--- /dev/null
+#include "vg_loader.h"
+#include "vg_shader.h"
+
+struct vg_loader vg_loader;
+
+static struct vg_shader _shader_loader =
+{
+ .name = "[vg] loader",
+ .link = NULL,
+
+ /* This is the new foreground shader */
+ .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;"
+ "uniform float uRatio;"
+ "uniform float uOpacity;"
+ "in vec2 aUv;"
+
+ "float eval_zero( vec2 uv )"
+ "{"
+ "vec4 vsines = sin( (uTime+uv.y*80.0) * vec4(1.1,2.0234,3.73,2.444) );"
+ "float gradient = min( uv.y, 0.0 );"
+ "float offset = vsines.x*vsines.y*vsines.z*vsines.w*gradient;"
+
+ "vec2 vpos = uv + vec2( offset, 0.0 );"
+ "float dist = dot( vpos, vpos );"
+
+ "float fring = step(0.1*0.1,dist) * step(dist,0.15*0.15);"
+ "return max( 0.0, fring * 1.0+gradient*6.0 );"
+ "}"
+
+ "void main()"
+ "{"
+ "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
+
+ "vec2 uvx = aUv - vec2( 0.5 );"
+ "uvx.x *= uRatio;"
+ "uvx.y *= 0.75;"
+
+ "float zero = eval_zero( uvx );"
+
+ "float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
+ "float fmt1 = step( 0.5, zero*zero + dither )*0.8+0.2;"
+
+ "FragColor = vec4(vec3(fmt1),uOpacity);"
+ "}"
+ }
+};
+
+void 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 ) )
+ vg_fatal_error( "failed to compile shader" );
+}
+
+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++ )
+ {
+ struct loader_free_step *step =
+ &vg_loader.step_buffer[vg_loader.step_count -1 -i];
+
+ vg_info( " -> %p\n", step->fn_free );
+ step->fn_free();
+ }
+}
+
+void vg_loader_render_ring( f32 opacity )
+{
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ opacity *= opacity;
+
+ glUseProgram( _shader_loader.id );
+ glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
+ f32 ratio = (f32)vg.window_x / (f32)vg.window_y;
+ glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
+ glUniform1f( glGetUniformLocation( _shader_loader.id, "uOpacity"), opacity );
+ glBindVertexArray( vg_loader.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+}
+
+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 );
+ vg.loader_ring = 1.0f;
+}
+
+static int _vg_loader_thread( void *pfn ){
+ if( setjmp( vg.env_loader_exit ) )
+ return 0;
+
+ /* Run client loader */
+ //vg_info( "Starting client loader thread @%p\n", pfn );
+ void (*call_func)(void *data) = pfn;
+ call_func( vg.thread_data );
+
+ SDL_SemPost( vg.sem_loader );
+ vg.thread_id_loader = 0;
+
+ return 0;
+}
+
+int vg_loader_availible(void)
+{
+ if( SDL_SemValue( vg.sem_loader ) ){
+ if( !(vg_async.start) )
+ return 1;
+ }
+
+ return 0;
+}
+
+void vg_loader_start( void(*pfn)(void *data), void *data )
+{
+ SDL_SemWait( vg.sem_loader );
+
+ vg.thread_data = data;
+ SDL_CreateThread( _vg_loader_thread, "vg: loader", pfn );
+}
+
+/*
+ * Schedule something to be ran now, freed later. Checks in with engine status
+ */
+void _vg_loader_step( void( *fn_load )(void), void( *fn_free )(void),
+ const char *alias ){
+
+ u64 t0 = SDL_GetPerformanceCounter();
+ vg.time_hp_last = vg.time_hp;
+
+ if( fn_load )
+ fn_load();
+
+ u64 udt = SDL_GetPerformanceCounter() - t0;
+ double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
+ vg_info( "ltime [%p] %s: %fs\n", fn_load, alias, dt );
+
+ if( fn_free ){
+ struct loader_free_step step;
+ step.fn_free = fn_free;
+
+ if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
+ vg_fatal_error( "Too many free steps" );
+
+ vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
+ }
+
+ /* TODO: There was a quit checker here, re-add this? */
+}