change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index e3c7ee734b515c4bf0e01b31e341c36f56531272..64556ffbcfac1390a7c4789976c524e990d2608a 100644 (file)
--- a/render.h
+++ b/render.h
 /*
  * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
-
+#pragma once
 #include "common.h"
 #include "model.h"
 #include "camera.h"
 
 #include "shaders/blit.h"
 #include "shaders/blitblur.h"
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
+#include "shaders/blitcolour.h"
+#include "shaders/blit_transition.h"
 
-VG_STATIC void render_water_texture( camera *cam );
-VG_STATIC void render_water_surface( camera *cam );
-VG_STATIC void render_world( camera *cam );
-VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id );
-VG_STATIC void render_world_depth( camera *cam );
+#define WORKSHOP_PREVIEW_WIDTH  504
+#define WORKSHOP_PREVIEW_HEIGHT 336
 
-#ifndef RENDER_H
-#define RENDER_H
+static f32 k_render_scale  = 1.0f;
+static i32 k_blur_effect   = 1;
+static f32 k_blur_strength = 0.3f;
+static f32 k_fov           = 0.86f;
+static f32 k_cam_height    = 0.8f;
 
 typedef struct framebuffer framebuffer;
 
-
 /* 
  * All standard buffers used in rendering
  */
-VG_STATIC struct pipeline
-{
+static struct pipeline{
    glmesh fsquad;
 
    framebuffer *fb_main,
-               *fb_heightmap,
                *fb_water_reflection,
-               *fb_water_beneath;
-
-   /* STD140 */
-   struct ub_world_lighting
-   {
-      /* v3f (padded) */
-      v4f g_light_colours[3],
-          g_light_directions[3],
-          g_ambient_colour;
-
-      v4f g_water_plane,
-          g_depth_bounds;
-
-      float g_water_fog;
-      int g_light_count;
-      int g_light_preview;
-      int g_shadow_samples;
-   }
-   ub_world_lighting;
-
-   struct light_widget
-   {
-      int enabled;
-      v2f dir;
-      v3f colour;
-   } 
-   widgets[3];
-
-   float shadow_spread, shadow_length;
-   GLuint ubo_world_lighting,
-          ubo_world;
-
+               *fb_water_beneath,
+               *fb_workshop_preview,
+               *fb_network_status;
    int ready;
 }
-gpipeline =
-{
-   .widgets =
-   {
-      {
-         .enabled = 1,
-         .colour = { 1.36f, 1.35f, 1.01f },
-         .dir = { 0.63f, -0.08f }
-      },
-      {
-         .enabled = 1,
-         .colour = { 0.33f, 0.56f, 0.64f },
-         .dir = { -2.60f, -0.13f }
-      },
-      {
-         .enabled = 1,
-         .colour = { 0.05f, 0.05f, 0.23f },
-         .dir = { 2.60f, -0.84f }
-      }
-   },
-   .shadow_spread = 0.65f,
-   .shadow_length = 9.50f,
-
-   .ub_world_lighting =
-   {
-      .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
-   }
-};
+gpipeline;
 
-struct framebuffer
-{
+struct framebuffer{
    const char *display_name;
-   int         resolution_div,
+   int         resolution_div,   /* definition */
                fixed_w,
-               fixed_h;
+               fixed_h,
+
+               render_w,         /* runtime */
+               render_h;
 
-   struct framebuffer_attachment
-   {
+   struct framebuffer_attachment{
       const char *display_name;
       
-      enum framebuffer_attachment_type
-      {
+      enum framebuffer_attachment_type{
          k_framebuffer_attachment_type_none,
-         k_framebuffer_attachment_type_colour,
-         k_framebuffer_attachment_type_renderbuffer
+         k_framebuffer_attachment_type_texture,
+         k_framebuffer_attachment_type_renderbuffer,
+         k_framebuffer_attachment_type_texture_depth
       }
       purpose;
 
-      enum framebuffer_quality_profile
-      {
+      enum framebuffer_quality_profile{
          k_framebuffer_quality_all,
          k_framebuffer_quality_high_only
       }
       quality;
-
+      
       GLenum internalformat,
              format,
              type,
              attachment;
 
