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path: root/source/30-game/main.cpp
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#include "App.hpp"

#include "AppConfig.hpp"
#include "CommonVertexIndex.hpp"
#include "ImGuiGuizmo.hpp"
#include "Input.hpp"
#include "Ires.hpp"
#include "Level.hpp"
#include "Material.hpp"
#include "Shader.hpp"

#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl2.h>
#include <backends/imgui_impl_opengl3.h>
#include <glad/glad.h>
#include <imgui.h>
#include <imgui_internal.h>
#include <cstdlib>
#include <cxxopts.hpp>
#include <filesystem>
#include <string>

#include <tracy/Tracy.hpp>
#include <tracy/TracyClient.cpp>

namespace fs = std::filesystem;
using namespace std::literals;

struct GlfwUserData {
	App* app = nullptr;
};

void GlfwErrorCallback(int error, const char* description) {
	fprintf(stderr, "[GLFW] Error %d: %s\n", error, description);
}

void GlfwKeyboardCallback(GLFWkeyboard* keyboard, int event) {
	if (InputState::instance == nullptr) {
		// Called before initialization, skipping because we'll do a collect pass anyways when initializing
		return;
	}

	switch (event) {
		case GLFW_CONNECTED: {
			InputState::instance->ConnectKeyboard(keyboard);
		} break;

		case GLFW_DISCONNECTED: {
			InputState::instance->DisconnectKeyboard(keyboard);
		} break;
	}
}

void OpenGLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
	fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n", (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""), type, severity, message);
}

void GlfwFramebufferResizeCallback(GLFWwindow* window, int width, int height) {
	AppConfig::mainWindowWidth = width;
	AppConfig::mainWindowHeight = height;
	AppConfig::mainWindowAspectRatio = (float)width / height;
}

void GlfwMouseCallback(GLFWwindow* window, int button, int action, int mods) {
	if (ImGui::GetIO().WantCaptureMouse) {
		return;
	}

	auto userData = static_cast<GlfwUserData*>(glfwGetWindowUserPointer(window));
	auto app = userData->app;
	app->HandleMouse(button, action);
}

void GlfwMouseMotionCallback(GLFWwindow* window, double xOff, double yOff) {
	if (ImGui::GetIO().WantCaptureMouse) {
		return;
	}

	auto userData = static_cast<GlfwUserData*>(glfwGetWindowUserPointer(window));
	auto app = userData->app;
	app->HandleMouseMotion(xOff, yOff);
}

void GlfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
	if (ImGui::GetIO().WantCaptureKeyboard) {
		return;
	}

	GLFWkeyboard* keyboard = glfwGetLastActiveKeyboard();
	if (keyboard) {
		auto userData = static_cast<GlfwUserData*>(glfwGetWindowUserPointer(window));
		auto app = userData->app;
		app->HandleKey(keyboard, key, action);
	}
}

// https://stackoverflow.com/questions/54499256/how-to-find-the-saved-games-folder-programmatically-in-c-c
#if defined(_WIN32)
#	if defined(__MINGW32__)
#		include <ShlObj.h>
#	else
#		include <ShlObj_core.h>
#	endif
#	include <objbase.h>
#	pragma comment(lib, "shell32.lib")
#	pragma comment(lib, "ole32.lib")
#elif defined(__linux__)
fs::path GetEnvVar(const char* name, const char* backup) {
	if (const char* path = std::getenv(name)) {
		fs::path dataDir(path);
		fs::create_directories(dataDir);
		return dataDir;
	} else {
		fs::path dataDir(backup);
		fs::create_directories(dataDir);
		return dataDir;
	}
}
#endif

int main(int argc, char* argv[]) {
	using namespace Tags;

	constexpr auto kOpenGLDebug = "opengl-debug";
	constexpr auto kImGuiBackend = "imgui-backend";
	constexpr auto kGameDataDir = "game-data-directory";
	constexpr auto kGameAssetDir = "game-asset-directory";

