+ return 0;
+}
+
+void vg_start(void)
+{
+ vg_function_push( (struct vg_cmd){
+ .name = "map_write",
+ .function = console_save_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "map_load",
+ .function = console_load_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "changelevel",
+ .function = console_changelevel
+ });
+
+ // Quad mesh
+ {
+ float quad_mesh[] =
+ {
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+
+ 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
+ 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
+ };
+
+ init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
+ }
+
+ // Circle mesh
+ {
+ float circle_mesh[32*6*3];
+ int res = vg_list_size( circle_mesh ) / (6*3);
+
+ for( int i = 0; i < res; i ++ )
+ {
+ v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+ v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+
+ circle_mesh[ i*6+0 ] = 0.0f;
+ circle_mesh[ i*6+1 ] = 0.0f;
+
+ v2_copy( v0, circle_mesh + 32*6 + i*12 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+ v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+
+ v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+ v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+
+ v2_copy( v0, circle_mesh + i*6+4 );
+ v2_copy( v1, circle_mesh + i*6+2 );
+ v2_copy( v0, circle_mesh+i*6+4 );
+ v2_copy( v1, circle_mesh+i*6+2 );
+ }
+
+ init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+ }
+
+ // Create info data texture
+ {
+ glGenTextures( 1, &world.background_data );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ vg_tex2d_nearest();
+ }
+
+ // Create random smaples texture
+ {
+ u8 *data = malloc(512*512*2);
+ for( int i = 0; i < 512*512*2; i ++ )
+ data[ i ] = rand()/(RAND_MAX/255);
+
+ glGenTextures( 1, &world.random_samples );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+ vg_tex2d_linear();
+ vg_tex2d_repeat();
+
+ free( data );
+ }
+
+ resource_load_main();
+
+ console_load_map( 1, level_pack_1 );
+}
+
+void vg_free(void)
+{
+ resource_free_main();
+
+ glDeleteTextures( 1, &world.background_data );
+ glDeleteTextures( 1, &world.random_samples );
+
+ free_mesh( &world.tile );
+ free_mesh( &world.circle );
+
+ map_free();