       GLuint id;
+
+      /* Runtime */
+      int debug_view;
    }
    attachments[5];
    GLuint fb;
    framebuffer **link;
 }
-framebuffers[] = 
-{
-   {
-      /*
-       * The primary draw target
-       */
-      "main", 
-      .link = &gpipeline.fb_main,
-      .resolution_div = 1,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_colour,
-
-            .internalformat = GL_RGB,
-            .format         = GL_RGB,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "motion", k_framebuffer_attachment_type_colour,
-
-            .quality        = k_framebuffer_quality_high_only,
-            .internalformat = GL_RG16F,
-            .format         = GL_RG,
-            .type           = GL_FLOAT,
-            .attachment     = GL_COLOR_ATTACHMENT1
-         },
-         {
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   },
-   {
-      /*
-       * A ortho projection of the world, used for shadows and ocean colouring.
-       * Note: it does not have a render buffer attachement because it's
-       *       intended to be drawn to in a MAX blending mode
-       */
-      "heightmap", 
-      .link = &gpipeline.fb_heightmap,
-      .fixed_w = 1024,
-      .fixed_h = 1024,
+extern framebuffers[];
 
-      .attachments =
-      {
-         {
-            "depth", k_framebuffer_attachment_type_colour,
 
-            .internalformat = GL_R32F,
-            .format         = GL_RED,
-            .type           = GL_FLOAT,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         }
-      }
-   },
-   {
-      /*
-       * Second rendered view from the perspective of the water reflection
-       */
-      "water_reflection",
-      .link = &gpipeline.fb_water_reflection,
-      .resolution_div = 3,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_colour,
-            .internalformat = GL_RGB,
-            .format         = GL_RGB,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   },
-   {
-      /*
-       * Thid rendered view from the perspective of the camera, but just 
-       * captures stuff thats under the water
-       */
-      "water_beneath",
-      .link = &gpipeline.fb_water_beneath,
-      .resolution_div = 4,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_colour,
-            .internalformat = GL_RGBA,
-            .format         = GL_RGBA,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   }
-};
-
-/* 
- * Get the current (automatically scaled or fixed) resolution of framebuffer
- */
-VG_STATIC void render_fb_get_current_res( struct framebuffer *fb, 
-                                          int *x, int *y )
+struct shader_props_standard
 {
-   if( fb->resolution_div )
-   {
-      *x = vg.window_x / fb->resolution_div;
-      *y = vg.window_y / fb->resolution_div;
-   }
-   else
-   {
-      *x = fb->fixed_w;
-      *y = fb->fixed_h;
-   }
-}
-
-/*
- * Bind framebuffer for drawing to
- */
-VG_STATIC void render_fb_bind( framebuffer *fb )
-{
-   int x, y;
-   render_fb_get_current_res( fb, &x, &y );
-   glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-   glViewport( 0, 0, x, y );
-}
-
-/*
- * Bind framebuffer attachment's texture
- */
-VG_STATIC void render_fb_bind_texture( framebuffer *fb, 
-                                       int attachment, int slot )
-{
-   struct framebuffer_attachment *at = &fb->attachments[attachment];
-
-   if( at->purpose != k_framebuffer_attachment_type_colour )
-   {
-      vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer"
-                          " attachment to texture slot" );
-   }
-
-   glActiveTexture( GL_TEXTURE0 + slot );
-   glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id );
-}
-
-
-/*
- * Shaders
- */
-VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id )
-{
-   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
-   glUniformBlockBinding( shader, idx, 0 );
-
-   render_fb_bind_texture( gpipeline.fb_heightmap, 0, texture_id );
-   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
-}
-
-VG_STATIC void render_update_lighting_ub(void)
-{
-   struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
-   int c = 0;
-
-   for( int i=0; i<3; i++ )
-   {
-      struct light_widget *lw = &gpipeline.widgets[i];
-
-      if( lw->enabled )
-      {
-         float pitch = lw->dir[0],
-               yaw = lw->dir[1],
-               xz = cosf( pitch );
-         
