- if( fb->resolution_div )
- {
- *x = vg.window_x / fb->resolution_div;
- *y = vg.window_y / fb->resolution_div;
- }
- else
- {
- *x = fb->fixed_w;
- *y = fb->fixed_h;
- }
-}
-
-/*
- * Bind framebuffer for drawing to
- */
-VG_STATIC void render_fb_bind( framebuffer *fb )
-{
- int x, y;
- render_fb_get_current_res( fb, &x, &y );
- glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
- glViewport( 0, 0, x, y );
-}
-
-/*
- * Bind framebuffer attachment's texture
- */
-VG_STATIC void render_fb_bind_texture( framebuffer *fb,
- int attachment, int slot )
-{
- struct framebuffer_attachment *at = &fb->attachments[attachment];
-
- if( at->purpose != k_framebuffer_attachment_type_colour )
- {
- vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer"
- " attachment to texture slot" );
- }
-
- glActiveTexture( GL_TEXTURE0 + slot );
- glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id );
-}
-
-
-/*
- * Shaders
- */
-VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id )
-{
- GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
- glUniformBlockBinding( shader, idx, 0 );
-
- render_fb_bind_texture( gpipeline.fb_heightmap, 0, texture_id );
- 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;
-
- if( vg.quality_profile == k_quality_profile_low )
- winf->g_shadow_samples = 0;
- else
- winf->g_shadow_samples = 8;
-
- glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
- &gpipeline.ub_world_lighting );
-}
-
-#define FB_FORMAT_STR( E ) { E, #E },
-
-/*
- * Convert OpenGL attachment ID enum to string
- */
-VG_STATIC const char *render_fb_attachment_str( GLenum e )
-{
- struct { GLenum e; const char *str; }
- formats[] =
- {
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT0)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT1)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT2)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT3)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT4)
- FB_FORMAT_STR(GL_DEPTH_STENCIL_ATTACHMENT)
- };
-
- for( int i=0; i<vg_list_size(formats); i++ )
- if( formats[i].e == e )
- return formats[i].str;
-
- return "UNDEFINED";
-}
-
-/*
- * Convert OpenGL texture format enums from TexImage2D table 1,2 &
- * RenderBufferStorage Table 1, into strings
- */
-VG_STATIC const char *render_fb_format_str( GLenum format )
-{
- struct { GLenum e; const char *str; }
- formats[] =
- {
- /* Table 1 */
- FB_FORMAT_STR(GL_DEPTH_COMPONENT)
- FB_FORMAT_STR(GL_DEPTH_STENCIL)
- FB_FORMAT_STR(GL_RED)
- FB_FORMAT_STR(GL_RG)
- FB_FORMAT_STR(GL_RGB)
- FB_FORMAT_STR(GL_RGBA)
-
- /* Render buffer formats */
- FB_FORMAT_STR(GL_DEPTH_COMPONENT16)
- FB_FORMAT_STR(GL_DEPTH_COMPONENT24)
- FB_FORMAT_STR(GL_DEPTH_COMPONENT32F)
- FB_FORMAT_STR(GL_DEPTH24_STENCIL8)
- FB_FORMAT_STR(GL_DEPTH32F_STENCIL8)
- FB_FORMAT_STR(GL_STENCIL_INDEX8)
-
- /* Table 2 */
- FB_FORMAT_STR(GL_R8)
- FB_FORMAT_STR(GL_R8_SNORM)
- FB_FORMAT_STR(GL_R16)
- FB_FORMAT_STR(GL_R16_SNORM)
- FB_FORMAT_STR(GL_RG8)
- FB_FORMAT_STR(GL_RG8_SNORM)
- FB_FORMAT_STR(GL_RG16)
- FB_FORMAT_STR(GL_RG16_SNORM)
- FB_FORMAT_STR(GL_R3_G3_B2)
- FB_FORMAT_STR(GL_RGB4)
- FB_FORMAT_STR(GL_RGB5)
- FB_FORMAT_STR(GL_RGB8)
- FB_FORMAT_STR(GL_RGB8_SNORM)
- FB_FORMAT_STR(GL_RGB10)
- FB_FORMAT_STR(GL_RGB12)
- FB_FORMAT_STR(GL_RGB16_SNORM)
