86c7417c2f9112a3d0b37b88f85143e7562224dc
[vg.git] / vg_loader.c
1 #include "vg_loader.h"
2 #include "vg_shader.h"
3
4 struct vg_loader vg_loader;
5
6 static struct vg_shader _shader_loader =
7 {
8 .name = "[vg] loader",
9 .link = NULL,
10
11 /* This is the new foreground shader */
12 .vs =
13 {
14 .orig_file = NULL,
15 .static_src = ""
16 "layout (location=0) in vec2 a_co;"
17 "out vec2 aUv;"
18 "void main()"
19 "{"
20 "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
21 "aUv = a_co;"
22 "}"
23 },
24 .fs =
25 {
26 .orig_file = NULL,
27 .static_src =
28
29 "out vec4 FragColor;"
30 "uniform float uTime;"
31 "uniform float uRatio;"
32 "uniform float uOpacity;"
33 "in vec2 aUv;"
34
35 "float eval_zero( vec2 uv )"
36 "{"
37 "vec4 vsines = sin( (uTime+uv.y*80.0) * vec4(1.1,2.0234,3.73,2.444) );"
38 "float gradient = min( uv.y, 0.0 );"
39 "float offset = vsines.x*vsines.y*vsines.z*vsines.w*gradient;"
40
41 "vec2 vpos = uv + vec2( offset, 0.0 );"
42 "float dist = dot( vpos, vpos );"
43
44 "float fring = step(0.1*0.1,dist) * step(dist,0.15*0.15);"
45 "return max( 0.0, fring * 1.0+gradient*6.0 );"
46 "}"
47
48 "void main()"
49 "{"
50 "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
51
52 "vec2 uvx = aUv - vec2( 0.5 );"
53 "uvx.x *= uRatio;"
54 "uvx.y *= 0.75;"
55
56 "float zero = eval_zero( uvx );"
57
58 "float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
59 "float fmt1 = step( 0.5, zero*zero + dither )*0.8+0.2;"
60
61 "FragColor = vec4(vec3(fmt1),uOpacity);"
62 "}"
63 }
64 };
65
66 void vg_loader_init(void)
67 {
68 float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
69 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
70
71 glGenVertexArrays( 1, &vg_loader.vao );
72 glGenBuffers( 1, &vg_loader.vbo );
73 glBindVertexArray( vg_loader.vao );
74 glBindBuffer( GL_ARRAY_BUFFER, vg_loader.vbo );
75 glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
76 glBindVertexArray( vg_loader.vao );
77 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, (void*)0 );
78 glEnableVertexAttribArray( 0 );
79
80 VG_CHECK_GL_ERR();
81
82 if( !vg_shader_compile( &_shader_loader ) )
83 vg_fatal_error( "failed to compile shader" );
84 }
85
86 static void vg_loader_free(void)
87 {
88 vg_info( "vg_loader_free\n" );
89 glDeleteVertexArrays( 1, &vg_loader.vao );
90 glDeleteBuffers( 1, &vg_loader.vbo );
91
92 for( int i=0; i<vg_loader.step_count; i++ )
93 {
94 struct loader_free_step *step =
95 &vg_loader.step_buffer[vg_loader.step_count -1 -i];
96
97 vg_info( " -> %p\n", step->fn_free );
98 step->fn_free();
99 }
100 }
101
102 void vg_loader_render_ring( f32 opacity )
103 {
104 glEnable(GL_BLEND);
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 glBlendEquation(GL_FUNC_ADD);
107
108 opacity *= opacity;
109
110 glUseProgram( _shader_loader.id );
111 glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
112 f32 ratio = (f32)vg.window_x / (f32)vg.window_y;
113 glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
114 glUniform1f( glGetUniformLocation( _shader_loader.id, "uOpacity"), opacity );
115 glBindVertexArray( vg_loader.vao );
116 glDrawArrays( GL_TRIANGLES, 0, 6 );
117 }
118
119 void vg_loader_render(void)
120 {
121 glViewport( 0,0, vg.window_x, vg.window_y );
122 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
123 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
124 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
125 vg.loader_ring = 1.0f;
126 }
127
128 static int _vg_loader_thread( void *pfn ){
129 if( setjmp( vg.env_loader_exit ) )
130 return 0;
131
132 /* Run client loader */
133 //vg_info( "Starting client loader thread @%p\n", pfn );
134 void (*call_func)(void *data) = pfn;
135 call_func( vg.thread_data );
136
137 SDL_SemPost( vg.sem_loader );
138 vg.thread_id_loader = 0;
139
140 return 0;
141 }
142
143 int vg_loader_availible(void)
144 {
145 if( SDL_SemValue( vg.sem_loader ) ){
146 if( !(vg_async.start) )
147 return 1;
148 }
149
150 return 0;
151 }
152
153 void vg_loader_start( void(*pfn)(void *data), void *data )
154 {
155 SDL_SemWait( vg.sem_loader );
156
157 vg.thread_data = data;
158 SDL_CreateThread( _vg_loader_thread, "vg: loader", pfn );
159 }
160
161 /*
162 * Schedule something to be ran now, freed later. Checks in with engine status
163 */
164 void _vg_loader_step( void( *fn_load )(void), void( *fn_free )(void),
165 const char *alias ){
166
167 u64 t0 = SDL_GetPerformanceCounter();
168 vg.time_hp_last = vg.time_hp;
169
170 if( fn_load )
171 fn_load();
172
173 u64 udt = SDL_GetPerformanceCounter() - t0;
174 double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
175 vg_info( "ltime [%p] %s: %fs\n", fn_load, alias, dt );
176
177 if( fn_free ){
178 struct loader_free_step step;
179 step.fn_free = fn_free;
180
181 if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
182 vg_fatal_error( "Too many free steps" );
183
184 vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
185 }
186
187 /* TODO: There was a quit checker here, re-add this? */
188 }