- 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;