bad char
[vg.git] / vg.h
diff --git a/vg.h b/vg.h
index 7ddd04ef839871dc19b845c60a23d7a02043ec78..2d06aab83aadfa96a98b127be863b4445614ce1f 100644 (file)
--- a/vg.h
+++ b/vg.h
-/* Copyright (C) 2021-2023 Harry Godden (hgn) - All Rights Reserved */
-
-/*
- .-.                           VG Event loop
-| 0 |
-|   |  .---------------------------------------------------------.
-|API| | vg_enter( int argc, char *argv[], const char *window_name |
-|   |  '---------------------------------------------------------'
-|   |        |
-|   |        v
-|IMP|  vg_launch_opt(void) <--.
-|   |        |                 |
-|   |        |'---------------'
-|   |        |                                     .-.
-|   |        |'-----------------------------------| 1 |------.
-|   |        |                                    |   |       |
-|   |        |                                    |   |       v
-|   |        |                                    |IMP|  vg_preload(void)
-|   |        |                                    |   |       |
-|   |  .-----+.                                   |   |       v
-|   | |        |                                  |IMP|  vg_load(void)
-|   | |        v                                  '___'       |
-|IMP| |   vg_framebuffer_resize(void)                         |
-|   | |        |                                              |
-|IMP| |        |.------------- vg_start(void) ---------------'
-|   | |        |
-|   | |        v
-|IMP| |   vg_update(void)
-|   | |        |                                     
-|   | |  .-----+. 
-|   | | |        |
-|   | | |        v
-|IMP| |  '- vg_update_fixed(void)
-|   | |          |
-|   | |       .-'
-|   | |      |
-|   | |      v
-|IMP| |   vg_update_post(void)
-|   | |      |
-|   | |      v
-|IMP| |   vg_render(void)
-|   | |      |
-|   | |      v
-|IMP| |   vg_ui(void)
-|   | |      |
-|   |  '----'
-'___'
-
- .-.
-| ? |
-|   |  .-------------------------------------.
-|API| | vg_fatal_exit_loop( const char *err ) |
-|   |  '-------------------------------------'
-|   |         |
-|   |  .------+.
-|   | |         |
-|   | |         v
-|IMP|  '- vg_framebuffer_resize(void)
-'___'
-
-*/
-
-#ifndef VG_HEADER_H
-  #define VG_HEADER_H
-
-  #include "vg_platform.h"
-  #include "vg_mem.h"
-
-  #ifndef _WIN32
-    #include <execinfo.h>
-  #endif
-
-VG_STATIC void vg_print_backtrace(void)
-{
-#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
-}
-  
-  #ifdef VG_GAME
-    #include "dep/glad/glad.h"
-    #include "submodules/SDL/include/SDL.h"
-    #include "vg_stdint.h"
-    
-    void vg_register_exit( void( *funcptr )(void), const char *name );
-    
-    #include "vg_m.h"
-    #include "vg_io.h"
-    #include "vg_log.h"
-    #include "vg_async.h"
-    #include "vg_steam.h"
-
-  //#define VG_SYNC_DEBUG
-  #ifdef VG_SYNC_DEBUG
-    #define VG_SYNC_LOG(STR,...) \
-       vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
-  #else
-    #define VG_SYNC_LOG(...)
