 int post_start = 0;
587 while(1){
588
589 vg.time_hp = SDL_GetPerformanceCounter();
590 u64 udt = vg.time_hp - vg.time_hp_last;
591 vg.time_hp_last = vg.time_hp;
592
593 double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
594
595 vg.time_frame_delta += dt;
596
597 if( vg_framefilter( dt ) )
598 continue;
599
600 vg_profile_begin( &vg_prof_swap );
601 SDL_GL_SwapWindow( vg.window );
602 vg_profile_end( &vg_prof_swap );
603
604 enum engine_status status = _vg_engine_status();
605
606 vg.time_delta = vg.time_frame_delta * vg.time_rate;
607 vg.time += vg.time_delta;
608
609 vg_run_async_checked();
610 _vg_process_events();
611
612 if( vg.window_should_close )
613 break;
614
615 if( status == k_engine_status_crashed ){
616 if( _vg_crashscreen() )
617 break;
618 }
619 else{
620 if( status == k_engine_status_running ){
621 _vg_gameloop_update();
622 _vg_gameloop_render();
623 }
624 else{
625 _vg_loader_render();
626 }
627 }
628
629 if( vg.loader_ring > 0.01f ){
630 vg.loader_ring -= vg.time_frame_delta * 0.5f;
631 _vg_loader_render_ring( vg.loader_ring );
632 }
633
634 vg.time_frame_delta = 0.0;
635 vg.time_spinning = 0;
636 }
637 }
638
639 VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
640 {
641 char *arg;
642 while( vg_argp( argc, argv ) ){
643 if( (arg = vg_opt_arg( 'w' )) ){
644 vg.window_x = atoi( arg );
645 }
646
647 if( (arg = vg_opt_arg( 'h' )) ){
648 vg.window_y = atoi( arg );
649 }
650
651 if( (arg = vg_long_opt_arg( "samples" )) ){
652 vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
653 }
654
655 if( vg_long_opt( "use-libc-malloc" ) ){
656 vg_mem.use_libc_malloc = 1;
657 }
658
659 if( vg_long_opt( "high-performance" ) ){
660 vg.quality_profile = k_quality_profile_low;
661 }
662
663 vg_launch_opt();
664 }
665 }
666
667 VG_STATIC void _vg_init_window( const char *window_name )
668 {
669 vg_info( "SDL_INIT\n" );
670
671 if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){
672 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
673 exit(0);
674 }
675
676 SDL_InitSubSystem( SDL_INIT_AUDIO );
677 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
678
679 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
680 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
681 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
682 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
683 SDL_GL_CONTEXT_PROFILE_CORE );
684
685 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
686 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
687
688 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
689 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
690 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
691 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
692 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
693
694 /*
695 * Get monitor information
696 */
697 vg_info( "Getting display count\n" );
698 int display_count = 0,
699 display_index = 0,
700 mode_index = 0;
701
702 #ifdef VG_DEVWINDOW
703 vg.window_x = 1600;
704 vg.window_y = 1000;
705 #else
706
707 SDL_DisplayMode video_mode;
708 if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
709 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
710 SDL_Quit();
711 exit(0);
712 }
713
714 vg.display_refresh_rate = video_mode.refresh_rate;
715 vg.window_x = video_mode.w;
716 vg.window_y = video_mode.h;
717 #endif
718
719 #ifndef _WIN32
720 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
721 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
722 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
723 #endif
724
725 vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y,
726 vg.display_refresh_rate );
727
728 /* TODO: Allow selecting closest video mode from launch opts */
729 if((vg.window = SDL_CreateWindow( window_name,
730
731 #ifdef VG_DEVWINDOW
732 0, 0, vg.window_x, vg.window_y,
733 SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL
734 ))){}
735 #else
736 0, 0,
