- 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
-}
-
-
-VG_STATIC void vg_load_full(void);
-
-VG_STATIC int _vg_loader_thread(void *pfn)
-{
- SDL_AtomicLock( &vg.sl_context );
- vg.thread_id_loader = SDL_GetThreadID(NULL);
- VG_SYNC_LOG( "[%d] Loader thread begins\n" );
- SDL_AtomicUnlock( &vg.sl_context );
-
- /* Run client loader */
- void (*call_func)(void) = pfn;
- call_func();
-
- SDL_SemPost( vg.sem_loader );
- vg.thread_id_loader = 0;
-
- vg_acquire_thread_sync();
- vg.is_loaded = 1;
- vg_release_thread_sync();
-
- return 0;
-}
-
-VG_STATIC void vg_loader_start( void(*pfn)(void) )
-{
- vg.is_loaded = 0;
- SDL_SemWait( vg.sem_loader );
- SDL_CreateThread( _vg_loader_thread, "Loader thread", pfn );
-}
-
-/*
- * Schedule something to be ran now, freed later. Checks in with engine status
- */
-VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) )
-{
- if( fn_load )
- fn_load();
-
- 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_exit_loop( "Too many free steps" );
-
- vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
- }
-
- _vg_ensure_engine_running();
-}