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"
11 #include "shaders/unlit.h"
13 static void render_water_texture( m4x3f camera
);
14 static void render_water_surface( m4x4f pv
, m4x3f camera
);
15 static void render_world( m4x4f projection
, m4x3f camera
);
16 static void shader_link_standard_ub( GLuint shader
, int texture_id
);
17 static void render_world_depth( m4x4f projection
, m4x3f camera
);
24 GLuint fb
, colour
, rb
;
31 static struct pipeline
40 struct ub_world_lighting
43 v4f g_light_colours
[3],
44 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 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 static void pipeline_projection( m4x4f mat
, float nearz
, float farz
)
127 m4x4_projection( mat
,
129 (float)vg
.window_x
/ (float)vg
.window_y
,
136 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 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 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
174 glBufferSubData( GL_UNIFORM_BUFFER
, 0, sizeof(struct ub_world_lighting
),
175 &gpipeline
.ub_world_lighting
);
182 static void fb_use( struct framebuffer
*fb
)
186 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
187 glViewport( 0, 0, vg
.window_x
, vg
.window_y
);
191 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
192 glViewport( 0, 0, vg
.window_x
/ fb
->div
, vg
.window_y
/ fb
->div
);
196 static void fb_init( struct framebuffer
*fb
)
198 i32 ix
= vg
.window_x
/ fb
->div
,
199 iy
= vg
.window_y
/ fb
->div
;
201 glGenFramebuffers( 1, &fb
->fb
);
202 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
204 glGenTextures( 1, &fb
->colour
);
205 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
206 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
,
207 0, fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
209 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
210 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
211 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
212 GL_TEXTURE_2D
, fb
->colour
, 0);
214 glGenRenderbuffers( 1, &fb
->rb
);
215 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
216 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
218 glFramebufferRenderbuffer( GL_FRAMEBUFFER
, GL_DEPTH_STENCIL_ATTACHMENT
,
219 GL_RENDERBUFFER
, fb
->rb
);
220 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
226 static void fb_free( struct framebuffer
*fb
)
228 glDeleteTextures( 1, &fb
->colour
);
229 glDeleteFramebuffers( 1, &fb
->fb
);
232 static void fb_bindtex( struct framebuffer
*fb
, int texture
)
234 glActiveTexture( GL_TEXTURE0
+ texture
);
235 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
238 static void fb_resize( struct framebuffer
*fb
)
243 i32 ix
= vg
.window_x
/ fb
->div
,
244 iy
= vg
.window_y
/ fb
->div
;
246 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
247 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
, 0,
248 fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
250 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
251 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
254 static void render_fb_resize(void)
256 if( gpipeline
.ready
)
258 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
259 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg
.window_x
, vg
.window_y
, 0,
260 GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
264 /* used for drawing player onto */
265 static void render_init_temp_buffer(void)
267 vg_info( "[render] Allocate temporary framebuffer\n" );
269 glGenFramebuffers( 1, &gpipeline
.fb_background
);
270 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_background
);
272 glGenTextures( 1, &gpipeline
.rgb_background
);
273 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
274 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg
.window_x
, vg
.window_y
,
275 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
277 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
278 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
279 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
281 gpipeline
.rgb_background
, 0);
286 /* used for drawing world depth from the top view, used in our water and
287 * lighting calculations */
288 static void render_init_depthmap_buffer(void)
290 vg_info( "[render] Allocate depth map buffer\n" );
292 glGenFramebuffers( 1, &gpipeline
.fb_depthmap
);
293 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_depthmap
);
295 glGenTextures( 1, &gpipeline
.rgb_depthmap
);
296 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
297 glTexImage2D( GL_TEXTURE_2D
, 0, GL_R32F
, 1024, 1024, 0,
298 GL_RED
, GL_FLOAT
, NULL
);
299 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
300 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
303 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
305 gpipeline
.rgb_depthmap
, 0);
310 static void render_init_fs_quad(void)
312 vg_info( "[render] Allocate quad\n" );
314 float quad
[] = { 0.0f
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 1.0f
,
315 0.0f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
};
317 glGenVertexArrays( 1, &gpipeline
.fsquad
.vao
);
318 glGenBuffers( 1, &gpipeline
.fsquad
.vbo
);
319 glBindVertexArray( gpipeline
.fsquad
.vao
);
320 glBindBuffer( GL_ARRAY_BUFFER
, gpipeline
.fsquad
.vbo
);
321 glBufferData( GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STATIC_DRAW
);
322 glBindVertexArray( gpipeline
.fsquad
.vao
);
323 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
,
324 sizeof(float)*2, (void*)0 );
325 glEnableVertexAttribArray( 0 );
330 static void render_init_uniform_buffers(void)
332 vg_info( "[render] Allocate uniform buffer\n" );
334 glGenBuffers( 1, &gpipeline
.ubo_world_lighting
);
335 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
336 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
337 NULL
, GL_DYNAMIC_DRAW
);
339 render_update_lighting_ub();
340 glBindBufferBase( GL_UNIFORM_BUFFER
, 0, gpipeline
.ubo_world_lighting
);
345 static void render_init(void)
347 shader_blit_register();
348 shader_standard_register();
349 shader_vblend_register();
350 shader_unlit_register();
352 vg_acquire_thread_sync();
354 render_init_temp_buffer();
355 render_init_depthmap_buffer();
356 render_init_fs_quad();
357 render_init_uniform_buffers();
359 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
363 vg_release_thread_sync();
366 static void render_free(void *_
)
368 glDeleteBuffers( 1, &gpipeline
.ubo_world_lighting
);
370 glDeleteVertexArrays( 1, &gpipeline
.fsquad
.vao
);
371 glDeleteBuffers( 1, &gpipeline
.fsquad
.vbo
);
373 glDeleteFramebuffers( 1, &gpipeline
.fb_depthmap
);
374 glDeleteTextures( 1, &gpipeline
.rgb_depthmap
);
376 glDeleteFramebuffers( 1, &gpipeline
.fb_background
);
377 glDeleteTextures( 1, &gpipeline
.rgb_background
);
383 static void render_fsquad(void)
385 glBindVertexArray( gpipeline
.fsquad
.vao
);
386 glDrawArrays( GL_TRIANGLES
, 0, 6 );
389 #endif /* RENDER_H */