4 #include "shaders/blit.h"
5 #include "shaders/standard.h"
6 #include "shaders/vblend.h"
7 #include "shaders/unlit.h"
9 static void render_water_texture( m4x3f camera
);
10 static void render_water_surface( m4x4f pv
, m4x3f camera
);
11 static void render_world( m4x4f projection
, m4x3f camera
);
12 static void shader_link_standard_ub( GLuint shader
, int texture_id
);
13 static void render_world_depth( m4x4f projection
, m4x3f camera
);
20 GLuint fb
, colour
, rb
;
27 static struct pipeline
36 struct ub_world_lighting
39 v4f g_light_colours
[3],
40 g_light_directions
[3],
60 float shadow_spread
, shadow_length
;
62 GLuint fb_depthmap
, rgb_depthmap
;
63 GLuint ubo_world_lighting
,
74 .colour
= { 1.36f
, 1.35f
, 1.01f
},
75 .dir
= { 0.63f
, -0.08f
}
79 .colour
= { 0.33f
, 0.56f
, 0.64f
},
80 .dir
= { -2.60f
, -0.13f
}
84 .colour
= { 0.05f
, 0.05f
, 0.23f
},
85 .dir
= { 2.60f
, -0.84f
}
88 .shadow_spread
= 0.65f
,
89 .shadow_length
= 9.50f
,
93 .g_ambient_colour
= { 0.09f
, 0.03f
, 0.07f
}
101 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
103 static void plane_clip_projection( m4x4f mat
, v4f plane
)
107 (vg_signf(plane
[0]) + mat
[2][0]) / mat
[0][0],
108 (vg_signf(plane
[1]) + mat
[2][1]) / mat
[1][1],
110 (1.0f
+ mat
[2][2]) / mat
[3][2]
113 v4_muls( plane
, 2.0f
/ v4_dot(plane
,c
), c
);
117 mat
[2][2] = c
[2] + 1.0f
;
121 static void pipeline_projection( m4x4f mat
, float nearz
, float farz
)
123 m4x4_projection( mat
,
125 (float)vg_window_x
/ (float)vg_window_y
,
132 static void shader_link_standard_ub( GLuint shader
, int texture_id
)
134 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
135 glUniformBlockBinding( shader
, idx
, 0 );
137 glActiveTexture( GL_TEXTURE0
+ texture_id
);
138 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
139 glUniform1i( glGetUniformLocation( shader
, "g_world_depth" ), texture_id
);
142 static void render_update_lighting_ub(void)
144 struct ub_world_lighting
*winf
= &gpipeline
.ub_world_lighting
;
147 for( int i
=0; i
<3; i
++ )
149 struct light_widget
*lw
= &gpipeline
.widgets
[i
];
153 float pitch
= lw
->dir
[0],
157 v3_copy( (v3f
){ xz
*cosf(yaw
), sinf(pitch
), xz
*sinf(yaw
) },
158 winf
->g_light_directions
[c
] );
159 v3_copy( lw
->colour
, winf
->g_light_colours
[c
] );
165 winf
->g_light_count
= c
;
166 winf
->g_light_directions
[0][3] = gpipeline
.shadow_length
;
167 winf
->g_light_colours
[0][3] = gpipeline
.shadow_spread
;
169 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
170 glBufferSubData( GL_UNIFORM_BUFFER
, 0, sizeof(struct ub_world_lighting
),
171 &gpipeline
.ub_world_lighting
);
178 static void fb_use( struct framebuffer
*fb
)
182 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
183 glViewport( 0, 0, vg_window_x
, vg_window_y
);
187 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
188 glViewport( 0, 0, vg_window_x
/ fb
->div
, vg_window_y
/ fb
->div
);
192 static void fb_init( struct framebuffer
*fb
)
194 i32 ix
= vg_window_x
/ fb
->div
,
195 iy
= vg_window_y
/ fb
->div
;
197 glGenFramebuffers( 1, &fb
->fb
);
198 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
200 glGenTextures( 1, &fb
->colour
);
201 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
202 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
,
203 0, fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
205 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
206 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
207 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
208 GL_TEXTURE_2D
, fb
->colour
, 0);
210 glGenRenderbuffers( 1, &fb
->rb
);
211 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
