diff options
| author | 0scar <qgt268@alumni.ku.dk> | 2024-02-05 16:36:47 +0000 |
|---|---|---|
| committer | 0scar <qgt268@alumni.ku.dk> | 2024-02-05 16:48:20 +0000 |
| commit | e85f81ec109782a01f1f741d4c2ed5f21af0c124 (patch) | |
| tree | 8708c742b296de20e2d54ef9fa8ea7c2036d3d82 /src/core/loop.c | |
| parent | 457a4a3b1f00bf4d6c31b693085aa7150d2dcded (diff) | |
Organize the sourcefiles
Diffstat (limited to 'src/core/loop.c')
| -rw-r--r-- | src/core/loop.c | 976 |
1 files changed, 976 insertions, 0 deletions
diff --git a/src/core/loop.c b/src/core/loop.c new file mode 100644 index 0000000..79e0c0c --- /dev/null +++ b/src/core/loop.c @@ -0,0 +1,976 @@ +#include <errno.h> +#include <stdlib.h> +#include <string.h> +#include <stdbool.h> + +#define GLAD_GL_IMPLEMENTATION +#include <glad/gl.h> +#undef GLAD_GL_IMPLEMENTATION + +#undef GLFW_INCLUDE_NONE +#include <GLFW/glfw3.h> + +#include <cglm/cglm.h> + +#if defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +/* include winapi */ +#include <Windows.h> +#elif defined(__APPLE__) +/* mac includes */ +#elif defined(__linux) || defined(__linux__) || defined(linux) + +#include <unistd.h> +#include <sys/sysinfo.h> + +#endif + +#define ENGINE_INTERNALS +#include <engine/btree.h> +#include <engine/engine.h> +#include <engine/hashmap.h> +#include <engine/list.h> + +#include <engine/state.h> +// #include <states/titlescreen.h> +// #include <states/gameover.h> + +#define DEFAULT_NUM_PROCS 8 + +#ifdef BENCHMARK +#define BENCHEXPR(timevar, expr) \ + { \ + f64 t = get_time(); \ + expr timevar += get_time() - t; \ + } + +extern i32 drawcall_len; + +#else +#define BENCHEXPR(timevar, expr) expr +#endif + + +// http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/ +GLuint LoadShaders(const GladGLContext* gl, const char * vertex_file_path, const char * fragment_file_path){ + + // Create the shaders + GLuint VertexShaderID = gl->CreateShader(GL_VERTEX_SHADER); + GLuint FragmentShaderID = gl->CreateShader(GL_FRAGMENT_SHADER); + + // Read the Vertex Shader code from the file + char* VertexShaderCode; + FILE* VertexShaderStream = fopen(vertex_file_path, "r"); + if(VertexShaderStream != NULL){ + fseek(VertexShaderStream, 0, SEEK_END); + const i64 size = ftell(VertexShaderStream); + rewind(VertexShaderStream); + VertexShaderCode = calloc(size + 1, sizeof(char)); + + // Assume the whole file is successfully read + fread(VertexShaderCode, sizeof(char), size, VertexShaderStream); + //LOG("vertex source is %d bytes\n%s\n", size, VertexShaderCode); + + fclose(VertexShaderStream); + } else { + ERROR("Impossible to open %s. Are you in the right directory?\n", vertex_file_path); + getchar(); + return 0; + } + + // Read the Fragment Shader code from the file + char* FragmentShaderCode; + FILE* FragmentShaderStream = fopen(fragment_file_path, "r"); + if(FragmentShaderStream != NULL){ + fseek(FragmentShaderStream, 0, SEEK_END); + const i64 size = ftell(FragmentShaderStream); + rewind(FragmentShaderStream); + FragmentShaderCode = calloc(size + 1, sizeof(char)); + + // Assume the whole file is successfully read + fread(FragmentShaderCode, sizeof(char), size, FragmentShaderStream); + LOG("fragment source is %d bytes", size); + + fclose(FragmentShaderStream); + } else { + ERROR("Impossible to open %s. Are you in the right directory?