-  #endif
-
-/* API */
-VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name );
-
-/* Thread 1 */
-VG_STATIC void vg_preload(void);
-VG_STATIC void vg_load(void);
-
-/* Main thread */
-VG_STATIC void vg_launch_opt(void);
-VG_STATIC void vg_start(void);
-
-VG_STATIC void vg_framebuffer_resize(int w, int h);
-VG_STATIC void vg_update(void);
-VG_STATIC void vg_update_fixed(void);
-VG_STATIC void vg_update_post(void);
-
-VG_STATIC void vg_render(void);
-VG_STATIC void vg_ui(void);
-
-struct vg
-{
-   /* Engine sync */
-   SDL_Window     *window;
-   SDL_GLContext  gl_context;
-
-   SDL_SpinLock  sl_context;
-   SDL_sem      *sem_allow_exec,
-                *sem_exec_finished,
-                *sem_loader;
-
-   SDL_threadID  thread_id_main,
-                 thread_id_loader,
-                 thread_id_with_opengl_context;
-   int           context_ownership_depth;
-
-   int exec_context;
-
-   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,
-       window_should_close;
-
-   int display_refresh_rate,
-       fps_limit;             /* 0: use vsync, >0: cap fps to this, no vsync */
-
-   enum vsync_feature
-   {
-      k_vsync_feature_disabled=0,
-      k_vsync_feature_enabled=1,
-      k_vsync_feature_enabled_adaptive=2,
-      k_vsync_feature_error=3
-   }
-   vsync_feature;
-
-   double mouse_pos[2];
-   v2f mouse_delta,
-       mouse_wheel;
-
-   /* Runtime */
-   double time,
-          time_delta,
-          time_rate,
-
-          time_fixed_accumulator,
-          time_fixed_extrapolate,
-          time_frame_delta;
-
-   u64 time_hp, time_hp_last, time_spinning;
-
-   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;
-}
-VG_STATIC vg = { .time_rate = 1.0 };
-
-enum vg_thread_purpose
-{
-   k_thread_purpose_nothing,
-   k_thread_purpose_main,
-   k_thread_purpose_loader
-};
-
-VG_STATIC void vg_fatal_exit_loop( const char *error );
-
-/*
- * Checks if the engine is running
- */
-VG_STATIC void _vg_ensure_engine_running(void)
-{
-   /* Check if the engine is no longer running */
-   SDL_AtomicLock( &vg.sl_context );
-   enum engine_status status = vg.engine_status;
-   SDL_AtomicUnlock( &vg.sl_context );
-
-   if( status != k_engine_status_running ){
-      while(1) {
-         VG_SYNC_LOG( "[%d] No longer running...\n");
-         SDL_Delay(1000);
-      }
-   }
-}
-
-VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
-{
-   SDL_AtomicLock( &vg.sl_context );
-
-   if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
-      SDL_AtomicUnlock( &vg.sl_context );
-      return k_thread_purpose_main;
-   }
-   else{
-      SDL_AtomicUnlock( &vg.sl_context );
-      return k_thread_purpose_loader;
-   }
-}
-
-/*
- * 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_purpose() == k_thread_purpose_loader ){
-      VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" );
-      _vg_ensure_engine_running();
-
-      SDL_AtomicLock( &vg.sl_context );
-      if( vg.context_ownership_depth == 0 ){
-         vg.context_ownership_depth ++;
-         vg.exec_context = 1;
-         SDL_AtomicUnlock( &vg.sl_context );
-         
-         /* wait until told we can go */
-         VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" );
-         SDL_SemWait( vg.sem_allow_exec );
-         
-         _vg_ensure_engine_running();
-
-         SDL_GL_MakeCurrent( vg.window, vg.gl_context );
-         VG_SYNC_LOG( "[%d] granted\n" );
-      }
-      else{
-         vg.context_ownership_depth ++;
-         VG_SYNC_LOG( "[%d] granted\n" );
-         SDL_AtomicUnlock( &vg.sl_context );
-      }
-   }
-}
-
-/*
- * 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)
-{
-   if( vg_thread_purpose() == k_thread_purpose_loader ){
-      VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" );
-
-      SDL_AtomicLock( &vg.sl_context );
-      vg.context_ownership_depth --;
-
