fluff
[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_pre_update(void)
30 | | | |
31 | | | .-----+.
32 | | | | | called 0x to 8x
33 | | | | v
34 |IMP| | '- vg_fixed_update(void)
35 | | | |
36 | | | .-'
37 | | | |
38 | | | v
39 |IMP| | vg_post_update(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 const char *vg_get_basepath(void);
56
57 #include "vg_platform.h"
58 #include "vg_mem.h"
59
60 #ifdef VG_GAME
61 #include "dep/glad/glad.h"
62 #include "dep/sdl/include/SDL.h"
63 #include "vg_stdint.h"
64
65 void vg_register_exit( void( *funcptr )(void), const char *name );
66
67 #include "vg_m.h"
68 #include "vg_io.h"
69 #include "vg_log.h"
70 #include "vg_steam.h"
71
72 //#define VG_SYNC_DEBUG
73 #ifdef VG_SYNC_DEBUG
74 #define VG_SYNC_LOG(STR,...) \
75 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
76 #else
77 #define VG_SYNC_LOG(...)
78 #endif
79
80 /* API */
81 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name );
82
83 /* Thread 1 */
84 VG_STATIC void vg_preload(void);
85 VG_STATIC void vg_load(void);
86
87 /* Main thread */
88 VG_STATIC void vg_launch_opt(void);
89 VG_STATIC void vg_start(void);
90
91 VG_STATIC void vg_framebuffer_resize(int w, int h);
92 VG_STATIC void vg_pre_update(void);
93 VG_STATIC void vg_fixed_update(void);
94 VG_STATIC void vg_post_update(void);
95
96 VG_STATIC void vg_render(void);
97 VG_STATIC void vg_gui(void);
98
99 struct vg{
100 /* Engine sync */
101 SDL_Window *window;
102 SDL_GLContext gl_context;
103 const char *base_path;
104
105 SDL_sem *sem_loader; /* allows only one loader at a time */
106 jmp_buf env_loader_exit;
107
108 SDL_threadID thread_id_main,
109 thread_id_loader;
110 void *thread_data;
111
112 SDL_SpinLock sl_status;
113 enum engine_status{
114 k_engine_status_none,
115 k_engine_status_load_internal,
116 k_engine_status_running,
117 k_engine_status_crashed
118 }
119 engine_status;
120
121 /* Window information */
122 int window_x,
123 window_y,
124 samples,
125 window_should_close;
126
127 int display_refresh_rate,
128 fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */
129
130 enum vsync_feature{
131 k_vsync_feature_disabled=0,
132 k_vsync_feature_enabled=1,
133 k_vsync_feature_enabled_adaptive=2,
134 k_vsync_feature_error=3
135 }
136 vsync_feature;
137
138 double mouse_pos[2];
139 v2f mouse_delta,
140 mouse_wheel;
141
142 /* Runtime */
143 double time,
144 time_delta,
145 time_rate,
146
147 time_fixed_accumulator,
148 time_fixed_extrapolate,
149 time_frame_delta;
150
151 u64 time_hp, time_hp_last, time_spinning;
152
153 int fixed_iterations;
154
155 enum engine_stage{
156 k_engine_stage_none,
157 k_engine_stage_update,
158 k_engine_stage_update_fixed,
159 k_engine_stage_rendering,
160 k_engine_stage_ui
161 }
162 engine_stage;
163
164 /* graphics */
165 m4x4f pv;
166 enum quality_profile{
167 k_quality_profile_high = 0,
168 k_quality_profile_low = 1,
169 }
170 quality_profile;
171
172 float loader_ring;
173 }
174 VG_STATIC vg = { .time_rate = 1.0 };
175 const char *vg_get_basepath(void){
176 return vg.base_path;
177 }
178
179 enum vg_thread_purpose
180 {
181 k_thread_purpose_nothing,
182 k_thread_purpose_main,
183 k_thread_purpose_loader
184 };
185
186 #include "vg_async.h"
187
188 VG_STATIC enum engine_status _vg_engine_status(void)
189 {
190 SDL_AtomicLock( &vg.sl_status );
191 enum engine_status status = vg.engine_status;
192 SDL_AtomicUnlock( &vg.sl_status );
193
194 return status;
195 }
196
197 VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
198 {