\n", fragment_file_path); + getchar(); + return 0; + } + + GLint Result = GL_FALSE; + int InfoLogLength; + + // Compile Vertex Shader + INFO("Compiling shader: %s\n", vertex_file_path); + char const * VertexSourcePointer = VertexShaderCode; + gl->ShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); + gl->CompileShader(VertexShaderID); + + // Check Vertex Shader + gl->GetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); + gl->GetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); + if ( InfoLogLength > 0 ) { + char* msg = calloc(InfoLogLength + 1, sizeof(char)); + gl->GetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, msg); + ERROR("Compiling shader: %s\n", msg); + free(msg); + } + + // Compile Fragment Shader + INFO("Compiling shader: %s\n", fragment_file_path); + char const * FragmentSourcePointer = FragmentShaderCode; + gl->ShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); + gl->CompileShader(FragmentShaderID); + + // Check Fragment Shader + gl->GetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); + gl->GetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); + if ( InfoLogLength > 0 ){ + char* msg = calloc(InfoLogLength + 1, sizeof(char)); + gl->GetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, msg); + ERROR("Compiling shader: %s\n", msg); + free(msg); + } + + // Link the program + INFO("Linking program\n"); + GLuint ProgramID = gl->CreateProgram(); + gl->AttachShader(ProgramID, VertexShaderID); + gl->AttachShader(ProgramID, FragmentShaderID); + gl->LinkProgram(ProgramID); + + // Check the program + gl->GetProgramiv(ProgramID, GL_LINK_STATUS, &Result); + gl->GetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); + if ( InfoLogLength > 0 ){ + char* msg = calloc(InfoLogLength + 1, sizeof(char)); + gl->GetShaderInfoLog(ProgramID, InfoLogLength, NULL, msg); + ERROR("Compiling shader: %s\n", msg); + free(msg); + } + + gl->DetachShader(ProgramID, VertexShaderID); + gl->DetachShader(ProgramID, FragmentShaderID); + + gl->DeleteShader(VertexShaderID); + gl->DeleteShader(FragmentShaderID); + + + free(VertexShaderCode); + free(FragmentShaderCode); + return ProgramID; +} + + + + + + + + + + + +static u64 FPS_CAP = 50; +Platform* GLOBAL_PLATFORM = NULL; + +input_callback_t* callbacks[128]; +usize callbacks_len; + +i32 nproc(void) { + return get_nprocs(); +} + +void delay( uint32_t ms ) +{ +#ifdef _WIN32 + Sleep( ms ); +#else + usleep( ms * 1000 ); +#endif +} + +i32 cmp_int(const void* a, const void* b) { + const i32* x = a; + const i32* y = b; + + return *x - *y; +} + +v2_i32 get_canvas_size(void* window) { + v2_i32 realsize; + glfwGetWindowSize(window, &(realsize.x), &(realsize.y)); + + /* Set logical render size */ + return realsize; +} + +Texture* load_texture(void* render, const Asset_TextureSpec* ts) { + Texture* t = NULL; + + if (ts == NULL) { + ERROR("Invalid Asset_TextureSpec\n"); + return NULL; + } + + //t = (Texture*)malloc(sizeof(Texture)); + //t->texture = new_texture; + ///* Assigning const value */ + //*(i32*)&t->tilesize = tw; + //*(i32*)&t->width = ts->width; + //*(i32*)&t->height = ts->height; + + return t; +} + +void engine_update_window(Window* w, void* e) { + switch ((i32)e) { + default: + WARN("Unhandled window event 