#include "shaders/blitblur.h"
#include "shaders/blitcolour.h"
-#if 0
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#endif
-
-VG_STATIC void render_water_texture( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_water_surface( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
+#define WORKSHOP_PREVIEW_WIDTH 504
+#define WORKSHOP_PREVIEW_HEIGHT 336
#ifndef RENDER_H
#define RENDER_H
framebuffer *fb_main,
*fb_water_reflection,
- *fb_water_beneath;
+ *fb_water_beneath,
+ *fb_workshop_preview;
int ready;
float view_render_scale,
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
}
}
+ },
+ {
+ "workshop_preview",
+ .link = &gpipeline.fb_workshop_preview,
+ .resolution_div = 0,
+ .fixed_w = WORKSHOP_PREVIEW_WIDTH, .fixed_h = WORKSHOP_PREVIEW_HEIGHT,
+ .attachments =
+ {
+ {
+ "colour", k_framebuffer_attachment_type_texture,
+ .internalformat = GL_RGB,
+ .format = GL_RGB,
+ .type = GL_UNSIGNED_BYTE,
+ .attachment = GL_COLOR_ATTACHMENT0
+ },
+ {
+ "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+ .internalformat = GL_DEPTH24_STENCIL8,
+ .attachment = GL_DEPTH_STENCIL_ATTACHMENT
+ }
+ }
}
};
}
float quad[] = {
- 0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f,
- 0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
+ 0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
- 0.20f,0.00f, 0.80f,1.00f, 0.20f,1.00f,
- 0.20f,0.00f, 0.80f,0.00f, 0.80f,1.00f,
+ 0.00f,0.00f, 1.00f,0x1p-4f,0.00f,0x1p-4f, /* fsquad1 */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,0x1p-4f,
/* 9x9 debug grid */
/* row0 */
vg_console_reg_cmd( "fb", render_framebuffer_control,
render_framebuffer_poll );
+ vg_console_reg_var( "render_scale", &gpipeline.view_render_scale,
+ k_var_dtype_f32, VG_VAR_PERSISTENT );
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );
shader_blitblur_register();
shader_blitcolour_register();
- vg_async_item *call = vg_async_alloc(0);
- vg_async_dispatch( call, async_render_init );
+ vg_async_call( async_render_init, NULL, 0 );
}
/*
*/
VG_STATIC void render_view_framebuffer_ui(void)
{
+#if 0
int viewing_count = 0;
glBindVertexArray( gpipeline.fsquad.vao );
viewing_count ++;
}
}
+#endif
}
VG_STATIC void render_framebuffer_show( struct framebuffer *fb,