-      if( vg.context_ownership_depth == 0 ){
-         SDL_AtomicUnlock( &vg.sl_context );
-         VG_SYNC_LOG( "[%d] Releasing context.\n" );
-         SDL_GL_MakeCurrent( NULL, NULL );
-         SDL_SemPost( vg.sem_exec_finished );
-      }
-      else
-         SDL_AtomicUnlock( &vg.sl_context );
-   }
-}
-
-VG_STATIC void _vg_run_synced(void)
-{
-   SDL_AtomicLock( &vg.sl_context );
-
-   if( vg.exec_context != 0 ){
-      VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg.exec_context );
-      vg.exec_context = 0;
-      SDL_AtomicUnlock( &vg.sl_context );
-
-      /* allow operations to go */
-      SDL_GL_MakeCurrent( NULL, NULL );
-      SDL_SemPost( vg.sem_allow_exec );
-
-      /* wait for operations to complete */
-      VG_SYNC_LOG( "[%d] Waiting for content.\n" );
-      SDL_SemWait( 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" );
-      SDL_GL_MakeCurrent( vg.window, vg.gl_context );
-   }
-   else{
-      VG_SYNC_LOG( "[%d] Nothing to do.\n" );
-      SDL_AtomicUnlock( &vg.sl_context );
-   }
-}
-
-VG_STATIC void _vg_opengl_sync_init(void)
-{
-   vg.sem_allow_exec = SDL_CreateSemaphore(0);
-   vg.sem_exec_finished = SDL_CreateSemaphore(0);
-   vg.sem_loader = SDL_CreateSemaphore(1);
-}
-
-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()"},
-                            vg_prof_swap   = {.name="swap"};
-
-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" );
-}
-
-VG_STATIC void vg_bake_shaders(void)
-{
-   vg_acquire_thread_sync();
-   vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
-
-   vg_shaders_compile();
-   vg_release_thread_sync();
-}
-
-void test_async_runner( void *payload, u32 size )
-{
-   vg_success( "Async call test (%p, %u)\n", payload, size );
-}
-
-VG_STATIC void _vg_load_full(void)
-{
-   vg_preload();
-
-   /* internal */
-   vg_loader_step( vg_input_init, vg_input_free );
-   vg_loader_step( vg_lines_init, NULL );
-   vg_loader_step( vg_audio_init, vg_audio_free );
-   vg_loader_step( vg_profiler_init, NULL );
-
-   /* client */
-   vg_load();
-
-   vg_async_item *test_async = vg_async_alloc( 0 );
-   vg_async_dispatch( test_async, test_async_runner );
-}
-
-VG_STATIC void _vg_process_events(void)
-{
-   /* Update timers */
-   v2_zero( vg.mouse_wheel );
-   v2_zero( vg.mouse_delta );
-
-   /* SDL event loop */
-   SDL_Event event;
-   while( SDL_PollEvent( &event ) ){
-      if( event.type == SDL_KEYDOWN ){
-         console_proc_key( event.key.keysym );
-      }
-      else if( event.type == SDL_MOUSEWHEEL ){
-         vg.mouse_wheel[0] += event.wheel.preciseX;
-         vg.mouse_wheel[1] += event.wheel.preciseY;
-      }
-      else if( event.type == SDL_CONTROLLERAXISMOTION ||
-               event.type == SDL_CONTROLLERBUTTONDOWN ||
-               event.type == SDL_CONTROLLERBUTTONUP ||
-               event.type == SDL_CONTROLLERDEVICEADDED ||
-               event.type == SDL_CONTROLLERDEVICEREMOVED
-               )
-      {
-         vg_input_controller_event( &event );
-      }
-      else if( event.type == SDL_MOUSEMOTION ){
-         vg.mouse_delta[0] += event.motion.xrel;
-         vg.mouse_delta[1] += event.motion.yrel;
-      }
-      else if( event.type == SDL_WINDOWEVENT ){
-         if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){
-            int w, h;
-            SDL_GL_GetDrawableSize( vg.window, &w, &h );
-
-            if( !w || !h ){
-               vg_warn( "Got a invalid framebuffer size: "
-                        "%dx%d... ignoring\n", w, h );
-            }
-            else{
-               vg.window_x = w;
-               vg.window_y = h;
-
-               vg_framebuffer_resize(w,h);
-            }
-         }
-         else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){
-            vg.window_should_close = 1;
-         }
-      }
-      else if( event.type == SDL_TEXTINPUT ){
