Notices & clean
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #include "common.h"
6 #include "model.h"
7
8 #include "shaders/blit.h"
9 #include "shaders/standard.h"
10 #include "shaders/vblend.h"
11 #include "shaders/unlit.h"
12
13 static void render_water_texture( m4x3f camera );
14 static void render_water_surface( m4x4f pv, m4x3f camera );
15 static void render_world( m4x4f projection, m4x3f camera );
16 static void shader_link_standard_ub( GLuint shader, int texture_id );
17 static void render_world_depth( m4x4f projection, m4x3f camera );
18
19 #ifndef RENDER_H
20 #define RENDER_H
21
22 struct framebuffer
23 {
24 GLuint fb, colour, rb;
25 int div;
26 GLuint format;
27
28 int allocated;
29 };
30
31 static struct pipeline
32 {
33 float fov;
34 glmesh fsquad;
35
36 GLuint fb_background,
37 rgb_background;
38
39 /* STD140 */
40 struct ub_world_lighting
41 {
42 /* v3f (padded) */
43 v4f g_light_colours[3],
44 g_light_directions[3],
45 g_ambient_colour;
46
47 v4f g_water_plane,
48 g_depth_bounds;
49
50 float g_water_fog;
51 int g_light_count;
52 int g_light_preview;
53 }
54 ub_world_lighting;
55
56 struct light_widget
57 {
58 int enabled;
59 v2f dir;
60 v3f colour;
61 }
62 widgets[3];
63
64 float shadow_spread, shadow_length;
65
66 GLuint fb_depthmap, rgb_depthmap;
67 GLuint ubo_world_lighting,
68 ubo_world;
69
70 int ready;
71 }
72 gpipeline =
73 {
74 .widgets =
75 {
76 {
77 .enabled = 1,
78 .colour = { 1.36f, 1.35f, 1.01f },
79 .dir = { 0.63f, -0.08f }
80 },
81 {
82 .enabled = 1,
83 .colour = { 0.33f, 0.56f, 0.64f },
84 .dir = { -2.60f, -0.13f }
85 },
86 {
87 .enabled = 1,
88 .colour = { 0.05f, 0.05f, 0.23f },
89 .dir = { 2.60f, -0.84f }
90 }
91 },
92 .shadow_spread = 0.65f,
93 .shadow_length = 9.50f,
94
95 .ub_world_lighting =
96 {
97 .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
98 }
99 };
100
101 /*
102 * Matrix Projections
103 */
104 /*
105 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
106 */
107 static void plane_clip_projection( m4x4f mat, v4f plane )
108 {
109 v4f c =
110 {
111 (vg_signf(plane[0]) + mat[2][0]) / mat[0][0],
112 (vg_signf(plane[1]) + mat[2][1]) / mat[1][1],
113 -1.0f,
114 (1.0f + mat[2][2]) / mat[3][2]
115 };
116
117 v4_muls( plane, 2.0f / v4_dot(plane,c), c );
118
119 mat[0][2] = c[0];
120 mat[1][2] = c[1];
121 mat[2][2] = c[2] + 1.0f;
122 mat[3][2] = c[3];
123 }
124
125 static void pipeline_projection( m4x4f mat, float nearz, float farz )
126 {
127 m4x4_projection( mat,
128 gpipeline.fov,
129 (float)vg_window_x / (float)vg_window_y,
130 nearz, farz );
131 }
132
133 /*
134 * Shaders
135 */
136 static void shader_link_standard_ub( GLuint shader, int texture_id )
137 {
138 GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
139 glUniformBlockBinding( shader, idx, 0 );
140
141 glActiveTexture( GL_TEXTURE0 + texture_id );
142 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
143 glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
144 }
145
146 static void render_update_lighting_ub(void)
147 {
148 struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
149 int c = 0;
150
151 for( int i=0; i<3; i++ )
152 {
153 struct light_widget *lw = &gpipeline.widgets[i];
154
155 if( lw->enabled )
156 {
157 float pitch = lw->dir[0],
158 yaw = lw->dir[1],
159 xz = cosf( pitch );
160
161 v3_copy( (v3f){ xz*cosf(yaw), sinf(pitch), xz*sinf(yaw) },
162 winf->g_light_directions[c] );
163 v3_copy( lw->colour, winf->g_light_colours[c] );
164
165 c ++;
166 }
167 }
168
169 winf->g_light_count = c;
170 winf->g_light_directions[0][3] = gpipeline.shadow_length;
171 winf->g_light_colours[0][3] = gpipeline.shadow_spread;
172
173 glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
174 glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
175 &gpipeline.ub_world_lighting );
176 }
177
178 /*
179 * Framebuffers
180 */
181
182 static void fb_use( struct framebuffer *fb )
183 {
184 if( !fb )
185 {
186 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
187 glViewport( 0, 0, vg_window_x, vg_window_y );
188 }
189 else
190 {
191 glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
192 glViewport( 0, 0, vg_window_x / fb->div, vg_window_y / fb->div );
193 }
194 }
195
196 static void fb_init( struct framebuffer *fb )
197 {
198 i32 ix = vg_window_x / fb->div,
199 iy = vg_window_y / fb->div;
200
201 glGenFramebuffers( 1, &fb->fb );
202 glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
203
204 glGenTextures( 1, &fb->colour );
205 glBindTexture( GL_TEXTURE_2D, fb->colour );
206 glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy,
207 0, fb->format, GL_UNSIGNED_BYTE, NULL);
208
209 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
210 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
211 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
212 GL_TEXTURE_2D, fb->colour, 0);
213
214 glGenRenderbuffers( 1, &fb->rb );
215 glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
216 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
217
218 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