737 vg.window_x, vg.window_y,
738
739 SDL_WINDOW_FULLSCREEN_DESKTOP |
740 SDL_WINDOW_OPENGL |
741 SDL_WINDOW_INPUT_GRABBED
742 )))
743 {
744 if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){
745 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
746 SDL_Quit();
747 exit(0);
748 }
749 }
750 #endif
751 else{
752 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
753 exit(0);
754 }
755
756 SDL_RaiseWindow( vg.window );
757
758 vg_info( "CreateContext\n" );
759
760 /*
761 * OpenGL loading
762 */
763 if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){
764 SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y );
765 vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
766 }
767 else{
768 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
769 SDL_Quit();
770 exit(0);
771 }
772
773 if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) {
774 vg_error( "Glad Failed to initialize\n" );
775 SDL_GL_DeleteContext( vg.gl_context );
776 SDL_Quit();
777 exit(0);
778 }
779
780 const unsigned char* glver = glGetString( GL_VERSION );
781 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
782
783 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
784
785 SDL_DisplayMode dispmode;
786 if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){
787 if( dispmode.refresh_rate ){
788 vg.display_refresh_rate = dispmode.refresh_rate;
789 }
790 }
791
792 if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){
793 vg.display_refresh_rate = 60;
794 }
795
796 vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
797
798 #ifdef _WIN32
799 vg.fps_limit = vg.display_refresh_rate;
800 #else
801 /* request vsync by default on linux to avoid screen tearing.
802 * this does have its own issues with compositing on X11. */
803 vg.fps_limit = 0;
804 #endif
805 }
806
807 VG_STATIC void _vg_terminate(void)
808 {
809 /* Shutdown */
810 _vg_console_write_persistent();
811
812 SDL_AtomicLock( &vg.sl_status );
813 vg.engine_status = k_engine_status_none;
814 SDL_AtomicUnlock( &vg.sl_status );
815
816 _vg_loader_free();
817
818 vg_success( "If you see this it means everything went.. \"well\".....\n" );
819
820 SDL_GL_DeleteContext( vg.gl_context );
821 SDL_Quit();
822 exit(0);
823 }
824
825 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
826 {
827 _vg_process_launch_opts_internal( argc, argv );
828
829 /* Systems init */
830 vg_alloc_quota();
831 _vg_console_init();
832
833 vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
834 _vg_init_window( window_name );
835
836 vg_async_init();
837
838 #ifndef VG_DEVWINDOW
839 SDL_SetRelativeMouseMode(1);
840 #endif
841
842 vg.thread_id_main = SDL_GetThreadID(NULL);
843
844 /* Opengl-required systems */
845 _vg_ui_init();
846 _vg_loader_init();
847
848 vg.engine_status = k_engine_status_load_internal;
849
850 _vg_opengl_sync_init();
851 vg_loader_start( _vg_load_full );
852 _vg_gameloop();
853 _vg_terminate();
854 }
855
856 VG_STATIC void vg_fatal_error( const char *fmt, ... )
857 {
858 va_list args;
859 va_start( args, fmt );
860 _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
861 va_end( args );
862
863 vg_print_backtrace();
864
865 SDL_AtomicLock( &vg.sl_status );
866 vg.engine_status = k_engine_status_crashed;
867 SDL_AtomicUnlock( &vg.sl_status );
868
869 if( vg_thread_purpose() == k_thread_purpose_loader ){
870 longjmp( vg.env_loader_exit, 1 );
871 }
872 else{
873 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
874 _vg_terminate();
875 }
876 }
877
878 #else /* VG_GAME */
879
880 #include "vg_log.h"
881 VG_STATIC void vg_fatal_error( const char *fmt, ... )
882 {
883 va_list args;
884 va_start( args, fmt );
885 _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
886 va_end( args );
887 exit(0);
888 }
889
890 #endif /* VG_GAME */
891
892 /*
893 * Graphic cards will check these to force it to use the GPU
894 */
895 u32 NvOptimusEnablement = 0x00000001;
896 int AmdPowerXpressRequestHighPerformance = 1;
897
898 #endif /* VG_HEADER_H */