}
static vg_lines;
+VG_STATIC void async_vg_lines_init( void *payload, u32 payload_size )
+{
+ glGenVertexArrays( 1, &vg_lines.vao );
+ glGenBuffers( 1, &vg_lines.vbo );
+ glBindVertexArray( vg_lines.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
+
+ u32 size = 50000 * sizeof( struct vg_lines_vert );
+
+ vg_lines.vertex_buffer =
+ vg_create_linear_allocator(vg_mem.rtmemory, size, VG_MEMORY_REALTIME);
+
+ glBufferData( GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
+ glBindVertexArray( vg_lines.vao );
+ VG_CHECK_GL_ERR();
+
+ /* Pointers */
+ glVertexAttribPointer(
+ 0,
+ 3,
+ GL_FLOAT,
+ GL_FALSE,
+ sizeof( struct vg_lines_vert ),
+ (void *)0
+ );
+ glEnableVertexAttribArray( 0 );
+
+ glVertexAttribPointer(
+ 1,
+ 4,
+ GL_UNSIGNED_BYTE,
+ GL_TRUE,
+ sizeof( struct vg_lines_vert ),
+ (void*)(offsetof( struct vg_lines_vert, colour ))
+ );
+ glEnableVertexAttribArray( 1 );
+
+ VG_CHECK_GL_ERR();
+ vg_lines.allow_input = 1;
+}
+
VG_STATIC void vg_lines_init(void)
{
- vg_info( "vg_lines_init\n" );
+ vg_async_call( async_vg_lines_init, NULL, 0 );
vg_console_reg_var( "vg_lines", &vg_lines.draw, k_var_dtype_i32,
VG_VAR_CHEAT );
vg_shader_register( &_shader_lines );
- vg_acquire_thread_sync();
- {
- glGenVertexArrays( 1, &vg_lines.vao );
- glGenBuffers( 1, &vg_lines.vbo );
- glBindVertexArray( vg_lines.vao );
- glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
-
- u32 size = 50000 * sizeof( struct vg_lines_vert );
-
- vg_lines.vertex_buffer =
- vg_create_linear_allocator(vg_mem.rtmemory, size, VG_MEMORY_REALTIME);
-
- glBufferData( GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
- glBindVertexArray( vg_lines.vao );
- VG_CHECK_GL_ERR();
-
- /* Pointers */
- glVertexAttribPointer(
- 0,
- 3,
- GL_FLOAT,
- GL_FALSE,
- sizeof( struct vg_lines_vert ),
- (void *)0
- );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer(
- 1,
- 4,
- GL_UNSIGNED_BYTE,
- GL_TRUE,
- sizeof( struct vg_lines_vert ),
- (void*)(offsetof( struct vg_lines_vert, colour ))
- );
- glEnableVertexAttribArray( 1 );
-
- VG_CHECK_GL_ERR();
- vg_success( "done\n" );
- }
-
- vg_release_thread_sync();
- vg_lines.allow_input = 1;
}
VG_STATIC void vg_lines_drawall( void )