219 GL_RENDERBUFFER, fb->rb );
220 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
221
222 VG_CHECK_GL_ERR();
223 fb->allocated = 1;
224 }
225
226 static void fb_free( struct framebuffer *fb )
227 {
228 glDeleteTextures( 1, &fb->colour );
229 glDeleteFramebuffers( 1, &fb->fb );
230 }
231
232 static void fb_bindtex( struct framebuffer *fb, int texture )
233 {
234 glActiveTexture( GL_TEXTURE0 + texture );
235 glBindTexture( GL_TEXTURE_2D, fb->colour );
236 }
237
238 static void fb_resize( struct framebuffer *fb )
239 {
240 if( !fb->allocated )
241 return;
242
243 i32 ix = vg_window_x / fb->div,
244 iy = vg_window_y / fb->div;
245
246 glBindTexture( GL_TEXTURE_2D, fb->colour );
247 glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0,
248 fb->format, GL_UNSIGNED_BYTE, NULL );
249
250 glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
251 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
252 }
253
254 static void render_fb_resize(void)
255 {
256 if( gpipeline.ready )
257 {
258 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
259 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
260 GL_RGB, GL_UNSIGNED_BYTE, NULL );
261 }
262 }
263
264 /* used for drawing player onto */
265 static void render_init_temp_buffer(void)
266 {
267 vg_info( "[render] Allocate temporary framebuffer\n" );
268
269 glGenFramebuffers( 1, &gpipeline.fb_background );
270 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
271
272 glGenTextures( 1, &gpipeline.rgb_background );
273 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
274 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
275 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
276
277 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
278 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
279 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
280 GL_TEXTURE_2D,
281 gpipeline.rgb_background, 0);
282
283 VG_CHECK_GL_ERR();
284 }
285
286 /* used for drawing world depth from the top view, used in our water and
287 * lighting calculations */
288 static void render_init_depthmap_buffer(void)
289 {
290 vg_info( "[render] Allocate depth map buffer\n" );
291
292 glGenFramebuffers( 1, &gpipeline.fb_depthmap );
293 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
294
295 glGenTextures( 1, &gpipeline.rgb_depthmap );
296 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
297 glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0,
298 GL_RED, GL_FLOAT, NULL );
299 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
300 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
301 vg_tex2d_clamp();
302
303 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
304 GL_TEXTURE_2D,
305 gpipeline.rgb_depthmap, 0);
306
307 VG_CHECK_GL_ERR();
308 }
309
310 static void render_init_fs_quad(void)
311 {
312 vg_info( "[render] Allocate quad\n" );
313
314 float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
315 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
316
317 glGenVertexArrays( 1, &gpipeline.fsquad.vao );
318 glGenBuffers( 1, &gpipeline.fsquad.vbo );
319 glBindVertexArray( gpipeline.fsquad.vao );
320 glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
321 glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
322 glBindVertexArray( gpipeline.fsquad.vao );
323 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
324 sizeof(float)*2, (void*)0 );
325 glEnableVertexAttribArray( 0 );
326
327 VG_CHECK_GL_ERR();
328 }
329
330 static void render_init_uniform_buffers(void)
331 {
332 vg_info( "[render] Allocate uniform buffer\n" );
333
334 glGenBuffers( 1, &gpipeline.ubo_world_lighting );
335 glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
336 glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
337 NULL, GL_DYNAMIC_DRAW );
338
339 render_update_lighting_ub();
340 glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
341
342 VG_CHECK_GL_ERR();
343 }
344
345 static void render_init(void)
346 {
347 shader_blit_register();
348 shader_standard_register();
349 shader_vblend_register();
350 shader_unlit_register();
351
352 vg_acquire_thread_sync();
353 {
354 render_init_temp_buffer();
355 render_init_depthmap_buffer();
356 render_init_fs_quad();
357 render_init_uniform_buffers();
358
359 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
360 gpipeline.ready = 1;
361 }
362
363 vg_release_thread_sync();
364 }
365
366 static void render_free(void *_)
367 {
368 glDeleteBuffers( 1, &gpipeline.ubo_world_lighting );
369
370 glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
371 glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
372
373 glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
374 glDeleteTextures( 1, &gpipeline.rgb_depthmap );
375
376 glDeleteFramebuffers( 1, &gpipeline.fb_background );
377 glDeleteTextures( 1, &gpipeline.rgb_background );
378 }
379
380 /*
381 * Utility
382 */
383 static void render_fsquad(void)
384 {
385 glBindVertexArray( gpipeline.fsquad.vao );
386 glDrawArrays( GL_TRIANGLES, 0, 6 );
387 }
388
389 #endif /* RENDER_H */