-         console_proc_utf8( event.text.text );
-      }
-   }
-
-   vg.mouse_pos[0] += vg.mouse_delta[0];
-   vg.mouse_pos[1] += vg.mouse_delta[1];
-
-   /* Update input */
-   vg_update_inputs();
-}
-
-VG_STATIC void _vg_gameloop_update(void)
-{
-   vg_profile_begin( &vg_prof_update );
-
-   vg.engine_stage = k_engine_stage_update;
-   vg_update();
-
-   /* Fixed update loop */
-   vg.engine_stage = k_engine_stage_update_fixed;
-
-   vg.fixed_iterations = 0;
-   vg_lines.allow_input = 1;
-   vg.time_fixed_accumulator += vg.time_delta;
-
-   while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
-      vg_update_fixed();
-      vg_lines.allow_input = 0;
-
-      vg.time_fixed_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;
-   vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
-
-   vg.engine_stage = k_engine_stage_update;
-   vg_update_post();
-   vg_profile_end( &vg_prof_update );
-}
-
-VG_STATIC void _vg_gameloop_render(void)
-{
-   vg_profile_begin( &vg_prof_render );
-
-   if( vg.is_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 );
-
-         int frame_target = vg.display_refresh_rate;
-
-         if( vg.fps_limit > 0 ){
-            frame_target = vg.fps_limit;
-         }
-         
-         vg_profile_drawn( 
-               (struct vg_profile *[]){
-                  &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
-               (1.0f/(float)frame_target)*1000.0f, 
-               (ui_rect){ 4, 4, 250, 0 }, 0
-         );
-
-         if( vg_profiler ){
-            char perf[256];
-            
-            snprintf( perf, 255, 
-                  "x: %d y: %d\n"
-                  "refresh: %d (%.1fms)\n"
-                  "samples: %d\n"
-                  "iterations: %d (acc: %.3fms%%)\n"
-                  "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
-#ifdef _WIN32
-                  "      extrap(%.2f) frame(%.2f) spin( %llu )\n",
-#else
-                  "      extrap(%.2f) frame(%.2f) spin( %lu )\n",
-#endif
-                  vg.window_x, vg.window_y, 
-                  frame_target, (1.0f/(float)frame_target)*1000.0f,
-                  vg.samples, 
-                  vg.fixed_iterations, 
-                  (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
-                  vg.time, vg.time_delta, vg.time_rate,
-                  vg.time_fixed_extrapolate, vg.time_frame_delta,
-                  vg.time_spinning );
-
-            ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0);
-         }
-
-         /* FIXME */
-         audio_debug_ui( vg.pv );
-         vg_ui();
-         _vg_console_draw();
-         
-         ui_resolve();
-         ui_draw( NULL );
-      }
-   }
-
-   vg_profile_end( &vg_prof_render );
-}
-
-VG_STATIC int vg_framefilter( double dt )
-{
-   if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
-      /* turn on vsync if not enabled */
-
-      enum vsync_feature requested = k_vsync_feature_enabled;
-      if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
-
-      if( vg.vsync_feature != requested ){
-         vg_info( "Setting swap interval\n" );
-
-         int swap_interval = 1;
-         if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
-
-         if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
-            if( requested == k_vsync_feature_enabled ){
-               vg_error( "Vsync is not supported by your system\n" );
-               vg_warn( "You may be overriding it in your"
-                        " graphics control panel.\n" );
-            }
-            else{
-               vg_error( "Adaptive Vsync is not supported by your system\n" );
-            }
-
-            vg.vsync_feature = k_vsync_feature_error;
-            vg.fps_limit = vg.display_refresh_rate;
-
-            /* TODO: Make popup to notify user that this happened */
-            return 1;