212 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
214 glFramebufferRenderbuffer( GL_FRAMEBUFFER
, GL_DEPTH_STENCIL_ATTACHMENT
,
215 GL_RENDERBUFFER
, fb
->rb
);
216 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
222 static void fb_free( struct framebuffer
*fb
)
224 glDeleteTextures( 1, &fb
->colour
);
225 glDeleteFramebuffers( 1, &fb
->fb
);
228 static void fb_bindtex( struct framebuffer
*fb
, int texture
)
230 glActiveTexture( GL_TEXTURE0
+ texture
);
231 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
234 static void fb_resize( struct framebuffer
*fb
)
239 i32 ix
= vg_window_x
/ fb
->div
,
240 iy
= vg_window_y
/ fb
->div
;
242 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
243 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
, 0,
244 fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
246 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
247 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
250 static void render_fb_resize(void)
252 if( gpipeline
.ready
)
254 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
255 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg_window_x
, vg_window_y
, 0,
256 GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
263 static void render_init(void)
265 shader_blit_register();
266 shader_standard_register();
267 shader_vblend_register();
268 shader_unlit_register();
270 vg_acquire_thread_sync();
272 vg_info( "Allocating framebuffers\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 * World depth map, maybe this should be moved to world.h
294 glGenFramebuffers( 1, &gpipeline
.fb_depthmap
);
295 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_depthmap
);
297 glGenTextures( 1, &gpipeline
.rgb_depthmap
);
298 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
299 glTexImage2D( GL_TEXTURE_2D
, 0, GL_R32F
, 1024, 1024, 0,
300 GL_RED
, GL_FLOAT
, NULL
);
301 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
302 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
305 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
307 gpipeline
.rgb_depthmap
, 0);
311 float quad
[] = { 0.0f
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 1.0f
,
312 0.0f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
};
314 glGenVertexArrays( 1, &gpipeline
.fsquad
.vao
);
315 glGenBuffers( 1, &gpipeline
.fsquad
.vbo
);
316 glBindVertexArray( gpipeline
.fsquad
.vao
);
317 glBindBuffer( GL_ARRAY_BUFFER
, gpipeline
.fsquad
.vbo
);
318 glBufferData( GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STATIC_DRAW
);
319 glBindVertexArray( gpipeline
.fsquad
.vao
);
320 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
,
321 sizeof(float)*2, (void*)0 );
322 glEnableVertexAttribArray( 0 );
326 glGenBuffers( 1, &gpipeline
.ubo_world_lighting
);
327 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
328 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
329 NULL
, GL_DYNAMIC_DRAW
);
331 render_update_lighting_ub();
332 glBindBufferBase( GL_UNIFORM_BUFFER
, 0, gpipeline
.ubo_world_lighting
);
336 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
337 vg_success( "Done\n" );
342 vg_release_thread_sync();
345 static void render_free(void *_
)
347 glDeleteVertexArrays( 1, &gpipeline
.fsquad
.vao
);
348 glDeleteBuffers( 1, &gpipeline
.fsquad
.vbo
);
350 glDeleteFramebuffers( 1, &gpipeline
.fb_background
);
351 glDeleteFramebuffers( 1, &gpipeline
.fb_depthmap
);
353 glDeleteTextures( 1, &gpipeline
.rgb_background
);
354 glDeleteTextures( 1, &gpipeline
.rgb_depthmap
);
360 static void render_fsquad(void)
362 glBindVertexArray( gpipeline
.fsquad
.vao
);
363 glDrawArrays( GL_TRIANGLES
, 0, 6 );
366 #endif /* RENDER_H */