#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 */
void (*fn_free)(void *);
void *data;
}
- *step_buffer;
- u32 step_count, step_cap, step_action;
+ step_buffer[16];
+ u32 step_count, step_action;
+
+ GLuint vao, vbo;
}
vg_loader;
-static int vg_loader_init(void)
+VG_STATIC void vg_loader_init(void)
{
- return 1;
+ 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 ) )
+ vg_fatal_exit_loop( "failed to compile shader" );
}
-static void vg_loader_free(void)
+VG_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++ )
{
step->fn_free( step->data );
}
- vg_free( vg_loader.step_buffer );
vg_info( "done\n" );
}
-static float hue_to_rgb( float p, float q, float t )
+VG_STATIC float hue_to_rgb( float p, float q, float t )
{
if(t < 0.0f) t += 1.0f;
if(t > 1.0f) t -= 1.0f;
return p;
}
-static void vg_loader_render(void)
+VG_STATIC void vg_render_log(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 );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
-
-
- ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
-
+ ui_begin( vg.window_x, vg.window_y );
+ vg_mutex_lock( &log_print_mutex );
int const fh = 14;
- int lines_screen_max = ((vg_window_y/fh)-2),
+ int lines_screen_max = ((vg.window_y/fh)-2),
lines_max_draw = VG_MIN( lines_screen_max, vg_list_size(vg_log.buffer) ),
lines_to_draw = VG_MIN( lines_max_draw, vg_log.buffer_line_count );
int ptr = vg_log.buffer_line_current;
- ui_global_ctx.cursor[0] = 0;
- ui_global_ctx.cursor[1] = lines_to_draw*fh;
- ui_global_ctx.cursor[3] = fh;
- ui_fill_x( &ui_global_ctx );
+ vg_uictx.cursor[0] = 0;
+ vg_uictx.cursor[1] = lines_to_draw*fh;
+ vg_uictx.cursor[3] = fh;
+ ui_fill_x();
for( int i=0; i<lines_to_draw; i ++ )
{
if( ptr < 0 )
ptr = vg_list_size( vg_log.buffer )-1;
- ui_text( &ui_global_ctx, ui_global_ctx.cursor,
- vg_log.buffer[ptr], vg_console.scale, 0 );
-
- ui_global_ctx.cursor[1] -= fh*vg_console.scale;
+ ui_text( vg_uictx.cursor, vg_log.buffer[ptr], 1, 0 );
+ vg_uictx.cursor[1] -= fh;
}
- ui_resolve( &ui_global_ctx );
- ui_draw( &ui_global_ctx, NULL );
+ vg_mutex_unlock( &log_print_mutex );
+
+ ui_resolve();
+ ui_draw( NULL );
+}
+
+VG_STATIC void vg_loader_render(void)
+{
+ 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();
}
-static void vg_load_full(void);
+VG_STATIC void vg_load_full(void);
-static void vg_loader_thread(void * nothing)
+VG_STATIC void vg_loader_thread(void * nothing)
{
vg_thread_info.gl_context_level = 0;
vg_thread_info.purpose = k_thread_purpose_loader;
vg_semaphore_post( &vg.sem_loader );
}
-static void vg_loader_start(void)
+VG_STATIC void vg_loader_start(void)
{
vg_semaphore_wait( &vg.sem_loader );
vg_thread_run( vg_loader_thread, NULL );
}
-static void vg_free_libc_malloced( void *data )
+/* this is maybe probably unused now */
+VG_STATIC void vg_free_libc_malloced( void *data )
{
- vg_free( data );
+ free( data );
}
-static void vg_loader_push_free_step( struct loader_free_step step )
+VG_STATIC void vg_loader_push_free_step( struct loader_free_step step )
{
- vg_loader.step_buffer =
- buffer_reserve( vg_loader.step_buffer, vg_loader.step_count,
- &vg_loader.step_cap, 1,
- sizeof( struct loader_free_step ) );
+ if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
+ vg_fatal_exit_loop( "Too many free steps" );
vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
}
/*
- * Schedule something to be ran now, freed later
+ * Schedule something to be ran now, freed later. Checks in with engine status
*/
-static void vg_loader_highwater( void( *fn_load )(void),
+VG_STATIC void vg_loader_highwater( void( *fn_load )(void),
void( *fn_free )(void *), void *data )
{
if( fn_load )