0x%04x", (i32)e); + break; + } + return; +} + +struct glfw_ctx { + GLFWwindow* w; + GladGLContext* c; +} glfw_ctx; + +/* GLFW And vulkan spaghetti boiler */ +void glfw_err_callback(int code, const char* description) { + ERROR("glfw [%d]: %s\n", code, description); + // Terminate? + exit(EXIT_FAILURE); +} + +struct QueueFamilyIndices { + int64_t graphicsFamily; + int64_t presentFamily; +}; + +GladGLContext* create_context(GLFWwindow *window) { + glfwMakeContextCurrent(window); + + GladGLContext* context = (GladGLContext*) calloc(1, sizeof(GladGLContext)); + if (!context) return NULL; + + int version = gladLoadGLContext(context, glfwGetProcAddress); + INFO("Loaded OpenGL %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version)); + + return context; +} + +struct glfw_ctx initialize_GLFW( + const char* windowtitle, v2_i32 windowsize, + const u32 flags + ) { + GLFWwindow* window = NULL; + + glfwSetErrorCallback(&glfw_err_callback); + + INFO_("initializing glfw..."); + if (glfwInit() == GLFW_FALSE) { + const char *desc; + int code = glfwGetError(&desc); + ERROR("failed to initialize glfw [%d]: %s\n", code, *desc); + exit(EXIT_FAILURE); + } else + printf("ok\n"); + + + INFO_("initializing window..."); + //glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); + + glfwWindowHint(GLFW_SAMPLES, 0); // Disable anti aliasing + + // Use a modern opengl version + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); + + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + + /* "On Wayland specifically, you need to swap the buffers + * of a window for it to become visible." */ + window = glfwCreateWindow(windowsize.x, windowsize.y, windowtitle, NULL, NULL); + if (window == NULL) { + ERROR("Failed to create GLFW window!\n"); + const char *desc; + int code = glfwGetError(&desc); + ERROR("failed to initialize glfw window [%d]: %s\n", code, desc); + exit(EXIT_FAILURE); + } else + printf("ok\n"); + + //glfwMakeContextCurrent(window); + + // Remember to load GL :) (hours wasted because i forgot: approx 4) + GladGLContext *ctx = create_context(window); + //printf("GL %d.%d\n", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version)); + + //ctx->Viewport(0, 0, 200, 200); + + if (ctx == NULL) { + ERROR("Failed to create glad context"); + exit(EXIT_FAILURE); + } + + glfwSetFramebufferSizeCallback(window, window_size_callback); + glfwSwapInterval(0); + +#ifdef _DEBUG + ctx->ClearColor((float)0x10 / 255.f, (float)0x0a / 255.f, (float)0x33 / 255.f, 0.f); +#else + ctx->ClearColor(0x0, 0x0, 0x0, 0.f); +#endif + + ctx->Enable(GL_DEPTH_TEST); + ctx->DepthFunc(GL_LESS); + + return (struct glfw_ctx){.w = window, .c = ctx}; +} + + +/* Creates the window, initializes IO, Rendering, Fonts and engine-specific + * resources. */ +Platform* engine_init(const char* windowtitle, v2_i32 windowsize, + const f32 render_scale, const u32 flags, + const usize initial_memory, const Asset_FontSpec* fonts[], + const Asset_TextureSpec* textures[]) { + +#ifdef BENCHMARK + f64 init_start = get_time(); +#endif + +#if defined(__linux) || defined(__linux__) || defined(linux) + { + pid_t pid = getpid(); + INFO("Starting with pid %lu", pid); + } +#endif + + Platform* p = (Platform*)malloc(sizeof(Platform)); + Window* w = (Window*)malloc(sizeof(Window)); + + /* initialize