maths api changes and random
[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 /* Engine sync */
129 SDL_Window *window;
130 SDL_GLContext gl_context;
131 const char *base_path;
132
133 SDL_sem *sem_loader; /* allows only one loader at a time */
134 jmp_buf env_loader_exit;
135
136 SDL_threadID thread_id_main,
137 thread_id_loader;
138 void *thread_data;
139
140 SDL_SpinLock sl_status;
141 enum engine_status{
142 k_engine_status_none,
143 k_engine_status_load_internal,
144 k_engine_status_running,
145 k_engine_status_crashed
146 }
147 engine_status;
148
149 /* Window information */
150 int window_x,
151 window_y,
152 samples,
153 window_should_close;
154
155 int display_refresh_rate,
156 fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */
157
158 enum vsync_feature{
159 k_vsync_feature_disabled=0,
160 k_vsync_feature_enabled=1,
161 k_vsync_feature_enabled_adaptive=2,
162 k_vsync_feature_error=3
163 }
164 vsync_feature;
165
166 double mouse_pos[2];
167 v2f mouse_delta,
168 mouse_wheel;
169
170 /* Runtime */
171 double time,
172 time_delta,
173 time_rate,
174
175 time_fixed_accumulator,
176 time_fixed_extrapolate,
177 time_frame_delta;
178
179 u64 time_hp, time_hp_last, time_spinning;
180
181 int fixed_iterations;
182
183 enum engine_stage{
184 k_engine_stage_none,
185 k_engine_stage_update,
186 k_engine_stage_update_fixed,
187 k_engine_stage_rendering,
188 k_engine_stage_ui
189 }
190 engine_stage;
191
192 /* graphics */
193 m4x4f pv;
194 enum quality_profile{
195 k_quality_profile_high = 0,
196 k_quality_profile_low = 1,
197 }
198 quality_profile;
199
200 float loader_ring;
201 }
202 VG_STATIC vg = { .time_rate = 1.0 };
203
204 enum vg_thread_purpose
205 {
206 k_thread_purpose_nothing,
207 k_thread_purpose_main,
208 k_thread_purpose_loader
209 };
210
211 #include "vg_async.h"
212
213 VG_STATIC enum engine_status _vg_engine_status(void)
214 {
215 SDL_AtomicLock( &vg.sl_status );
216 enum engine_status status = vg.engine_status;
217 SDL_AtomicUnlock( &vg.sl_status );
218
219 return status;
220 }
221
222 VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
223 {
224 SDL_AtomicLock( &vg.sl_status );
225
226 if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
227 SDL_AtomicUnlock( &vg.sl_status );
228 return k_thread_purpose_main;
229 }
230 else{
231 SDL_AtomicUnlock( &vg.sl_status );
232 return k_thread_purpose_loader;
233 }
234 }
235
236 VG_STATIC void _vg_opengl_sync_init(void)
237 {
238 vg.sem_loader = SDL_CreateSemaphore(1);
239 }
240
241 VG_STATIC void vg_checkgl( const char *src_info );
242 #define VG_STRINGIT( X ) #X
243 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
244
245 #include "vg_console.h"
246 #include "vg_profiler.h"
247 #include "vg_audio.h"
248 #include "vg_shader.h"
249 #include "vg_tex.h"
250 #include "vg_input.h"
251 #include "vg_ui.h"
252 #include "vg_imgui.h"
253 #include "vg_lines.h"
254 #include "vg_loader.h"
255 #include "vg_opt.h"
256
257 /* Diagnostic */
258 VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
259 vg_prof_render = {.name="render()"},
260 vg_prof_swap = {.name="swap"};
261
262 VG_STATIC void vg_checkgl( const char *src_info )
263 {
264 int fail = 0;
265
266 GLenum err;
267 while( (err = glGetError()) != GL_NO_ERROR ){
268 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
269 fail = 1;
270 }
271
272 if( fail )
273 vg_fatal_error( "OpenGL Error" );
274 }
275
276 VG_STATIC void async_vg_bake_shaders( void *payload, u32 size )
277 {
278 vg_shaders_compile();
279 }
280
281 VG_STATIC void vg_bake_shaders(void)
282 {
283 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
284 vg_async_call( async_vg_bake_shaders, NULL, 0 );
285 }
286
287 void async_internal_complete( void *payload, u32 size )
288 {
289 vg_success( "Internal async setup complete\n" );
290 SDL_AtomicLock( &vg.sl_status );
291
292 if( vg.engine_status == k_engine_status_crashed ){
293 SDL_AtomicUnlock( &vg.sl_status );
294 return;
295 }
296 else{
297 vg.engine_status = k_engine_status_running;
298 }
299
