/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+/*
+ * 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
+ */
+
+
#ifndef VG_HEADER_H
#define VG_HEADER_H
#include "vg_platform.h"
+#include "vg_mem.h"
+
+#ifndef _WIN32
+#include <execinfo.h>
+#endif
#if defined(VG_SERVER) || defined(VG_TOOLS)
#endif
#ifndef VG_NON_CLIENT
-#include "vg_gldiag.h"
-#endif
-
-#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_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;
}
-static vg;
+VG_STATIC vg = { .time_rate = 1.0 };
struct vg_thread_info
{
#define VG_SYNC_LOG(...)
#endif
-static void vg_fatal_exit_loop( const char *error );
+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 );
+ }
+}
-static void vg_ensure_engine_running(void)
+
+VG_STATIC void vg_ensure_engine_running(void)
{
/* Check if the engine is no longer running */
vg_mutex_lock( &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.
*/
-static void vg_acquire_thread_sync(void)
+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 )
* Signify that we are done with the OpenGL context in this thread.
* Anything after this call will be in an undefined context.
*/
-static void vg_release_thread_sync(void)
+VG_STATIC void vg_release_thread_sync(void)
{
if( vg_thread_info.purpose == k_thread_purpose_main )
return;
}
}
-static void vg_run_synced_content(void)
+VG_STATIC void vg_run_synced_content(void)
{
assert( vg_thread_info.purpose == k_thread_purpose_main );
vg_mutex_unlock( &vg.mux_context );
}
-static void vg_opengl_sync_init(void)
+VG_STATIC void vg_opengl_sync_init(void)
{
vg_semaphore_init( &vg.sem_allow_exec, 0 );
vg_semaphore_init( &vg.sem_exec_finished, 0 );
vg_thread_info.gl_context_level = 1;
}
-static void vg_checkgl( const char *src_info );
+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_console.h"
#include "vg_lines.h"
-#include "vg_debug.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
-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_framebuffer_resize(int w, int h) VG_GAMELOOP;
-static void vg_render(void) VG_GAMELOOP;
-static void vg_ui(void) VG_GAMELOOP;
-
-static void vg_checkgl( const char *src_info )
+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;
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 )
return;
}
- vg_window_x = w;
- vg_window_y = h;
+ vg.window_x = w;
+ vg.window_y = h;
vg_framebuffer_resize(w,h);
}
-static int vg_bake_shaders(void)
+VG_STATIC void vg_bake_shaders(void)
{
vg_acquire_thread_sync();
- if( !vg_shaders_recompile() )
- {
- vg_shaders_free(NULL);
- vg_release_thread_sync();
- return 0;
- }
- else
+#if 0
+ vg_function_push( (struct vg_cmd)
{
- vg_release_thread_sync();
- vg_loader_highwater( NULL, vg_shaders_free, NULL );
- return 1;
- }
+ .name = "shaders",
+ .function = vg_shaders_live_recompile
+ });
+#endif
+
+ vg_shaders_compile();
+ vg_release_thread_sync();
}
-void vg_preload(void);
-void vg_load(void);
-static void vg_load_full(void)
+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, vg_lines_free, 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_release_thread_sync();
}
-static void vg_enter( int argc, char *argv[], const char *window_name )
+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 );
+ 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 ) ) );
}
- }
+ 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();
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 );
+ //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 );
+ 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
{
glfwSetCharCallback( vg.window, console_proc_wchar );
glfwSetKeyCallback( vg.window, console_proc_key );
-#if 0
- glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-#endif
+ glfwSetInputMode( vg.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED );
+
+ if( glfwRawMouseMotionSupported() )
+ glfwSetInputMode( vg.window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE );
if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
{
const unsigned char* glver = glGetString( GL_VERSION );
vg_success( "Load setup complete, OpenGL version: %s\n", glver );
- vg_run_gfx_diagnostics();
-
- if( !ui_default_init() )
- goto il_exit_ui;
- if( !vg_loader_init() )
- goto il_exit_loader;
+ /* 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;
- int counter =0;
while(1)
{
if( glfwWindowShouldClose( vg.window ) )
break;
- v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+ v2_zero( vg.mouse_wheel );
+ v2_zero( vg.mouse_delta );
+
glfwPollEvents();
- vg_time_last = vg_time;
- vg_time = glfwGetTime();
- vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
+ 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 )
{
- 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_start();
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;
+ 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( &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" ) );
+ ui_begin( vg.window_x, vg.window_y );
+
+ /* TODO */
+ ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
- 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
+ );
+
+ 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_global_ctx );
- ui_draw( &ui_global_ctx, NULL );
+ ui_resolve();
+ ui_draw( NULL );
}
}
+ vg_profile_end( &vg_prof_render );
+
glfwSwapBuffers( vg.window );
vg_run_synced_content();
}
vg_loader_free();
-il_exit_loader:
- ui_default_free();
-
-il_exit_ui:
+ 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.
*/
-static void vg_fatal_exit_loop( const char *error )
+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
+
vg_error( "Fatal error: %s\n", error );
assert( vg_semaphore_trywait( &vg.sem_fatal ) );
}
vg_audio_free(NULL);
- /*
- * todo: draw error loop
- */
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 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
vg_render_log();
/* Can now shutdown and EXIT */
vg_loader_free();
- ui_default_free();
-
glfwTerminate();
exit(0);
}
#else
-static void vg_fatal_exit_loop( const char *error )
+VG_STATIC void vg_fatal_exit_loop( const char *error )
{
vg_error( "Fatal error: %s\n", error );
exit(0);