-         }
-         else{
-            vg_success( "Vsync enabled (%d)\n", requested );
-            vg.vsync_feature = requested;
-         }
-      }
-
-      return 0;
-   }
-
-   if( vg.vsync_feature != k_vsync_feature_disabled ){
-      SDL_GL_SetSwapInterval( 0 );
-      vg.vsync_feature = k_vsync_feature_disabled;
-   }
-   
-   if( vg.fps_limit < 25 ) vg.fps_limit = 25;
-   if( vg.fps_limit > 300 ) vg.fps_limit = 300;
-
-   double min_frametime = 1.0/(double)vg.fps_limit;
-   if( vg.time_frame_delta < min_frametime ){
-      /* TODO: we can use high res nanosleep on Linux here */
-      double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0;
-      u32 ms = (u32)floor( sleep_ms );
-
-      if( ms ){
-         SDL_Delay( ms );
-      }
-      else{
-         vg.time_spinning ++;
-      }
-
-      return 1;
-   }
-
-   return 0;
-}
-
-VG_STATIC void _vg_gameloop(void)
-{
-   //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
-
-   vg.time_hp = SDL_GetPerformanceCounter();
-   vg.time_hp_last = vg.time_hp;
-
-   int post_start = 0;
-   while(1){
-   
-      vg.time_hp = SDL_GetPerformanceCounter();
-      u64 udt = vg.time_hp - vg.time_hp_last;
-      vg.time_hp_last = vg.time_hp;
-
-      double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
-
-      vg.time_frame_delta += dt;
-
-      if( vg_framefilter( dt ) )
-         continue;
-
-      vg_profile_begin( &vg_prof_swap );
-      SDL_GL_SwapWindow( vg.window );
-      _vg_run_synced();
-      vg_profile_end( &vg_prof_swap );
-
-      vg.time_delta = vg.time_frame_delta * vg.time_rate;
-      vg.time += vg.time_delta;
-
-      vg_run_async_checked();
-      _vg_process_events();
-
-      if( vg.window_should_close )
-         break;
-      
-      if( vg.is_loaded ){
-         if( !post_start ){
-            vg_start();
-            post_start = 1;
-         }
-      }
-      else{
-         _vg_loader_render();
-      }
-
-      _vg_gameloop_update();
-      _vg_gameloop_render();
-
-      vg.time_frame_delta = 0.0;
-      vg.time_spinning = 0;
-   }
-}
-
-VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
-{
-   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 = 1;
-      }
-
-      if( vg_long_opt( "high-performance" ) ){
-         vg.quality_profile = k_quality_profile_low;
-      }
-
-      vg_launch_opt();
-   }
-}
-
-VG_STATIC void _vg_init_window( const char *window_name )
-{
-   vg_info( "SDL_INIT\n" );
-
-   if( SDL_Init( SDL_INIT_VIDEO ) != 0  ){
-      vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
-      exit(0);
-   }
-
-   SDL_InitSubSystem( SDL_INIT_AUDIO );
-   SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
-
-   SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
-   SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
-   SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
-   SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, 
-                           SDL_GL_CONTEXT_PROFILE_CORE );
-
-   SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
-                           SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
-   
-   SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
-   SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
-   SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
-   SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
-   SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
-
-   /* 
-    * Get monitor information 
-    */
-   vg_info( "Getting display count\n" );
-   int display_count = 0, 
-       display_index = 0, 
-       mode_index = 0;
-
-#ifdef VG_DEVWINDOW
-   vg.window_x = 1600;
-   vg.window_y = 1000;
-#else
-
-   SDL_DisplayMode video_mode;
-   if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
-      vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
-      SDL_Quit();
