#include "common.h"
+VG_STATIC void vg_loader_start( void(*pfn)(void) );
+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,
"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);"
+ "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(col*grad*fmt1,1.0);"
+ "FragColor = vec4(vec3(0.5,0.5,0.5)*grad*fmt1,1.0);"
"}"
}
+#else
+
+ /* This is the new foreground shader */
+
+ .vs =
+ {
+ .orig_file = NULL,
+ .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;"
+ "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),0.8);"
+ "}"
+ }
+
+#endif
};
static struct vg_loader
/* Shutdown steps */
struct loader_free_step
{
- void (*fn_free)(void *);
- void *data;
+ void (*fn_free)(void);
}
step_buffer[16];
u32 step_count, step_action;
}
vg_loader;
-VG_STATIC void vg_loader_init(void)
+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 };
vg_fatal_exit_loop( "failed to compile shader" );
}
-VG_STATIC void vg_loader_free(void)
+VG_STATIC void _vg_loader_free(void)
{
vg_info( "vg_loader_free\n" );
glDeleteVertexArrays( 1, &vg_loader.vao );
&vg_loader.step_buffer[vg_loader.step_count -1 -i];
vg_info( " -> %p\n", step->fn_free );
- step->fn_free( step->data );
+ step->fn_free();
}
vg_info( "done\n" );
}
-VG_STATIC float hue_to_rgb( float p, float q, float t )
-{
- if(t < 0.0f) t += 1.0f;
- if(t > 1.0f) t -= 1.0f;
- if(t < 1.0f/6.0f) return p + (q - p) * 6.0f * t;
- if(t < 1.0f/2.0f) return q;
- if(t < 2.0f/3.0f) return p + (q - p) * (2.0f/3.0f - t) * 6.0f;
- return p;
-}
-
-VG_STATIC void vg_render_log(void)
+VG_STATIC void _vg_render_log(void)
{
ui_begin( vg.window_x, vg.window_y );
SDL_AtomicLock( &log_print_sl );
vg_uictx.cursor[3] = fh;
ui_fill_x();
- for( int i=0; i<lines_to_draw; i ++ )
- {
+ for( int i=0; i<lines_to_draw; i ++ ){
ptr --;
if( ptr < 0 )
ui_draw( NULL );
}
-VG_STATIC void vg_loader_render(void)
+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 );
+#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);
- vg_render_log();
+ 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 );
+ glBindVertexArray( vg_loader.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+#endif
}
VG_STATIC void vg_load_full(void);
-VG_STATIC int vg_loader_thread(void * nothing)
+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 );
/* Run client loader */
- vg_load_full();
+ void (*call_func)(void) = pfn;
+ call_func();
SDL_SemPost( vg.sem_loader );
vg.thread_id_loader = 0;
+ vg_acquire_thread_sync();
+ vg.is_loaded = 1;
+ vg_release_thread_sync();
+
return 0;
}
-VG_STATIC void vg_loader_start(void)
+VG_STATIC void vg_loader_start( void(*pfn)(void) )
{
+ vg.is_loaded = 0;
SDL_SemWait( vg.sem_loader );
- SDL_CreateThread( vg_loader_thread, "Loader thread", NULL );
-}
-
-/* this is maybe probably unused now */
-VG_STATIC void vg_free_libc_malloced( void *data )
-{
- free( data );
-}
-
-VG_STATIC void vg_loader_push_free_step( struct loader_free_step step )
-{
- if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
- vg_fatal_exit_loop( "Too many free steps" );
-
- vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
+ 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_highwater( void( *fn_load )(void),
- void( *fn_free )(void *), void *data )
+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.data = data;
step.fn_free = fn_free;
- vg_loader_push_free_step( step );
- }
- else
- {
- if( data )
- {
- struct loader_free_step step;
- step.data = data;
- step.fn_free = vg_free_libc_malloced;
-
- vg_loader_push_free_step( step );
- }
+ if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
+ vg_fatal_exit_loop( "Too many free steps" );
+
+ vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
}
- vg_ensure_engine_running();
+ _vg_ensure_engine_running();
}
#endif /* VG_LOADER_H */