199 SDL_AtomicLock( &vg.sl_status );
200
201 if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
202 SDL_AtomicUnlock( &vg.sl_status );
203 return k_thread_purpose_main;
204 }
205 else{
206 SDL_AtomicUnlock( &vg.sl_status );
207 return k_thread_purpose_loader;
208 }
209 }
210
211 VG_STATIC void vg_assert_thread( enum vg_thread_purpose required ){
212 enum vg_thread_purpose purpose = vg_thread_purpose();
213
214 if( purpose != required ){
215 vg_fatal_error( "thread_purpose must be %u not %u\n", required, purpose );
216 }
217 }
218
219 VG_STATIC void _vg_opengl_sync_init(void)
220 {
221 vg.sem_loader = SDL_CreateSemaphore(1);
222 }
223
224 VG_STATIC void vg_checkgl( const char *src_info );
225 #define VG_STRINGIT( X ) #X
226 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
227
228 #include "vg_console.h"
229 #include "vg_profiler.h"
230 #include "vg_audio.h"
231 #include "vg_shader.h"
232 #include "vg_tex.h"
233 #include "vg_input.h"
234 #include "vg_imgui.h"
235 #include "vg_lines.h"
236 #include "vg_loader.h"
237 #include "vg_opt.h"
238
239 /* Diagnostic */
240 VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
241 vg_prof_render = {.name="render()"},
242 vg_prof_swap = {.name="swap"};
243
244 VG_STATIC void vg_checkgl( const char *src_info )
245 {
246 int fail = 0;
247
248 GLenum err;
249 while( (err = glGetError()) != GL_NO_ERROR ){
250 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
251 fail = 1;
252 }
253
254 if( fail )
255 vg_fatal_error( "OpenGL Error" );
256 }
257
258 VG_STATIC void async_vg_bake_shaders( void *payload, u32 size )
259 {
260 vg_shaders_compile();
261 }
262
263 VG_STATIC void vg_bake_shaders(void)
264 {
265 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
266 vg_async_call( async_vg_bake_shaders, NULL, 0 );
267 }
268
269 void async_internal_complete( void *payload, u32 size )
270 {
271 vg_success( "Internal async setup complete\n" );
272 SDL_AtomicLock( &vg.sl_status );
273
274 if( vg.engine_status == k_engine_status_crashed ){
275 SDL_AtomicUnlock( &vg.sl_status );
276 return;
277 }
278 else{
279 vg.engine_status = k_engine_status_running;
280 }
281
282 SDL_AtomicUnlock( &vg.sl_status );
283 }
284
285 VG_STATIC void _vg_load_full( void *data )
286 {
287 vg_preload();
288
289 /* internal */
290 vg_loader_step( vg_input_init, vg_input_free );
291 vg_loader_step( vg_lines_init, NULL );
292 vg_loader_step( vg_audio_init, vg_audio_free );
293 vg_loader_step( vg_profiler_init, NULL );
294
295 vg_async_call( async_internal_complete, NULL, 0 );
296
297 /* client */
298 vg_load();
299 }
300
301 VG_STATIC void _vg_process_events(void)
302 {
303 v2_zero( vg.mouse_wheel );
304 v2_zero( vg.mouse_delta );
305
306 /* Update input */
307 vg_process_inputs();
308
309 /* SDL event loop */
310 SDL_Event event;
311 while( SDL_PollEvent( &event ) ){
312 if( event.type == SDL_KEYDOWN ){
313 if( vg_console.enabled &&
314 (vg_ui.focused_control_type != k_ui_control_modal) ){
315 if( event.key.keysym.sym == SDLK_ESCAPE ||
316 event.key.keysym.sym == SDLK_BACKQUOTE ){
317 vg_console.enabled = 0;
318 ui_defocus_all();
319 }
320 else if( (event.key.keysym.mod & KMOD_CTRL) &&
321 event.key.keysym.sym == SDLK_n ){
322 _console_suggest_next();
323 }
324 else if( (event.key.keysym.mod & KMOD_CTRL ) &&
325 event.key.keysym.sym == SDLK_p ){
326 _console_suggest_prev();
327 }
328 else{
329 _ui_proc_key( event.key.keysym );
330 }
331 }
332 else{
333 if( event.key.keysym.sym == SDLK_BACKQUOTE ){
334 vg_console.enabled = 1;
335 }
336 else {