-      exit(0);
-   }
-
-   vg.display_refresh_rate = video_mode.refresh_rate;
-   vg.window_x = video_mode.w;
-   vg.window_y = video_mode.h;
-#endif
-
-#ifndef _WIN32
-       SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
-       SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
-       SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
-#endif
-
-   vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y,
-                                             vg.display_refresh_rate );
-
-   /* TODO: Allow selecting closest video mode from launch opts */
-   if((vg.window = SDL_CreateWindow( window_name,
-
-#ifdef VG_DEVWINDOW
-         0, 0, vg.window_x, vg.window_y, 
-         SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
-      ))){}
-#else
-                                     0, 0,
-                                     vg.window_x, vg.window_y,
-
-                                     SDL_WINDOW_FULLSCREEN_DESKTOP | 
-                                     SDL_WINDOW_OPENGL |
-                                     SDL_WINDOW_INPUT_GRABBED 
-                                     )))
-   {
-      if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){
-         vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
-         SDL_Quit();
-         exit(0);
-      }
-   }
-#endif
-   else{
-      vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
-      exit(0);
-   }
-
-   SDL_RaiseWindow( vg.window );
-
-   vg_info( "CreateContext\n" );
-
-   /* 
-    * OpenGL loading 
-    */
-   if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){
-      SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y );
-      vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
-   }
-   else{
-      vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
-      SDL_Quit();
-      exit(0);
-   }
-
-   if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) {
-      vg_error( "Glad Failed to initialize\n" );
-      SDL_GL_DeleteContext( vg.gl_context );
-      SDL_Quit();
-      exit(0);
-   }
-
-   const unsigned char* glver = glGetString( GL_VERSION );
-   vg_success( "Load setup complete, OpenGL version: %s\n", glver );
-
-   SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
-
-   SDL_DisplayMode dispmode;
-   if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){
-      if( dispmode.refresh_rate ){
-         vg.display_refresh_rate = dispmode.refresh_rate;
-      }
-   }
-
-   if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){
-      vg.display_refresh_rate = 60;
-   }
-
-   vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
-
-#ifdef _WIN32
-   vg.fps_limit = vg.display_refresh_rate;
-#else
-   /* request vsync by default on linux to avoid screen tearing.
-    * this does have its own issues with compositing on X11. */
-   vg.fps_limit = 0;
-#endif
-}
-
-VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
-{
-   _vg_process_launch_opts_internal( argc, argv );
-
-   /* Systems init */
-   vg_alloc_quota();
-   _vg_console_init();
-   
-   vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
-   _vg_init_window( window_name );
-
-   vg_async_init();
-   
-   SDL_SetRelativeMouseMode(1);
-   vg.thread_id_main = SDL_GetThreadID(NULL);
-   
-   /* Opengl-required systems */
-   _vg_ui_init();
-   _vg_loader_init();
-
-   vg.engine_status = k_engine_status_running;
-
-   _vg_opengl_sync_init();
-    vg_loader_start( _vg_load_full );
-   _vg_gameloop();
-
-   /* Shutdown */
-   _vg_console_write_persistent();
-
-   SDL_AtomicLock( &vg.sl_context );
-   vg.engine_status = k_engine_status_none;
-   SDL_AtomicUnlock( &vg.sl_context );
-
-   _vg_loader_free();
-
-   vg_success( "If you see this it means everything went.. \"well\".....\n" );
-
-   SDL_GL_DeleteContext( vg.gl_context );
-   SDL_Quit();
-}
-
-/*
- * 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?
