#ifndef VG_LOADER_H
#define VG_LOADER_H
-#include "common.h"
+#define VG_GAME
+#include "vg/vg.h"
+#include "vg/vg_shader.h"
-VG_STATIC void vg_loader_start( void(*pfn)(void) );
+VG_STATIC void vg_loader_start( void(*pfn)(void *data), void *data );
VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) );
static struct vg_shader _shader_loader =
.name = "[vg] loader",
.link = NULL,
- /* This is the old background shader */
-#if 0
- .vs =
- {
- .orig_file = NULL,
- .static_src = ""
- "layout (location=0) in vec2 a_co;"
- "out vec2 aUv;"
- "void main()"
- "{"
- "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
- "aUv = a_co;"
- "}"
- },
- .fs =
- {
- .orig_file = NULL,
- .static_src =
-
- "out vec4 FragColor;"
- "uniform float uTime;"
- "in vec2 aUv;"
-
- "void main()"
- "{"
- "float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
- "float grad = 1.0-(aUv.y*0.5+0.5)*0.5;"
- "float fmt1 = step( 0.5, grad+dither );"
-
- "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
-
- "FragColor = vec4(vec3(0.5,0.5,0.5)*grad*fmt1,1.0);"
- "}"
- }
-#else
-
/* This is the new foreground shader */
-
.vs =
{
.orig_file = NULL,
"out vec4 FragColor;"
"uniform float uTime;"
"uniform float uRatio;"
+ "uniform float uOpacity;"
"in vec2 aUv;"
"float eval_zero( vec2 uv )"
"void main()"
"{"
-
"vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
"vec2 uvx = aUv - vec2( 0.5 );"
"float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
"float fmt1 = step( 0.5, zero*zero + dither )*0.8+0.2;"
- "FragColor = vec4(vec3(fmt1),0.8);"
+ "FragColor = vec4(vec3(fmt1),uOpacity);"
"}"
}
-
-#endif
};
static struct vg_loader
{
/* Shutdown steps */
- struct loader_free_step
- {
+ struct loader_free_step{
void (*fn_free)(void);
}
step_buffer[16];
VG_CHECK_GL_ERR();
if( !vg_shader_compile( &_shader_loader ) )
- vg_fatal_exit_loop( "failed to compile shader" );
+ vg_fatal_error( "failed to compile shader" );
}
VG_STATIC void _vg_loader_free(void)
vg_info( " -> %p\n", step->fn_free );
step->fn_free();
}
-
- vg_info( "done\n" );
}
VG_STATIC void _vg_render_log(void)
{
+#if 0
ui_begin( vg.window_x, vg.window_y );
SDL_AtomicLock( &log_print_sl );
ui_resolve();
ui_draw( NULL );
+#endif
}
-VG_STATIC void _vg_loader_render(void)
+VG_STATIC void _vg_loader_render_ring( float opacity )
{
- glViewport( 0,0, vg.window_x, vg.window_y );
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
-#if 0
- glUseProgram( _shader_loader.id );
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
- glBindVertexArray( vg_loader.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-#endif
-
- _vg_render_log();
-
-#if 1
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
float ratio = (float)vg.window_x / (float)vg.window_y;
glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
+ glUniform1f( glGetUniformLocation( _shader_loader.id, "uOpacity"), opacity );
glBindVertexArray( vg_loader.vao );
glDrawArrays( GL_TRIANGLES, 0, 6 );
-#endif
+}
+
+VG_STATIC void _vg_loader_render(void)
+{
+ glViewport( 0,0, vg.window_x, vg.window_y );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+
+ _vg_render_log();
+ vg.loader_ring = 1.0f;
}
VG_STATIC void vg_load_full(void);
-VG_STATIC int _vg_loader_thread(void *pfn)
-{
- SDL_AtomicLock( &vg.sl_context );
- vg.thread_id_loader = SDL_GetThreadID(NULL);
- VG_SYNC_LOG( "[%d] Loader thread begins\n" );
- SDL_AtomicUnlock( &vg.sl_context );
+VG_STATIC int _vg_loader_thread( void *pfn ){
+ if( setjmp( vg.env_loader_exit ) )
+ return 0;
/* Run client loader */
- void (*call_func)(void) = pfn;
- call_func();
+ vg_info( "Starting client loader thread @%p\n", pfn );
+ void (*call_func)(void *data) = pfn;
+ call_func( vg.thread_data );
SDL_SemPost( vg.sem_loader );
vg.thread_id_loader = 0;
- vg_acquire_thread_sync();
- vg.is_loaded = 1;
- vg_release_thread_sync();
+ return 0;
+}
+
+static int vg_loader_availible(void){
+ if( SDL_SemValue( vg.sem_loader ) ){
+ if( !(vg_async.start) )
+ return 1;
+ }
return 0;
}
-VG_STATIC void vg_loader_start( void(*pfn)(void) )
+VG_STATIC void vg_loader_start( void(*pfn)(void *data), void *data )
{
- vg.is_loaded = 0;
SDL_SemWait( vg.sem_loader );
+
+ vg.thread_data = data;
SDL_CreateThread( _vg_loader_thread, "Loader thread", pfn );
}
if( fn_load )
fn_load();
- if( fn_free )
- {
+ if( fn_free ){
struct loader_free_step step;
step.fn_free = fn_free;
if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
- vg_fatal_exit_loop( "Too many free steps" );
+ vg_fatal_error( "Too many free steps" );
vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
}
- _vg_ensure_engine_running();
+ /* TODO: There was a quit checker here, re-add this? */
}
#endif /* VG_LOADER_H */