2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #include "shaders/blit.h"
9 #include "shaders/standard.h"
10 #include "shaders/vblend.h"
12 VG_STATIC
void render_water_texture( m4x3f camera
);
13 VG_STATIC
void render_water_surface( m4x4f pv
, m4x3f camera
);
14 VG_STATIC
void render_world( m4x4f projection
, m4x3f camera
);
15 VG_STATIC
void shader_link_standard_ub( GLuint shader
, int texture_id
);
16 VG_STATIC
void render_world_depth( m4x4f projection
, m4x3f camera
);
23 GLuint fb
, colour
, rb
;
30 VG_STATIC
struct pipeline
39 struct ub_world_lighting
42 v4f g_light_colours
[3],
43 g_light_directions
[3],
63 float shadow_spread
, shadow_length
;
65 GLuint fb_depthmap
, rgb_depthmap
;
66 GLuint ubo_world_lighting
,
77 .colour
= { 1.36f
, 1.35f
, 1.01f
},
78 .dir
= { 0.63f
, -0.08f
}
82 .colour
= { 0.33f
, 0.56f
, 0.64f
},
83 .dir
= { -2.60f
, -0.13f
}
87 .colour
= { 0.05f
, 0.05f
, 0.23f
},
88 .dir
= { 2.60f
, -0.84f
}
91 .shadow_spread
= 0.65f
,
92 .shadow_length
= 9.50f
,
96 .g_ambient_colour
= { 0.09f
, 0.03f
, 0.07f
}
104 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
106 VG_STATIC
void plane_clip_projection( m4x4f mat
, v4f plane
)
110 (vg_signf(plane
[0]) + mat
[2][0]) / mat
[0][0],
111 (vg_signf(plane
[1]) + mat
[2][1]) / mat
[1][1],
113 (1.0f
+ mat
[2][2]) / mat
[3][2]
116 v4_muls( plane
, 2.0f
/ v4_dot(plane
,c
), c
);
120 mat
[2][2] = c
[2] + 1.0f
;
124 VG_STATIC
void pipeline_projection( m4x4f mat
, float nearz
, float farz
)
126 m4x4_projection( mat
,
128 (float)vg
.window_x
/ (float)vg
.window_y
,
135 VG_STATIC
void shader_link_standard_ub( GLuint shader
, int texture_id
)
137 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
138 glUniformBlockBinding( shader
, idx
, 0 );
140 glActiveTexture( GL_TEXTURE0
+ texture_id
);
141 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
142 glUniform1i( glGetUniformLocation( shader
, "g_world_depth" ), texture_id
);
145 VG_STATIC
void render_update_lighting_ub(void)
147 struct ub_world_lighting
*winf
= &gpipeline
.ub_world_lighting
;
150 for( int i
=0; i
<3; i
++ )
152 struct light_widget
*lw
= &gpipeline
.widgets
[i
];
156 float pitch
= lw
->dir
[0],
160 v3_copy( (v3f
){ xz
*cosf(yaw
), sinf(pitch
), xz
*sinf(yaw
) },
161 winf
->g_light_directions
[c
] );
162 v3_copy( lw
->colour
, winf
->g_light_colours
[c
] );
168 winf
->g_light_count
= c
;
169 winf
->g_light_directions
[0][3] = gpipeline
.shadow_length
;
170 winf
->g_light_colours
[0][3] = gpipeline
.shadow_spread
;
172 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
173 glBufferSubData( GL_UNIFORM_BUFFER
, 0, sizeof(struct ub_world_lighting
),
174 &gpipeline
.ub_world_lighting
);
181 VG_STATIC
void fb_use( struct framebuffer
*fb
)
185 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
186 glViewport( 0, 0, vg
.window_x
, vg
.window_y
);
190 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
191 glViewport( 0, 0, vg
.window_x
/ fb
->div
, vg
.window_y
/ fb
->div
);
195 VG_STATIC
void fb_init( struct framebuffer
*fb
)
197 i32 ix
= vg
.window_x
/ fb
->div
,
198 iy
= vg
.window_y
/ fb
->div
;
200 glGenFramebuffers( 1, &fb
->fb
);
201 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
203 glGenTextures( 1, &fb
->colour
);
204 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
205 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
,
206 0, fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
208 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
209 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
210 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
211 GL_TEXTURE_2D
, fb
->colour
, 0);
213 glGenRenderbuffers( 1, &fb
->rb
);
214 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
215 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
217 glFramebufferRenderbuffer( GL_FRAMEBUFFER
, GL_DEPTH_STENCIL_ATTACHMENT
,
218 GL_RENDERBUFFER
, fb
->rb
);
219 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
225 VG_STATIC
void fb_free( struct framebuffer
*fb
)
227 glDeleteTextures( 1, &fb
->colour
);
228 glDeleteFramebuffers( 1, &fb
