+VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture )
+{
+ glActiveTexture( GL_TEXTURE0 + texture );
+ glBindTexture( GL_TEXTURE_2D, fb->colour );
+}
+
+VG_STATIC void fb_resize( struct framebuffer *fb )
+{
+ if( !fb->allocated )
+ return;
+
+ i32 ix = vg.window_x / fb->div,
+ iy = vg.window_y / fb->div;
+
+ glBindTexture( GL_TEXTURE_2D, fb->colour );
+ glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0,
+ fb->format, GL_UNSIGNED_BYTE, NULL );
+
+ glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
+}
+
+VG_STATIC void render_fb_resize(void)
+{
+ if( gpipeline.ready )
+ {
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+ /* FIXME: Resizeother textures and rb */
+ }
+}
+
+VG_STATIC void render_init_temp_buffer(void)
+{
+ vg_info( "[render] Allocate framebuffer\n" );
+
+ glGenFramebuffers( 1, &gpipeline.fb_background );
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+
+ glGenTextures( 1, &gpipeline.rgb_background );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ gpipeline.rgb_background, 0 );
+
+ glGenTextures( 1, &gpipeline.mv_background );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+#if 0
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, vg.window_x, vg.window_y,
+ 0, GL_RG, GL_FLOAT, NULL);
+#endif
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F, vg.window_x, vg.window_y,
+ 0, GL_RGBA, GL_FLOAT, NULL);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
+ GL_TEXTURE_2D,
+ gpipeline.mv_background, 0 );
+
+ /* render buffer */
+ glGenRenderbuffers( 1, &gpipeline.rb_background );
+ glBindRenderbuffer( GL_RENDERBUFFER, gpipeline.rb_background );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
+ vg.window_x, vg.window_y );
+ glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, gpipeline.rb_background );
+
+ GLuint attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
+ glDrawBuffers( 2, attachments );
+
+ GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
+
+ if( result != GL_FRAMEBUFFER_COMPLETE )
+ {
+ if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
+ vg_fatal_exit_loop( "Main RT: Incomplete attachment" );
+ else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
+ vg_fatal_exit_loop( "Main RT: Missing attachment" );
+ else if( result == GL_FRAMEBUFFER_UNSUPPORTED )
+ vg_fatal_exit_loop( "Main RT: Unsupported framebuffer format" );
+ else
+ vg_fatal_exit_loop( "Main RT: Generic Error" );
+ }
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ VG_CHECK_GL_ERR();
+}
+
+/* used for drawing world depth from the top view, used in our water and
+ * lighting calculations */
+VG_STATIC void render_init_depthmap_buffer(void)
+{
+ vg_info( "[render] Allocate depth map buffer\n" );
+
+ glGenFramebuffers( 1, &gpipeline.fb_depthmap );
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+
+ glGenTextures( 1, &gpipeline.rgb_depthmap );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0,
+ GL_RED, GL_FLOAT, NULL );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ vg_tex2d_clamp();
+
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ gpipeline.rgb_depthmap, 0);
+
+ VG_CHECK_GL_ERR();
+}
+
+VG_STATIC void render_init_fs_quad(void)
+{
+ vg_info( "[render] Allocate quad\n" );
+
+ float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+
+ 0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f,
+ 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f};
+
+ glGenVertexArrays( 1, &gpipeline.fsquad.vao );
+ glGenBuffers( 1, &gpipeline.fsquad.vbo );
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
+ glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(float)*2, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL_ERR();
+}
+
+VG_STATIC void render_init_uniform_buffers(void)
+{
+ vg_info( "[render] Allocate uniform buffer\n" );
+
+ glGenBuffers( 1, &gpipeline.ubo_world_lighting );
+ glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+ glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
+ NULL, GL_DYNAMIC_DRAW );
+
+ render_update_lighting_ub();
+ glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+
+ VG_CHECK_GL_ERR();
+}
+
+VG_STATIC void render_init(void)
+{
+ shader_blit_register();
+ shader_blitblur_register();
+ shader_standard_register();
+ shader_vblend_register();
+
+ vg_acquire_thread_sync();
+ {
+ render_init_temp_buffer();
+ render_init_depthmap_buffer();
+ render_init_fs_quad();
+ render_init_uniform_buffers();
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ gpipeline.ready = 1;
+ }
+
+ vg_release_thread_sync();
+}
+
+/*
+ * Utility
+ */
+VG_STATIC void render_fsquad(void)
+{
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+}
+
+VG_STATIC void render_fsquad1(void)
+{
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 6, 6 );