X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg_loader.h;h=cdd29ebc302d80266e6041865d706571b296b68f;hb=76d234b7dc5e6500e8a54009b367e7620f11ef97;hp=b47d759ec60a1fb676f3fd94ca333b3c90727767;hpb=a7938c00a8c486ad0e2a765c3092017487ba761e;p=vg.git diff --git a/vg_loader.h b/vg_loader.h index b47d759..cdd29eb 100644 --- a/vg_loader.h +++ b/vg_loader.h @@ -10,15 +10,19 @@ #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_step( void( *fn_load )(void), void( *fn_free )(void) ); +static void vg_loader_start( void(*pfn)(void *data), void *data ); +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 new foreground shader */ .vs = { .orig_file = NULL, @@ -38,17 +42,37 @@ static struct vg_shader _shader_loader = "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()" "{" - "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) );" + + "vec2 uvx = aUv - vec2( 0.5 );" + "uvx.x *= uRatio;" + "uvx.y *= 0.75;" + + "float zero = eval_zero( uvx );" - "FragColor = vec4(vec3(0.5,0.5,0.5)*grad*fmt1,1.0);" + "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);" "}" } }; @@ -56,8 +80,7 @@ static struct vg_shader _shader_loader = static struct vg_loader { /* Shutdown steps */ - struct loader_free_step - { + struct loader_free_step{ void (*fn_free)(void); } step_buffer[16]; @@ -67,7 +90,7 @@ static struct vg_loader } vg_loader; -VG_STATIC void _vg_loader_init(void) +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 }; @@ -84,10 +107,10 @@ VG_STATIC void _vg_loader_init(void) 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) +static void _vg_loader_free(void) { vg_info( "vg_loader_free\n" ); glDeleteVertexArrays( 1, &vg_loader.vao ); @@ -101,12 +124,11 @@ 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) +static void _vg_render_log(void) { +#if 0 ui_begin( vg.window_x, vg.window_y ); SDL_AtomicLock( &log_print_sl ); @@ -122,8 +144,7 @@ VG_STATIC void _vg_render_log(void) vg_uictx.cursor[3] = fh; ui_fill_x(); - for( int i=0; i