shader compilation
[fishladder.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
index 5220ae750eba1ee17a6711a195b295db86d3e041..28aa229d3515b735bbb51e4f7e24d64bc190e13f 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.h
 #include "gl/glad/glad.h"
 #include "gl/glfw3.h"
 
+#define STB_DS_IMPLEMENTATION
+#include "stb/stb_ds.h"
+
 void vg_register_exit( void( *funcptr )(void), const char *name );
 void vg_exiterr( const char *strErr );
 
 #include "vg/vg_platform.h"
 #include "vg/vg_io.h"
 #include "vg/vg_audio.h"
+#include "vg/vg_shader.h"
 
 #include "steam/steamworks_thin.h"
 
@@ -175,7 +179,7 @@ void vg_update_inputs(void)
 // Engine main
 // ===========================================================================================================
 
-#define VG_GAMELOOP __attribute__((weak))
+#define VG_GAMELOOP
 
 void( *vg_on_exit[16] )(void);
 u32 vg_exit_count = 0;
@@ -226,13 +230,13 @@ void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
        vg_window_y = h;
 }
 
-void vg_start(void) VG_GAMELOOP;
-void vg_update(void) VG_GAMELOOP;
-void vg_render(void) VG_GAMELOOP;
-void vg_ui(void) VG_GAMELOOP;
-void vg_free(void) VG_GAMELOOP;
+static void vg_start(void) VG_GAMELOOP;
+static void vg_update(void) VG_GAMELOOP;
+static void vg_render(void) VG_GAMELOOP;
+static void vg_ui(void) VG_GAMELOOP;
+static void vg_free(void) VG_GAMELOOP;
 
-void vg_init( int argc, char *argv[], const char *window_name )
+static void vg_init( int argc, char *argv[], const char *window_name )
 {
 #ifdef VG_STEAM
        // Initialize steamworks
@@ -311,34 +315,36 @@ void vg_init( int argc, char *argv[], const char *window_name )
        vg_audio_init();
        vg_register_exit( &vg_audio_free, "vg_audio_free" );
        
-       if( vg_start ) vg_start();
-       
-       // Main gameloop
-       while( !glfwWindowShouldClose( vg_window ) )
+       vg_start();
+       if( vg_shaders_compile() )
        {
-               glfwPollEvents();
-               
-               #ifdef VG_STEAM
-               sw_RunSteamEventLoop();
-               #endif
-               
-               vg_time_last = vg_time;
-               vg_time = glfwGetTime();
-               vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
-               
-               vg_update_inputs();
-               
-               if( vg_update ) vg_update();
-               
-               // Update mashed projections etc
-               
-               if( vg_render ) vg_render();
-               if( vg_ui ) vg_ui();
-               
-               glfwSwapBuffers( vg_window );
+               // Main gameloop
+               while( !glfwWindowShouldClose( vg_window ) )
+               {
+                       glfwPollEvents();
+                       
+                       #ifdef VG_STEAM
+                       sw_RunSteamEventLoop();
+                       #endif
+                       
+                       vg_time_last = vg_time;
+                       vg_time = glfwGetTime();
+                       vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
+                       
+                       vg_update_inputs();
+                       
+                       vg_update();
+                       
+                       // Update mashed projections etc
+                       
+                       vg_render();
+                       vg_ui();
+                       
+                       glfwSwapBuffers( vg_window );
+               }
        }
        
-       if( vg_free ) vg_free();
+       vg_free();
        vg_exit();
 }