build system revision
[vg.git] / vg_loader.c
diff --git a/vg_loader.c b/vg_loader.c
new file mode 100644 (file)
index 0000000..86c7417
--- /dev/null
@@ -0,0 +1,188 @@
+#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? */
+}