simplify gitignore
[vg.git] / src / vg / vg.h
index e2102774e004c70260216327106fa74c4a368570..77d27e2fb9f80553cacad4469608b79f82a4678d 100644 (file)
-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
 
-#include <stdio.h>
-#include <stdlib.h>
-#include <dirent.h>
-#include <stdint.h>
-#include <string.h>
-#include <stdarg.h>
-#include <ctype.h>
-#include <math.h>
+/*
+ * Memory model:
+ *    [global (.data)] [temp-stack] [system-stack] [game-heap]
+ *
+ *    1. Program starts: .data memory is loaded
+ *    2. System initialization: 
+ *       2a. the large heap buffer is allocated
+ *       2b. each engine system is initialized in order, using some of the 
+ *           system stack
+ *       2c. game systems are also put into here
+ */
 
-#include "glad/glad.h"
-#include "glfw/glfw3.h"
 
-#define STB_DS_IMPLEMENTATION
-#include "stb/stb_ds.h"
-//#define STB_IMAGE_IMPLEMENTATION
-//#include "stb/stb_image.h"
+#ifndef VG_HEADER_H
+#define VG_HEADER_H
 
-#define QOI_IMPLEMENTATION
-#include "phoboslab/qoi.h"
+#include "vg_platform.h"
+#include "vg_mem.h"
 
-#include "vg/vg_platform.h"
-
-void vg_register_exit( void( *funcptr )(void), const char *name );
-void vg_exiterr( const char *strErr );
+#ifndef _WIN32
+#include <execinfo.h>
+#endif
 
-m3x3f vg_pv;
 
-#include "vg/vg_m.h"
-#include "vg/vg_io.h"
-#include "vg/vg_gldiag.h"
+#if defined(VG_SERVER) || defined(VG_TOOLS)
+ #define VG_NON_CLIENT
+#endif
 
-#ifndef VG_TOOLS
+#ifndef VG_SERVER
+#include "../../dep/glad/glad.h"
 
-// Engine globals
-GLFWwindow* vg_window;
+#define GLFW_INCLUDE_GLCOREARB
 
-// 1366, 768
-// 1920, 1080
+#ifdef _WIN32
+  #define GLFW_DLL
+#endif
 
-#ifdef VG_CAPTURE_MODE
-int vg_window_x = 1920;
-int vg_window_y = 1080;
-#else
-int vg_window_x = 1366;
-int vg_window_y = 768;
+#include "../../dep/glfw/glfw3.h"
 #endif
 
-v2f vg_mouse;
-v2f vg_mouse_wheel;
-v3f vg_mouse_ws;
+#include "vg_stdint.h"
 
-float  vg_time;
-float  vg_time_last;
-float  vg_time_delta;
+void vg_register_exit( void( *funcptr )(void), const char *name );
 
-// Engine components
-#include "vg/vg_audio.h"
-#include "vg/vg_shader.h"
-#include "vg/vg_lines.h"
-#include "vg/vg_tex.h"
-#include "vg/vg_input.h"
-#include "vg/vg_ui.h"
-#include "vg/vg_console.h"
-#include "vg/vg_debug.h"
+#include "vg_m.h"
+#include "vg_io.h"
+#include "vg_log.h"
 
 #ifdef VG_STEAM
-#include "vg/vg_steamworks.h"
+//#include "vg_steamworks.h"
+#include "vg_steam.h"
 #endif
 
-// Engine main
-// ===========================================================================================================
+#ifndef VG_NON_CLIENT
 