300 SDL_AtomicUnlock( &vg.sl_status );
301 }
302
303 VG_STATIC void _vg_load_full( void *data )
304 {
305 vg_preload();
306
307 /* internal */
308 vg_loader_step( vg_input_init, vg_input_free );
309 vg_loader_step( vg_lines_init, NULL );
310 vg_loader_step( vg_audio_init, vg_audio_free );
311 vg_loader_step( vg_profiler_init, NULL );
312
313 vg_async_call( async_internal_complete, NULL, 0 );
314
315 /* client */
316 vg_load();
317 }
318
319 VG_STATIC void _vg_process_events(void)
320 {
321 v2_zero( vg.mouse_wheel );
322 v2_zero( vg.mouse_delta );
323
324 /* Update input */
325 vg_process_inputs();
326
327 /* SDL event loop */
328 SDL_Event event;
329 while( SDL_PollEvent( &event ) ){
330 if( event.type == SDL_KEYDOWN ){
331 if( vg_console.enabled ){
332 if( event.key.keysym.sym == SDLK_ESCAPE ||
333 event.key.keysym.sym == SDLK_BACKQUOTE ){
334 vg_console.enabled = 0;
335 ui_defocus_all();
336 }
337 else if( (event.key.keysym.mod & KMOD_CTRL) &&
338 event.key.keysym.sym == SDLK_n ){
339 _console_suggest_next();
340 }
341 else if( (event.key.keysym.mod & KMOD_CTRL ) &&
342 event.key.keysym.sym == SDLK_p ){
343 _console_suggest_prev();
344 }
345 else{
346 _ui_proc_key( event.key.keysym );
347 }
348 }
349 else{
350 if( event.key.keysym.sym == SDLK_BACKQUOTE ){
351 vg_console.enabled = 1;
352 }
353 else {
354 _ui_proc_key( event.key.keysym );
355 }
356 }
357 }
358 else if( event.type == SDL_MOUSEWHEEL ){
359 vg.mouse_wheel[0] += event.wheel.preciseX;
360 vg.mouse_wheel[1] += event.wheel.preciseY;
361 }
362 else if( event.type == SDL_CONTROLLERDEVICEADDED ||
363 event.type == SDL_CONTROLLERDEVICEREMOVED )
364 {
365 vg_input_device_event( &event );
366 }
367 else if( event.type == SDL_CONTROLLERAXISMOTION ||
368 event.type == SDL_CONTROLLERBUTTONDOWN ||
369 event.type == SDL_CONTROLLERBUTTONUP )
370 {
371 vg_input_controller_event( &event );
372 }
373 else if( event.type == SDL_MOUSEMOTION ){
374 vg.mouse_delta[0] += event.motion.xrel;
375 vg.mouse_delta[1] += event.motion.yrel;
376 }
377 else if( event.type == SDL_WINDOWEVENT ){
378 if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){
379 int w, h;
380 SDL_GL_GetDrawableSize( vg.window, &w, &h );
381
382 if( !w || !h ){
383 vg_warn( "Got a invalid framebuffer size: "
384 "%dx%d... ignoring\n", w, h );
385 }
386 else{
387 vg.window_x = w;
388 vg.window_y = h;
389
390 vg_framebuffer_resize(w,h);
391 }
392 }
393 else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){
394 vg.window_should_close = 1;
395 }
396 }
397 else if( event.type == SDL_TEXTINPUT ){
398 ui_proc_utf8( event.text.text );
399 }
400 }
401
402 vg.mouse_pos[0] += vg.mouse_delta[0];
403 vg.mouse_pos[1] += vg.mouse_delta[1];
404 }
405
406 VG_STATIC void _vg_gameloop_update(void)
407 {
408 vg_profile_begin( &vg_prof_update );
409
410 vg.engine_stage = k_engine_stage_update;
411 vg_update();
412
413 /* Fixed update loop */
414 vg.engine_stage = k_engine_stage_update_fixed;
415
416 vg.fixed_iterations = 0;
417 vg_lines.allow_input = 1;
418 vg.time_fixed_accumulator += vg.time_delta;
419
420 while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
421 vg_update_fixed();
422 vg_lines.allow_input = 0;
423
424 vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
425 //vg.accumulator = VG_MAX( 0.0, vg.accumulator );
426
427 vg.fixed_iterations ++;
428 if( vg.fixed_iterations == 8 ){
429 break;
430 }
431 }
432 vg_lines.allow_input = 1;
433 vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
434
435 vg.engine_stage = k_engine_stage_update;
436 vg_update_post();
437 vg_profile_end( &vg_prof_update );
438 }
439
440 VG_STATIC void _vg_gameloop_render(void)
441 {
442 vg_profile_begin( &vg_prof_render );
443
444 /* render */
445 vg.engine_stage = k_engine_stage_rendering;
446 vg_render();
447
448 /* ui */
449 vg.engine_stage = k_engine_stage_ui;
450 {
451 ui_prerender();
452 if( vg_console.enabled ){
453 vg_ui.ignore_input_frames = 10;
454 vg_gui();
455 vg_ui.ignore_input_frames = 0;
456 vg_ui.wants_mouse = 1;
457 _vg_console_draw();
458 }
459 else vg_gui();