- FB_FORMAT_STR(GL_RGBA2)
- FB_FORMAT_STR(GL_RGBA4)
- FB_FORMAT_STR(GL_RGB5_A1)
- FB_FORMAT_STR(GL_RGBA8)
- FB_FORMAT_STR(GL_RGBA8_SNORM)
- FB_FORMAT_STR(GL_RGB10_A2)
- FB_FORMAT_STR(GL_RGB10_A2UI)
- FB_FORMAT_STR(GL_RGBA12)
- FB_FORMAT_STR(GL_RGBA16)
- FB_FORMAT_STR(GL_SRGB8)
- FB_FORMAT_STR(GL_SRGB8_ALPHA8)
- FB_FORMAT_STR(GL_R16F)
- FB_FORMAT_STR(GL_RG16F)
- FB_FORMAT_STR(GL_RGB16F)
- FB_FORMAT_STR(GL_RGBA16F)
- FB_FORMAT_STR(GL_R32F)
- FB_FORMAT_STR(GL_RG32F)
- FB_FORMAT_STR(GL_RGB32F)
- FB_FORMAT_STR(GL_RGBA32F)
- FB_FORMAT_STR(GL_R11F_G11F_B10F)
- FB_FORMAT_STR(GL_RGB9_E5)
- FB_FORMAT_STR(GL_R8I)
- FB_FORMAT_STR(GL_R8UI)
- FB_FORMAT_STR(GL_R16I)
- FB_FORMAT_STR(GL_R16UI)
- FB_FORMAT_STR(GL_R32I)
- FB_FORMAT_STR(GL_R32UI)
- FB_FORMAT_STR(GL_RG8I)
- FB_FORMAT_STR(GL_RG8UI)
- FB_FORMAT_STR(GL_RG16I)
- FB_FORMAT_STR(GL_RG16UI)
- FB_FORMAT_STR(GL_RG32I)
- FB_FORMAT_STR(GL_RG32UI)
- FB_FORMAT_STR(GL_RGB8I)
- FB_FORMAT_STR(GL_RGB8UI)
- FB_FORMAT_STR(GL_RGB16I)
- FB_FORMAT_STR(GL_RGB16UI)
- FB_FORMAT_STR(GL_RGB32I)
- FB_FORMAT_STR(GL_RGB32UI)
- FB_FORMAT_STR(GL_RGBA8I)
- FB_FORMAT_STR(GL_RGBA8UI)
- FB_FORMAT_STR(GL_RGBA16I)
- FB_FORMAT_STR(GL_RGBA16UI)
- FB_FORMAT_STR(GL_RGBA32I)
- FB_FORMAT_STR(GL_RGBA32UI)
- };
-
- for( int i=0; i<vg_list_size(formats); i++ )
- if( formats[i].e == format )
- return formats[i].str;
-
- return "UNDEFINED";
-}
-
-/*
- * Bind and allocate texture for framebuffer attachment
- */
-VG_STATIC void render_fb_allocate_texture( struct framebuffer *fb,
- struct framebuffer_attachment *a )
-{
- int rx, ry;
- render_fb_get_current_res( fb, &rx, &ry );
-
- if( a->purpose == k_framebuffer_attachment_type_renderbuffer )
- {
- glBindRenderbuffer( GL_RENDERBUFFER, a->id );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rx, ry );
- }
- else if( a->purpose == k_framebuffer_attachment_type_colour )
- {
- glBindTexture( GL_TEXTURE_2D, a->id );
- glTexImage2D( GL_TEXTURE_2D, 0, a->internalformat, rx, ry,
- 0, a->format, a->type, NULL );
- }
-}
-
-/*
- * Full allocation of a framebuffer
- */
-VG_STATIC void render_fb_allocate( struct framebuffer *fb )
-{
- glGenFramebuffers( 1, &fb->fb );
- glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-
- int rx, ry;
- render_fb_get_current_res( fb, &rx, &ry );
-
- vg_info( "allocate_framebuffer( %s, %dx%d )\n", fb->display_name, rx, ry );
- vg_info( "{\n" );
-
- GLenum colour_attachments[4];
- u32 colour_count = 0;
-
- for( int j=0; j<vg_list_size(fb->attachments); j++ )
- {
- struct framebuffer_attachment *attachment = &fb->attachments[j];
-
- if( attachment->purpose == k_framebuffer_attachment_type_none )
- continue;
-
- vg_info( " %s: %s\n",
- render_fb_attachment_str( attachment->attachment ),
- render_fb_format_str( attachment->internalformat ) );
-
- if( attachment->purpose == k_framebuffer_attachment_type_renderbuffer )
- {
- glGenRenderbuffers( 1, &attachment->id );
- render_fb_allocate_texture( fb, attachment );
- glFramebufferRenderbuffer( GL_FRAMEBUFFER,
- GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, attachment->id );
- }
- else if( attachment->purpose == k_framebuffer_attachment_type_colour )
- {
- glGenTextures( 1, &attachment->id );
- render_fb_allocate_texture( fb, attachment );