resources */ + struct Resources* resources = + (struct Resources*)malloc(sizeof(struct Resources)); + resources->textures_len = 0; + resources->fonts_len = 0; + resources->texturepaths_len = 0; + resources->fontpaths_len = 0; + resources->texture_paths = NULL; + resources->font_paths = NULL; + resources->textures = NULL; + //resources->fonts = NULL; + + { + struct glfw_ctx ctx = initialize_GLFW(windowtitle, windowsize, flags); + w->window = ctx.w; + w->context = ctx.c; + } + + const GladGLContext *gl = w->context; + + struct RenderObject *testobject = malloc(sizeof(struct RenderObject)); + + gl->GenVertexArrays(1, &(testobject->vao)); + gl->BindVertexArray(testobject->vao); + + p->testobject = testobject; + + testobject->g_vertex_buffer_data[0] = -1.0f; + testobject->g_vertex_buffer_data[1] = -1.0f; + testobject->g_vertex_buffer_data[2] = 0.0f; + + testobject->g_vertex_buffer_data[3] = 1.0f; + testobject->g_vertex_buffer_data[4] = -1.0f; + testobject->g_vertex_buffer_data[5] = 0.0f; + + testobject->g_vertex_buffer_data[6] = 0.0f; + testobject->g_vertex_buffer_data[7] = 1.0f; + testobject->g_vertex_buffer_data[8] = 0.0f; + + static const float bufdata[] = { + -1.0f,-1.0f,-1.0f, // triangle 1 : begin + -1.0f,-1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, // triangle 1 : end + 1.0f, 1.0f,-1.0f, // triangle 2 : begin + -1.0f,-1.0f,-1.0f, + -1.0f, 1.0f,-1.0f, // triangle 2 : end + 1.0f,-1.0f, 1.0f, + -1.0f,-1.0f,-1.0f, + 1.0f,-1.0f,-1.0f, + 1.0f, 1.0f,-1.0f, + 1.0f,-1.0f,-1.0f, + -1.0f,-1.0f,-1.0f, + -1.0f,-1.0f,-1.0f, + -1.0f, 1.0f, 1.0f, + -1.0f, 1.0f,-1.0f, + 1.0f,-1.0f, 1.0f, + -1.0f,-1.0f, 1.0f, + -1.0f,-1.0f,-1.0f, + -1.0f, 1.0f, 1.0f, + -1.0f,-1.0f, 1.0f, + 1.0f,-1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, + 1.0f,-1.0f,-1.0f, + 1.0f, 1.0f,-1.0f, + 1.0f,-1.0f,-1.0f, + 1.0f, 1.0f, 1.0f, + 1.0f,-1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, + 1.0f, 1.0f,-1.0f, + -1.0f, 1.0f,-1.0f, + 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f,-1.0f, + -1.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, + 1.0f,-1.0f, 1.0f + }; + + static const GLfloat g_color_buffer_data[] = { + 0.583f, 0.771f, 0.014f, + 0.609f, 0.115f, 0.436f, + 0.327f, 0.483f, 0.844f, + 0.822f, 0.569f, 0.201f, + 0.435f, 0.602f, 0.223f, + 0.310f, 0.747f, 0.185f, + 0.597f, 0.770f, 0.761f, + 0.559f, 0.436f, 0.730f, + 0.359f, 0.583f, 0.152f, + 0.483f, 0.596f, 0.789f, + 0.559f, 0.861f, 0.639f, + 0.195f, 0.548f, 0.859f, + 0.014f, 0.184f, 0.576f, + 0.771f, 0.328f, 0.970f, + 0.406f, 0.615f, 0.116f, + 0.676f, 0.977f, 0.133f, + 0.971f, 0.572f, 0.833f, + 0.140f, 0.616f, 0.489f, + 0.997f, 0.513f, 0.064f, + 0.945f, 0.719f, 0.592f, + 0.543f, 0.021f, 0.978f, + 0.279f, 0.317f, 0.505f, + 0.167f, 0.620f, 0.077f, + 0.347f, 0.857f, 0.137f, + 0.055f, 0.953f, 0.042f, + 0.714f, 0.505f, 0.345f, + 0.783f, 0.290f, 0.734f, + 0.722f, 0.645f, 0.174f, + 0.302f, 0.455f, 0.848f, + 0.225f, 0.587f, 0.040f, + 0.517f, 0.713f, 0.338f, + 0.053f, 0.959f, 0.120f, + 0.393f, 0.621f, 0.362f, + 0.673f, 0.211f, 0.457f, + 0.820f, 0.883f, 0.371f, + 0.982f, 0.099f, 0.879f +}; + + +// LOG("sizeof(bufdata) = %lu", sizeof(bufdata)); +// LOG("sizeof(g_vertex_buffer_data) = %lu", sizeof(testobject->g_vertex_buffer_data)); +// + + // Generate 1 buffer, put