#include "twn_loop.h" #include "twn_engine_context_c.h" #include "twn_input_c.h" #include "twn_util.h" #include "twn_game_object_c.h" #include "twn_audio_c.h" #include "twn_textures_c.h" #include "twn_rendering.h" #include #include #include #ifdef EMSCRIPTEN #include #else #include #endif #include #include #include #include #include static void poll_events(void) { SDL_Event e; ctx.game.window_size_has_changed = false; while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: ctx.game.is_running = false; break; case SDL_WINDOWEVENT: if (e.window.windowID != ctx.window_id) break; switch (e.window.event) { case SDL_WINDOWEVENT_SIZE_CHANGED: ctx.game.window_size_has_changed = true; break; default: break; } break; default: break; } } } #ifndef EMSCRIPTEN static void APIENTRY opengl_log(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { (void)source; (void)type; (void)id; (void)severity; (void)userParam; log_info("OpenGL: %.*s\n", length, message); } #endif static void main_loop(void) { /* if (!ctx.is_running) { end(ctx); clean_up(ctx); emscripten_cancel_main_loop(); } */ /* frame timer */ int64_t current_frame_time = SDL_GetPerformanceCounter(); int64_t delta_time = current_frame_time - ctx.prev_frame_time; ctx.prev_frame_time = current_frame_time; ctx.game.delta_time = delta_time; /* handle unexpected timer anomalies (overflow, extra slow frames, etc) */ if (delta_time > ctx.desired_frametime * 8) { /* ignore extra-slow frames */ delta_time = ctx.desired_frametime; } delta_time = MAX(0, delta_time); /* vsync time snapping */ /* get the refresh rate of the current display (it might not always be the same one) */ int display_framerate = 60; /* a reasonable guess */ SDL_DisplayMode current_display_mode; int current_display_index = SDL_GetWindowDisplayIndex(ctx.window); if (SDL_GetCurrentDisplayMode(current_display_index, ¤t_display_mode) == 0) display_framerate = current_display_mode.refresh_rate; int64_t snap_hz = display_framerate; if (snap_hz <= 0) snap_hz = 60; /* these are to snap delta time to vsync values if it's close enough */ int64_t vsync_maxerror = (int64_t)((double)ctx.clocks_per_second * 0.0002); size_t snap_frequency_count = 8; for (size_t i = 0; i < snap_frequency_count; ++i) { int64_t frequency = (ctx.clocks_per_second / snap_hz) * (i+1); if (llabs(delta_time - frequency) < vsync_maxerror) { delta_time = frequency; break; } } /* delta time averaging */ size_t time_averager_count = SDL_arraysize(ctx.time_averager); for (size_t i = 0; i < time_averager_count - 1; ++i) { ctx.time_averager[i] = ctx.time_averager[i+1]; } ctx.time_averager[time_averager_count - 1] = delta_time; int64_t averager_sum = 0; for (size_t i = 0; i < time_averager_count; ++i) { averager_sum += ctx.time_averager[i]; } delta_time = averager_sum / time_averager_count; ctx.delta_averager_residual += averager_sum % time_averager_count; delta_time += ctx.delta_averager_residual / time_averager_count; ctx.delta_averager_residual %= time_averager_count; /* add to the accumulator */ ctx.frame_accumulator += delta_time; /* spiral of death protection */ if (ctx.frame_accumulator > ctx.desired_frametime * 8) { ctx.resync_flag = true; } /* timer resync if requested */ if (ctx.resync_flag) { ctx.frame_accumulator = 0; delta_time = ctx.desired_frametime; ctx.resync_flag = false; } /* finally, let's get to work */ int frames = 0; while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.game.update_multiplicity) { frames += 1; for (size_t i = 0; i < ctx.game.update_multiplicity; ++i) { /* TODO: disable rendering pushes on not-last ? */ render_queue_clear(); poll_events(); if (ctx.game.window_size_has_changed) { Vec2i size; SDL_GetWindowSize(ctx.window, &size.x, &size.y); ctx.game.window_w = size.x; ctx.game.window_h = size.y; } input_state_update(&ctx.game.input); game_object_tick(); ctx.frame_accumulator -= ctx.desired_frametime; ctx.game.tick_count = (ctx.game.tick_count % ULLONG_MAX) + 1; ctx.game.initialization_needed = false; } } /* TODO: in some cases machine might want to assume frames will be fed as much as possible */ /* which for now is broken as glBufferData with NULL is used all over right after render */ if (frames != 0) render(); } static bool initialize(void) { if (SDL_Init(SDL_INIT_EVERYTHING & ~SDL_INIT_HAPTIC) == -1) { CRY_SDL("SDL initialization failed."); return false; } /* TODO: recognize cli parameter to turn it on on release */ /* debug mode _defaults_ to being enabled on debug builds. */ /* you should be able to enable it at runtime on any build */ #ifndef NDEBUG ctx.game.debug = true; #else ctx.game.debug = false; #endif #ifdef EMSCRIPTEN /* emscripten interpretes those as GL ES version against WebGL */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #else SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); if (ctx.game.debug) SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); else SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_NO_ERROR); #endif SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); /* init got far enough to create a window */ ctx.window = SDL_CreateWindow("townengine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, RENDER_BASE_WIDTH, RENDER_BASE_HEIGHT, // SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); if (ctx.window == NULL) { CRY_SDL("Window creation failed."); goto fail; } ctx.gl_context = SDL_GL_CreateContext(ctx.window); if (!ctx.gl_context) { CRY_SDL("GL context creation failed."); goto fail; } if (SDL_GL_MakeCurrent(ctx.window, ctx.gl_context)) { CRY_SDL("GL context binding failed."); goto fail; } if (SDL_GL_SetSwapInterval(-1)) SDL_GL_SetSwapInterval(1); #ifndef EMSCRIPTEN if (gladLoadGL() == 0) { CRY("Init", "GLAD failed"); goto fail; } #endif log_info("OpenGL context: %s\n", glGetString(GL_VERSION)); #ifndef EMSCRIPTEN glHint(GL_TEXTURE_COMPRESSION_HINT, GL_NICEST); glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST); glHint(GL_FOG_HINT, GL_FASTEST); #endif /* might need this to have multiple windows */ ctx.window_id = SDL_GetWindowID(ctx.window); glViewport(0, 0, RENDER_BASE_WIDTH, RENDER_BASE_HEIGHT); /* TODO: */ // SDL_GetRendererOutputSize(ctx.renderer, &ctx.window_w, &ctx.window_h); ctx.game.window_w = RENDER_BASE_WIDTH; ctx.game.window_h = RENDER_BASE_HEIGHT; /* audio initialization */ { SDL_AudioSpec request, got; SDL_zero(request); request.freq = AUDIO_FREQUENCY; request.format = AUDIO_S16; request.channels = AUDIO_N_CHANNELS; request.callback = audio_callback; /* TODO: check for errors */ ctx.audio_device = SDL_OpenAudioDevice(NULL, 0, &request, &got, 0); ctx.audio_stream_format = got.format; ctx.audio_stream_frequency = got.freq; ctx.audio_stream_channel_count = got.channels; SDL_PauseAudioDevice(ctx.audio_device, 0); } /* filesystem time */ /* TODO: ANDROID: see the warning in physicsfs PHYSFS_init docs/header */ if (!PHYSFS_init(ctx.argv[0]) || !PHYSFS_setSaneConfig(ORGANIZATION_NAME, APP_NAME, PACKAGE_EXTENSION, false, true)) { CRY_PHYSFS("Filesystem initialization failed."); goto fail; } /* you could change this at runtime if you wanted */ ctx.game.update_multiplicity = 1; #ifndef EMSCRIPTEN /* hook up opengl debugging callback */ if (ctx.game.debug) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(opengl_log, NULL); } #endif /* random seeding */ /* SDL_GetPerformanceCounter returns some platform-dependent number. */ /* it should vary between game instances. i checked! random enough for me. */ ctx.game.random_seed = SDL_GetPerformanceCounter(); srand((unsigned int)ctx.game.random_seed); stbds_rand_seed(ctx.game.random_seed); /* main loop machinery */ ctx.game.is_running = true; ctx.resync_flag = true; ctx.clocks_per_second = SDL_GetPerformanceFrequency(); ctx.prev_frame_time = SDL_GetPerformanceCounter(); ctx.desired_frametime = ctx.clocks_per_second / TICKS_PER_SECOND; ctx.frame_accumulator = 0; ctx.game.tick_count = 0; /* delta time averaging */ ctx.delta_averager_residual = 0; for (size_t i = 0; i < SDL_arraysize(ctx.time_averager); ++i) { ctx.time_averager[i] = ctx.desired_frametime; } /* rendering */ /* these are dynamic arrays and will be allocated lazily by stb_ds */ ctx.render_queue_2d = NULL; ctx.uncolored_mesh_batches = NULL; textures_cache_init(&ctx.texture_cache, ctx.window); text_cache_init(&ctx.text_cache); /* input */ input_state_init(&ctx.game.input); /* scripting */ /* if (!scripting_init(ctx)) { goto fail; } */ return true; fail: SDL_Quit(); return false; } /* will not be called on an abnormal exit */ static void clean_up(void) { /* scripting_deinit(ctx); */ input_state_deinit(&ctx.game.input); /* if you're gonna remove this, it's also being done in rendering.c */ for (size_t i = 0; i < arrlenu(ctx.render_queue_2d); ++i) { if (ctx.render_queue_2d[i].type == PRIMITIVE_2D_TEXT) { free(ctx.render_queue_2d[i].text.text); } } arrfree(ctx.render_queue_2d); text_cache_deinit(&ctx.text_cache); textures_cache_deinit(&ctx.texture_cache); PHYSFS_deinit(); SDL_Quit(); } static void reset_state(void) { input_reset_state(&ctx.game.input); textures_reset_state(); } int enter_loop(int argc, char **argv) { ctx.argc = argc; ctx.argv = argv; if (!initialize()) return EXIT_FAILURE; for (int i = 1; i < (argc - 1); ++i) { if (strcmp(argv[i], "--data-dir") == 0) { if (!PHYSFS_mount(argv[i+1], NULL, true)) { CRY_PHYSFS("Data dir mount override failed."); return EXIT_FAILURE; } } } game_object_load(); ctx.was_successful = true; ctx.game.initialization_needed = true; while (ctx.game.is_running) { if (game_object_try_reloading()) { ctx.game.initialization_needed = true; reset_state(); } main_loop(); } game_object_unload(); clean_up(); return ctx.was_successful ? EXIT_SUCCESS : EXIT_FAILURE; }