-#ifndef VG_RELEASE
-void vg_checkgl( const char *src_info )
+struct vg
 {
-       GLenum err;
-       while( (err = glGetError()) != GL_NO_ERROR )
-       {
-               vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
-       }
+   /* Engine sync */
+   GLFWwindow* window;
+
+   vg_mutex     mux_context;
+   vg_semaphore sem_allow_exec,
+                sem_exec_finished,
+                sem_loader,
+                sem_fatal;
+   int exec_context;
+
+   vg_mutex     mux_engine_status;
+   enum engine_status
+   {
+      k_engine_status_none,
+      k_engine_status_running,
+      k_engine_status_crashed
+   }
+   engine_status;
+   const char *str_const_engine_err;
+   int          is_loaded;
+
+   /* Window information */
+   int window_x,
+       window_y,
+       samples;
+   float refresh_rate;
+
+   double mouse_pos[2];
+   v2f 
+       mouse_delta,
+       mouse_wheel;
+
+   /* Runtime */
+   double time,
+          time_delta,
+          frame_delta,
+          time_real,
+          time_real_last,
+          time_rate,
+          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;
+   enum quality_profile
+   {
+      k_quality_profile_high = 0,
+      k_quality_profile_low = 1,
+   }
+   quality_profile;
+
+   /* Gamepad */
+   GLFWgamepadstate  gamepad;
+   int                               gamepad_ready;
+   const char       *gamepad_name;
+   int                               gamepad_id;
+   int               gamepad_use_trackpad_look;
 }
+VG_STATIC vg = { .time_rate = 1.0 };
+
+struct vg_thread_info
+{
+   enum vg_thread_purpose
+   {
+      k_thread_purpose_nothing,
+      k_thread_purpose_main,
+      k_thread_purpose_loader
+   }
+   purpose;
+
+   int gl_context_level;
+};
+
+static VG_THREAD_LOCAL struct vg_thread_info vg_thread_info;
+
 
- #define VG_STRINGIT( X ) #X
- #define VG_CHECK_GL() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
+//#define VG_SYNC_DEBUG
+
+#ifdef VG_SYNC_DEBUG
+  #define VG_SYNC_LOG(STR,...) vg_info(STR,vg_thread_info.purpose,##__VA_ARGS__)
 #else
#define VG_CHECK_GL()
 #define VG_SYNC_LOG(...)
 #endif
 
+VG_STATIC void vg_fatal_exit_loop( const char *error );
+VG_STATIC void vg_required( void *ptr, const char *path )
+{
+   if( !ptr )
+   {
+      vg_fatal_exit_loop( path );
+   }
+}
 
-#define VG_GAMELOOP
 
-void( *vg_on_exit[16] )(void);
-u32 vg_exit_count = 0;
+VG_STATIC void vg_ensure_engine_running(void)
+{
+   /* Check if the engine is no longer running */
+   vg_mutex_lock( &vg.mux_engine_status );
+   if( vg.engine_status != k_engine_status_running )
+   {
+      VG_SYNC_LOG( "[%d] Engine is no longer running\n");
+      vg_mutex_unlock( &vg.mux_engine_status );
+
+      /* Safe to disregard loader thread from this point on, elswhere */
+      if( vg_thread_info.purpose == k_thread_purpose_loader )
+      {
+         vg_semaphore_post( &vg.sem_loader );
+      }
+
+      VG_SYNC_LOG( "[%d] about to kill\n");
+      vg_thread_exit();
+   }
+   vg_mutex_unlock( &vg.mux_engine_status );
+}
+
+/*
+ * Sync execution so that the OpenGL context is switched onto this thread.
+ * Anything after this call will be in a valid context.
+ */
+VG_STATIC void vg_acquire_thread_sync(void)
+{
+   /* We dont want to do anything if this is the main thread */
+   if( vg_thread_info.purpose == k_thread_purpose_main )
+      return;
+
+   assert( vg_thread_info.purpose == k_thread_purpose_loader );
+
+   vg_ensure_engine_running();
+
+   /* Check if thread already has the context */
+   if( vg_thread_info.gl_context_level )
+   {
+      vg_thread_info.gl_context_level ++;
+      VG_SYNC_LOG( "[%d] We already have sync here\n" );
+      return;
+   }
+
+   vg_mutex_lock( &vg.mux_context );
+   VG_SYNC_LOG( "[%d] Signal to sync.\n" );
+   vg.exec_context = 1;
+   vg_mutex_unlock( &vg.mux_context );
+   
+   /* wait until told we can go */
+   VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" );
+   vg_semaphore_wait( &vg.sem_allow_exec );
+   glfwMakeContextCurrent( vg.window );
+
+   /* context now valid to work in while we hold up main thread */
+   VG_SYNC_LOG( "[%d] Context acquired.\n" );
+   vg_thread_info.gl_context_level ++;
+}
 
