4 static void render_water_texture( m4x3f camera
);
5 static void render_water_surface( m4x4f pv
, m4x3f camera
);
6 static void render_world( m4x4f projection
, m4x3f camera
);
7 static void shader_link_standard_ub( GLuint shader
, int texture_id
);
8 static void render_world_depth( m4x4f projection
, m4x3f camera
);
13 static struct pipeline
22 struct ub_world_lighting
25 v4f g_light_colours
[3],
26 g_light_directions
[3],
46 float shadow_spread
, shadow_length
;
48 GLuint fb_depthmap
, rgb_depthmap
;
49 GLuint ubo_world_lighting
,
58 .colour
= { 1.36f
, 1.35f
, 1.01f
},
59 .dir
= { 0.63f
, -0.08f
}
63 .colour
= { 0.33f
, 0.56f
, 0.64f
},
64 .dir
= { -2.60f
, -0.13f
}
68 .colour
= { 0.05f
, 0.05f
, 0.23f
},
69 .dir
= { 2.60f
, -0.84f
}
72 .shadow_spread
= 0.65f
,
73 .shadow_length
= 9.50f
,
77 .g_ambient_colour
= { 0.09f
, 0.03f
, 0.07f
}
85 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
87 static void plane_clip_projection( m4x4f mat
, v4f plane
)
91 (vg_signf(plane
[0]) + mat
[2][0]) / mat
[0][0],
92 (vg_signf(plane
[1]) + mat
[2][1]) / mat
[1][1],
94 (1.0f
+ mat
[2][2]) / mat
[3][2]
97 v4_muls( plane
, 2.0f
/ v4_dot(plane
,c
), c
);
101 mat
[2][2] = c
[2] + 1.0f
;
105 static void pipeline_projection( m4x4f mat
, float nearz
, float farz
)
107 m4x4_projection( mat
,
109 (float)vg_window_x
/ (float)vg_window_y
,
116 static void shader_link_standard_ub( GLuint shader
, int texture_id
)
118 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
119 glUniformBlockBinding( shader
, idx
, 0 );
121 glActiveTexture( GL_TEXTURE0
+ texture_id
);
122 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
123 glUniform1i( glGetUniformLocation( shader
, "g_world_depth" ), texture_id
);
126 static void render_update_lighting_ub(void)
128 struct ub_world_lighting
*winf
= &gpipeline
.ub_world_lighting
;
131 for( int i
=0; i
<3; i
++ )
133 struct light_widget
*lw
= &gpipeline
.widgets
[i
];
137 float pitch
= lw
->dir
[0],
141 v3_copy( (v3f
){ xz
*cosf(yaw
), sinf(pitch
), xz
*sinf(yaw
) },
142 winf
->g_light_directions
[c
] );
143 v3_copy( lw
->colour
, winf
->g_light_colours
[c
] );
149 winf
->g_light_count
= c
;
150 winf
->g_light_directions
[0][3] = gpipeline
.shadow_length
;
151 winf
->g_light_colours
[0][3] = gpipeline
.shadow_spread
;
153 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
154 glBufferSubData( GL_UNIFORM_BUFFER
, 0, sizeof(struct ub_world_lighting
),
155 &gpipeline
.ub_world_lighting
);
158 static void render_alloc_ub(void)
160 glGenBuffers( 1, &gpipeline
.ubo_world_lighting
);
161 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
162 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
163 NULL
, GL_DYNAMIC_DRAW
);
165 render_update_lighting_ub();
166 glBindBufferBase( GL_UNIFORM_BUFFER
, 0, gpipeline
.ubo_world_lighting
);
174 GLuint fb
, colour
, rb
;
179 static void fb_use( struct framebuffer
*fb
)
183 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
184 glViewport( 0, 0, vg_window_x
, vg_window_y
);
188 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
189 glViewport( 0, 0, vg_window_x
/ fb
->div
, vg_window_y
/ fb
->div
);
193 static void fb_init( struct framebuffer
*fb
)
195 i32 ix
= vg_window_x
/ fb
->div
,
196 iy
= vg_window_y
/ fb
->div
;
198 glGenFramebuffers( 1, &fb
->fb
);
199 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
201 glGenTextures( 1, &fb
->colour
);
202 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
203 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
,
204 0, fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
206 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
207 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
208 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
209 GL_TEXTURE_2D
, fb
->colour
, 0);
211 glGenRenderbuffers( 1, &fb
->rb
);
212 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
213 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
215 glFramebufferRenderbuffer( GL_FRAMEBUFFER
, GL_DEPTH_STENCIL_ATTACHMENT
,
216 GL_RENDERBUFFER
, fb
->rb
);
219 static void fb_bindtex( struct framebuffer
*fb
, int texture
)
221 glActiveTexture( GL_TEXTURE0
+ texture
);
222 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
225 static void fb_resize( struct framebuffer
*fb
)
227 i32 ix
= vg_window_x
/ fb
->div
,
228 iy
= vg_window_y
/ fb
->div
;
230 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
231 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
, 0,
232 fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
234 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
235 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
238 static void render_fb_resize(void)
240 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
241 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg_window_x
, vg_window_y
, 0,
242 GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
248 static void render_init(void)
250 glGenFramebuffers( 1, &gpipeline
.fb_background
);
251 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_background
);
253 glGenTextures( 1, &gpipeline
.rgb_background
);
254 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
255 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg_window_x
, vg_window_y
,
256 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
258 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
259 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
260 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
262 gpipeline
.rgb_background
, 0);
265 * World depth map, maybe this should be moved to world.h
268 glGenFramebuffers( 1, &gpipeline
.fb_depthmap
);
269 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_depthmap
);
271 glGenTextures( 1, &gpipeline
.rgb_depthmap
);
272 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
273 glTexImage2D( GL_TEXTURE_2D
, 0, GL_R32F
, 1024, 1024, 0,
274 GL_RED
, GL_FLOAT
, NULL
);
275 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
276 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
279 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
281 gpipeline
.rgb_depthmap
, 0);
283 float quad
[] = { 0.0f
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 1.0f
,
284 0.0f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
};
286 glGenVertexArrays( 1, &gpipeline
.fsquad
.vao
);
287 glGenBuffers( 1, &gpipeline
.fsquad
.vbo
);
288 glBindVertexArray( gpipeline
.fsquad
.vao
);
289 glBindBuffer( GL_ARRAY_BUFFER
, gpipeline
.fsquad
.vbo
);
290 glBufferData( GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STATIC_DRAW
);
291 glBindVertexArray( gpipeline
.fsquad
.vao
);
292 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
,
293 sizeof(float)*2, (void*)0 );
294 glEnableVertexAttribArray( 0 );
300 static void render_free(void)
308 static void render_fsquad(void)
310 glBindVertexArray( gpipeline
.fsquad
.vao
);
311 glDrawArrays( GL_TRIANGLES
, 0, 6 );
314 #endif /* RENDER_H */