#include "vg_m.h"
#include "vg_io.h"
#include "vg_log.h"
+#ifndef VG_NO_STEAM
#include "vg_steam.h"
+#endif
//#define VG_SYNC_DEBUG
#ifdef VG_SYNC_DEBUG
/* Runtime */
double time,
+ time_real,
time_delta,
time_rate,
#include "vg_console.h"
#include "vg_profiler.h"
-#include "vg_audio.h"
+#ifndef VG_NO_AUDIO
+ #include "vg_audio.h"
+#endif
#include "vg_shader.h"
#include "vg_tex.h"
#include "vg_input.h"
/* internal */
vg_loader_step( vg_input_init, vg_input_free );
vg_loader_step( vg_lines_init, NULL );
+#ifndef VG_NO_AUDIO
vg_loader_step( vg_audio_init, vg_audio_free );
+#endif
vg_loader_step( vg_profiler_init, NULL );
vg_async_call( async_internal_complete, NULL, 0 );
else vg_gui();
/* vg tools */
+#ifndef VG_NO_AUDIO
audio_debug_ui( vg.pv );
+#endif
/* profiling */
int frame_target = vg.display_refresh_rate;
vg.samples,
vg.fixed_iterations,
(vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
- vg.time, vg.time_delta, vg.time_rate,
+ vg.time_real, vg.time_delta, vg.time_rate,
vg.time_fixed_extrapolate, vg.time_frame_delta,
vg.time_spinning );
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
+ glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f );
glClear( GL_COLOR_BUFFER_BIT );
glViewport( 0,0, vg.window_x, vg.window_y );
enum engine_status status = _vg_engine_status();
+ vg.time_real += vg.time_frame_delta;
vg.time_delta = vg.time_frame_delta * vg.time_rate;
vg.time += vg.time_delta;
exit(0);
}
+#ifndef VG_NO_AUDIO
SDL_InitSubSystem( SDL_INIT_AUDIO );
+#endif
SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
char *exe_basepath = SDL_GetBasePath();