-// Add a shutdown step
-void vg_register_exit( void( *funcptr )(void), const char *name )
+/*
+ * Signify that we are done with the OpenGL context in this thread.
+ * Anything after this call will be in an undefined context.
+ */
+VG_STATIC void vg_release_thread_sync(void)
 {
-       vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
-       vg_on_exit[ vg_exit_count ++ ] = funcptr;
+   if( vg_thread_info.purpose == k_thread_purpose_main )
+      return;
+
+   assert( vg_thread_info.purpose == k_thread_purpose_loader );
+
+   /* signal that we are done */
+   vg_thread_info.gl_context_level --;
+
+   if( !vg_thread_info.gl_context_level )
+   {
+      VG_SYNC_LOG( "[%d] Releasing context.\n" );
+      glfwMakeContextCurrent( NULL );
+      vg_semaphore_post( &vg.sem_exec_finished );
+   }
 }
 
-void vg_exit(void)
+VG_STATIC void vg_run_synced_content(void)
 {
-       for( int i = vg_exit_count-1; i >= 0; i -- )
-       {
-               vg_info( "engine_exit[%d]()\n", i );
-               vg_on_exit[i]();
-       }
-       
-       vg_info( "done\n" );
+   assert( vg_thread_info.purpose == k_thread_purpose_main );
+
+   vg_mutex_lock( &vg.mux_context );
+
+   if( vg.exec_context != 0 )
+   {
+      VG_SYNC_LOG( "[%d] Allowing content (%d).\n", vg.exec_context );
+
+      /* allow operations to go */
+      vg_thread_info.gl_context_level = 0;
+      glfwMakeContextCurrent( NULL );
+      vg_semaphore_post( &vg.sem_allow_exec );
+
+      /* wait for operations to complete */
+      VG_SYNC_LOG( "[%d] Waiting for content (%d).\n", vg.exec_context );
+      vg_semaphore_wait( &vg.sem_exec_finished );
+      
+      /* check if we killed the engine */
+      vg_ensure_engine_running();
+      
+      /* re-engage main thread */
+      VG_SYNC_LOG( "[%d] Re-engaging.\n" );
+      vg.exec_context = 0;
+      glfwMakeContextCurrent( vg.window );
+      vg_thread_info.gl_context_level = 1;
+   }
+
+   vg_mutex_unlock( &vg.mux_context );
 }
 
-// Forcefully exit program after error
-void vg_exiterr( const char *strErr )
+VG_STATIC void vg_opengl_sync_init(void)
 {
-       vg_error( "Engine Fatal: %s\n", strErr );
-       vg_exit();
-       exit(0);
+   vg_semaphore_init( &vg.sem_allow_exec, 0 );
+   vg_semaphore_init( &vg.sem_exec_finished, 0 );
+   vg_semaphore_init( &vg.sem_loader, 1 );
+   vg_semaphore_init( &vg.sem_fatal, 1 );
+   vg_mutex_init( &vg.mux_context );
+
+   vg_set_thread_name( "[vg] Main" );
+   vg_thread_info.purpose = k_thread_purpose_main;
+   vg_thread_info.gl_context_level = 1;
 }
 
-// Callbacks
-// ---------
+VG_STATIC void vg_checkgl( const char *src_info );
+#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_lines.h"
+#include "vg_loader.h"
+#include "vg_opt.h"
+
+/* Diagnostic */
+VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
+                            vg_prof_render = {.name="render()"};
+
+#define VG_GAMELOOP
+VG_STATIC void vg_register(void) VG_GAMELOOP;
+VG_STATIC void vg_start(void) VG_GAMELOOP;
+
+VG_STATIC void vg_update(int loaded) VG_GAMELOOP;
+VG_STATIC void vg_update_fixed(int loaded) VG_GAMELOOP;
+VG_STATIC void vg_update_post(int loaded) VG_GAMELOOP;
+
+VG_STATIC void vg_framebuffer_resize(int w, int h) VG_GAMELOOP;
+VG_STATIC void vg_render(void) VG_GAMELOOP;
+VG_STATIC void vg_ui(void) VG_GAMELOOP;
+
+VG_STATIC void vg_checkgl( const char *src_info )
+{
+   int fail = 0;
+
+   GLenum err;
+   while( (err = glGetError()) != GL_NO_ERROR )
+   {
+      vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
+      fail = 1;
+   }
+
+   if( fail )
+      vg_fatal_exit_loop( "OpenGL Error" );
+}
 
