-/* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */
-
-static void vg_exiterr( const char *err );
-static void vg_exit(void);
+/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
#ifndef VG_HEADER_H
#define VG_HEADER_H
#include "vg_m.h"
#include "vg_io.h"
+#include "vg_log.h"
#ifdef VG_STEAM
//#include "vg_steamworks.h"
#ifndef VG_NON_CLIENT
-/* Engine globals */
-GLFWwindow* vg_window;
-
-#ifdef VG_3D
- m4x4f vg_pv;
-#else
- m3x3f vg_pv;
-#endif
+m4x4f vg_pv;
#ifdef VG_CAPTURE_MODE
int vg_window_x = 1920;
vg_time_last,
vg_time_delta;
-#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"
-#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;
+ int exec_context;
+
+ vg_mutex mux_engine_status;
+ int engine_running;
+
+
+ /* Gamepad */
+ GLFWgamepadstate gamepad;
+ int gamepad_ready;
+ const char *gamepad_name;
+ int gamepad_id;
}
+static vg;
+
- #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(...) vg_info(__VA_ARGS__)
#else
- #define VG_CHECK_GL()
+ #define VG_SYNC_LOG(...)
#endif
+/*
+ * Sync execution so that the OpenGL context is switched onto this thread.
+ * Anything after this call will be in a valid context.
+ */
+static int vg_acquire_thread_sync( int id )
+{
+ if( id == 0 )
+ {
+ /* no action */
+ return 1;
+ }
+ else
+ {
+ /* Check if the engine is no longer running */
+ vg_mutex_lock( &vg.mux_engine_status );
+ if( !vg.engine_running )
+ {
+ VG_SYNC_LOG( "[%d] Engine is no longer running\n", id );
+ vg_mutex_unlock( &vg.mux_engine_status );
+ return 0;
+ }
+ vg_mutex_unlock( &vg.mux_engine_status );
-#define VG_GAMELOOP
-void( *vg_on_exit[16] )(void);
-u32 vg_exit_count = 0;
+ vg_mutex_lock( &vg.mux_context );
+ VG_SYNC_LOG( "[%d] Signal to sync.\n", id );
+ vg.exec_context = id;
+ vg_mutex_unlock( &vg.mux_context );
+
+ /* wait until told we can go */
+ VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n", id );
+ vg_semaphore_wait( &vg.sem_allow_exec );
+ glfwMakeContextCurrent( vg.window );
-void vg_register_exit( void( *funcptr )(void), const char *name )
-{
- vg_info( "exit registered: (%u)'%s'\n", vg_exit_count, name );
- vg_on_exit[ vg_exit_count ++ ] = funcptr;
+ /* context now valid to work in while we hold up main thread */
+ VG_SYNC_LOG( "[%d] Context acquired.\n", id );
+
+ return 1;
+ }
}
-static void vg_exit(void)
+/*
+ * 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( int id )
{
- for( int i = vg_exit_count-1; i >= 0; i -- )
+ if( id == 0 )
+ {
+ vg_mutex_lock( &vg.mux_context );
+
+ if( vg.exec_context != 0 )
+ {
+ VG_SYNC_LOG( "[%d] Allowing content (%d).\n", id, vg.exec_context );
+
+ /* allow operations to go */
+ glfwMakeContextCurrent( NULL );
+ vg_semaphore_post( &vg.sem_allow_exec );
+
+ /* wait for operations to complete */
+ VG_SYNC_LOG( "[%d] Waiting for content (%d).\n", id, vg.exec_context );
+ vg_semaphore_wait( &vg.sem_exec_finished );
+
+ /* re-engage main thread */
+ VG_SYNC_LOG( "[%d] Re-engaging.\n", id );
+ vg.exec_context = 0;
+ glfwMakeContextCurrent( vg.window );
+ }
+
+ vg_mutex_unlock( &vg.mux_context );
+ }
+ else
{
- vg_info( "engine_exit[%d]()\n", i );
- vg_on_exit[i]();
+ /* signal that we are done */
+ VG_SYNC_LOG( "[%d] Releasing context.\n", id );
+ glfwMakeContextCurrent( NULL );
+ vg_semaphore_post( &vg.sem_exec_finished );
}
-
- vg_info( "done\n" );
- exit(0);
}
-static void vg_exiterr( const char *err )
+static void vg_opengl_sync_init(void)
{
- vg_error( "Engine Fatal: %s\n", err );
- vg_exit();
+ vg_semaphore_init( &vg.sem_allow_exec, 0 );
+ vg_semaphore_init( &vg.sem_exec_finished, 0 );
+ vg_mutex_init( &vg.mux_context );
}
+static void vg_opengl_sync_free(void)
+{
+ vg_semaphore_free( &vg.sem_allow_exec );
+ vg_semaphore_free( &vg.sem_exec_finished );
+ vg_mutex_free( &vg.mux_context );
+}
+
+
+int 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_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"
+
+#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;
+
+int 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;
+ }
+
+ return fail;
+}
+
+
+
void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
{
vg_mouse[0] = xpos;
vg_mouse_wheel[1] += yoffset;
}
-
-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 )
+static int vg_bake_shaders(void)
{
-#ifdef VG_STEAM
- if( !sw_init() )
- return;
-#endif
-
+ if( vg_acquire_thread_sync(1) )
+ {
+ if( !vg_shaders_recompile() )
+ {
+ vg_shaders_free(NULL);
+ vg_release_thread_sync(1);
+ return 0;
+ }
+ else
+ {
+ vg_release_thread_sync(1);
+
+ if( !vg_loader_highwater( vg_shaders_free, NULL ) ) return 0;
+ else return 1;
+ }
+ }
+
+ return 0;
+}
+
