#ifndef VG_NON_CLIENT
-m4x4f vg_pv;
-
-int vg_window_x = 0;
-int vg_window_y = 0;
-int vg_samples = 0;
-
-v2f vg_mouse;
-v2f vg_mouse_wheel;
-v3f vg_mouse_ws;
-
-double vg_time,
- vg_time_last,
- vg_time_delta;
-
struct vg
{
/* Engine sync */
}
engine_status;
const char *str_const_engine_err;
-
int is_loaded;
+ /* Window information */
+ int window_x,
+ window_y,
+ samples;
+ float refresh_rate;
+
+ v2f mouse,
+ mouse_wheel;
+
+ /* Runtime */
+ double time,
+ time_last,
+ time_delta,
+ accumulator;
+
+ int fixed_iterations;
+
+ enum engine_stage
+ {
+ k_engine_stage_none,
+ k_engine_stage_update,
+ k_engine_stage_update_fixed,
+ k_engine_stage_rendering,
+ k_engine_stage_ui
+ }
+ engine_stage;
+
+ /* graphics */
+ m4x4f pv;
+
/* Gamepad */
GLFWgamepadstate gamepad;
int gamepad_ready;
#define VG_STRINGIT( X ) #X
#define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
+#include "vg_console.h"
+#include "vg_profiler.h"
#include "vg_audio.h"
#include "vg_shader.h"
#include "vg_tex.h"
#include "vg_input.h"
#include "vg_ui.h"
-#include "vg_console.h"
#include "vg_lines.h"
#include "vg_debug.h"
#include "vg_loader.h"
#include "vg_opt.h"
+/* Diagnostic */
+static struct vg_profile vg_prof_update = {.name="update()"},
+ vg_prof_render = {.name="render()"};
+
#define VG_GAMELOOP
static void vg_register(void) VG_GAMELOOP;
static void vg_start(void) VG_GAMELOOP;
+
static void vg_update(int loaded) VG_GAMELOOP;
+static void vg_update_fixed(int loaded) VG_GAMELOOP;
+static void vg_update_post(int loaded) VG_GAMELOOP;
+
static void vg_framebuffer_resize(int w, int h) VG_GAMELOOP;
static void vg_render(void) VG_GAMELOOP;
static void vg_ui(void) VG_GAMELOOP;
void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
{
- vg_mouse[0] = xpos;
- vg_mouse[1] = ypos;
+ vg.mouse[0] = xpos;
+ vg.mouse[1] = ypos;
}
void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
{
- vg_mouse_wheel[0] += xoffset;
- vg_mouse_wheel[1] += yoffset;
+ vg.mouse_wheel[0] += xoffset;
+ vg.mouse_wheel[1] += yoffset;
}
void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
return;
}
- vg_window_x = w;
- vg_window_y = h;
+ vg.window_x = w;
+ vg.window_y = h;
vg_framebuffer_resize(w,h);
}
vg_loader_highwater( vg_gamepad_init, NULL, NULL );
vg_loader_highwater( vg_lines_init, vg_lines_free, NULL );
vg_loader_highwater( vg_audio_init, vg_audio_free, NULL );
+ vg_loader_highwater( vg_profiler_init, NULL, NULL );
/* client */
vg_load();
{
if( (arg = vg_opt_arg( 'w' )) )
{
- vg_window_x = atoi( arg );
+ vg.window_x = atoi( arg );
}
if( (arg = vg_opt_arg( 'h' )) )
{
- vg_window_y = atoi( arg );
+ vg.window_y = atoi( arg );
}
if( (arg = vg_long_opt_arg( "samples" )) )
{
- vg_samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
+ vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
}
}
glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
glfwWindowHint( GLFW_DOUBLEBUFFER, GLFW_TRUE );
- glfwWindowHint( GLFW_SAMPLES, vg_samples );
+ glfwWindowHint( GLFW_SAMPLES, vg.samples );
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
- /* TODO? */
- glfwWindowHint( GLFW_REFRESH_RATE, 60 );
+ glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
- if( !vg_window_x )
- vg_window_x = mode->width;
+ if( !vg.window_x )
+ vg.window_x = mode->width;
- if( !vg_window_y )
- vg_window_y = mode->height;
+ if( !vg.window_y )
+ vg.window_y = mode->height;
+ vg.refresh_rate = mode->refreshRate;
- if( (vg.window = glfwCreateWindow( vg_window_x, vg_window_y,
+ if( (vg.window = glfwCreateWindow( vg.window_x, vg.window_y,
window_name, monitor_primary, NULL)) )
{
