- struct framebuffer_attachment *at = &fb->attachments[attachment];
-
- if( (at->purpose != k_framebuffer_attachment_type_texture) &&
- (at->purpose != k_framebuffer_attachment_type_texture_depth) )
- {
- vg_fatal_error( "illegal operation: bind non-texture framebuffer"
- " attachment to texture slot" );
- }
-
- glActiveTexture( GL_TEXTURE0 + slot );
- glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id );
-}
-
-
-/*
- * Shaders
- */
-
-#define FB_FORMAT_STR( E ) { E, #E },
-
-/*
- * Convert OpenGL attachment ID enum to string
- */
-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
- */
-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
- */
-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, a->internalformat, rx, ry );
- }
- else if( a->purpose == k_framebuffer_attachment_type_texture ||
- a->purpose == k_framebuffer_attachment_type_texture_depth )
- {
- 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
- */
-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_texture ||
- attachment->purpose == k_framebuffer_attachment_type_texture_depth )
- {
- 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 );
-
- if( attachment->purpose == k_framebuffer_attachment_type_texture )
- 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_error( "Incomplete framebuffer (see logs)" );
- }
-}
-
-/*
- * Resize/Update all framebuffers(we know about)
- */
-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 );
- }
- }
-}
-
-static int render_framebuffer_control( int argc, char const *argv[] );
-static void render_framebuffer_poll( int argc, char const *argv[] );
-
-static void async_render_init( void *payload, u32 size )
-{
- /*
- * Complete Framebuffers
- */
- for( int i=0; i<vg_list_size(framebuffers); i++ ){
- struct framebuffer *fb = &framebuffers[i];
- render_fb_allocate( fb );
- }
-
- f32 rh = 0x1p-4f, ih = 0.3f;
-
- float quad[] = {
- 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,
-
- 0.00f,0.00f, 1.00f,rh, 0.00f,rh, /* fsquad1 */
- 0.00f,0.00f, 1.00f,0.00f, 1.00f,rh,
-
- /* 9x9 debug grid */
- /* row0 */
- 0.00f,0.00f, 0.30f,0.30f, 0.00f,0.30f,
- 0.00f,0.00f, 0.30f,0.00f, 0.30f,0.30f,
- 0.30f,0.00f, 0.60f,0.30f, 0.30f,0.30f,
- 0.30f,0.00f, 0.60f,0.00f, 0.60f,0.30f,
- 0.60f,0.00f, 0.90f,0.30f, 0.60f,0.30f,
- 0.60f,0.00f, 0.90f,0.00f, 0.90f,0.30f,
- /* row1 */
- 0.00f,0.30f, 0.30f,0.60f, 0.00f,0.60f,
- 0.00f,0.30f, 0.30f,0.30f, 0.30f,0.60f,
- 0.30f,0.30f, 0.60f,0.60f, 0.30f,0.60f,
- 0.30f,0.30f, 0.60f,0.30f, 0.60f,0.60f,
- 0.60f,0.30f, 0.90f,0.60f, 0.60f,0.60f,
- 0.60f,0.30f, 0.90f,0.30f, 0.90f,0.60f,
- /* row2 */
- 0.00f,0.60f, 0.30f,0.90f, 0.00f,0.90f,
- 0.00f,0.60f, 0.30f,0.60f, 0.30f,0.90f,
- 0.30f,0.60f, 0.60f,0.90f, 0.30f,0.90f,
- 0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f,
- 0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f,
- 0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f,
-
- 0.00f,ih, 1.00f,ih+rh, 0.00f,ih+rh, /* fsquad2 */
- 0.00f,ih, 1.00f,ih, 1.00f,ih+rh,
- };
-
- 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();
-
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- gpipeline.ready = 1;
-}
-
-static void render_init(void)
-{
- vg_console_reg_var( "blur_strength", &k_blur_strength, k_var_dtype_f32, 0 );
- vg_console_reg_var( "render_scale", &k_render_scale,
- k_var_dtype_f32, VG_VAR_PERSISTENT );
- vg_console_reg_var( "fov", &k_fov, k_var_dtype_f32, VG_VAR_PERSISTENT );
- vg_console_reg_var( "cam_height", &k_cam_height,
- k_var_dtype_f32, VG_VAR_PERSISTENT );
- vg_console_reg_var( "blur_effect", &k_blur_effect,
- k_var_dtype_i32, VG_VAR_PERSISTENT );
-
- vg_console_reg_cmd( "fb", render_framebuffer_control,
- render_framebuffer_poll );
-
- shader_blit_register();
- shader_blitblur_register();
- shader_blitcolour_register();
- shader_blit_transition_register();
-
- vg_async_call( async_render_init, NULL, 0 );
-}
-
-/*
- * Utility
- */
-static void render_fsquad(void)
-{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-}
-
-static void render_fsquad1(void)
-{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 6, 6 );
-}
-
-static void render_fsquad2(void)
-{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 66,6 );
-}