now thats a lot of damage!
[vg.git] / src / vg / vg_loader.h
1 /*
2 * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
3 * -----------------------------------------------------------------------------
4 *
5 * Splash / load screen
6 *
7 * -----------------------------------------------------------------------------
8 */
9
10 #ifndef VG_LOADER_H
11 #define VG_LOADER_H
12
13 #include "common.h"
14
15 static struct vg_shader _shader_loader =
16 {
17 .name = "[vg] loader",
18 .link = NULL,
19 .vs =
20 {
21 .orig_file = NULL,
22 .static_src = ""
23 "layout (location=0) in vec2 a_co;"
24 "out vec2 aUv;"
25 "void main()"
26 "{"
27 "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
28 "aUv = a_co;"
29 "}"
30 },
31 .fs =
32 {
33 .orig_file = NULL,
34 .static_src =
35
36 "out vec4 FragColor;"
37 "uniform float uTime;"
38 "in vec2 aUv;"
39
40 "void main()"
41 "{"
42 "float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
43 "float grad = 1.0-(aUv.y*0.5+0.5);"
44 "float fmt1 = step( 0.5, grad+dither );"
45
46 "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
47
48 "FragColor = vec4(col*grad*fmt1,1.0);"
49 "}"
50 }
51 };
52
53 static struct vg_loader
54 {
55 /* Shutdown steps */
56 struct loader_free_step
57 {
58 void (*fn_free)(void *);
59 void *data;
60 }
61 step_buffer[16];
62 u32 step_count, step_action;
63
64 GLuint vao, vbo;
65 }
66 vg_loader;
67
68 VG_STATIC void vg_loader_init(void)
69 {
70 float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
71 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
72
73 glGenVertexArrays( 1, &vg_loader.vao );
74 glGenBuffers( 1, &vg_loader.vbo );
75 glBindVertexArray( vg_loader.vao );
76 glBindBuffer( GL_ARRAY_BUFFER, vg_loader.vbo );
77 glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
78 glBindVertexArray( vg_loader.vao );
79 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, (void*)0 );
80 glEnableVertexAttribArray( 0 );
81
82 VG_CHECK_GL_ERR();
83
84 if( !vg_shader_compile( &_shader_loader ) )
85 vg_fatal_exit_loop( "failed to compile shader" );
86 }
87
88 VG_STATIC void vg_loader_free(void)
89 {
90 vg_info( "vg_loader_free\n" );
91 glDeleteVertexArrays( 1, &vg_loader.vao );
92 glDeleteBuffers( 1, &vg_loader.vbo );
93
94 for( int i=0; i<vg_loader.step_count; i++ )
95 {
96 struct loader_free_step *step =
97 &vg_loader.step_buffer[vg_loader.step_count -1 -i];
98
99 vg_info( " -> %p\n", step->fn_free );
100 step->fn_free( step->data );
101 }
102
103 vg_info( "done\n" );
104 }
105
106 VG_STATIC float hue_to_rgb( float p, float q, float t )
107 {
108 if(t < 0.0f) t += 1.0f;
109 if(t > 1.0f) t -= 1.0f;
110 if(t < 1.0f/6.0f) return p + (q - p) * 6.0f * t;
111 if(t < 1.0f/2.0f) return q;
112 if(t < 2.0f/3.0f) return p + (q - p) * (2.0f/3.0f - t) * 6.0f;
113 return p;
114 }
115
116 VG_STATIC void vg_render_log(void)
117 {
118 ui_begin( vg.window_x, vg.window_y );
119
120 int const fh = 14;
121 int lines_screen_max = ((vg.window_y/fh)-2),
122 lines_max_draw = VG_MIN( lines_screen_max, vg_list_size(vg_log.buffer) ),
123 lines_to_draw = VG_MIN( lines_max_draw, vg_log.buffer_line_count );
124
125 int ptr = vg_log.buffer_line_current;
126
127 vg_uictx.cursor[0] = 0;
128 vg_uictx.cursor[1] = lines_to_draw*fh;
129 vg_uictx.cursor[3] = fh;
130 ui_fill_x();
131
132 for( int i=0; i<lines_to_draw; i ++ )
133 {
134 ptr --;
135
136 if( ptr < 0 )
137 ptr = vg_list_size( vg_log.buffer )-1;
138
139 ui_text( vg_uictx.cursor, vg_log.buffer[ptr], 1, 0 );
140 vg_uictx.cursor[1] -= fh;
141 }
142
143 ui_resolve();
144 ui_draw( NULL );
145 }
146
147 VG_STATIC void vg_loader_render(void)
148 {
149 glViewport( 0,0, vg.window_x, vg.window_y );
150 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
151 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
152 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
153
154 glUseProgram( _shader_loader.id );
155 glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
156
157 glBindVertexArray( vg_loader.vao );
158 glDrawArrays( GL_TRIANGLES, 0, 6 );
159
160 vg_render_log();
161 }
162
163
164 VG_STATIC void vg_load_full(void);
165
166 VG_STATIC void vg_loader_thread(void * nothing)
167 {
168 vg_thread_info.gl_context_level = 0;
169 vg_thread_info.purpose = k_thread_purpose_loader;
170 vg_set_thread_name( "[vg] Loader" );
171
172 /* Run client loader */
173 vg_load_full();
174 vg_semaphore_post( &vg.sem_loader );
175 }
176
177 VG_STATIC void vg_loader_start(void)
178 {
179 vg_semaphore_wait( &vg.sem_loader );
180 vg_thread_run( vg_loader_thread, NULL );
181 }
182
183 /* this is maybe probably unused now */
184 VG_STATIC void vg_free_libc_malloced( void *data )
185 {
186 free( data );
187 }
188
189 VG_STATIC void vg_loader_push_free_step( struct loader_free_step step )
190 {
191 if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
192 vg_fatal_exit_loop( "Too many free steps" );
193
194 vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
195 }
196
197 /*
198 * Schedule something to be ran now, freed later. Checks in with engine status
199 */
200 VG_STATIC void vg_loader_highwater( void( *fn_load )(void),
201 void( *fn_free )(void *), void *data )
202 {
203 if( fn_load )
204 fn_load();
205
206 if( fn_free )
207 {
208 struct loader_free_step step;
209 step.data = data;
210 step.fn_free = fn_free;
211
212 vg_loader_push_free_step( step );
213 }
214 else
215 {
216 if( data )
217 {
218 struct loader_free_step step;
219 step.data = data;
220 step.fn_free = vg_free_libc_malloced;
221
222 vg_loader_push_free_step( step );
223 }
224 }
225
226 vg_ensure_engine_running();
227 }
228
229 #endif /* VG_LOADER_H */