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[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
1 #include "common.h"
2 #include "model.h"
3
4 #include "shaders/blit.h"
5 #include "shaders/standard.h"
6 #include "shaders/vblend.h"
7 #include "shaders/unlit.h"
8
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 );
14
15 #ifndef RENDER_H
16 #define RENDER_H
17
18 struct framebuffer
19 {
20 GLuint fb, colour, rb;
21 int div;
22 GLuint format;
23
24 int allocated;
25 };
26
27 static struct pipeline
28 {
29 float fov;
30 glmesh fsquad;
31
32 GLuint fb_background,
33 rgb_background;
34
35 /* STD140 */
36 struct ub_world_lighting
37 {
38 /* v3f (padded) */
39 v4f g_light_colours[3],
40 g_light_directions[3],
41 g_ambient_colour;
42
43 v4f g_water_plane,
44 g_depth_bounds;
45
46 float g_water_fog;
47 int g_light_count;
48 int g_light_preview;
49 }
50 ub_world_lighting;
51
52 struct light_widget
53 {
54 int enabled;
55 v2f dir;
56 v3f colour;
57 }
58 widgets[3];
59
60 float shadow_spread, shadow_length;
61
62 GLuint fb_depthmap, rgb_depthmap;
63 GLuint ubo_world_lighting,
64 ubo_world;
65
66 int ready;
67 }
68 gpipeline =
69 {
70 .widgets =
71 {
72 {
73 .enabled = 1,
74 .colour = { 1.36f, 1.35f, 1.01f },
75 .dir = { 0.63f, -0.08f }
76 },
77 {
78 .enabled = 1,
79 .colour = { 0.33f, 0.56f, 0.64f },
80 .dir = { -2.60f, -0.13f }
81 },
82 {
83 .enabled = 1,
84 .colour = { 0.05f, 0.05f, 0.23f },
85 .dir = { 2.60f, -0.84f }
86 }
87 },
88 .shadow_spread = 0.65f,
89 .shadow_length = 9.50f,
90
91 .ub_world_lighting =
92 {
93 .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
94 }
95 };
96
97 /*
98 * Matrix Projections
99 */
100 /*
101 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
102 */
103 static void plane_clip_projection( m4x4f mat, v4f plane )
104 {
105 v4f c =
106 {
107 (vg_signf(plane[0]) + mat[2][0]) / mat[0][0],
108 (vg_signf(plane[1]) + mat[2][1]) / mat[1][1],
109 -1.0f,
110 (1.0f + mat[2][2]) / mat[3][2]
111 };
112
113 v4_muls( plane, 2.0f / v4_dot(plane,c), c );
114
115 mat[0][2] = c[0];
116 mat[1][2] = c[1];
117 mat[2][2] = c[2] + 1.0f;
118 mat[3][2] = c[3];
119 }
120
121 static void pipeline_projection( m4x4f mat, float nearz, float farz )
122 {
123 m4x4_projection( mat,
124 gpipeline.fov,
125 (float)vg_window_x / (float)vg_window_y,
126 nearz, farz );
127 }
128
129 /*
130 * Shaders
131 */
132 static void shader_link_standard_ub( GLuint shader, int texture_id )
133 {
134 GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
135 glUniformBlockBinding( shader, idx, 0 );
136
137 glActiveTexture( GL_TEXTURE0 + texture_id );
138 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
139 glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
140 }
141
142 static void render_update_lighting_ub(void)
143 {
144 struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
145 int c = 0;
146
147 for( int i=0; i<3; i++ )
148 {
149 struct light_widget *lw = &gpipeline.widgets[i];
150
151 if( lw->enabled )
152 {
153 float pitch = lw->dir[0],
154 yaw = lw->dir[1],
155 xz = cosf( pitch );
156
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] );
160
161 c ++;
162 }
163 }
164
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;
168
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 );
172 }
173
174 /*
175 * Framebuffers
176 */
177
178 static void fb_use( struct framebuffer *fb )
179 {
180 if( !fb )
181 {
182 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
183 glViewport( 0, 0, vg_window_x, vg_window_y );
184 }
185 else
186 {
187 glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
188 glViewport( 0, 0, vg_window_x / fb->div, vg_window_y / fb->div );
189 }
190 }
191
192 static void fb_init( struct framebuffer *fb )
193 {
194 i32 ix = vg_window_x / fb->div,
195 iy = vg_window_y / fb->div;
196
197 glGenFramebuffers( 1, &fb->fb );
198 glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
199
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);
204
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);
209
210 glGenRenderbuffers( 1, &fb->rb );
211 glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
212 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
213
214 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
215 GL_RENDERBUFFER, fb->rb );
216 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
217
218 VG_CHECK_GL_ERR();
219 fb->allocated = 1;
220 }
221
222 static void fb_free( struct framebuffer *fb )
223 {
224 glDeleteTextures( 1, &fb->colour );
225 glDeleteFramebuffers( 1, &fb->fb );
226 }
227
