-vg_loader;
-
-VG_STATIC 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" );
-}
-
-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++ )
- {
- 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();
- }
-
- vg_info( "done\n" );
-}
-
-VG_STATIC void _vg_render_log(void)
-{
- ui_begin( vg.window_x, vg.window_y );
- SDL_AtomicLock( &log_print_sl );
-
- int const fh = 14;
- 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;
-
- 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 ++ ){
- ptr --;
-
- if( ptr < 0 )
- ptr = vg_list_size( vg_log.buffer )-1;
-
- ui_text( vg_uictx.cursor, vg_log.buffer[ptr], 1, 0 );
- vg_uictx.cursor[1] -= fh;
- }
-
- SDL_AtomicUnlock( &log_print_sl );
-
- 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 );
-
-#if 0
- glUseProgram( _shader_loader.id );
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
- glBindVertexArray( vg_loader.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-#endif
-
- _vg_render_log();
-
-#if 1
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- glUseProgram( _shader_loader.id );
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
- float ratio = (float)vg.window_x / (float)vg.window_y;
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
- glBindVertexArray( vg_loader.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-#endif
-}
-