the resulting identifier in vertexbuffer + gl->GenBuffers(1, &(testobject->vbo)); + // The following commands will talk about our 'vertexbuffer' buffer + gl->BindBuffer(GL_ARRAY_BUFFER, testobject->vbo); + // Give our vertices to OpenGL. + gl->BufferData(GL_ARRAY_BUFFER, sizeof(bufdata), bufdata, GL_STATIC_DRAW); + + // Same for the color buffer + gl->GenBuffers(1, &(testobject->col)); + gl->BindBuffer(GL_ARRAY_BUFFER, testobject->col); + gl->BufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW); + + testobject->shaderprogram = LoadShaders(gl, "shader.vertexshader", "shader.fragmentshader"); + INFO("Shaderprogram %d", testobject->shaderprogram); + + { /* Resource loading */ + + /* Count resources */ + usize n_textures = 0; + usize n_fonts = 0; + + if (textures != NULL) + while (textures[n_textures] != NULL) n_textures++; + if (fonts != NULL) + while (fonts[n_fonts] != NULL) n_fonts++; + + INFO("Number of textures: " TERM_COLOR_YELLOW "%d" TERM_COLOR_RESET, + n_textures); + INFO("Number of fonts: " TERM_COLOR_YELLOW "%d" TERM_COLOR_RESET, n_fonts); + + /* Save the textures and fonts, if we should need to reload them later */ + resources->texture_paths = (Asset_TextureSpec**)textures; + resources->font_paths = (Asset_FontSpec**)fonts; + + /* Allocate memory for textures and fonts */ + resources->textures = (Texture**)malloc(sizeof(Texture*) * n_textures); + //resources->fonts = (TTF_Font**)malloc(sizeof(TTF_Font*) * n_fonts); + resources->textures_size = n_textures; + + for (usize i = 0; i < n_textures; i++) resources->textures[i] = NULL; + //for (usize i = 0; i < n_fonts; i++) resources->fonts[i] = NULL; + + /* Load textures */ + for (usize i = 0; i < n_textures; i++) { + Texture* t = NULL; + INFO_("loading texture \"" TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET + "\"...", + textures[i]->path); + +// t = load_texture(renderer, textures[i]); +// if (t == NULL) { +// puts(""); +// ERROR("failed to load texture\n"); +// exit(EXIT_FAILURE); +// } +// +// if (t->tilesize < 8) { +// puts(""); +// ERROR("texture too small!\n"); +// exit(EXIT_FAILURE); +// } +// + //if (t->texture == NULL) { + // puts(""); + // ERROR("failed to load texture\n"); + //} else { + // printf("ok\n"); + // resources->textures[i] = t; + // resources->textures_len++; + //} + } + + /* Load fonts */ + for (usize i = 0; i < n_fonts; i++) { + INFO_("loading font \"" TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET "\"...", + fonts[i]->font_path); + + //TTF_Font* font = TTF_OpenFont(fonts[i]->font_path, fonts[i]->ptsize); + //if (!font) { + // ERROR("failed to load font: %s\n", TTF_GetError()); + //} else { + // printf("ok\n"); + // resources->fonts[i] = font; + // resources->fonts_len++; + //} + } + + if (resources->textures_len != n_textures) { + WARN("Done. %d/%d textures loaded.", resources->textures_len, n_textures); + } else { + INFO("Done. All %d textures loaded.", n_textures); + } + + if (resources->fonts_len != n_fonts) { + WARN("Done. %d/%d fonts loaded.", resources->fonts_len, n_fonts); + } else { + INFO("Done. All %d fonts loaded.", n_fonts); + } + + resources->texturepaths_len = resources->textures_len; + resources->fontpaths_len = resources->fonts_len; + } + + { /* Adjust window and such */ + /* Set actual