#include "common.h"
+static struct vg_shader _shader_loader =
+{
+ .name = "[vg] loader",
+ .link = NULL,
+ .vs =
+ {
+ .orig_file = NULL,
+ .static_src = ""
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aUv;"
+ "void main()"
+ "{"
+ "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
+ "aUv = a_co;"
+ "}"
+ },
+ .fs =
+ {
+ .orig_file = NULL,
+ .static_src =
+
+ "out vec4 FragColor;"
+ "uniform float uTime;"
+ "in vec2 aUv;"
+
+ "void main()"
+ "{"
+ "float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
+ "float grad = 1.0-(aUv.y*0.5+0.5);"
+ "float fmt1 = step( 0.5, grad+dither );"
+
+ "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
+
+ "FragColor = vec4(col*grad*fmt1,1.0);"
+ "}"
+ }
+};
+
static struct vg_loader
{
/* Shutdown steps */
}
*step_buffer;
u32 step_count, step_cap, step_action;
+
+ GLuint vao, vbo;
}
vg_loader;
static int vg_loader_init(void)
{
+ float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
+
+ glGenVertexArrays( 1, &vg_loader.vao );
+ glGenBuffers( 1, &vg_loader.vbo );
+ glBindVertexArray( vg_loader.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_loader.vbo );
+ glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+ glBindVertexArray( vg_loader.vao );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(float)*2, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL_ERR();
+
+ if( !vg_shader_compile( &_shader_loader ) )
+ {
+ glDeleteVertexArrays( 1, &vg_loader.vao );
+ glDeleteBuffers( 1, &vg_loader.vbo );
+ return 0;
+ }
+
return 1;
}
static void vg_loader_free(void)
{
vg_info( "vg_loader_free\n" );
+ glDeleteVertexArrays( 1, &vg_loader.vao );
+ glDeleteBuffers( 1, &vg_loader.vbo );
for( int i=0; i<vg_loader.step_count; i++ )
{
static void vg_loader_render(void)
{
- float h = vg_randf(),
- s = 0.7f,
- l = 0.1f, //* (0.5f+vg_fractf(vg_time*40.0)*0.5f),
- q = l < 0.5f ? l * (1.0f + s) : l + s - l * s,
- p = 2.0f * l - q,
- r = hue_to_rgb( p, q, h + 1.0f/3.0f ),
- g = hue_to_rgb( p, q, h ),
- b = hue_to_rgb( p, q, h - 1.0f/3.0f );
-
- glClearColor( r, g, b, 1.0f );
+ glViewport( 0,0, vg_window_x, vg_window_y );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ glUseProgram( _shader_loader.id );
+ glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg_time );
+
+ glBindVertexArray( vg_loader.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+
vg_render_log();
}