337 _ui_proc_key( event.key.keysym );
338 }
339 }
340 }
341 else if( event.type == SDL_MOUSEWHEEL ){
342 vg.mouse_wheel[0] += event.wheel.preciseX;
343 vg.mouse_wheel[1] += event.wheel.preciseY;
344 }
345 else if( event.type == SDL_CONTROLLERDEVICEADDED ||
346 event.type == SDL_CONTROLLERDEVICEREMOVED )
347 {
348 vg_input_device_event( &event );
349 }
350 else if( event.type == SDL_CONTROLLERAXISMOTION ||
351 event.type == SDL_CONTROLLERBUTTONDOWN ||
352 event.type == SDL_CONTROLLERBUTTONUP )
353 {
354 vg_input_controller_event( &event );
355 }
356 else if( event.type == SDL_MOUSEMOTION ){
357 vg.mouse_delta[0] += event.motion.xrel;
358 vg.mouse_delta[1] += event.motion.yrel;
359 }
360 else if( event.type == SDL_WINDOWEVENT ){
361 if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){
362 int w, h;
363 SDL_GL_GetDrawableSize( vg.window, &w, &h );
364
365 if( !w || !h ){
366 vg_warn( "Got a invalid framebuffer size: "
367 "%dx%d... ignoring\n", w, h );
368 }
369 else{
370 vg.window_x = w;
371 vg.window_y = h;
372
373 vg_framebuffer_resize(w,h);
374 }
375 }
376 else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){
377 vg.window_should_close = 1;
378 }
379 }
380 else if( event.type == SDL_TEXTINPUT ){
381 ui_proc_utf8( event.text.text );
382 }
383 }
384
385 vg.mouse_pos[0] += vg.mouse_delta[0];
386 vg.mouse_pos[1] += vg.mouse_delta[1];
387 }
388
389 VG_STATIC void _vg_gameloop_update(void)
390 {
391 vg_profile_begin( &vg_prof_update );
392
393 vg.engine_stage = k_engine_stage_update;
394 vg_pre_update();
395
396 /* Fixed update loop */
397 vg.engine_stage = k_engine_stage_update_fixed;
398
399 vg.fixed_iterations = 0;
400 vg_lines.allow_input = 1;
401 vg.time_fixed_accumulator += vg.time_delta;
402
403 while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
404 vg_fixed_update();
405 vg_lines.allow_input = 0;
406 vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
407
408 vg.fixed_iterations ++;
409 if( vg.fixed_iterations == 8 ){
410 break;
411 }
412 }
413 vg_lines.allow_input = 1;
414 vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
415
416 vg.engine_stage = k_engine_stage_update;
417 vg_post_update();
418 vg_profile_end( &vg_prof_update );
419 }
420
421 VG_STATIC void _vg_gameloop_render(void)
422 {
423 vg_profile_begin( &vg_prof_render );
424
425 /* render */
426 vg.engine_stage = k_engine_stage_rendering;
427 vg_render();
428
429 /* ui */
430 vg.engine_stage = k_engine_stage_ui;
431 {
432 ui_prerender();
433 if( vg_console.enabled ){
434 vg_ui.ignore_input_frames = 10;
435 vg_gui();
436 vg_ui.ignore_input_frames = 0;
437 vg_ui.wants_mouse = 1;
438 _vg_console_draw();
439 }
440 else vg_gui();
441
442 /* vg tools */
443 audio_debug_ui( vg.pv );
444
445 /* profiling */
446 int frame_target = vg.display_refresh_rate;
447 if( vg.fps_limit > 0 ) frame_target = vg.fps_limit;
448 vg_profile_drawn(
449 (struct vg_profile *[]){
450 &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
451 (1.0f/(float)frame_target)*1000.0f,
452 (ui_rect){ 4, 4, 250, 0 }, 0
453 );
454 if( vg_profiler ){
455 char perf[256];
456
457 snprintf( perf, 255,
458 "x: %d y: %d\n"
459 "refresh: %d (%.1fms)\n"
460 "samples: %d\n"
461 "iterations: %d (acc: %.3fms%%)\n"
462 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
463 " extrap(%.2f) frame(%.2f) spin( "PRINTF_U64" )\n",
464 vg.window_x, vg.window_y,
465 frame_target, (1.0f/(float)frame_target)*1000.0f,
466 vg.samples,
467 vg.fixed_iterations,
468 (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