460
461 ui_postrender();
462 #if 0
463 ui_begin( vg.window_x, vg.window_y );
464
465 /* TODO */
466 ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
467
468 int frame_target = vg.display_refresh_rate;
469
470 if( vg.fps_limit > 0 ){
471 frame_target = vg.fps_limit;
472 }
473
474 vg_profile_drawn(
475 (struct vg_profile *[]){
476 &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
477 (1.0f/(float)frame_target)*1000.0f,
478 (ui_rect){ 4, 4, 250, 0 }, 0
479 );
480
481 if( vg_profiler ){
482 char perf[256];
483
484 snprintf( perf, 255,
485 "x: %d y: %d\n"
486 "refresh: %d (%.1fms)\n"
487 "samples: %d\n"
488 "iterations: %d (acc: %.3fms%%)\n"
489 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
490 #ifdef _WIN32
491 " extrap(%.2f) frame(%.2f) spin( %llu )\n",
492 #else
493 " extrap(%.2f) frame(%.2f) spin( %lu )\n",
494 #endif
495 vg.window_x, vg.window_y,
496 frame_target, (1.0f/(float)frame_target)*1000.0f,
497 vg.samples,
498 vg.fixed_iterations,
499 (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
500 vg.time, vg.time_delta, vg.time_rate,
501 vg.time_fixed_extrapolate, vg.time_frame_delta,
502 vg.time_spinning );
503
504 ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0);
505 }
506
507 /* FIXME */
508 audio_debug_ui( vg.pv );
509 vg_gui();
510
511 ui_resolve();
512 ui_draw( NULL );
513 #endif
514 }
515
516 vg_profile_end( &vg_prof_render );
517 }
518
519 VG_STATIC int vg_framefilter( double dt )
520 {
521 if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
522 /* turn on vsync if not enabled */
523
524 enum vsync_feature requested = k_vsync_feature_enabled;
525 if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
526
527 if( vg.vsync_feature != requested ){
528 vg_info( "Setting swap interval\n" );
529
530 int swap_interval = 1;
531 if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
532
533 if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
534 if( requested == k_vsync_feature_enabled ){
535 vg_error( "Vsync is not supported by your system\n" );
536 vg_warn( "You may be overriding it in your"
537 " graphics control panel.\n" );
538 }
539 else{
540 vg_error( "Adaptive Vsync is not supported by your system\n" );
541 }
542
543 vg.vsync_feature = k_vsync_feature_error;
544 vg.fps_limit = vg.display_refresh_rate;
545
546 /* TODO: Make popup to notify user that this happened */
547 return 1;
548 }
549 else{
550 vg_success( "Vsync enabled (%d)\n", requested );
551 vg.vsync_feature = requested;
552 }
553 }
554
555 return 0;
556 }
557
558 if( vg.vsync_feature != k_vsync_feature_disabled ){
559 SDL_GL_SetSwapInterval( 0 );
560 vg.vsync_feature = k_vsync_feature_disabled;
561 }
562
563 if( vg.fps_limit < 25 ) vg.fps_limit = 25;
564 if( vg.fps_limit > 300 ) vg.fps_limit = 300;
565
566 double min_frametime = 1.0/(double)vg.fps_limit;
567 if( vg.time_frame_delta < min_frametime ){
568 /* TODO: we can use high res nanosleep on Linux here */
569 double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0;
570 u32 ms = (u32)floor( sleep_ms );
571
572 if( ms ){
573 SDL_Delay( ms );
574 }
575 else{
576 vg.time_spinning ++;
577 }
578
579 return 1;
580 }
581
582 return 0;
583 }
584
585 VG_STATIC int _vg_crashscreen(void)
586 {
587 #if 0
588 if( vg_getkey( SDLK_ESCAPE ) )
589 return 1;
590 #endif
591
592 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
593 glEnable(GL_BLEND);
594 glDisable(GL_DEPTH_TEST);
595 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
596 glBlendEquation(GL_FUNC_ADD);
597
598 glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
599 glClear( GL_COLOR_BUFFER_BIT );
600 glViewport( 0,0, vg.window_x, vg.window_y );
601
602 _vg_render_log();
603
604 return 0;
605 }
606
607 VG_STATIC void _vg_gameloop(void)
608 {
609 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
610
611 vg.time_hp = SDL_GetPerformanceCounter();
612 vg.time_hp_last = vg.time_hp;
613
614 int post_start = 0;
615 while(1){
616
617 vg.time_hp = SDL_GetPerformanceCounter();
618 u64 udt = vg.time_hp - vg.time_hp_last;