228 static void fb_bindtex( struct framebuffer *fb, int texture )
229 {
230 glActiveTexture( GL_TEXTURE0 + texture );
231 glBindTexture( GL_TEXTURE_2D, fb->colour );
232 }
233
234 static void fb_resize( struct framebuffer *fb )
235 {
236 if( !fb->allocated )
237 return;
238
239 i32 ix = vg_window_x / fb->div,
240 iy = vg_window_y / fb->div;
241
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 );
245
246 glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
247 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
248 }
249
250 static void render_fb_resize(void)
251 {
252 if( gpipeline.ready )
253 {
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 );
257 }
258 }
259
260 /* used for drawing player onto */
261 static void render_init_temp_buffer(void)
262 {
263 vg_info( "[render] Allocate temporary framebuffer\n" );
264
265 glGenFramebuffers( 1, &gpipeline.fb_background );
266 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
267
268 glGenTextures( 1, &gpipeline.rgb_background );
269 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
270 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
271 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
272
273 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
274 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
275 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
276 GL_TEXTURE_2D,
277 gpipeline.rgb_background, 0);
278
279 VG_CHECK_GL_ERR();
280 }
281
282 /* used for drawing world depth from the top view, used in our water and
283 * lighting calculations */
284 static void render_init_depthmap_buffer(void)
285 {
286 vg_info( "[render] Allocate depth map buffer\n" );
287
288 glGenFramebuffers( 1, &gpipeline.fb_depthmap );
289 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
290
291 glGenTextures( 1, &gpipeline.rgb_depthmap );
292 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
293 glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0,
294 GL_RED, GL_FLOAT, NULL );
295 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
296 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
297 vg_tex2d_clamp();
298
299 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
300 GL_TEXTURE_2D,
301 gpipeline.rgb_depthmap, 0);
302
303 VG_CHECK_GL_ERR();
304 }
305
306 static void render_init_fs_quad(void)
307 {
308 vg_info( "[render] Allocate quad\n" );
309
310 float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
311 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
312
313 glGenVertexArrays( 1, &gpipeline.fsquad.vao );
314 glGenBuffers( 1, &gpipeline.fsquad.vbo );
315 glBindVertexArray( gpipeline.fsquad.vao );
316 glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
317 glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
318 glBindVertexArray( gpipeline.fsquad.vao );
319 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
320 sizeof(float)*2, (void*)0 );
321 glEnableVertexAttribArray( 0 );
322
323 VG_CHECK_GL_ERR();
324 }
325
326 static void render_init_uniform_buffers(void)
327 {
328 vg_info( "[render] Allocate uniform buffer\n" );
329
330 glGenBuffers( 1, &gpipeline.ubo_world_lighting );
331 glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
332 glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
333 NULL, GL_DYNAMIC_DRAW );
334
335 render_update_lighting_ub();
336 glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
337
338 VG_CHECK_GL_ERR();
339 }
340
341 static void render_init(void)
342 {
343 shader_blit_register();
344 shader_standard_register();
345 shader_vblend_register();
346 shader_unlit_register();
347
348 vg_acquire_thread_sync();
349 {
350 render_init_temp_buffer();
351 render_init_depthmap_buffer();
352 render_init_fs_quad();
353 render_init_uniform_buffers();
354
355 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
356 gpipeline.ready = 1;
357 }
358
359 vg_release_thread_sync();
360 }
361
362 static void render_free(void *_)
363 {
364 glDeleteBuffers( 1, &gpipeline.ubo_world_lighting );
365
366 glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
367 glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
368
369 glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
370 glDeleteTextures( 1, &gpipeline.rgb_depthmap );
371
372 glDeleteFramebuffers( 1, &gpipeline.fb_background );
373 glDeleteTextures( 1, &gpipeline.rgb_background );
374 }
375
376 /*
377 * Utility
378 */
379 static void render_fsquad(void)
380 {
381 glBindVertexArray( gpipeline.fsquad.vao );
382 glDrawArrays( GL_TRIANGLES, 0, 6 );
383 }
384
385 #endif /* RENDER_H */