 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
 {
-       vg_mouse[0] = xpos;
-       vg_mouse[1] = ypos;
+   vg.mouse_delta[0] += xpos - vg.mouse_pos[0];
+   vg.mouse_delta[1] += ypos - vg.mouse_pos[1];
+
+   vg.mouse_pos[0] = xpos;
+   vg.mouse_pos[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 )
 {
-       vg_window_x = w;
-       vg_window_y = h;
-}
+   if( !w || !h )
+   {
+      vg_warn( "Got a invalid framebuffer size: %dx%d... ignoring\n", w, h );
+      return;
+   }
+
+   vg.window_x = w;
+   vg.window_y = h;
 
-static void vg_register(void) VG_GAMELOOP;
-static void vg_start(void) VG_GAMELOOP;
-static void vg_update(void) VG_GAMELOOP;
-static void vg_render(void) VG_GAMELOOP;
-static void vg_ui(void) VG_GAMELOOP;
-static void vg_free(void) VG_GAMELOOP;
+   vg_framebuffer_resize(w,h);
+}
 
-static void vg_init( int argc, char *argv[], const char *window_name )
+VG_STATIC void vg_bake_shaders(void)
 {
-#ifdef VG_STEAM
-       // Initialize steamworks
-       if( !sw_init() )
-               return;
+   vg_acquire_thread_sync();
+
+#if 0
+   vg_function_push( (struct vg_cmd)
+   {
+      .name = "shaders",
+      .function = vg_shaders_live_recompile
+   });
 #endif
-       
-       // Context creation
-       // ==========================================================================================================================
-       glfwInit();
-       glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
-       glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
-       glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
-       glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
-       
-#ifdef VG_CAPTURE_MODE
-       glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
-#else
-       glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
+
+   vg_shaders_compile();
+   vg_release_thread_sync();
+}
+
+VG_STATIC void vg_preload(void);
+VG_STATIC void vg_load(void);
+VG_STATIC void vg_load_full(void)
+{
+   vg_preload();
+
+   /* internal */
+   vg_loader_highwater( vg_gamepad_init, NULL, NULL );
+   vg_loader_highwater( vg_lines_init, NULL, NULL );
+   vg_loader_highwater( vg_audio_init, vg_audio_free, NULL );
+   vg_loader_highwater( vg_profiler_init, NULL, NULL );
+
+   /* client */
+   vg_load();
+
+   vg_acquire_thread_sync();
+   vg.is_loaded = 1;
+   vg_release_thread_sync();
+}
+
+VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
+{
+   char *arg;
+   while( vg_argp( argc, argv ) )
+   {
+      if( (arg = vg_opt_arg( 'w' )) )
+      {
+         vg.window_x = atoi( arg );
+      }
+
+      if( (arg = vg_opt_arg( 'h' )) )
+      {
+         vg.window_y = atoi( arg );
+      }
+
+      if( (arg = vg_long_opt_arg( "samples" )) )
+      {
+         vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
+      }
+
+      if(  vg_long_opt( "use-libc-malloc" ) )
+      {
+         vg_mem.use_libc_malloc = atoi( arg );
+      }
+
+      if( vg_long_opt( "high-performance" ) )
+      {
+         vg.quality_profile = k_quality_profile_low;
+      }
+   }
+   
+   vg_alloc_quota();
+   vg_log_init();
+   vg_console_init();
+
+   glfwInit();
+   glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
+   glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
+   glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