469 vg.time, vg.time_delta, vg.time_rate,
470 vg.time_fixed_extrapolate, vg.time_frame_delta,
471 vg.time_spinning );
472
473 ui_text( (ui_rect){258, 4+24+12+12,900,900},perf,1,0,k_ui_align_left);
474 }
475 ui_postrender();
476 }
477
478 vg_profile_end( &vg_prof_render );
479 }
480
481 VG_STATIC int vg_framefilter( double dt )
482 {
483 if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
484 /* turn on vsync if not enabled */
485
486 enum vsync_feature requested = k_vsync_feature_enabled;
487 if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
488
489 if( vg.vsync_feature != requested ){
490 vg_info( "Setting swap interval\n" );
491
492 int swap_interval = 1;
493 if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
494
495 if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
496 if( requested == k_vsync_feature_enabled ){
497 vg_error( "Vsync is not supported by your system\n" );
498 vg_warn( "You may be overriding it in your"
499 " graphics control panel.\n" );
500 }
501 else{
502 vg_error( "Adaptive Vsync is not supported by your system\n" );
503 }
504
505 vg.vsync_feature = k_vsync_feature_error;
506 vg.fps_limit = vg.display_refresh_rate;
507
508 /* TODO: Make popup to notify user that this happened */
509 return 1;
510 }
511 else{
512 vg_success( "Vsync enabled (%d)\n", requested );
513 vg.vsync_feature = requested;
514 }
515 }
516
517 return 0;
518 }
519
520 if( vg.vsync_feature != k_vsync_feature_disabled ){
521 SDL_GL_SetSwapInterval( 0 );
522 vg.vsync_feature = k_vsync_feature_disabled;
523 }
524
525 if( vg.fps_limit < 25 ) vg.fps_limit = 25;
526 if( vg.fps_limit > 300 ) vg.fps_limit = 300;
527
528 double min_frametime = 1.0/(double)vg.fps_limit;
529 if( vg.time_frame_delta < min_frametime ){
530 /* TODO: we can use high res nanosleep on Linux here */
531 double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0;
532 u32 ms = (u32)floor( sleep_ms );
533
534 if( ms ){
535 SDL_Delay( ms );
536 }
537 else{
538 vg.time_spinning ++;
539 }
540
541 return 1;
542 }
543
544 return 0;
545 }
546
547 VG_STATIC int _vg_crashscreen(void)
548 {
549 #if 0
550 if( vg_getkey( SDLK_ESCAPE ) )
551 return 1;
552 #endif
553
554 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
555 glEnable(GL_BLEND);
556 glDisable(GL_DEPTH_TEST);
557 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
558 glBlendEquation(GL_FUNC_ADD);
559
560 glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
561 glClear( GL_COLOR_BUFFER_BIT );
562 glViewport( 0,0, vg.window_x, vg.window_y );
563
564 _vg_render_log();
565
566 return 0;
567 }
568
569 VG_STATIC void _vg_gameloop(void){
570 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
571
572 vg.time_hp = SDL_GetPerformanceCounter();
573 vg.time_hp_last = vg.time_hp;
574
575 int post_start = 0;
576 while(1){
577
578 vg.time_hp = SDL_GetPerformanceCounter();
579 u64 udt = vg.time_hp - vg.time_hp_last;
580 vg.time_hp_last = vg.time_hp;
581
582 double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
583
584 vg.time_frame_delta += dt;
585
586 if( vg_framefilter( dt ) )
587 continue;
588
589 vg_profile_begin( &vg_prof_swap );
590 SDL_GL_SwapWindow( vg.window );
591 vg_profile_end( &vg_prof_swap );
592
593 enum engine_status status = _vg_engine_status();
594
595 vg.time_delta = vg.time_frame_delta * vg.time_rate;
596 vg.time += vg.time_delta;
597
598 vg_run_async_checked();
599 _vg_process_events();
600
601 if( vg.window_should_close )
602 break;
603
604 if( status == k_engine_status_crashed ){
605 if( _vg_crashscreen() )