windowsize, which might be forced by OS */ + INFO("Adjusting window size..."); + //windowsize = get_canvas_size(renderer); + + INFO("Windowsize: <%d,%d>", windowsize.x, windowsize.y); + } + + //w->renderer = renderer; + //w->window = window; + w->render_scale = render_scale; + w->windowsize = windowsize; + w->game_w = NULL; + w->game_h = NULL; + + p->data = (void*)resources; + p->data_len = sizeof(struct Resources); + p->window = w; + p->quit = false; + + p->frame = 0; + p->fps_target = 60; + + p->mem = memory_new(initial_memory); + + /* Getting the mouse coords now resolves the issue where a click "isn't + * registered" when the mouse isn't moved before the user clicks */ + + p->mousedown = (v2_i32){-1, -1}; + p->mouseup = (v2_i32){-1, -1}; + + p->mouse_lclick = false; + p->mouse_rclick = false; + + p->camera_x = 0; + p->camera_y = 0; + + p->edit_text = NULL; + p->edit_pos = 0; + + p->bindings = NULL; + p->bindings_sz = 0; + p->bindings_len = 0; + + // TODO: Add global bindings + +#ifdef BENCHMARK + f64 init_stop = get_time(); + INFO("Initialization took %dms", init_stop - init_start); +#endif + + INFO("Available cores: %d", nproc()); + + GLOBAL_PLATFORM = p; + +#ifdef DAW_BUILD_HOTRELOAD + +#define State(name) \ + if (!State_reload(STATE_##name, p->bindings, p->bindings_len)) { \ + ERROR("Failed to reload shared object file for state %s", #name); \ + }; + +#include <states/list_of_states.h> +#undef State + +#endif + + return p; +} + +i32 engine_run(Platform* p, StateType initial_state) { + if (p == NULL) { + ERROR("Platform is uninitialized.\n"); + INFO("initialize with `engine_init`"); + return -1; + } + + memory* mem = p->mem; + + StateType state = initial_state; + + { + f64 state_init_time = get_time(); + State_init(state, mem); + INFO("Initializing state \"%s\" took %ldms", StateTypeStr[state], + get_time() - state_init_time); + } + + f64 time = get_time(); + + // Update ticks + u64 ticks = 0; + + /* Profiling values */ +#ifdef BENCHMARK + u64 profile_tick_counter = 0; + // u64 profile_slack = 0; + u64 profile_rendering = 0; + u64 profile_gameloop = 0; + u64 profile_input = 0; + u64 profile_input_handling = 0; + u64 profile_num_drawcalls = 0; + u32 profile_interval_timer = time; + const u32 profile_interval_ms = 5000; + const f32 profile_interval_scale = (f32)(profile_interval_ms) / 100.0f; +#endif + + const f64 frame_interval = 1000.0 / FPS_CAP; + + StateType (*update_func)(void*) = State_updateFunc(state); + + f64 last_fps_measurement = get_time(); + + /* Main loop */ + INFO("Program: %d", p->testobject->shaderprogram); + GladGLContext *gl = p->window->context; + do { + const f64 now = get_time(); + const f64 dt = now - time; + time = now; + /* Wait frame_interval */ + if (dt < frame_interval) { +#ifndef BENCHMARK + //delay(frame_interval - dt); + +#else + /* We want to know how much time is spend sleeping */ + // profile_slack += frame_interval - dt; +#endif + } + + if (now - last_fps_measurement > 1.000) { + last_fps_measurement = now; + printf("\n FPS: %.1f \t ticks: %lu", (double)ticks / now, ticks); + } + +#ifdef BENCHMARK + if (time - profile_interval_timer > profile_interval_ms) { + /* Ticks/frames since last measurement */ + u32 fps = (ticks - profile_tick_counter) / profile_interval_scale; + u64 