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],
64 float shadow_spread
, shadow_length
;
66 GLuint fb_depthmap
, rgb_depthmap
;
67 GLuint ubo_world_lighting
,
78 .colour
= { 1.36f
, 1.35f
, 1.01f
},
79 .dir
= { 0.63f
, -0.08f
}
83 .colour
= { 0.33f
, 0.56f
, 0.64f
},
84 .dir
= { -2.60f
, -0.13f
}
88 .colour
= { 0.05f
, 0.05f
, 0.23f
},
89 .dir
= { 2.60f
, -0.84f
}
92 .shadow_spread
= 0.65f
,
93 .shadow_length
= 9.50f
,
97 .g_ambient_colour
= { 0.09f
, 0.03f
, 0.07f
}
105 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
107 VG_STATIC
void plane_clip_projection( m4x4f mat
, v4f plane
)
111 (vg_signf(plane
[0]) + mat
[2][0]) / mat
[0][0],
112 (vg_signf(plane
[1]) + mat
[2][1]) / mat
[1][1],
114 (1.0f
+ mat
[2][2]) / mat
[3][2]
117 v4_muls( plane
, 2.0f
/ v4_dot(plane
,c
), c
);
121 mat
[2][2] = c
[2] + 1.0f
;
125 VG_STATIC
void pipeline_projection( m4x4f mat
, float nearz
, float farz
)
127 m4x4_projection( mat
,
129 (float)vg
.window_x
/ (float)vg
.window_y
,
136 VG_STATIC
void shader_link_standard_ub( GLuint shader
, int texture_id
)
138 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
139 glUniformBlockBinding( shader
, idx
, 0 );
141 glActiveTexture( GL_TEXTURE0
+ texture_id
);
142 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
143 glUniform1i( glGetUniformLocation( shader
, "g_world_depth" ), texture_id
);
146 VG_STATIC
void render_update_lighting_ub(void)
148 struct ub_world_lighting
*winf
= &gpipeline
.ub_world_lighting
;
151 for( int i
=0; i
<3; i
++ )
153 struct light_widget
*lw
= &gpipeline
.widgets
[i
];
157 float pitch
= lw
->dir
[0],
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
] );
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
;
173 if( vg
.quality_profile
== k_quality_profile_low
)
174 winf
->g_shadow_samples
= 0;
176 winf
->g_shadow_samples
= 8;
178 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
179 glBufferSubData( GL_UNIFORM_BUFFER
, 0, sizeof(struct ub_world_lighting
),
180 &gpipeline
.ub_world_lighting
);
187 VG_STATIC
void fb_use( struct framebuffer
*fb
)
191 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
192 glViewport( 0, 0, vg
.window_x
, vg
.window_y
);
196 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
197 glViewport( 0, 0, vg
.window_x
/ fb
->div
, vg
.window_y
/ fb
->div
);
201 VG_STATIC
void fb_init( struct framebuffer
*fb
)
203 i32 ix
= vg
.window_x
/ fb
->div
,
204 iy
= vg
.window_y
/ fb
->div
;
206 glGenFramebuffers( 1, &fb
->fb
);
207 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
209 glGenTextures( 1, &fb
->colour
);
210 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
211 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
,
212 0, fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
214 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
215 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
216 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
217 GL_TEXTURE_2D
, fb
->colour
, 0);
219 glGenRenderbuffers( 1, &fb
->rb
);
220 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
221 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
223 glFramebufferRenderbuffer( GL_FRAMEBUFFER
, GL_DEPTH_STENCIL_ATTACHMENT
,
224 GL_RENDERBUFFER
, fb
->rb
);
225 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
231 VG_STATIC
void fb_free( struct framebuffer
*fb
)
233 glDeleteTextures( 1, &fb
->colour
);
234 glDeleteFramebuffers( 1, &fb
->fb
);
237 VG_STATIC
void fb_bindtex( struct framebuffer
*fb
, int texture
)
239 glActiveTexture( GL_TEXTURE0
+ texture
);
240 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
243 VG_STATIC
void fb_resize( struct framebuffer
*fb
)
248 i32 ix
= vg
.window_x
/ fb
->div
,
249 iy
= vg
.window_y
/ fb
->div
;
251 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
252 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
, 0,
253 fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
255 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
256 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
259 VG_STATIC
void render_fb_resize(void)
261 if( gpipeline
.ready
)
263 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
264 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg
.window_x
, vg
.window_y
, 0,
265 GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
269 /* used for drawing player onto */
270 VG_STATIC
void render_init_temp_buffer(void)
272 vg_info( "[render] Allocate temporary framebuffer\n" );
274 glGenFramebuffers( 1, &gpipeline
.fb_background
);
275 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_background
);
277 glGenTextures( 1, &gpipeline
.rgb_background
);
278 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
279 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg
.window_x
, vg
.window_y
,
280 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
282 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
283 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
284 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
286 gpipeline
.rgb_background
, 0);
291 /* used for drawing world depth from the top view, used in our water and
292 * lighting calculations */
293 VG_STATIC
void render_init_depthmap_buffer(void)
295 vg_info( "[render] Allocate depth map buffer\n" );
297 glGenFramebuffers( 1, &gpipeline
.fb_depthmap
);
298 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_depthmap
);
300 glGenTextures( 1, &gpipeline
.rgb_depthmap
);
301 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
302 glTexImage2D( GL_TEXTURE_2D
, 0, GL_R32F
, 1024, 1024, 0,
303 GL_RED
, GL_FLOAT
, NULL
);
304 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
305 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
308 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
310 gpipeline
.rgb_depthmap
, 0);
315 VG_STATIC
void render_init_fs_quad(void)
317 vg_info( "[render] Allocate quad\n" );
319 float quad
[] = { 0.0f
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 1.0f
,
320 0.0f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
};
322 glGenVertexArrays( 1, &gpipeline
.fsquad
.vao
);
323 glGenBuffers( 1, &gpipeline
.fsquad
.vbo
);
324 glBindVertexArray( gpipeline
.fsquad
.vao
);
325 glBindBuffer( GL_ARRAY_BUFFER
, gpipeline
.fsquad
.vbo
);
326 glBufferData( GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STATIC_DRAW
);
327 glBindVertexArray( gpipeline
.fsquad
.vao
);
328 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
,
329 sizeof(float)*2, (void*)0 );
330 glEnableVertexAttribArray( 0 );
335 VG_STATIC
void render_init_uniform_buffers(void)
337 vg_info( "[render] Allocate uniform buffer\n" );
339 glGenBuffers( 1, &gpipeline
.ubo_world_lighting
);
340 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
341 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
342 NULL
, GL_DYNAMIC_DRAW
);
344 render_update_lighting_ub();
345 glBindBufferBase( GL_UNIFORM_BUFFER
, 0, gpipeline
.ubo_world_lighting
);
350 VG_STATIC
void render_init(void)
352 shader_blit_register();
353 shader_standard_register();
354 shader_vblend_register();
356 vg_acquire_thread_sync();
358 render_init_temp_buffer();
359 render_init_depthmap_buffer();
360 render_init_fs_quad();
361 render_init_uniform_buffers();
363 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
367 vg_release_thread_sync();
373 VG_STATIC
void render_fsquad(void)
375 glBindVertexArray( gpipeline
.fsquad
.vao
);
376 glDrawArrays( GL_TRIANGLES
, 0, 6 );
379 #endif /* RENDER_H */