	cxxopts::Options options(std::string(AppConfig::kAppName), "");
	// clang-format off
	options.add_options()
	(kOpenGLDebug, "Enable OpenGL debugging messages.")
	(kImGuiBackend, "ImGui backend. Options: opengl2, opengl3. Leave empty to default.", cxxopts::value<std::string>())
	(kGameAssetDir, "Directory in which assets are looked up from. Can be relative paths to the executable.", cxxopts::value<std::string>()->default_value("."))
	(kGameDataDir, "Directory in which game data (such as saves and options) are saved to. Leave empty to use the default directory on each platform.", cxxopts::value<std::string>())
	;
	// clang-format on
	auto args = options.parse(argc, argv);

	bool imguiUseOpenGL3;
	if (args.count(kImGuiBackend) > 0) {
		auto imguiBackend = args[kImGuiBackend].as<std::string>();
		if (imguiBackend == "opengl2") {
			imguiUseOpenGL3 = false;
		} else if (imguiBackend == "opengl3") {
			imguiUseOpenGL3 = true;
		} else {
			// TODO support more backends?
			imguiUseOpenGL3 = true;
		}
	} else {
		imguiUseOpenGL3 = true;
	}

	if (args.count(kGameAssetDir) > 0) {
		auto assetDir = args[kGameAssetDir].as<std::string>();

		fs::path assetDirPath(assetDir);
		if (!fs::exists(assetDirPath)) {
			fprintf(stderr, "Invalid asset directory.\n");
			return -4;
		}

		AppConfig::assetDir = std::move(assetDir);
		AppConfig::assetDirPath = std::move(assetDirPath);
	} else {
#if defined(_WIN32)
		fs::path dataDir;

		PWSTR path = nullptr;
		HRESULT hr = SHGetKnownFolderPath(FOLDERID_RoamingAppData, KF_FLAG_CREATE, nullptr, &path);
		if (SUCCEEDED(hr)) {
			dataDir = fs::path(path) / AppConfig::kAppName;
			CoTaskMemFree(path);

			fs::create_directories(dataDir);
		} else {
			std::string msg;
			msg += "Failed to find/create the default user data directory at %APPDATA%. Error code: ";
			msg += hr;
			throw std::runtime_error(msg);
		}
#elif defined(__APPLE__)
		// MacOS programming guide recommends apps to hardcode the path - user customization of "where data are stored" is done in Finder
		auto dataDir = fs::path("~/Library/Application Support/") / AppConfig::kAppName;
		fs::create_directories(dataDir);
#elif defined(__linux__)
		auto dataDir = GetEnvVar("XDG_DATA_HOME", "~/.local/share") / AppConfig::kAppName;
		fs::create_directories(dataDir);
#endif
	}

	if (args.count(kGameDataDir) > 0) {
		auto dataDir = args[kGameDataDir].as<std::string>();

		fs::path dataDirPath(dataDir);
		fs::create_directories(dataDir);

		AppConfig::dataDir = std::move(dataDir);
		AppConfig::dataDirPath = std::move(dataDirPath);
	} else {
		// TODO platform default path
		AppConfig::dataDir = ".";
		AppConfig::dataDirPath = fs::path(".");
	}

	if (!glfwInit()) {
		return -1;
	}

	glfwSetErrorCallback(&GlfwErrorCallback);
	glfwSetKeyboardCallback(&GlfwKeyboardCallback);

	glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);

#if defined(__APPLE__)
	const char* imguiGlslVersion = "#version 150";
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
	const char* imguiGlslVersion = "#version 130";
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
#endif

	GlfwUserData glfwUserData;

	GLFWwindow* window = glfwCreateWindow(1280, 720, "Project Brussel", nullptr, nullptr);
	if (window == nullptr) {
		return -2;
	}

	glfwSetWindowUserPointer(window, &glfwUserData);

	// Window callbacks are retained by ImGui GLFW backend
	glfwSetFramebufferSizeCallback(window, &GlfwFramebufferResizeCallback);
	glfwSetKeyCallback(window, &GlfwKeyCallback);
	glfwSetMouseButtonCallback(window, &GlfwMouseCallback);
	glfwSetCursorPosCallback(window, &GlfwMouseMotionCallback);

	{
		int width, height;
		glfwGetFramebufferSize(window, &width, &height);
		GlfwFramebufferResizeCallback(window, width, height);
	}

	glfwMakeContextCurrent(window);
	glfwSwapInterval(1);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
		return -3;
	}