- 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, attachment->attachment,
- GL_TEXTURE_2D, attachment->id, 0 );
-
- colour_attachments[ colour_count ++ ] = attachment->attachment;
- }
- }
-
- glDrawBuffers( colour_count, colour_attachments );
-
- /*
- * Check result
- */
- GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
-
- if( result == GL_FRAMEBUFFER_COMPLETE )
- {
- /*
- * Attatch to gpipeline
- */
- if( fb->link )
- *fb->link = fb;
-
- vg_success( " status: complete\n" );
- vg_info( "}\n" );
- }
- else
- {
- if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
- vg_error( " status: Incomplete attachment" );
- else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
- vg_error( " status: Missing attachment" );
- else if( result == GL_FRAMEBUFFER_UNSUPPORTED )
- vg_error( " status: Unsupported framebuffer format" );
- else
- vg_error( " status: Generic Error" );
-
- vg_info( "}\n" );
- vg_fatal_exit_loop( "Incomplete framebuffer (see logs)" );
- }
-}
-
-/*
- * Resize/Update all framebuffers(we know about)
- */
-VG_STATIC void render_fb_resize(void)
-{
- if( !gpipeline.ready )
- return;
-
- for( int i=0; i<vg_list_size(framebuffers); i++ )
- {
- struct framebuffer *fb = &framebuffers[i];
- for( int j=0; j<vg_list_size(fb->attachments); j++ )
- {
- struct framebuffer_attachment *attachment = &fb->attachments[j];
- render_fb_allocate_texture( fb, attachment );
- }
- }
-}
-
-#if 0
-VG_STATIC void fb_use( struct framebuffer *fb )
-{
- if( !fb )
- {
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
- 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);
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, fb->colour, 0);
-
- glGenRenderbuffers( 1, &fb->rb );
- glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
-
- glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, fb->rb );
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
- VG_CHECK_GL_ERR();
- fb->allocated = 1;
-}
-
-VG_STATIC void _fb_glTexImage2D( GLsizei x, GLsizei y, GLint internalformat,
- GLenum format, GLenum type, const void *data )
-{
- glTexImage2D( GL_TEXTURE_2D, 0, internalformat, x,y, 0,
- format, type, data );
-
- 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 );
-}
-
-#define fb_tex2d( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ) \
- _fb_glTexImage2D( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ); \
- vg_info( "texture( %dx%d, internal: %s, format: %s, type: %s )\n", \
- X,Y, #INTERNAL_FORMAT, #FORMAT, #TYPE );
-
-VG_STATIC void fb_free( struct framebuffer *fb )
-{
- glDeleteTextures( 1, &fb->colour );
- glDeleteFramebuffers( 1, &fb->fb );
-}
-
-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 );
-}
-#endif
-
-#if 0
-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 );
- fb_tex2d( vg.window_x, vg.window_y, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, NULL );
- 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_RG16F, vg.window_x, vg.window_y,
- 0, GL_RG, 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 );
-
- render_check_framebuffer_complete();
-
- 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);
-
- render_check_framebuffer_complete();
- VG_CHECK_GL_ERR();
-}
-#endif
-
-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();
-}