-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+/* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */
-// TODO: replace as much of this as possible
#include <stdio.h>
#include <stdlib.h>
+#include <dirent.h>
#include <stdint.h>
#include <string.h>
#include <stdarg.h>
+#include <ctype.h>
#include <math.h>
#include "glad/glad.h"
void vg_register_exit( void( *funcptr )(void), const char *name );
void vg_exiterr( const char *strErr );
-m3x3f vg_pv;
-
#include "vg/vg_m.h"
#include "vg/vg_io.h"
#include "vg/vg_gldiag.h"
#ifndef VG_TOOLS
-// Engine globals
+/* Engine globals */
GLFWwindow* vg_window;
-
-// 1366, 768
-// 1920, 1080
+m3x3f vg_pv;
#ifdef VG_CAPTURE_MODE
int vg_window_x = 1920;
v2f vg_mouse_wheel;
v3f vg_mouse_ws;
-float vg_time;
-float vg_time_last;
-float vg_time_delta;
+double vg_time,
+ vg_time_last,
+ vg_time_delta;
-// Engine components
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
#include "vg/vg_lines.h"
#include "vg/vg_ui.h"
#include "vg/vg_console.h"
#include "vg/vg_debug.h"
-#include "vg/vg_steamworks.h"
-// Engine main
-// ===========================================================================================================
+#ifdef VG_STEAM
+#include "vg/vg_steamworks.h"
+#endif
#ifndef VG_RELEASE
void vg_checkgl( const char *src_info )
void( *vg_on_exit[16] )(void);
u32 vg_exit_count = 0;
-// Add a shutdown step
void vg_register_exit( void( *funcptr )(void), const char *name )
{
vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
vg_info( "done\n" );
}
-// Forcefully exit program after error
void vg_exiterr( const char *strErr )
{
vg_error( "Engine Fatal: %s\n", strErr );
exit(0);
}
-// Callbacks
-// ---------
-
void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
{
vg_mouse[0] = xpos;
vg_mouse_wheel[1] += yoffset;
}
-void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
-{
- 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_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_free(void) VG_GAMELOOP;
+void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
+{
+ vg_window_x = w;
+ vg_window_y = h;
+
+#ifdef VG_FRAMEBUFFER_RESIZE
+ vg_framebuffer_resize(w,h);
+#endif
+}
+
static void vg_init( int argc, char *argv[], const char *window_name )
{
- // Initialize steamworks
+#ifdef VG_STEAM
if( !sw_init() )
return;
+#endif
- // Context creation
- // ==========================================================================================================================
glfwInit();
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 3 );
#else
glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
#endif
-
- glfwWindowHint( GLFW_SAMPLES, 4 );
+ glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
+
+#if 0
+ glfwWindowHint(GLFW_SAMPLES,4);
+#endif
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
glfwWindowHint( GLFW_RED_BITS, mode->redBits );
glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
- glfwWindowHint( GLFW_REFRESH_RATE, mode->refreshRate );
+
+ int refresh_rate = mode->refreshRate;
- if( !(vg_window = glfwCreateWindow( vg_window_x, vg_window_y, window_name, NULL, NULL)) )
- {
+ if( refresh_rate < 28 || refresh_rate >= 144 )
+ refresh_rate = 60;
+
+ glfwWindowHint( GLFW_REFRESH_RATE, refresh_rate );
+
+ 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
+ glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
glfwSetCharCallback( vg_window, console_proc_wchar );
glfwSetKeyCallback( vg_window, console_proc_key );
- //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#if 0
+ glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#endif
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_register();
vg_register_exit( &vg_free, "vg_free" );
- vg_register_exit( &sw_free_opengl, "steamworks (opengl)" );
if( vg_shaders_compile() )
{
vg_debugtools_setup();
- // Main gameloop
+ /*
+ * 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();
{
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_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
+ vg_get_button_state( "primary" ) );
vg_ui();
vg_console_draw();
}
glfwSwapBuffers( vg_window );
-
VG_CHECK_GL();
}
}
vg_exit();
}
-// Screen projections
-// ============================================================================================
-
void vg_projection_update(void)
{
- // Do transform local->world
+ /*
+ * Reproject screenspace mouse into world
+ */
+
vg_mouse_ws[0] = vg_mouse[0];
vg_mouse_ws[1] = vg_mouse[1];
vg_mouse_ws[2] = 1.0f;
#endif
+/*
+ * Graphic cards will check these to force it to use the GPU
+ */
u32 NvOptimusEnablement = 0x00000001;
int AmdPowerXpressRequestHighPerformance = 1;