#if defined(BRUSSEL_DEV_ENV)
	{
		auto glVersionString = glGetString(GL_VERSION);

		int glMajorVersion;
		glGetIntegerv(GL_MAJOR_VERSION, &glMajorVersion);
		int glMinorVersion;
		glGetIntegerv(GL_MINOR_VERSION, &glMinorVersion);

		printf("OpenGL version (via glGetString(GL_VERSION)): %s\n", glVersionString);
		printf("OpenGL version (via glGetIntegerv() with GL_MAJOR_VERSION and GL_MINOR_VERSION): %d.%d\n", glMajorVersion, glMinorVersion);
	}
#endif

	bool useOpenGLDebug = args[kOpenGLDebug].as<bool>();
	if (useOpenGLDebug) {
		printf("Using OpenGL debugging\n --%s", kOpenGLDebug);

		// TODO check extension KHR_debug availability
		// TODO conan glad is not including any extensions
		// NOTE: KHR_debug is a core extension, which means it may be available in lower version even though the feature is added in 4.3

		glEnable(GL_DEBUG_OUTPUT);
		glDebugMessageCallback(&OpenGLDebugCallback, 0);
	}

	IMGUI_CHECKVERSION();
	auto ctx = ImGui::CreateContext();
	auto& io = ImGui::GetIO();
	ImGuizmo::SetImGuiContext(ctx);

	ImGui_ImplGlfw_InitForOpenGL(window, true);
	if (imguiUseOpenGL3) {
		ImGui_ImplOpenGL3_Init(imguiGlslVersion);
	} else {
		ImGui_ImplOpenGL2_Init();
	}

	InputState::instance = new InputState();
	{
		int count;
		GLFWkeyboard** list = glfwGetKeyboards(&count);
		for (int i = 0; i < count; ++i) {
			GLFWkeyboard* keyboard = list[i];
			InputState::instance->ConnectKeyboard(keyboard);
		}
	}

	IresManager::instance = new IresManager();
	IresManager::instance->DiscoverFilesDesignatedLocation();

	LevelManager::instance = new LevelManager();
	LevelManager::instance->DiscoverFilesDesignatedLocation();

	gVformatStandard.Attach(new VertexFormat());
	gVformatStandard->AddElement(VertexElementFormat{
		.bindingIndex = 0,
		.type = VET_Float3,
		.semantic = VES_Position,
	});
	gVformatStandard->AddElement(VertexElementFormat{
		.bindingIndex = 0,
		.type = VET_Float2,
		.semantic = VES_TexCoords1,
	});
	gVformatStandard->AddElement(VertexElementFormat{
		.bindingIndex = 0,
		.type = VET_Ubyte4Norm,
		.semantic = VES_Color1,
	});

	gVformatStandardSplit.Attach(new VertexFormat());
	gVformatStandardSplit->AddElement(VertexElementFormat{
		.bindingIndex = 0,
		.type = VET_Float3,
		.semantic = VES_Position,
	});
	gVformatStandardSplit->AddElement(VertexElementFormat{
		.bindingIndex = 1,
		.type = VET_Float2,
		.semantic = VES_TexCoords1,
	});
	gVformatStandardSplit->AddElement(VertexElementFormat{
		.bindingIndex = 1,
		.type = VET_Ubyte4Norm,
		.semantic = VES_Color1,
	});