+   //glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_FALSE );
+   glfwWindowHint( GLFW_CONTEXT_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH );
+   
+   glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
+   glfwWindowHint( GLFW_DOUBLEBUFFER, GLFW_TRUE );
+   
+   glfwWindowHint( GLFW_SAMPLES, vg.samples );
+   
+   GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
+   
+   const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
+   glfwWindowHint( GLFW_RED_BITS, mode->redBits );
+   glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
+   glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
+
+   glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
+
+   if( !vg.window_x )
+      vg.window_x = mode->width;
+
+   if( !vg.window_y )
+      vg.window_y = mode->height;
+
+   vg.refresh_rate = mode->refreshRate;
+
+   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 );
+   }
+   else
+   {
+      vg_error( "GLFW Failed to initialize\n" );
+      return;
+   }
+   
+   /* We need 3.1.2 for correct VSync on windows */
+   {
+      int vmaj, vmin, vrev;
+      glfwGetVersion( &vmaj, &vmin, &vrev );
+
+      if( vmaj < 3 || 
+         (vmaj == 3 && vmin  < 1) || 
+         (vmaj == 3 && vmin == 1 && vrev < 2 ) )
+      {
+         vg_error( "GLFW out of date (%d.%d.%d); (3.1.2 is required)\n",
+                    vmaj, vmin, vrev );
+
+         glfwTerminate();
+         return;
+      }
+      
+      vg_success( "GLFW Version %d.%d.%d\n", vmaj, vmin, vrev );
+   }
+   
+   glfwMakeContextCurrent( vg.window );
+   glfwSwapInterval( 1 );
+
+   glfwSetWindowSizeLimits( vg.window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
+   glfwSetFramebufferSizeCallback( vg.window, vg_framebuffer_resize_callback );
+
+   glfwSetCursorPosCallback( vg.window, vg_mouse_callback );
+   glfwSetScrollCallback( vg.window, vg_scroll_callback );
+   
+   glfwSetCharCallback( vg.window, console_proc_wchar );
+   glfwSetKeyCallback( vg.window, console_proc_key );
+   glfwSetInputMode( vg.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED );
+
+   if( glfwRawMouseMotionSupported() )
+      glfwSetInputMode( vg.window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE );
+
+   if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) 
+   {
+      vg_error( "Glad Failed to initialize\n" );
+      glfwTerminate();
+      return;
+   }
+
+   const unsigned char* glver = glGetString( GL_VERSION );
+   vg_success( "Load setup complete, OpenGL version: %s\n", glver );
+
+   /* init systems 
+    * -----------------------------------------------------------------------*/
+   ui_init_context();
+   vg_loader_init();
+
+   vg_mutex_init( &vg.mux_engine_status );
+   vg.engine_status = k_engine_status_running;
+
+   vg_opengl_sync_init();
+   vg_loader_start();
+
+   vg.accumulator = 0.75f * (1.0f/60.0f);
+
+   int loaded = 0;
+   while(1)
+   {
+      if( glfwWindowShouldClose( vg.window ) )
+         break;
+
+      v2_zero( vg.mouse_wheel );
+      v2_zero( vg.mouse_delta );
+
+      glfwPollEvents();
+
+      vg.time_real_last = vg.time_real;
+      vg.time_real = glfwGetTime();
+      vg.frame_delta = vg.time_real-vg.time_real_last;
+      
+      /* scaled time */
+      vg.time_delta = vg.frame_delta * vg.time_rate;
+      vg.time += vg.time_delta;
+      
+      if( vg.is_loaded )
+      {