619 vg.time_hp_last = vg.time_hp;
620
621 double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
622
623 vg.time_frame_delta += dt;
624
625 if( vg_framefilter( dt ) )
626 continue;
627
628 vg_profile_begin( &vg_prof_swap );
629 SDL_GL_SwapWindow( vg.window );
630 vg_profile_end( &vg_prof_swap );
631
632 enum engine_status status = _vg_engine_status();
633
634 vg.time_delta = vg.time_frame_delta * vg.time_rate;
635 vg.time += vg.time_delta;
636
637 vg_run_async_checked();
638 _vg_process_events();
639
640 if( vg.window_should_close )
641 break;
642
643 if( status == k_engine_status_crashed ){
644 if( _vg_crashscreen() )
645 break;
646 }
647 else{
648 if( status == k_engine_status_running ){
649 _vg_gameloop_update();
650 _vg_gameloop_render();
651 }
652 else{
653 _vg_loader_render();
654 }
655 }
656
657 if( vg.loader_ring > 0.01f ){
658 vg.loader_ring -= vg.time_frame_delta * 0.5f;
659 _vg_loader_render_ring( vg.loader_ring );
660 }
661
662 vg.time_frame_delta = 0.0;
663 vg.time_spinning = 0;
664 }
665 }
666
667 VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
668 {
669 char *arg;
670 while( vg_argp( argc, argv ) ){
671 if( (arg = vg_opt_arg( 'w' )) ){
672 vg.window_x = atoi( arg );
673 }
674
675 if( (arg = vg_opt_arg( 'h' )) ){
676 vg.window_y = atoi( arg );
677 }
678
679 if( (arg = vg_long_opt_arg( "samples" )) ){
680 vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
681 }
682
683 if( vg_long_opt( "use-libc-malloc" ) ){
684 vg_mem.use_libc_malloc = 1;
685 }
686
687 if( vg_long_opt( "high-performance" ) ){
688 vg.quality_profile = k_quality_profile_low;
689 }
690
691 vg_launch_opt();
692 }
693 }
694
695 VG_STATIC void _vg_init_window( const char *window_name )
696 {
697 vg_info( "SDL_INIT\n" );
698
699 if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){
700 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
701 exit(0);
702 }
703
704 SDL_InitSubSystem( SDL_INIT_AUDIO );
705 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
706
707 char *exe_basepath = SDL_GetBasePath();
708 u32 len = vg_align8( strlen(exe_basepath)+1 );
709 char *dest = vg_linear_alloc( vg_mem.rtmemory, len );
710 strcpy( dest, exe_basepath );
711 SDL_free( exe_basepath );
712 vg.base_path = dest;
713
714 vg_info( "Basepath: %s\n", vg.base_path );
715
716 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
717 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
718 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
719 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
720 SDL_GL_CONTEXT_PROFILE_CORE );
721
722 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
723 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
724
725 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
726 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
727 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
728 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
729 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
730
731 /*
732 * Get monitor information
733 */
734 vg_info( "Getting display count\n" );
735 int display_count = 0,
736 display_index = 0,
737 mode_index = 0;
738
739 #ifdef VG_DEVWINDOW
740 vg.window_x = 1600;
741 vg.window_y = 1000;
742 #else
743
744 SDL_DisplayMode video_mode;
745 if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
746 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
747 SDL_Quit();
748 exit(0);
749 }
750
751 vg.display_refresh_rate = video_mode.refresh_rate;
752 vg.window_x = video_mode.w;
753 vg.window_y = video_mode.h;
754 #endif
755
756 #ifndef _WIN32
757 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
758 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
759 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
760 #endif
761
762 vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y,
763 vg.display_refresh_rate );
764
765 /* TODO: Allow selecting closest video mode from launch opts */
766 if((vg.window = SDL_CreateWindow( window_name,
767
768 #ifdef VG_DEVWINDOW
769 0, 0, vg.window_x, vg.window_y,
