+
/*
- * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2024 (C) Mount0 Software, Harry Godden - All Rights Reserved
* -----------------------------------------------------------------------------
*
* Splash / load screen
* -----------------------------------------------------------------------------
*/
-#ifndef VG_LOADER_H
-#define VG_LOADER_H
-
-#define VG_GAME
-#include "vg/vg.h"
-#include "vg/vg_shader.h"
-
-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) );
+#pragma once
-static struct vg_shader _shader_loader =
-{
- .name = "[vg] loader",
- .link = NULL,
-
- /* This is the new foreground shader */
- .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;"
- "uniform float uRatio;"
- "uniform float uOpacity;"
- "in vec2 aUv;"
-
- "float eval_zero( vec2 uv )"
- "{"
- "vec4 vsines = sin( (uTime+uv.y*80.0) * vec4(1.1,2.0234,3.73,2.444) );"
- "float gradient = min( uv.y, 0.0 );"
- "float offset = vsines.x*vsines.y*vsines.z*vsines.w*gradient;"
-
- "vec2 vpos = uv + vec2( offset, 0.0 );"
- "float dist = dot( vpos, vpos );"
-
- "float fring = step(0.1*0.1,dist) * step(dist,0.15*0.15);"
- "return max( 0.0, fring * 1.0+gradient*6.0 );"
- "}"
-
- "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 );"
- "uvx.x *= uRatio;"
- "uvx.y *= 0.75;"
-
- "float zero = eval_zero( uvx );"
-
- "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),uOpacity);"
- "}"
- }
-};
-
-static struct vg_loader
+struct vg_loader
{
/* Shutdown steps */
struct loader_free_step{
GLuint vao, vbo;
}
-vg_loader;
-
-VG_STATIC void _vg_loader_init(void)
-{
- float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
-
- glGenVertexArrays( 1, &vg_loader.vao );
- glGenBuffers( 1, &vg_loader.vbo );
- glBindVertexArray( vg_loader.vao );
- glBindBuffer( GL_ARRAY_BUFFER, vg_loader.vbo );
- glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
- glBindVertexArray( vg_loader.vao );
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- VG_CHECK_GL_ERR();
-
- if( !vg_shader_compile( &_shader_loader ) )
- vg_fatal_error( "failed to compile shader" );
-}
-
-VG_STATIC void _vg_loader_free(void)
-{
- vg_info( "vg_loader_free\n" );
- glDeleteVertexArrays( 1, &vg_loader.vao );
- glDeleteBuffers( 1, &vg_loader.vbo );
-
- for( int i=0; i<vg_loader.step_count; i++ )
- {
- struct loader_free_step *step =
- &vg_loader.step_buffer[vg_loader.step_count -1 -i];
+extern vg_loader;
- vg_info( " -> %p\n", step->fn_free );
- step->fn_free();
- }
-}
-
-VG_STATIC void _vg_render_log(void)
-{
-#if 0
- ui_begin( vg.window_x, vg.window_y );
- SDL_AtomicLock( &log_print_sl );
-
- int const fh = 14;
- int lines_screen_max = ((vg.window_y/fh)-2),
- lines_max_draw = VG_MIN( lines_screen_max, vg_list_size(vg_log.buffer) ),
- lines_to_draw = VG_MIN( lines_max_draw, vg_log.buffer_line_count );
-
- int ptr = vg_log.buffer_line_current;
-
- vg_uictx.cursor[0] = 0;
- vg_uictx.cursor[1] = lines_to_draw*fh;
- vg_uictx.cursor[3] = fh;
- ui_fill_x();
-
- for( int i=0; i<lines_to_draw; i ++ ){
- ptr --;
-
- if( ptr < 0 )
- ptr = vg_list_size( vg_log.buffer )-1;
-
- ui_text( vg_uictx.cursor, vg_log.buffer[ptr], 1, 0 );
- vg_uictx.cursor[1] -= fh;
- }
-
- SDL_AtomicUnlock( &log_print_sl );
-
- ui_resolve();
- ui_draw( NULL );
-#endif
-}
-
-VG_STATIC void _vg_loader_render_ring( float opacity )
-{
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- glUseProgram( _shader_loader.id );
- 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 );
-}
-
-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 ){
- if( setjmp( vg.env_loader_exit ) )
- return 0;
-
- /* Run client loader */
- 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;
-
- 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 *data), void *data )
-{
- SDL_SemWait( vg.sem_loader );
-
- vg.thread_data = data;
- SDL_CreateThread( _vg_loader_thread, "Loader thread", pfn );
-}
-
-/*
- * Schedule something to be ran now, freed later. Checks in with engine status
- */
-VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) )
-{
- if( fn_load )
- fn_load();
-
- 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_error( "Too many free steps" );
-
- vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
- }
-
- /* TODO: There was a quit checker here, re-add this? */
-}
+void vg_loader_start( void(*pfn)(void *data), void *data );
+void _vg_loader_step( void( *fn_load )(void), void( *fn_free )(void),
+ const char *alias );
+int vg_loader_availible(void);
+void vg_loader_render(void);
+void vg_loader_render_ring( f32 opacity );
+static void vg_loader_free(void);
+void vg_loader_init(void);
-#endif /* VG_LOADER_H */
+#define vg_loader_step( FN, FN_FREE )\
+ _vg_loader_step( FN, FN_FREE, #FN )