+         if( !loaded )
+         {
+            vg_start();
+            loaded = 1;
+         }
+      }
+      else
+      {
+         vg_loader_render();
+      }
+
+      /* 
+       * Game logic 
+       * -------------------------------------------------------
+       */
+      vg_profile_begin( &vg_prof_update );
+      vg_update_inputs();
+
+      vg.engine_stage = k_engine_stage_update;
+      vg_update( loaded );
+
+      /* Fixed update loop */
+      vg.engine_stage = k_engine_stage_update_fixed;
+      vg.accumulator += vg.time_delta;
+
+      vg.fixed_iterations = 0;
+      vg_lines.allow_input = 1;
+      while( vg.accumulator >= (VG_TIMESTEP_FIXED-0.00125) )
+      {
+         vg_update_fixed( loaded );
+         vg_lines.allow_input = 0;
+
+         vg.accumulator -= VG_TIMESTEP_FIXED;
+         vg.accumulator  = VG_MAX( 0.0, vg.accumulator );
+
+         vg.fixed_iterations ++;
+         if( vg.fixed_iterations == 8 )
+         {
+            break;
+         }
+      }
+      vg_lines.allow_input = 1;
+
+      /* 
+       * 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( vg.window_x, vg.window_y );
+
+            /* TODO */
+            ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
+            
+            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
+            );
+
+            if( vg_profiler )
+            {
+               
+               char perf[128];
+               
+               snprintf( perf, 127, 
+                     "x: %d y: %d\n"
+                     "refresh: %.1f (%.1fms)\n"
+                     "samples: %d\n"
+                     "iterations: %d (acc: %.3fms%%)\n",
+                     vg.window_x, vg.window_y, 
+                     vg.refresh_rate, (1.0f/vg.refresh_rate)*1000.0f,
+                     vg.samples, 
+                     vg.fixed_iterations, 
+                     (vg.accumulator/VG_TIMESTEP_FIXED)*100.0f );
+
+               ui_text( (ui_rect){258, 4+24+12,0,0},perf, 1,0);
+            }
+
+            audio_debug_ui( vg.pv );
+            vg_ui();
+            vg_console_draw();
+            
+            ui_resolve();
+            ui_draw( NULL );
+         }
+      }
+
+      vg_profile_end( &vg_prof_render );
+
+      glfwSwapBuffers( vg.window );
+      vg_run_synced_content();
+   }
+
+   vg_console_write_persistent();
+
+   vg_mutex_lock( &vg.mux_engine_status );
+   vg.engine_status = k_engine_status_none;
+   vg_mutex_unlock( &vg.mux_engine_status );
+
+   vg_loader_free();
+
+   vg_success( "If you see this it means everything went.. \"well\".....\n" );
+   glfwTerminate();
+}
+
+/*
+ * 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.
+ */
+VG_STATIC void vg_fatal_exit_loop( const char *error )
+{
+   /* 
+    *    https://www.gnu.org/software/libc/manual/html_node/Backtraces.html
+    *    thanks gnu <3
+    *
+    *    TODO: this on windows?
+    */
+
+#ifndef _WIN32
+
+   void *array[20];
+   char **strings;
+   int size, i;
+
+   size = backtrace( array, 20 );
+   strings = backtrace_symbols( array, size );
+
+   if( strings != NULL )
+   {
+      vg_error( "---------------- gnu backtrace -------------\n" );
+
+      for( int i=0; i<size; i++ )
+         vg_info( "%s\n", strings[i] );
+
+      vg_error( "---------------- gnu backtrace -------------\n" );
+   }
+
+   free( strings );
+
 #endif
 