-    */
-
-   vg_print_backtrace();
-   vg_error( "Fatal error: %s\n", error );
-
-   SDL_AtomicLock( &vg.sl_context );
-   if( vg.engine_status == k_engine_status_none ){
-      SDL_AtomicUnlock( &vg.sl_context );
-
-      /* TODO: Correct shutdown before other systems */
-      exit(0);
-   }
-   else{
-      SDL_AtomicUnlock( &vg.sl_context );
-      
-      vg_acquire_thread_sync();
-
-      SDL_AtomicLock( &vg.sl_context );
-      vg.engine_status = k_engine_status_crashed;
-      vg.str_const_engine_err = error;
-      SDL_AtomicUnlock( &vg.sl_context );
-
-      /* Notify other thread for curtosey */
-      if( vg_thread_purpose() == k_thread_purpose_main ){
-         SDL_AtomicLock( &vg.sl_context );
-
-         if( vg.exec_context != 0 )
-            SDL_SemPost( vg.sem_allow_exec );
-
-         SDL_AtomicUnlock( &vg.sl_context );
-      }
-
-      vg_audio_free();
-
-      while(1){
-         _vg_process_events();
-         if( vg.window_should_close )
-            break;
-
-         if( vg_getkey( SDLK_ESCAPE ) )
-            break;
-
-         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(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
-         glClear( GL_COLOR_BUFFER_BIT );
-         glViewport( 0,0, vg.window_x, vg.window_y );
-
-         _vg_render_log();
-         SDL_GL_SwapWindow( vg.window );
-      }
-
-      /* Can now shutdown and EXIT */
-      _vg_loader_free();
-      SDL_GL_DeleteContext( vg.gl_context );
-      SDL_Quit();
-      exit(0);
-   }
-}
-
-#else /* VG_GAME */
-
-VG_STATIC void vg_fatal_exit_loop( const char *error )
-{
-   vg_error( "Fatal error: %s\n", error );
-   exit(0);
-}
-
-#endif /* VG_GAME */
-
-/*
- * Graphic cards will check these to force it to use the GPU
- */
-u32 NvOptimusEnablement = 0x00000001;
-int AmdPowerXpressRequestHighPerformance = 1;
-
-#endif /* VG_HEADER_H */
+hc vg_build.h
+hc vg_build_utils_shader.h
+hc vg_m.h
+
+u32arr vg_pxfont.h
+u32arr vg_pxfont_thin.h
+
+vg_platform.h ??
+
+# vg_vorbis.h
+# vg_image.h
+# vg_depencies.c
+
+# vg_async.h
+# vg_async.c
+# vg_audio_dsp.h
+# vg_audio_dsp.c
+# vg_audio.h
+# vg_audio.c
+# vg_audio_synth_bird.h
+# vg_audio_synth_bird.c
+# vg_binstr.h
+# vg_binstr.c
+# vg_bvh.h
+# vg_bvh.c
+# vg_camera.h
+# vg_camera.c
+# vg_engine.c
+# vg_engine.h
+# vg_log.h
+# vg_log.c
+# vg_tex.c
+# vg_tex.h
+# vg_console.h
+# vg_console.c
+# vg_loader.h
+# vg_loader.c
+# vg_imgui.h
+# vg_imgui.c
+# vg_input.h
+# vg_input.c
+# vg_io.h
+# vg_io.c
+
+# vg_lines.h
+# vg_lines.c
+
+vg_mem.h
+vg_mem.c
+vg_mem_pool.h
+vg_mem_pool.c
+vg_mem_queue.h
+vg_mem_queue.c
+vg_msg.h
+vg_msg.c
+vg_opt.h
+vg_opt.c
+vg_perlin.h
+vg_perlin.c
+vg_string.h
+vg_string.c
+vg_profiler.h
+vg_profiler.c
+vg_rigidbody_collision.h
+vg_rigidbody_collision.c
+vg_rigidbody_constraints.h
+vg_rigidbody_constraints.c
+vg_rigidbody.h
+vg_rigidbody.c
+vg_rigidbody_view.h
+vg_rigidbody_view.c
+vg_shader.h
+vg_shader.c
+
+vg_steam.h
+vg_steam_auth.h
+vg_steam_friends.h
+vg_steam_http.h
+vg_steam_networking.h
+vg_steam_remote_storage.h
+vg_steam_ugc.h
+vg_steam_user_stats.h
+vg_steam_utils.h
+
+vg_tool.c
+vg_tool.h