vg2 port: build script and resource loading
[fishladder.git] / marblecomp.c
1 #define VG_GAME
2 #define VG_AUDIO_FORCE_COMPRESSED
3 #define VG_2D
4 #define VG_LOG_SOURCE_INFO
5 #define VG_TIMESTEP_FIXED (1.0/60.0)
6
7 #ifndef VG_RELEASE
8 #define VG_DEVWINDOW
9 #endif
10
11 #define SDL_MAIN_HANDLED
12
13 #include "vg/vg.h"
14 #include "fishladder_vg1.c"
15
16 struct {
17 enum mc_op {
18 k_mc_op_none,
19 k_mc_op_clientloading
20 }
21 op;
22 }
23 static marblecomp = { .op = k_mc_op_clientloading };
24
25 int main( int argc, char *argv[] ){
26 vg_mem.use_libc_malloc = 0;
27 vg_set_mem_quota( 80*1024*1024 );
28 vg_enter( argc, argv, "Voyager Game Engine" );
29 return 0;
30 }
31
32 static void vg_launch_opt(void){
33 const char *arg;
34 }
35
36 static void vg_preload(void){
37 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
38 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
39 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
40 vg_info(" | \\ / | | / | | \\ | / | \n" );
41 vg_info(" | \\/ | | / | | \\ | / | \n" );
42 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
43 "SOFTWARE\n" );
44 }
45
46 static void async_call_ready( void *payload, u32 size ){
47 marblecomp.op = k_mc_op_none;
48 }
49
50 static void vg_load(void){
51 /* --------------------- */
52 vg_bake_shaders();
53 vg_async_call( async_call_ready, NULL, 0 );
54 }
55
56 static void vg_pre_update(void){
57 if( marblecomp.op == k_mc_op_clientloading ) return;
58 }
59
60 static void vg_fixed_update(void){
61 if( marblecomp.op == k_mc_op_clientloading ) return;
62 }
63
64 static void vg_post_update(void){
65 if( marblecomp.op == k_mc_op_clientloading ) return;
66 }
67
68 static void vg_framebuffer_resize( int w, int h ){
69 }
70
71 static void vg_render(void){
72 if( marblecomp.op == k_mc_op_clientloading ){
73 _vg_loader_render();
74 return;
75 }
76
77 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
78 glViewport( 0,0, vg.window_x, vg.window_y );
79 glDisable( GL_DEPTH_TEST );
80 glDisable( GL_BLEND );
81
82 glClearColor( 0.0f, 0.3f, 0.5f, 0.0f );
83 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
84
85 m4x4_identity( vg.pv );
86
87 glDisable(GL_BLEND);
88 glDisable(GL_DEPTH_TEST);
89 vg_lines_drawall();
90 }
91
92 static void vg_gui(void){
93 if( marblecomp.op == k_mc_op_clientloading ) return;
94 }