change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4 #pragma once
5 #include "common.h"
6 #include "model.h"
7 #include "camera.h"
8
9 #include "shaders/blit.h"
10 #include "shaders/blitblur.h"
11 #include "shaders/blitcolour.h"
12 #include "shaders/blit_transition.h"
13
14 #define WORKSHOP_PREVIEW_WIDTH 504
15 #define WORKSHOP_PREVIEW_HEIGHT 336
16
17 static f32 k_render_scale = 1.0f;
18 static i32 k_blur_effect = 1;
19 static f32 k_blur_strength = 0.3f;
20 static f32 k_fov = 0.86f;
21 static f32 k_cam_height = 0.8f;
22
23 typedef struct framebuffer framebuffer;
24
25 /*
26 * All standard buffers used in rendering
27 */
28 static struct pipeline{
29 glmesh fsquad;
30
31 framebuffer *fb_main,
32 *fb_water_reflection,
33 *fb_water_beneath,
34 *fb_workshop_preview,
35 *fb_network_status;
36 int ready;
37 }
38 gpipeline;
39
40 struct framebuffer{
41 const char *display_name;
42 int resolution_div, /* definition */
43 fixed_w,
44 fixed_h,
45
46 render_w, /* runtime */
47 render_h;
48
49 struct framebuffer_attachment{
50 const char *display_name;
51
52 enum framebuffer_attachment_type{
53 k_framebuffer_attachment_type_none,
54 k_framebuffer_attachment_type_texture,
55 k_framebuffer_attachment_type_renderbuffer,
56 k_framebuffer_attachment_type_texture_depth
57 }
58 purpose;
59
60 enum framebuffer_quality_profile{
61 k_framebuffer_quality_all,
62 k_framebuffer_quality_high_only
63 }
64 quality;
65
66 GLenum internalformat,
67 format,
68 type,
69 attachment;
70
71 GLuint id;
72
73 /* Runtime */
74 int debug_view;
75 }
76 attachments[5];
77 GLuint fb;
78 framebuffer **link;
79 }
80 extern framebuffers[];
81
82
83 struct shader_props_standard
84 {
85 u32 tex_diffuse;
86 };
87
88 struct shader_props_terrain
89 {
90 u32 tex_diffuse;
91 v2f blend_offset;
92 v4f sand_colour;
93 };
94
95 struct shader_props_vertex_blend
96 {
97 u32 tex_diffuse;
98 v2f blend_offset;
99 };
100
101 struct shader_props_water
102 {
103 v4f shore_colour;
104 v4f deep_colour;
105 f32 fog_scale;
106 f32 fresnel;
107 f32 water_sale;
108 v4f wave_speed;
109 };
110
111 struct shader_props_cubemapped
112 {
113 u32 tex_diffuse;
114 u32 cubemap_entity;
115 v4f tint;
116 };
117
118 void render_init(void);
119 void render_fsquad(void);
120 void render_fsquad1(void);
121 void render_fsquad2(void);
122 void render_view_framebuffer_ui(void);
123 void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
124 void render_fb_inverse_ratio( framebuffer *fb, v2f inverse );
125 void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y );
126 void render_fb_bind( framebuffer *fb, int use_scaling );
127 void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
128 void render_fb_allocate( struct framebuffer *fb );
129 void render_fb_resize(void);