-       glfwWindowHint( GLFW_SAMPLES, 4 );
-       
-       GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
-       
-       const GLFWvidmode *mode = glfwGetVideoMode( monitor_primary );
-       glfwWindowHint( GLFW_RED_BITS, mode->redBits );
-       glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
-       glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
-       glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
-
-       if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
-       {
-               vg_exiterr( "GLFW Failed to initialize" );
-       }
-       else
-       {
-               vg_register_exit( &glfwTerminate, "glfwTerminate" );
-       }
-       
-       glfwMakeContextCurrent( vg_window );
-       glfwSwapInterval( 1 );
-
-       // Set callbacks
-       glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
-
-       glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
-       glfwSetScrollCallback( vg_window, vg_scroll_callback );
-       
-       glfwSetCharCallback( vg_window, console_proc_wchar );
-       glfwSetKeyCallback( vg_window, console_proc_key );
-       //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-
-       if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) 
-       {
-               vg_exiterr( "Glad failed to initialize" );
-       }
-
-       const unsigned char* glver = glGetString( GL_VERSION );
-       vg_success( "Load setup complete, OpenGL version: %s\n", glver );
-       
-       vg_run_gfx_diagnostics();
-       
-       for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
-       {
-               if( glfwJoystickIsGamepad( id ) )
-               {
-                       vg_gamepad_name = glfwGetGamepadName( id );
-                       vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name );
-                       
-                       vg_gamepad_ready = 1;
-                       vg_gamepad_id = id;
-                       
-                       break;
-               }
-       }
-       
-       vg_lines_init();
-       vg_register_exit( &vg_lines_free, "vg_lines_free" );
-       ui_default_init();
-       vg_register_exit( &ui_default_free, "UI" );
-               
-       vg_register();
-       vg_register_exit( &vg_free, "vg_free" );
-       
-       if( vg_shaders_compile() )
-       {
-               vg_start();
-       
-               vg_console_init();
-               vg_register_exit( &vg_console_free, "Console" );
-       
-               vg_audio_init();
-               vg_register_exit( &vg_audio_free, "vg_audio_free" );
-               
-               vg_debugtools_setup();
-               
-               // Main gameloop
-               while( !glfwWindowShouldClose( vg_window ) )
-               {
-                       v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
-
-                       glfwPollEvents();
-                       
-                       #ifdef VG_STEAM
-                       sw_event_loop();
-                       #endif
-                       
-                       vg_time_last = vg_time;
-                       vg_time = glfwGetTime();
-                       vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
-                       
-                       vg_update_inputs();
-                       vg_update();
-                       vg_render();
-                       
-                       vg_lines_drawall((float*)vg_pv);
-                       
-                       {
-                               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" ) );
-                               
-                               vg_ui();
-                               vg_console_draw();
-                               vg_debugtools_draw();
-                               
-                               ui_resolve( &ui_global_ctx );
-                               ui_draw( &ui_global_ctx, NULL );
-                       }
-                       
-                       glfwSwapBuffers( vg_window );
-                       
-                       VG_CHECK_GL();
-               }
-       }
-       
-       vg_exit();
+   vg_error( "Fatal error: %s\n", error );
+   assert( vg_semaphore_trywait( &vg.sem_fatal ) );
+
+   vg_mutex_lock( &vg.mux_engine_status );
+
+   if( vg.engine_status == k_engine_status_none )
+   {
+      vg_mutex_unlock( &vg.mux_engine_status );
+
+      /* TODO: Correct shutdown before other systems */
+      exit(0);
+   }
+   else
+   {
+      vg_mutex_unlock( &vg.mux_engine_status );
+
+      /* 
+       * if main
+       *    if loader running
+       *       wait until loader checks in, it will die
+       *    else
+       *       pass immediately
+       * else
+       *    if have context
+       *       pass immediately
+       *    else
+       *       wait for main to get to us, it will never be used again
+       *
+       * undefined behaviour:
+       *    fatal_exit_loop is called in both threads, preventing an appropriate
+       *                    reaction to the crash. This *should* be made
+       *                    obvious by the assertion
+       */
+      vg_acquire_thread_sync();
+
+      vg_mutex_lock( &vg.mux_engine_status );
+      vg.engine_status = k_engine_status_crashed;
+      vg.str_const_engine_err = error;
+      vg_mutex_unlock( &vg.mux_engine_status );
+
+      /* 
+       * Wait for loader to finish what it was doing, if it was running.
+       * Then we can continue in our nice error screen
+       */
+      if( vg_thread_info.purpose == k_thread_purpose_main )
+      {
+         vg_semaphore_wait( &vg.sem_loader );
+      }
+      vg_audio_free(NULL);
+
+      while(1)
+      {
+         if( glfwWindowShouldClose( vg.window ) )
+            break;
+
+         if( glfwGetKey( vg.window, GLFW_KEY_ESCAPE ) )
+            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 );
+
+         vg_render_log();
+
+         glfwSwapBuffers( vg.window );
+      }
+
+      /* Can now shutdown and EXIT */
+      vg_loader_free();
+      glfwTerminate();
+      exit(0);
+   }
 }
 
-// Screen projections
-// ============================================================================================
+#else
 
-void vg_projection_update(void)
+VG_STATIC void vg_fatal_exit_loop( const char *error )
 {
-       // Do transform local->world
-       vg_mouse_ws[0] = vg_mouse[0];
-       vg_mouse_ws[1] = vg_mouse[1];
-       vg_mouse_ws[2] = 1.0f;
-       
-       vg_mouse_ws[0] =   (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
-       vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
-       
-       m3x3f inverse;
-       m3x3_inv( vg_pv, inverse ); 
-       m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
+   vg_error( "Fatal error: %s\n", error );
+   exit(0);
 }
 
 #endif
 
+/*
+ * Graphic cards will check these to force it to use the GPU
+ */
 u32 NvOptimusEnablement = 0x00000001;
 int AmdPowerXpressRequestHighPerformance = 1;
+
+#endif