-         v3_copy( (v3f){ xz*cosf(yaw), sinf(pitch), xz*sinf(yaw) }, 
-               winf->g_light_directions[c] );
-         v3_copy( lw->colour, winf->g_light_colours[c] );
-
-         c ++;
-      }
-   }
-
-   winf->g_light_count = c;
-   winf->g_light_directions[0][3] = gpipeline.shadow_length;
-   winf->g_light_colours[0][3] = gpipeline.shadow_spread;
-
-   if( vg.quality_profile == k_quality_profile_low )
-      winf->g_shadow_samples = 0;
-   else
-      winf->g_shadow_samples = 8;
-
-   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
-   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
-         &gpipeline.ub_world_lighting );
-}
-
-#define FB_FORMAT_STR( E ) { E, #E },
-
-/* 
- * Convert OpenGL attachment ID enum to string
- */
-VG_STATIC const char *render_fb_attachment_str( GLenum e )
-{
-   struct { GLenum e; const char *str; }
-   formats[] =
-   { 
-      FB_FORMAT_STR(GL_COLOR_ATTACHMENT0)
-      FB_FORMAT_STR(GL_COLOR_ATTACHMENT1)
-      FB_FORMAT_STR(GL_COLOR_ATTACHMENT2)
-      FB_FORMAT_STR(GL_COLOR_ATTACHMENT3)
-      FB_FORMAT_STR(GL_COLOR_ATTACHMENT4)
-      FB_FORMAT_STR(GL_DEPTH_STENCIL_ATTACHMENT)
-   };
-
-   for( int i=0; i<vg_list_size(formats); i++ )
-      if( formats[i].e == e )
-         return formats[i].str;
-
-   return "UNDEFINED";
-}
-
-/*
- * Convert OpenGL texture format enums from TexImage2D table 1,2 &
- * RenderBufferStorage Table 1, into strings
- */
-VG_STATIC const char *render_fb_format_str( GLenum format )
-{
-   struct { GLenum e; const char *str; }
-   formats[] =
-   { 
-      /* Table 1 */
-      FB_FORMAT_STR(GL_DEPTH_COMPONENT)
-      FB_FORMAT_STR(GL_DEPTH_STENCIL)
-      FB_FORMAT_STR(GL_RED)
-      FB_FORMAT_STR(GL_RG)
-      FB_FORMAT_STR(GL_RGB)
-      FB_FORMAT_STR(GL_RGBA)
-
-      /* Render buffer formats */
-      FB_FORMAT_STR(GL_DEPTH_COMPONENT16)
-      FB_FORMAT_STR(GL_DEPTH_COMPONENT24)
-      FB_FORMAT_STR(GL_DEPTH_COMPONENT32F)
-      FB_FORMAT_STR(GL_DEPTH24_STENCIL8)
-      FB_FORMAT_STR(GL_DEPTH32F_STENCIL8)
-      FB_FORMAT_STR(GL_STENCIL_INDEX8)
-
-      /* Table 2 */
-      FB_FORMAT_STR(GL_R8)
-      FB_FORMAT_STR(GL_R8_SNORM)
-      FB_FORMAT_STR(GL_R16)
-      FB_FORMAT_STR(GL_R16_SNORM)
-      FB_FORMAT_STR(GL_RG8)
-      FB_FORMAT_STR(GL_RG8_SNORM)
-      FB_FORMAT_STR(GL_RG16)
-      FB_FORMAT_STR(GL_RG16_SNORM)
-      FB_FORMAT_STR(GL_R3_G3_B2)
-      FB_FORMAT_STR(GL_RGB4)
-      FB_FORMAT_STR(GL_RGB5)
-      FB_FORMAT_STR(GL_RGB8)
-      FB_FORMAT_STR(GL_RGB8_SNORM)
-      FB_FORMAT_STR(GL_RGB10)
-      FB_FORMAT_STR(GL_RGB12)
-      FB_FORMAT_STR(GL_RGB16_SNORM)
-      FB_FORMAT_STR(GL_RGBA2)
-      FB_FORMAT_STR(GL_RGBA4)
-      FB_FORMAT_STR(GL_RGB5_A1)
-      FB_FORMAT_STR(GL_RGBA8)
-      FB_FORMAT_STR(GL_RGBA8_SNORM)
-      FB_FORMAT_STR(GL_RGB10_A2)
-      FB_FORMAT_STR(GL_RGB10_A2UI)
-      FB_FORMAT_STR(GL_RGBA12)
-      FB_FORMAT_STR(GL_RGBA16)
-      FB_FORMAT_STR(GL_SRGB8)
-      FB_FORMAT_STR(GL_SRGB8_ALPHA8)
-      FB_FORMAT_STR(GL_R16F)
-      FB_FORMAT_STR(GL_RG16F)
-      FB_FORMAT_STR(GL_RGB16F)
-      FB_FORMAT_STR(GL_RGBA16F)
-      FB_FORMAT_STR(GL_R32F)
-      FB_FORMAT_STR(GL_RG32F)
-      FB_FORMAT_STR(GL_RGB32F)
-      FB_FORMAT_STR(GL_RGBA32F)
-      FB_FORMAT_STR(GL_R11F_G11F_B10F)
-      FB_FORMAT_STR(GL_RGB9_E5)
-      FB_FORMAT_STR(GL_R8I)
-      FB_FORMAT_STR(GL_R8UI)
-      FB_FORMAT_STR(GL_R16I)
-      FB_FORMAT_STR(GL_R16UI)
-      FB_FORMAT_STR(GL_R32I)
-      FB_FORMAT_STR(GL_R32UI)
-      FB_FORMAT_STR(GL_RG8I)
-      FB_FORMAT_STR(GL_RG8UI)
-      FB_FORMAT_STR(GL_RG16I)
-      FB_FORMAT_STR(GL_RG16UI)
-      FB_FORMAT_STR(GL_RG32I)
-      FB_FORMAT_STR(GL_RG32UI)
-      FB_FORMAT_STR(GL_RGB8I)
-      FB_FORMAT_STR(GL_RGB8UI)
-      FB_FORMAT_STR(GL_RGB16I)
-      FB_FORMAT_STR(GL_RGB16UI)
-      FB_FORMAT_STR(GL_RGB32I)
-      FB_FORMAT_STR(GL_RGB32UI)
-      FB_FORMAT_STR(GL_RGBA8I)
-      FB_FORMAT_STR(GL_RGBA8UI)
-      FB_FORMAT_STR(GL_RGBA16I)
-      FB_FORMAT_STR(GL_RGBA16UI)
-      FB_FORMAT_STR(GL_RGBA32I)
-      FB_FORMAT_STR(GL_RGBA32UI)
-   };
-
-   for( int i=0; i<vg_list_size(formats); i++ )
-      if( formats[i].e == format )
-         return formats[i].str;
-
-   return "UNDEFINED";
-}
-
-/*
- * Bind and allocate texture for framebuffer attachment
- */
-VG_STATIC void render_fb_allocate_texture( struct framebuffer *fb, 
-                                           struct framebuffer_attachment *a )