770 SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
771 ))){}
772 #else
773 0, 0,
774 vg.window_x, vg.window_y,
775
776 SDL_WINDOW_FULLSCREEN_DESKTOP |
777 SDL_WINDOW_OPENGL |
778 SDL_WINDOW_INPUT_GRABBED
779 )))
780 {
781 if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){
782 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
783 SDL_Quit();
784 exit(0);
785 }
786 }
787 #endif
788 else{
789 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
790 exit(0);
791 }
792
793 SDL_RaiseWindow( vg.window );
794
795 vg_info( "CreateContext\n" );
796
797 /* ????? */
798 if( SDL_IsTextInputActive() ) SDL_StopTextInput();
799
800 /*
801 * OpenGL loading
802 */
803 if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){
804 SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y );
805 vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
806 }
807 else{
808 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
809 SDL_Quit();
810 exit(0);
811 }
812
813 if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) {
814 vg_error( "Glad Failed to initialize\n" );
815 SDL_GL_DeleteContext( vg.gl_context );
816 SDL_Quit();
817 exit(0);
818 }
819
820 const unsigned char* glver = glGetString( GL_VERSION );
821 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
822
823 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
824
825 SDL_DisplayMode dispmode;
826 if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){
827 if( dispmode.refresh_rate ){
828 vg.display_refresh_rate = dispmode.refresh_rate;
829 }
830 }
831
832 if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){
833 vg.display_refresh_rate = 60;
834 }
835
836 vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
837
838 #if defined(_WIN32) || defined(VG_DEVWINDOW)
839 vg.fps_limit = vg.display_refresh_rate;
840 #else
841 vg.fps_limit = 0;
842 #endif
843 }
844
845 VG_STATIC void _vg_terminate(void)
846 {
847 /* Shutdown */
848 _vg_console_write_persistent();
849
850 SDL_AtomicLock( &vg.sl_status );
851 vg.engine_status = k_engine_status_none;
852 SDL_AtomicUnlock( &vg.sl_status );
853
854 _vg_loader_free();
855
856 vg_success( "If you see this it means everything went.. \"well\".....\n" );
857
858 SDL_GL_DeleteContext( vg.gl_context );
859 SDL_Quit();
860 exit(0);
861 }
862
863 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
864 {
865 vg_rand_seed( 461 );
866 _vg_process_launch_opts_internal( argc, argv );
867
868 /* Systems init */
869 vg_alloc_quota();
870 _vg_console_init();
871
872 vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
873 _vg_init_window( window_name );
874
875 vg_async_init();
876 SDL_SetRelativeMouseMode(1);
877
878 vg.thread_id_main = SDL_GetThreadID(NULL);
879
880 /* Opengl-required systems */
881 _vg_ui_init();
882 _vg_loader_init();
883
884 vg.engine_status = k_engine_status_load_internal;
885
886 _vg_opengl_sync_init();
887 vg_loader_start( _vg_load_full, NULL );
888 _vg_gameloop();
889 _vg_terminate();
890 }
891
892 VG_STATIC void vg_fatal_error( const char *fmt, ... )
893 {
894 va_list args;
895 va_start( args, fmt );
896 _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
897 va_end( args );
898
899 vg_print_backtrace();
900
901 SDL_AtomicLock( &vg.sl_status );
902 vg.engine_status = k_engine_status_crashed;
903 SDL_AtomicUnlock( &vg.sl_status );
904
905 if( vg_thread_purpose() == k_thread_purpose_loader ){
906 longjmp( vg.env_loader_exit, 1 );
907 }
908 else{
909 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
910 _vg_terminate();
911 }
912 }
913
914 #else /* VG_GAME */
915
916 #include "vg_log.h"
917 VG_STATIC void vg_fatal_error( const char *fmt, ... )
918 {
919 va_list args;
920 va_start( args, fmt );
921 _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
922 va_end( args );
923 exit(0);
924 }
925
926 #endif /* VG_GAME */
927
928 /*
929 * Graphic cards will check these to force it to use the GPU
930 */
931 u32 NvOptimusEnablement = 0x00000001;
932 int AmdPowerXpressRequestHighPerformance = 1;
933
934 #endif /* VG_HEADER_H */