drawcalls = profile_num_drawcalls / profile_interval_scale / fps; + + u32 sum = +profile_rendering + //+ profile_slack + + profile_input + profile_input_handling + profile_gameloop; + + /* Log fps and slack percentage */ + LOG("fps:%d\t" + "rendering:%.2f%%\t" + //"slack:%.2f%%\t" + "input:%.2f%% (%.2f%%)\t" + "gameloop:%.2f%%\t" + "unaccounted:%llu / %llu ms\t" + "avg drawcalls:%llu", + fps, 100.0f * (f32)profile_rendering / (f32)sum, + // 100.0f * (f32)profile_slack / (f32)sum, + 100.0f * (f32)profile_input / (f32)sum, + 100.0f * (f32)profile_input_handling / (f32)sum, + 100.0f * (f32)profile_gameloop / (f32)sum, + time - profile_interval_timer - sum, sum, drawcalls); + /* Reset values */ + profile_tick_counter = ticks; + profile_interval_timer = time; + // profile_slack = 0; + profile_rendering = 0; + profile_gameloop = 0; + profile_input = 0; + profile_input_handling = 0; + profile_num_drawcalls = 0; + } +#endif + + glfwPollEvents(); + /* Events */ +// if (p->mouse_lclick) { +// p->mouseup.x = -1; +// p->mouseup.y = -1; +// p->mousedown.x = -1; +// p->mousedown.y = -1; +// p->mouse_lclick = false; +// } +// if (p->mouse_rclick) { +// p->mouse_rclick = false; +// } +// +// /* Window events */ +// i32 num_events; +// +// /* Mouse events */ +// +// if (p->bindings != NULL) { +// const i_ctx* bindings = *p->bindings; +// const usize bindings_len = p->bindings_len; +// +// } +// +// i_flush_bindings(callbacks_len, mem->data, callbacks); +// callbacks_len = 0; +// +// /* update */ +// StateType next_state; +// next_state = update_func((void*)(mem->data)); +// +// if (next_state != STATE_null) { +// if (next_state == STATE_quit) break; +// +// drawcall_reset(); +// +// engine_window_resize_pointers_reset(); +// State_free(state, mem); +// memory_clear(mem); +// +// engine_input_ctx_reset(); +// +// state = next_state; +// update_func = State_updateFunc(state); +//#ifdef BENCHMARK +// { +// f64 t = get_time(); +// State_init(state, mem); +// LOG("Initializing %s took %dms", StateTypeStr[state], +// (int)((get_time() - t) * 1000.0)); +// } +//#else +// State_init(state, mem); +//#endif +// } else { +//#ifdef BENCHMARK +// profile_num_drawcalls += drawcall_len; +//#endif + render_begin(p->window); + + + gl->UseProgram(p->testobject->shaderprogram); + + { + vec3 cam = {4., 3., 3.}; // perspective + mat4 per; // perspective + mat4 v; // view + mat4 model = GLM_MAT4_IDENTITY_INIT; + mat4 modelviewprojection; + + f32 ratio = (float)p->window->windowsize.x / (float)p->window->windowsize.y; + //glm_perspective(45.f , 600.f / 400.f, 0.1, 100.0f, per); + glm_ortho(-10 * ratio, 10 * ratio, -10, 10, -10, 10, per); + + glm_lookat(cam, GLM_VEC3_ZERO, GLM_YUP, v); + + { mat4 t; + //modelviewprojection = p * v * model + glm_mat4_mul(v, model, t); + glm_rotate_at(t, (vec3){0,0,0}, get_time() / 2.f, (vec3){0,1,0}); //, (vec3)({0,1,0})); + glm_mat4_mul(per, t, modelviewprojection); + } + + // TODO: Do this only once during initialization + u32 matrix = gl->GetUniformLocation(p->testobject->shaderprogram, "MVP"); + + gl->UniformMatrix4fv(matrix, 1, GL_FALSE, &modelviewprojection[0][0]); + } + + + gl->EnableVertexAttribArray(0); + gl->BindBuffer(GL_ARRAY_BUFFER, p->testobject->vbo); + gl->VertexAttribPointer( + 0, // attribute 0. No particular