-{
-   int rx, ry;
-   render_fb_get_current_res( fb, &rx, &ry );
-
-   if( a->purpose == k_framebuffer_attachment_type_renderbuffer )
-   {
-      glBindRenderbuffer( GL_RENDERBUFFER, a->id );
-      glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rx, ry );
-   }
-   else if( a->purpose == k_framebuffer_attachment_type_colour )
-   {
-      glBindTexture( GL_TEXTURE_2D, a->id );
-      glTexImage2D( GL_TEXTURE_2D, 0, a->internalformat, rx, ry,
-                                   0, a->format, a->type, NULL );
-   }
-}
-
-/* 
- * Full allocation of a framebuffer
- */
-VG_STATIC void render_fb_allocate( struct framebuffer *fb )
-{
-   glGenFramebuffers( 1, &fb->fb );
-   glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-
-   int rx, ry;
-   render_fb_get_current_res( fb, &rx, &ry );
-
-   vg_info( "allocate_framebuffer( %s, %dx%d )\n", fb->display_name, rx, ry );
-   vg_info( "{\n" );
-
-   GLenum colour_attachments[4];
-   u32    colour_count = 0;
-
-   for( int j=0; j<vg_list_size(fb->attachments); j++ )
-   {
-      struct framebuffer_attachment *attachment = &fb->attachments[j];
-
-      if( attachment->purpose == k_framebuffer_attachment_type_none )
-         continue;
-
-      vg_info( "  %s: %s\n", 
-                  render_fb_attachment_str( attachment->attachment ),
-                  render_fb_format_str( attachment->internalformat ) );
-
-      if( attachment->purpose == k_framebuffer_attachment_type_renderbuffer )
-      {
-         glGenRenderbuffers( 1, &attachment->id );
-         render_fb_allocate_texture( fb, attachment );
-         glFramebufferRenderbuffer( GL_FRAMEBUFFER, 
-                                    GL_DEPTH_STENCIL_ATTACHMENT,
-                                    GL_RENDERBUFFER, attachment->id );
-      }
-      else if( attachment->purpose == k_framebuffer_attachment_type_colour )
-      {
-         glGenTextures( 1, &attachment->id );
-         render_fb_allocate_texture( fb, attachment );
-         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-
-         glFramebufferTexture2D( GL_FRAMEBUFFER, attachment->attachment,
-                                 GL_TEXTURE_2D,  attachment->id, 0 );
-
-         colour_attachments[ colour_count ++ ] = attachment->attachment;
-      }
-   }
-
-   glDrawBuffers( colour_count, colour_attachments );
-
-   /* 
-    * Check result 
-    */
-   GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
-
-   if( result == GL_FRAMEBUFFER_COMPLETE )
-   {
-      /* 
-       * Attatch to gpipeline
-       */
-      if( fb->link )
-         *fb->link = fb;
-
-      vg_success( "  status: complete\n" );
-      vg_info( "}\n" );
-   }
-   else
-   {
-      if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
-         vg_error( "  status: Incomplete attachment" );
-      else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
-         vg_error( "  status: Missing attachment" );
-      else if( result == GL_FRAMEBUFFER_UNSUPPORTED )
-         vg_error( "  status: Unsupported framebuffer format" );
-      else
-         vg_error( "  status: Generic Error" );
-
-      vg_info( "}\n" );
-      vg_fatal_exit_loop( "Incomplete framebuffer (see logs)" );
-   }
-}
-
-/*
- * Resize/Update all framebuffers(we know about)
- */
-VG_STATIC void render_fb_resize(void)
-{
-   if( !gpipeline.ready )
-      return;
-
-   for( int i=0; i<vg_list_size(framebuffers); i++ )
-   {
-      struct framebuffer *fb = &framebuffers[i];
-      for( int j=0; j<vg_list_size(fb->attachments); j++ )
-      {
-         struct framebuffer_attachment *attachment = &fb->attachments[j];
-         render_fb_allocate_texture( fb, attachment );
-      }
-   }
-}
-
-VG_STATIC void render_init_fs_quad(void)
-{
-   vg_info( "[render] Allocate quad\n" );
-
-   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,
-
-                    0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f,
-                    0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f };
-
-   glGenVertexArrays( 1, &gpipeline.fsquad.vao );
-   glGenBuffers( 1, &gpipeline.fsquad.vbo );
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
-   glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
-                          sizeof(float)*2, (void*)0 );
-   glEnableVertexAttribArray( 0 );
-
-   VG_CHECK_GL_ERR();
-}
+   u32 tex_diffuse;
+};
 
