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#include "App.hpp"
#include "AppConfig.hpp"
#include "CommonVertexIndex.hpp"
#include "EditorGuizmo.hpp"
#include "Ires.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 GlfwFramebufferResizeCallback(GLFWwindow* window, int width, int height) {
AppConfig::mainWidnowWidth = 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 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()
(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);
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, "ImGui Command Palette Example", 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);
// TODO setup opengl debug context
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
return -3;
}
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();
}
IresManager::instance = new IresManager();
IresManager::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;
// 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::mainWidnowWidth;
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);
{ // 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;
}
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