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#include "core.h"
#include <stdlib.h>
#include "glfw3.h"
#include "input.h"
#include "keys.h"
#include "log.h"
#include "mem.h"
#include "render.h"
#include "render_types.h"
// These are only the initial window dimensions
#define SCR_WIDTH 1000
#define SCR_HEIGHT 1000
Core g_core; /** @brief global `Core` that other files can use */
/** @brief Gets the global `Core` singleton */
inline Core* GetCore() { return &g_core; }
void Core_Bringup(const char* window_name, struct GLFWwindow* optional_window) {
INFO("Initiate Core bringup");
memset(&g_core, 0, sizeof(Core));
RendererConfig conf = { .window_name = window_name,
.scr_width = SCR_WIDTH,
.scr_height = SCR_HEIGHT,
.clear_colour = (Vec3){ .08, .08, .1 } };
g_core.renderer = malloc(Renderer_GetMemReqs());
// Initialise all subsystems
// renderer config, renderer ptr, ptr to store a window, and optional preexisting glfw window
if (!Renderer_Init(conf, g_core.renderer, &g_core.window, optional_window)) {
// FATAL("Failed to start renderer");
ERROR_EXIT("Failed to start renderer\n");
}
if (optional_window != NULL) {
g_core.window = optional_window;
}
if (!Input_Init(&g_core.input, g_core.window)) {
// the input system needs the glfw window which is created by the renderer
// hence the order here is important
ERROR_EXIT("Failed to start input system\n");
}
size_t model_data_max = 1024 * 1024 * 1024;
arena model_arena = arena_create(malloc(model_data_max), model_data_max);
Model_pool model_pool = Model_pool_create(&model_arena, 256, sizeof(Model));
g_core.models = model_pool;
INFO("Created model pool allocator");
}
void Core_Shutdown() {
Input_Shutdown(&g_core.input);
Renderer_Shutdown(g_core.renderer);
free(g_core.renderer);
}
bool ShouldExit() {
return key_just_released(KEYCODE_ESCAPE) || glfwWindowShouldClose(g_core.window);
}
void Frame_Begin() {
Input_Update(&g_core.input);
Render_FrameBegin(g_core.renderer);
}
void Frame_Draw() {}
void Frame_End() { Render_FrameEnd(g_core.renderer); }
Core* get_global_core() { return &g_core; }
GLFWwindow* Core_GetGlfwWindowPtr(Core* core) { return g_core.window; }
struct Renderer* Core_GetRenderer(Core* core) { return core->renderer; }
Model* Model_Get(ModelHandle h) { return Model_pool_get(&g_core.models, h); }
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