-VG_STATIC void render_init_uniform_buffers(void)
+struct shader_props_terrain
 {
-   vg_info( "[render] Allocate uniform buffer\n" );
-
-   glGenBuffers( 1, &gpipeline.ubo_world_lighting );
-   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
-   glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), 
-         NULL, GL_DYNAMIC_DRAW );
-
-   render_update_lighting_ub();
-   glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
-
-   VG_CHECK_GL_ERR();
-}
+   u32 tex_diffuse;
+   v2f blend_offset;
+   v4f sand_colour;
+};
 
-VG_STATIC void render_init(void)
+struct shader_props_vertex_blend
 {
-   shader_blit_register();
-   shader_blitblur_register();
-   shader_standard_register();
-   shader_vblend_register();
-
-   vg_acquire_thread_sync();
-   {
-      /* 
-       * Complete Framebuffers
-       */
-      for( int i=0; i<vg_list_size(framebuffers); i++ )
-      {
-         struct framebuffer *fb = &framebuffers[i];
-         render_fb_allocate( fb );
-      }
-
-      render_init_fs_quad();
-      render_init_uniform_buffers();
-
-      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-      gpipeline.ready = 1;
-   }
-
-   vg_release_thread_sync();
-}
+   u32 tex_diffuse;
+   v2f blend_offset;
+};
 
-/*
- * Utility
- */
-VG_STATIC void render_fsquad(void)
+struct shader_props_water
 {
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glDrawArrays( GL_TRIANGLES, 0, 6 );
-}
+   v4f shore_colour;
+   v4f deep_colour;
+   f32 fog_scale;
+   f32 fresnel;
+   f32 water_sale;
+   v4f wave_speed;
+};
 
-VG_STATIC void render_fsquad1(void)
+struct shader_props_cubemapped
 {
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glDrawArrays( GL_TRIANGLES, 6, 6 );
-}
+   u32 tex_diffuse;
+   u32 cubemap_entity;
+   v4f tint;
+};
 
-#endif /* RENDER_H */
+void render_init(void);
+void render_fsquad(void);
+void render_fsquad1(void);
+void render_fsquad2(void);
+void render_view_framebuffer_ui(void);
+void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
+void render_fb_inverse_ratio( framebuffer *fb, v2f inverse );
+void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y );
+void render_fb_bind( framebuffer *fb, int use_scaling );
+void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
+void render_fb_allocate( struct framebuffer *fb );
+void render_fb_resize(void);