2 * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
3 * -----------------------------------------------------------------------------
7 * -----------------------------------------------------------------------------
15 static struct vg_shader _shader_loader
=
17 .name
= "[vg] loader",
23 "layout (location=0) in vec2 a_co;"
27 "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
37 "uniform float uTime;"
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 );"
46 "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
48 "FragColor = vec4(col*grad*fmt1,1.0);"
53 static struct vg_loader
56 struct loader_free_step
58 void (*fn_free
)(void *);
62 u32 step_count
, step_action
;
68 VG_STATIC
void vg_loader_init(void)
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
};
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 );
84 if( !vg_shader_compile( &_shader_loader
) )
85 vg_fatal_exit_loop( "failed to compile shader" );
88 VG_STATIC
void vg_loader_free(void)
90 vg_info( "vg_loader_free\n" );
91 glDeleteVertexArrays( 1, &vg_loader
.vao
);
92 glDeleteBuffers( 1, &vg_loader
.vbo
);
94 for( int i
=0; i
<vg_loader
.step_count
; i
++ )
96 struct loader_free_step
*step
=
97 &vg_loader
.step_buffer
[vg_loader
.step_count
-1 -i
];
99 vg_info( " -> %p\n", step
->fn_free
);
100 step
->fn_free( step
->data
);
106 VG_STATIC
float hue_to_rgb( float p
, float q
, float t
)
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
;
116 VG_STATIC
void vg_render_log(void)
118 ui_begin( vg
.window_x
, vg
.window_y
);
119 SDL_AtomicLock( &log_print_sl
);
122 int lines_screen_max
= ((vg
.window_y
/fh
)-2),
123 lines_max_draw
= VG_MIN( lines_screen_max
, vg_list_size(vg_log
.buffer
) ),
124 lines_to_draw
= VG_MIN( lines_max_draw
, vg_log
.buffer_line_count
);
126 int ptr
= vg_log
.buffer_line_current
;
128 vg_uictx
.cursor
[0] = 0;
129 vg_uictx
.cursor
[1] = lines_to_draw
*fh
;
130 vg_uictx
.cursor
[3] = fh
;
133 for( int i
=0; i
<lines_to_draw
; i
++ )
138 ptr
= vg_list_size( vg_log
.buffer
)-1;
140 ui_text( vg_uictx
.cursor
, vg_log
.buffer
[ptr
], 1, 0 );
141 vg_uictx
.cursor
[1] -= fh
;
144 SDL_AtomicUnlock( &log_print_sl
);
150 VG_STATIC
void vg_loader_render(void)
152 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
153 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
154 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
155 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
157 glUseProgram( _shader_loader
.id
);
158 glUniform1f( glGetUniformLocation( _shader_loader
.id
, "uTime" ), vg
.time
);
160 glBindVertexArray( vg_loader
.vao
);
161 glDrawArrays( GL_TRIANGLES
, 0, 6 );
167 VG_STATIC
void vg_load_full(void);
169 VG_STATIC
int vg_loader_thread(void * nothing
)
171 SDL_AtomicLock( &vg
.sl_context
);
172 vg
.thread_id_loader
= SDL_GetThreadID(NULL
);
173 SDL_AtomicUnlock( &vg
.sl_context
);
175 /* Run client loader */
178 SDL_SemPost( vg
.sem_loader
);
179 vg
.thread_id_loader
= 0;
184 VG_STATIC
void vg_loader_start(void)
186 SDL_SemWait( vg
.sem_loader
);
187 SDL_CreateThread( vg_loader_thread
, "Loader thread", NULL
);
190 /* this is maybe probably unused now */
191 VG_STATIC
void vg_free_libc_malloced( void *data
)
196 VG_STATIC
void vg_loader_push_free_step( struct loader_free_step step
)
198 if( vg_loader
.step_count
== vg_list_size(vg_loader
.step_buffer
) )
199 vg_fatal_exit_loop( "Too many free steps" );
201 vg_loader
.step_buffer
[ vg_loader
.step_count
++ ] = step
;
205 * Schedule something to be ran now, freed later. Checks in with engine status
207 VG_STATIC
void vg_loader_highwater( void( *fn_load
)(void),
208 void( *fn_free
)(void *), void *data
)
215 struct loader_free_step step
;
217 step
.fn_free
= fn_free
;
219 vg_loader_push_free_step( step
);
225 struct loader_free_step step
;
227 step
.fn_free
= vg_free_libc_malloced
;
229 vg_loader_push_free_step( step
);
233 vg_ensure_engine_running();
236 #endif /* VG_LOADER_H */