+int vg_preload(void);
+int vg_load(void);
+static int vg_load_full(void)
+{
+ if( !vg_preload() ) return 0;
+
+ /* internal */
+ if( !vg_gamepad_init() ) return 0;
+ if( !vg_loader_highwater( NULL, NULL ) ) return 0;
+
+ if( !vg_lines_init() ) return 0;
+ if( !vg_loader_highwater( vg_lines_free, NULL ) ) return 0;
+
+ if( !vg_audio_init() ) return 0;
+ if( !vg_loader_highwater( vg_audio_free, NULL ) ) return 0;
+
+ /* client */
+ if( !vg_load() ) return 0;
+
+ return 1;
+}
+
+static void vg_enter( int argc, char *argv[], const char *window_name )
+{
+ 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_TRUE );
-#ifdef VG_CAPTURE_MODE
- glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
-#else
glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
-#endif
- glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
+ glfwWindowHint( GLFW_DOUBLEBUFFER, GLFW_TRUE );
#if 0
glfwWindowHint(GLFW_SAMPLES,4);
glfwWindowHint( GLFW_GREEN_BITS, mode->greenBits );
glfwWindowHint( GLFW_BLUE_BITS, mode->blueBits );
+ /* This is set like this because of an OS issue */
int refresh_rate = mode->refreshRate;
-
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,
+ 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" );
+ {
+ vg_error( "GLFW Failed to initialize\n" );
+ return;
+ }
- glfwMakeContextCurrent( vg_window );
+ glfwMakeContextCurrent( vg.window );
glfwSwapInterval( 1 );
- glfwSetWindowSizeLimits( vg_window, 800, 600, GLFW_DONT_CARE,GLFW_DONT_CARE);
- glfwSetFramebufferSizeCallback( vg_window, vg_framebuffer_resize_callback );
+ 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 );
+ glfwSetCursorPosCallback( vg.window, vg_mouse_callback );
+ glfwSetScrollCallback( vg.window, vg_scroll_callback );
- glfwSetCharCallback( vg_window, console_proc_wchar );
- glfwSetKeyCallback( vg_window, console_proc_key );
+ glfwSetCharCallback( vg.window, console_proc_wchar );
+ glfwSetKeyCallback( vg.window, console_proc_key );
#if 0
glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
- vg_exiterr( "Glad failed to initialize" );
+ {
+ 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 );
-
vg_run_gfx_diagnostics();
-
- vg_gamepad_init();
- 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( !ui_default_init() )
+ goto il_exit_ui;
- vg_shaders_recompile(0,NULL);
- vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
- vg_function_push( (struct vg_cmd){
- .name = "shaders",
- .function = vg_shaders_recompile
- });
+ if( !vg_loader_init() )
+ goto il_exit_loader;
- if( !vg_audio_init() )
- vg_exit();
- vg_register_exit( &vg_audio_free, "vg_audio_free" );
+ vg_mutex_init( &vg.mux_engine_status );
+ vg.engine_running = 1;
- vg_start();
+ vg_opengl_sync_init();
+ vg_loader_start();
- vg_console_init();
- vg_register_exit( &vg_console_free, "Console" );
-
- /*
- * Main gameloop
- */
- while( !glfwWindowShouldClose( vg_window ) )
+ int loaded = 0;
+
+ while(1)
{
- v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+ vg_acquire_thread_sync( 0 );
+ if( glfwWindowShouldClose( vg.window ) )
+ {
+ break;
+ }
+
+ 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);
-
+ enum loader_status load_status = vg_loader_status();
+
+ if( load_status == k_loader_status_complete )
{
- 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" ) );
+ 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 );
- audio_debug_ui( vg_pv );
- vg_ui();
- vg_console_draw();
-
- ui_resolve( &ui_global_ctx );
- ui_draw( &ui_global_ctx, NULL );
+ if( !loaded )
+ {
+ vg_start();
+ loaded = 1;
+ }
}
-
- glfwSwapBuffers( vg_window );
- VG_CHECK_GL();
+ else
+ {
+ if( load_status == k_loader_status_fail )
+ {
+ break;
+ }
+ else
+ {
+ vg_loader_render();
+ }
+ }
+
+ vg_update_inputs();
+ vg_update( loaded );
+
+ if( loaded )
+ {
+ vg_render();
+
+ /* 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" ) );
+
+ audio_debug_ui( vg_pv );
+ vg_ui();
+ vg_console_draw();
+
+ ui_resolve( &ui_global_ctx );
+ ui_draw( &ui_global_ctx, NULL );
+ }
+ }
+
+
+
+
+ glfwSwapBuffers( vg.window );
+
+ if( VG_CHECK_GL_ERR() )
+ break;
+
+ vg_release_thread_sync( 0 );
}
-
- vg_exit();
-}
-#ifndef VG_3D
-void vg_projection_update(void)
-{
- /*
- * Reproject screenspace mouse into world
- */
+ vg_console_write_persistent();
- 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_mutex_lock( &vg.mux_engine_status );
+ vg.engine_running = 0;
+ vg_mutex_unlock( &vg.mux_engine_status );
+
+
+ vg_loader_free();
+ vg_opengl_sync_free();
+
+ vg_mutex_free( &vg.mux_engine_status );
+
+il_exit_loader:
+ ui_default_free();
+
+il_exit_ui:
+ glfwTerminate();
}
-#endif
#endif