- glfwGetFramebufferSize( vg.window, &vg_window_x, &vg_window_y );
- vg_success( "Window created (%dx%d)\n", vg_window_x, vg_window_y );
+ glfwGetFramebufferSize( vg.window, &vg.window_x, &vg.window_y );
+ vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
}
else
{
vg_loader_start();
int loaded = 0;
- int counter =0;
while(1)
{
if( glfwWindowShouldClose( vg.window ) )
break;
- v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+ v2_copy( (v2f){ 0.0f, 0.0f }, vg.mouse_wheel );
glfwPollEvents();
- vg_time_last = vg_time;
- vg_time = glfwGetTime();
- vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
+ vg.time_last = vg.time;
+ vg.time = glfwGetTime();
+ vg.time_delta = vg.time-vg.time_last;
if( vg.is_loaded )
{
- glClearColor( 0.0f,sinf(vg_time*20.0)*0.5f+0.5f,0.0f,1.0f );
+ glClearColor( 0.0f,sinf(vg.time*20.0)*0.5f+0.5f,0.0f,1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
if( !loaded )
vg_loader_render();
}
+ /*
+ * Game logic
+ * -------------------------------------------------------
+ */
+ vg_profile_begin( &vg_prof_update );
vg_update_inputs();
+
+ vg.engine_stage = k_engine_stage_update;
vg_update( loaded );
- counter ++;
+ /* Fixed update loop */
+ vg.engine_stage = k_engine_stage_update_fixed;
+ vg.accumulator += vg.time_delta;
-#if 0
- if( counter == 30 )
- vg_fatal_exit_loop( "Test crash from main, while loading (-O0)" );
-#endif
+ vg.fixed_iterations = 0;
+ while( vg.accumulator >= (VG_TIMESTEP_FIXED-0.00125) )
+ {
+ vg_update_fixed( loaded );
+
+ vg.accumulator -= VG_TIMESTEP_FIXED;
+ vg.accumulator = VG_MAX( 0.0, vg.accumulator );
+
+ vg.fixed_iterations ++;
+ if( vg.fixed_iterations == 8 )
+ {
+ break;
+ }
+ }
+
+ /*
+ * Rendering
+ * ---------------------------------------------
+ */
+ vg.engine_stage = k_engine_stage_update;
+ vg_update_post( loaded );
+ vg_profile_end( &vg_prof_update );
+
+ vg_profile_begin( &vg_prof_render );
if( loaded )
{
+ /* render */
+ vg.engine_stage = k_engine_stage_rendering;
vg_render();
/* ui */
+ vg.engine_stage = k_engine_stage_ui;
{
- ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
- ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
+ ui_begin( &ui_global_ctx, vg.window_x, vg.window_y );
+ ui_set_mouse( &ui_global_ctx, vg.mouse[0], vg.mouse[1],
vg_get_button_state( "primary" ) );
- audio_debug_ui( vg_pv );
+ vg_profile_drawn(
+ (struct vg_profile *[]){&vg_prof_update,&vg_prof_render}, 2,
+ (1.0f/(float)vg.refresh_rate)*1000.0f,
+ (ui_rect){ 4, 4, 250, 0 }, 0
+ );
+
+ audio_debug_ui( vg.pv );
vg_ui();
vg_console_draw();
}
}
+ vg_profile_end( &vg_prof_render );
+
glfwSwapBuffers( vg.window );
vg_run_synced_content();
}
/*
* Immediately transfer away from calling thread into a safe loop, signal for
* others to shutdown, then free everything once the user closes the window.
+ *
+ * FIXME(bug): glfwWindowShouldClose() never returns 1 in windows via wine, only
+ * when calling the program from outside its normal directory.
+ *
+ * A workaround is placed to skip the error loop on windows builds
*/
static void vg_fatal_exit_loop( const char *error )
{
}
vg_audio_free(NULL);
- /*
- * todo: draw error loop
- */
+#ifndef _WIN32
while(1)
{
if( glfwWindowShouldClose( vg.window ) )
break;
glfwPollEvents();
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
glClearColor( 0.15f + sinf(glfwGetTime())*0.1f, 0.0f, 0.0f,1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
- glViewport( 0,0, vg_window_x, vg_window_y );
+ glViewport( 0,0, vg.window_x, vg.window_y );
vg_render_log();
glfwSwapBuffers( vg.window );
}
+#endif
/* Can now shutdown and EXIT */
vg_loader_free();