- glGenTextures( 1, rgb );
- glBindTexture( GL_TEXTURE_2D, *rgb );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glActiveTexture( GL_TEXTURE0 + texture_id );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+ glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+}
+
+VG_STATIC void render_update_lighting_ub(void)
+{
+ struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
+ int c = 0;
+
+ for( int i=0; i<3; i++ )
+ {
+ struct light_widget *lw = &gpipeline.widgets[i];
+
+ if( lw->enabled )
+ {
+ float pitch = lw->dir[0],
+ yaw = lw->dir[1],
+ xz = cosf( pitch );
+
+ v3_copy( (v3f){ xz*cosf(yaw), sinf(pitch), xz*sinf(yaw) },
+ winf->g_light_directions[c] );
+ v3_copy( lw->colour, winf->g_light_colours[c] );
+
+ c ++;
+ }
+ }
+
+ winf->g_light_count = c;
+ winf->g_light_directions[0][3] = gpipeline.shadow_length;
+ winf->g_light_colours[0][3] = gpipeline.shadow_spread;
+
+ glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
+ &gpipeline.ub_world_lighting );
+}
+
+/*
+ * Framebuffers
+ */
+
+VG_STATIC void fb_use( struct framebuffer *fb )
+{
+ if( !fb )
+ {
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0, 0, vg.window_x, vg.window_y );
+ }
+ else
+ {
+ glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
+ glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div );
+ }
+}
+
+VG_STATIC void fb_init( struct framebuffer *fb )
+{
+ i32 ix = vg.window_x / fb->div,
+ iy = vg.window_y / fb->div;
+
+ glGenFramebuffers( 1, &fb->fb );
+ glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
+
+ glGenTextures( 1, &fb->colour );
+ glBindTexture( GL_TEXTURE_2D, fb->colour );
+ glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy,
+ 0, fb->format, GL_UNSIGNED_BYTE, NULL);