- 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();
+ 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,
+ gpipeline.rgb_background, 0);
+
+ VG_CHECK_GL_ERR();
+
+ /*
+ * World depth map, maybe this should be moved to world.h
+ * TODO: review
+ */
+ 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();
+
+ 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 };
+
+ 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();
+
+ 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();
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ vg_success( "Done\n" );
+
+ gpipeline.ready = 1;
+ }
+
+ vg_release_thread_sync();
+}
+
+static void render_free(void *_)
+{
+ glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
+ glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
+
+ glDeleteFramebuffers( 1, &gpipeline.fb_background );
+ glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
+
+ glDeleteTextures( 1, &gpipeline.rgb_background );
+ glDeleteTextures( 1, &gpipeline.rgb_depthmap );