reason for 0, but must match the layout in the shader. + 3, // size + GL_FLOAT, // type + GL_FALSE, // normalized? + 0, // stride + (void*)0 // array buffer offset + ); + + // Do the color buffer (?) + gl->EnableVertexAttribArray(1); + gl->BindBuffer(GL_ARRAY_BUFFER, p->testobject->col); + gl->VertexAttribPointer( + 1, // attribute. No particular reason for 1, but must match the layout in the shader. + 3, // size + GL_FLOAT, // type + GL_FALSE, // normalized? + 0, // stride + (void*)0 // array buffer offset + ); + + + + + gl->UseProgram(p->testobject->shaderprogram); + // Draw the triangle ! + gl->DrawArrays(GL_TRIANGLES, 0, 3*12); // Starting from vertex 0; 3 vertices total -> 1 triangle + + gl->DisableVertexAttribArray(0); + gl->DisableVertexAttribArray(1); + + render_present(p->window); +// } + + ticks++; + } while( + !glfwWindowShouldClose(p->window->window) + && state != STATE_quit); + + return 0; +} + +void stop(Platform* p) { + if (p == NULL) return; + + { /* Deallocate resources */ + struct Resources* r = (struct Resources*)p->data; + if (r != NULL) { + /* Destroy textures */ + for (usize i = 0; i < r->textures_len; i++) { + if (r->textures[i] != NULL) { + r->textures[i] = NULL; + } + } + free(r->textures); + + /* Destroy Fonts */ + } + } + + glfwDestroyWindow(p->window->window); + glfwTerminate(); + +} + +/* Set the maximum framerate */ +void engine_fps_max(u64 cap) { FPS_CAP = cap; } + +/* Pushes an input context onto the input handling stack */ +void engine_input_ctx_push(i_ctx* ctx) { + if (GLOBAL_PLATFORM->bindings == NULL) { + GLOBAL_PLATFORM->bindings = calloc(8, sizeof(i_ctx*)); + GLOBAL_PLATFORM->bindings_sz = 8; + } + + if (GLOBAL_PLATFORM->bindings_len + 1 >= GLOBAL_PLATFORM->bindings_sz) { + void* m = + realloc(GLOBAL_PLATFORM->bindings, GLOBAL_PLATFORM->bindings_sz + 8); + if (m == NULL) { + ERROR("Failed to allocate 8 bytes (%d): %s", errno, strerror(errno)); + exit(EXIT_FAILURE); + } + GLOBAL_PLATFORM->bindings_sz += 8; + } + + LOG("Bindings in ctx[%d]:", GLOBAL_PLATFORM->bindings_len); + for (isize i = 0; i < ctx->len; i++) { + switch (ctx->bindings[i].action.type) { + case InputType_error: + LOG("(error)"); + break; + + case InputType_action: + LOG("(action) %s", ctx->bindings[i].action.action.callback_str); + break; + + case InputType_state: + LOG("(+state) %s", ctx->bindings[i].action.state.activate_str); + LOG("(-state) %s", ctx->bindings[i].action.state.deactivate_str); + break; + case InputType_range: + LOG("(range) --unhandled--"); + break; + } + } + + GLOBAL_PLATFORM->bindings[GLOBAL_PLATFORM->bindings_len++] = ctx; +} + +/* Pops an input context from the input stack */ +void engine_input_ctx_pop(void) { + if (GLOBAL_PLATFORM->bindings == NULL || GLOBAL_PLATFORM->bindings_sz == 0) + return; + i_ctx_t_free(GLOBAL_PLATFORM->bindings[--GLOBAL_PLATFORM->bindings_len]); +} + +/* Removes all input contexts from the input stack */ +void engine_input_ctx_reset(void) { + while (GLOBAL_PLATFORM->bindings_len > 0) { + i_ctx_t_free(GLOBAL_PLATFORM->bindings[--GLOBAL_PLATFORM->bindings_len]); + } +} + +f64 get_time(void) { return glfwGetTime(); } +v2_i32 get_windowsize(void) { return GLOBAL_PLATFORM->window->windowsize; } +v2_i32* get_mousepos(void) { return &GLOBAL_PLATFORM->mouse_pos; } |
