vg_register();
vg_register_exit( &vg_free, "vg_free" );
+
+
+ vg_shaders_recompile(0,NULL);
+ vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
+ vg_function_push( (struct vg_cmd){
+ .name = "shaders",
+ .function = vg_shaders_recompile
+ });
+
- if( vg_shaders_compile() )
- {
- vg_start();
+ vg_start();
+
+ vg_console_init();
+ vg_register_exit( &vg_console_free, "Console" );
+
+ vg_audio_init();
+ vg_register_exit( &vg_audio_free, "vg_audio_free" );
- vg_console_init();
- vg_register_exit( &vg_console_free, "Console" );
+ vg_debugtools_setup();
- vg_audio_init();
- vg_register_exit( &vg_audio_free, "vg_audio_free" );
+ /*
+ * Main gameloop
+ */
+ while( !glfwWindowShouldClose( vg_window ) )
+ {
+ v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+
+ glfwPollEvents();
- vg_debugtools_setup();
+ #ifdef VG_STEAM
+ sw_event_loop();
+ #endif
+
+ vg_time_last = vg_time;
+ vg_time = glfwGetTime();
+ vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
+
+ vg_update_inputs();
+ vg_update();
+ vg_render();
+
+ vg_lines_drawall((float*)vg_pv);
- /*
- * Main gameloop
- */
- while( !glfwWindowShouldClose( vg_window ) )
{
- v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
-
- glfwPollEvents();
-
- #ifdef VG_STEAM
- sw_event_loop();
- #endif
+ ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
+ ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
+ vg_get_button_state( "primary" ) );
- vg_time_last = vg_time;
- vg_time = glfwGetTime();
- vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
+ vg_ui();
+ vg_console_draw();
+ vg_debugtools_draw();
- vg_update_inputs();
- vg_update();
- vg_render();
-
- vg_lines_drawall((float*)vg_pv);
-
- {
- ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
- ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1],
- vg_get_button_state( "primary" ) );
-
- vg_ui();
- vg_console_draw();
- vg_debugtools_draw();
-
- ui_resolve( &ui_global_ctx );
- ui_draw( &ui_global_ctx, NULL );
- }
-
- glfwSwapBuffers( vg_window );
- VG_CHECK_GL();
+ ui_resolve( &ui_global_ctx );
+ ui_draw( &ui_global_ctx, NULL );
}
+
+ glfwSwapBuffers( vg_window );
+ VG_CHECK_GL();
}
vg_exit();