bad char
[vg.git] / vg_loader.h
index f62763d5ca63445115a206cb3fc5d296efefbac0..ec8fb0d81a765d86626e0e442e7d9f2daf6a2769 100644 (file)
@@ -1,5 +1,6 @@
+
 /*
- * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2024 (C) Mount0 Software, Harry Godden - All Rights Reserved
  * -----------------------------------------------------------------------------
  *
  * Splash / load screen
  * -----------------------------------------------------------------------------
  */
 
-#ifndef VG_LOADER_H
-#define VG_LOADER_H
-
-#include "common.h"
-
-VG_STATIC void vg_loader_start( void(*pfn)(void) );
-VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) );
+#pragma once
 
-static struct vg_shader _shader_loader = 
-{
-   .name = "[vg] loader",
-   .link = NULL,
-
-   /* This is the old background shader */
-#if 0
-   .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)*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(vec3(0.5,0.5,0.5)*grad*fmt1,1.0);"
-      "}"
-   }
-#else
-
-   /* 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;"
-      "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),0.8);"
-      "}"
-   }
-
-#endif
-};
-
-static struct vg_loader
+struct vg_loader
 {
    /* Shutdown steps */
-   struct loader_free_step
-   {
+   struct loader_free_step{
       void (*fn_free)(void);
    }
    step_buffer[16];
@@ -126,153 +21,16 @@ static struct vg_loader
 
    GLuint vao, vbo;
 }
-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
-}
-
+extern vg_loader;
 
-VG_STATIC void vg_load_full(void);
-
-VG_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) = pfn;
-   call_func();
-
-   SDL_SemPost( vg.sem_loader );
-   vg.thread_id_loader = 0;
-
-   return 0;
-}
-
-VG_STATIC void vg_loader_start( void(*pfn)(void) )
-{
-   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_error( "Too many free steps" );
-
-      vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
-   }
-
-   /* TODO: There was a quit checker here, re-add this? */
-}
+void vg_loader_start( void(*pfn)(void *data), void *data );
+void _vg_loader_step( void( *fn_load )(void), void( *fn_free )(void),
+                      const char *alias );
+int vg_loader_availible(void);
+void vg_loader_render(void);
+void vg_loader_render_ring( f32 opacity );
+static void vg_loader_free(void);
+void vg_loader_init(void);
 
-#endif /* VG_LOADER_H */
+#define vg_loader_step( FN, FN_FREE )\
+   _vg_loader_step( FN, FN_FREE, #FN )