	// Matches gVformatStandard
	gDefaultShader.Attach(new Shader());
	gDefaultShader->InitFromSources(Shader::ShaderSources{
		.vertex = R"""(
#version 330 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec4 color;
out vec4 v2fColor;
uniform mat4 transform;
void main() {
	gl_Position = transform * vec4(pos, 1.0);
	v2fColor = color;
}
)"""sv,
		.fragment = R"""(
#version 330 core
in vec4 v2fColor;
out vec4 fragColor;
void main() {
	fragColor = v2fColor;
}
)"""sv,
	});
	{ // in vec3 pos;
		ShaderMathVariable var;
		var.scalarType = GL_FLOAT;
		var.width = 1;
		var.height = 3;
		var.arrayLength = 1;
		var.semantic = VES_Position;
		var.location = 0;
		gDefaultShader->GetInfo().inputs.push_back(std::move(var));
		gDefaultShader->GetInfo().things.try_emplace(
			"pos"s,
			ShaderThingId{
				.kind = ShaderThingId::KD_Input,
				.index = (int)gDefaultShader->GetInfo().inputs.size() - 1,
			});
	}
	{ // in vec4 color;
		ShaderMathVariable var;
		var.scalarType = GL_FLOAT;
		var.width = 1;
		var.height = 4;
		var.arrayLength = 1;
		var.semantic = VES_Color1;
		var.location = 1;
		gDefaultShader->GetInfo().inputs.push_back(std::move(var));
		gDefaultShader->GetInfo().things.try_emplace(
			"color"s,
			ShaderThingId{
				.kind = ShaderThingId::KD_Input,
				.index = (int)gDefaultShader->GetInfo().inputs.size() - 1,
			});
	}
	{ // out vec4 fragColor;
		ShaderMathVariable var;
		var.scalarType = GL_FLOAT;
		var.width = 1;
		var.height = 4;
		var.arrayLength = 1;
		gDefaultShader->GetInfo().outputs.push_back(std::move(var));
		gDefaultShader->GetInfo().things.try_emplace(
			"fragColor"s,
			ShaderThingId{
				.kind = ShaderThingId::KD_Output,
				.index = (int)gDefaultShader->GetInfo().outputs.size() - 1,
			});
	}
	// NOTE: autofill uniforms not recorded here

	gDefaultMaterial.Attach(new Material());
	gDefaultMaterial->SetShader(gDefaultShader.Get());

	{ // Main loop
		App app;
		glfwUserData.app = &app;

		// NOTE: don't enable backface culling, because the game mainly runs in 2D and sometimes we'd like to flip sprites around
		//       it also helps with debugging layers in 3D view
		glEnable(GL_DEPTH_TEST);

		// 60 updates per second
		constexpr double kMsPerUpdate = 1000.0 / 60;
		constexpr double kSecondsPerUpdate = kMsPerUpdate / 1000;
		double prevTime = glfwGetTime();
		double accumulatedTime = 0.0;
		while (!glfwWindowShouldClose(window)) {
			{
				ZoneScopedN("GameInput");
				glfwPollEvents();
			}

			double currTime = glfwGetTime();
			double deltaTime = prevTime - currTime;

			// In seconds
			accumulatedTime += currTime - prevTime;

			// Update
			// Play "catch up" to ensure a deterministic number of Update()'s per second
			while (accumulatedTime >= kSecondsPerUpdate) {
				double beg = glfwGetTime();
				{
					ZoneScopedN("GameUpdate");
					app.Update();
				}
				double end = glfwGetTime();

				// Update is taking longer than it should be, start skipping updates
				auto diff = end - beg;
				if (diff >= kSecondsPerUpdate) {
					auto skippedUpdates = (int)(accumulatedTime / kSecondsPerUpdate);
					accumulatedTime = 0.0;
					fprintf(stderr, "Elapsed time %f, skipped %d updates.", diff, skippedUpdates);
				} else {
					accumulatedTime -= kSecondsPerUpdate;
				}
			}

			int fbWidth = AppConfig::mainWindowWidth;
			int fbHeight = AppConfig::mainWindowHeight;
			glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
			glViewport(0, 0, fbWidth, fbHeight);
			auto clearColor = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
			glClearColor(clearColor.x * clearColor.w, clearColor.y * clearColor.w, clearColor.z * clearColor.w, clearColor.w);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			{ // Regular draw
				ZoneScopedN("Render");
				app.Draw(currTime, deltaTime);
			}

			{ // ImGui draw
				ZoneScopedN("ImGui");
				if (imguiUseOpenGL3) {
					ImGui_ImplOpenGL3_NewFrame();
				} else {
					ImGui_ImplOpenGL2_NewFrame();
				}
				ImGui_ImplGlfw_NewFrame();
				ImGui::NewFrame();

				app.Show();

				ImGui::Render();
				if (imguiUseOpenGL3) {
					ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
				} else {
					ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
				}
			}

			glfwSwapBuffers(window);
			FrameMark;

			prevTime = currTime;
		}
	}

	if (imguiUseOpenGL3) {
		ImGui_ImplOpenGL3_Shutdown();
	} else {
		ImGui_ImplOpenGL2_Shutdown();
	}
	ImGui_ImplGlfw_Shutdown();

	ImGui::DestroyContext();

	glfwDestroyWindow(window);
	glfwTerminate();

	return 0;
}