606 break;
607 }
608 else{
609 if( status == k_engine_status_running ){
610 _vg_gameloop_update();
611 _vg_gameloop_render();
612 }
613 else{
614 _vg_loader_render();
615 }
616 }
617
618 if( vg.loader_ring > 0.01f ){
619 _vg_loader_render_ring( vg.loader_ring );
620 vg.loader_ring -= vg.time_frame_delta * 0.5f;
621 }
622
623 vg.time_frame_delta = 0.0;
624 vg.time_spinning = 0;
625 }
626 }
627
628 VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
629 {
630 char *arg;
631 while( vg_argp( argc, argv ) ){
632 if( (arg = vg_opt_arg( 'w' )) ){
633 vg.window_x = atoi( arg );
634 }
635
636 if( (arg = vg_opt_arg( 'h' )) ){
637 vg.window_y = atoi( arg );
638 }
639
640 if( (arg = vg_long_opt_arg( "samples" )) ){
641 vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
642 }
643
644 if( vg_long_opt( "use-libc-malloc" ) ){
645 vg_mem.use_libc_malloc = 1;
646 }
647
648 if( vg_long_opt( "high-performance" ) ){
649 vg.quality_profile = k_quality_profile_low;
650 }
651
652 vg_launch_opt();
653 }
654 }
655
656 VG_STATIC void _vg_init_window( const char *window_name )
657 {
658 vg_info( "SDL_INIT\n" );
659
660 if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){
661 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
662 exit(0);
663 }
664
665 SDL_InitSubSystem( SDL_INIT_AUDIO );
666 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
667
668 char *exe_basepath = SDL_GetBasePath();
669 u32 len = vg_align8( strlen(exe_basepath)+1 );
670 char *dest = vg_linear_alloc( vg_mem.rtmemory, len );
671 strcpy( dest, exe_basepath );
672 SDL_free( exe_basepath );
673 vg.base_path = dest;
674
675 vg_info( "Basepath: %s\n", vg.base_path );
676
677 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
678 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
679 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
680 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
681 SDL_GL_CONTEXT_PROFILE_CORE );
682
683 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
684 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
685
686 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
687 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
688 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
689 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
690 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
691
692 /*
693 * Get monitor information
694 */
695 vg_info( "Getting display count\n" );
696 int display_count = 0,
697 display_index = 0,
698 mode_index = 0;
699
700 SDL_DisplayMode video_mode;
701 if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
702 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
703 SDL_Quit();
704 exit(0);
705 }
706
707 vg.display_refresh_rate = video_mode.refresh_rate;
708 vg.window_x = video_mode.w;
709 vg.window_y = video_mode.h;
710
711 #ifdef VG_DEVWINDOW
712 vg.window_x = 1200;
713 vg.window_y = 880;
714 #endif
715
716 #ifndef _WIN32
717 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
718 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
719 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
720 #endif
721
722 vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y,
723 vg.display_refresh_rate );
724
725 /* TODO: Allow selecting closest video mode from launch opts */
726 if((vg.window = SDL_CreateWindow( window_name,
727
728 #ifdef VG_DEVWINDOW
729 0, 0, vg.window_x, vg.window_y,
730 SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
731 ))){
732 SDL_SetWindowPosition( vg.window, video_mode.w-vg.window_x, 0 );