->fb
);
231 VG_STATIC
void fb_bindtex( struct framebuffer
*fb
, int texture
)
233 glActiveTexture( GL_TEXTURE0
+ texture
);
234 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
237 VG_STATIC
void fb_resize( struct framebuffer
*fb
)
242 i32 ix
= vg
.window_x
/ fb
->div
,
243 iy
= vg
.window_y
/ fb
->div
;
245 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
246 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
, 0,
247 fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
249 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
250 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
253 VG_STATIC
void render_fb_resize(void)
255 if( gpipeline
.ready
)
257 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
258 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg
.window_x
, vg
.window_y
, 0,
259 GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
263 /* used for drawing player onto */
264 VG_STATIC
void render_init_temp_buffer(void)
266 vg_info( "[render] Allocate temporary framebuffer\n" );
268 glGenFramebuffers( 1, &gpipeline
.fb_background
);
269 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_background
);
271 glGenTextures( 1, &gpipeline
.rgb_background
);
272 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
273 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg
.window_x
, vg
.window_y
,
274 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
276 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
277 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
278 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
280 gpipeline
.rgb_background
, 0);
285 /* used for drawing world depth from the top view, used in our water and
286 * lighting calculations */
287 VG_STATIC
void render_init_depthmap_buffer(void)
289 vg_info( "[render] Allocate depth map buffer\n" );
291 glGenFramebuffers( 1, &gpipeline
.fb_depthmap
);
292 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_depthmap
);
294 glGenTextures( 1, &gpipeline
.rgb_depthmap
);
295 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
296 glTexImage2D( GL_TEXTURE_2D
, 0, GL_R32F
, 1024, 1024, 0,
297 GL_RED
, GL_FLOAT
, NULL
);
298 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
299 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
302 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
304 gpipeline
.rgb_depthmap
, 0);
309 VG_STATIC
void render_init_fs_quad(void)
311 vg_info( "[render] Allocate quad\n" );
313 float quad
[] = { 0.0f
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 1.0f
,
314 0.0f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
};
316 glGenVertexArrays( 1, &gpipeline
.fsquad
.vao
);
317 glGenBuffers( 1, &gpipeline
.fsquad
.vbo
);
318 glBindVertexArray( gpipeline
.fsquad
.vao
);
319 glBindBuffer( GL_ARRAY_BUFFER
, gpipeline
.fsquad
.vbo
);
320 glBufferData( GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STATIC_DRAW
);
321 glBindVertexArray( gpipeline
.fsquad
.vao
);
322 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
,
323 sizeof(float)*2, (void*)0 );
324 glEnableVertexAttribArray( 0 );
329 VG_STATIC
void render_init_uniform_buffers(void)
331 vg_info( "[render] Allocate uniform buffer\n" );
333 glGenBuffers( 1, &gpipeline
.ubo_world_lighting
);
334 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
335 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
336 NULL
, GL_DYNAMIC_DRAW
);
338 render_update_lighting_ub();
339 glBindBufferBase( GL_UNIFORM_BUFFER
, 0, gpipeline
.ubo_world_lighting
);
344 VG_STATIC
void render_init(void)
346 shader_blit_register();
347 shader_standard_register();
348 shader_vblend_register();
350 vg_acquire_thread_sync();
352 render_init_temp_buffer();
353 render_init_depthmap_buffer();
354 render_init_fs_quad();
355 render_init_uniform_buffers();
357 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
361 vg_release_thread_sync();
367 VG_STATIC
void render_fsquad(void)
369 glBindVertexArray( gpipeline
.fsquad
.vao
);
370 glDrawArrays( GL_TRIANGLES
, 0, 6 );
373 #endif /* RENDER_H */