733 }
734 #else
735 0, 0,
736 vg.window_x, vg.window_y,
737
738 SDL_WINDOW_FULLSCREEN_DESKTOP |
739 SDL_WINDOW_OPENGL |
740 SDL_WINDOW_INPUT_GRABBED
741 )))
742 {
743 if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){
744 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
745 SDL_Quit();
746 exit(0);
747 }
748 }
749 #endif
750 else{
751 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
752 exit(0);
753 }
754
755 SDL_RaiseWindow( vg.window );
756
757 vg_info( "CreateContext\n" );
758
759 /* ????? */
760 if( SDL_IsTextInputActive() ) SDL_StopTextInput();
761
762 /*
763 * OpenGL loading
764 */
765 if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){
766 SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y );
767 vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
768 }
769 else{
770 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
771 SDL_Quit();
772 exit(0);
773 }
774
775 if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) {
776 vg_error( "Glad Failed to initialize\n" );
777 SDL_GL_DeleteContext( vg.gl_context );
778 SDL_Quit();
779 exit(0);
780 }
781
782 const unsigned char* glver = glGetString( GL_VERSION );
783 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
784
785 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
786
787 SDL_DisplayMode dispmode;
788 if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){
789 if( dispmode.refresh_rate ){
790 vg.display_refresh_rate = dispmode.refresh_rate;
791 }
792 }
793
794 if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){
795 vg.display_refresh_rate = 60;
796 }
797
798 vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
799
800 #if defined(_WIN32) || defined(VG_DEVWINDOW)
801 vg.fps_limit = vg.display_refresh_rate;
802 #else
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_rand_seed( 461 );
828 _vg_process_launch_opts_internal( argc, argv );
829
830 /* Systems init */
831 vg_alloc_quota();
832 _vg_console_init();
833
834 vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
835 _vg_init_window( window_name );
836
837 vg_async_init();
838 SDL_SetRelativeMouseMode(1);
839
840 vg.thread_id_main = SDL_GetThreadID(NULL);
841
842 /* Opengl-required systems */
843 _vg_ui_init();
844 _vg_loader_init();
845
846 vg.engine_status = k_engine_status_load_internal;
847
848 _vg_opengl_sync_init();
849 vg_loader_start( _vg_load_full, NULL );
850 _vg_gameloop();
851 _vg_terminate();
852 }
853
854 VG_STATIC void vg_fatal_error( const char *fmt, ... )
855 {
856 va_list args;
857 va_start( args, fmt );
858 _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
859 va_end( args );
860
861 vg_print_backtrace();
862
863 SDL_AtomicLock( &vg.sl_status );
864 vg.engine_status = k_engine_status_crashed;
865 SDL_AtomicUnlock( &vg.sl_status );
866
867 if( vg_thread_purpose() == k_thread_purpose_loader ){
868 longjmp( vg.env_loader_exit, 1 );
869 }
870 else{
871 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
872 _vg_terminate();
873 }
874 }
875
876 #else /* VG_GAME */
877
878 #include "vg_log.h"
879 VG_STATIC void vg_fatal_error( const char *fmt, ... )
880 {
881 va_list args;
882 va_start( args, fmt );
883 _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
884 va_end( args );
885 exit(0);
886 }
887
888 #endif /* VG_GAME */
889
890 /*
891 * Graphic cards will check these to force it to use the GPU
892 */
893 u32 NvOptimusEnablement = 0x00000001;
894 int AmdPowerXpressRequestHighPerformance = 1;
895
896 #include "vg_log.c"
897
898 #endif /* VG_HEADER_H */