+ 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 );
+ }
+ }
+}
+
+VG_STATIC int render_framebuffer_control( int argc, char const *argv[] );
+VG_STATIC void render_framebuffer_poll( int argc, char const *argv[] );
+VG_STATIC void render_init_fs_quad(void)
+{
+ vg_info( "[render] Allocate quad\n" );
+
+ float quad[] =
+ {
+ 0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f,
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
+
+ 0.20f,0.00f, 0.80f,1.00f, 0.20f,1.00f,
+ 0.20f,0.00f, 0.80f,0.00f, 0.80f,1.00f,
+
+ /* 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,
+ };
+
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "fb",
+ .function = render_framebuffer_control,
+ .poll_suggest = render_framebuffer_poll
+ });
+
+ 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();
+ {
+ /*
+ * Complete Framebuffers
+ */
+ for( int i=0; i<vg_list_size(framebuffers); i++ )
+ {
+ struct framebuffer *fb = &framebuffers[i];
+ render_fb_allocate( fb );
+ }
+
+ 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 );
+}
+
+/*
+ * Call this inside the UI function
+ */
+VG_STATIC void render_view_framebuffer_ui(void)
+{
+ int viewing_count = 0;
+
+ glBindVertexArray( gpipeline.fsquad.vao );
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+
+ 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 *at = &fb->attachments[j];
+
+ if( !at->debug_view )
+ continue;
+
+ v2f corner,
+ window = { vg.window_x, vg.window_y };
+
+ corner[0] = viewing_count % 3;
+ corner[1] = 1 + (viewing_count / 3);
+ v2_mul( corner, window, corner );
+ v2_muls( corner, 0.3f, corner );
+ corner[1] = vg.window_y - corner[1];
+
+ ui_text( (ui_rect){ corner[0], corner[1], 0.0f, 0.0f },
+ fb->display_name, 2, k_text_align_left );
+ ui_text( (ui_rect){ corner[0], corner[1] + 32, 0.0f, 0.0f, },
+ at->display_name, 1, k_text_align_left );
+
+ if( at->purpose == k_framebuffer_attachment_type_renderbuffer )
+ {
+ v2f center;
+ v2_muladds( corner, window, 0.15f, center );
+
+ ui_text( (ui_rect){ center[0], center[1], 0.0f, 0.0f },
+ "<hardware texture>", 1, k_text_align_center );
+ }
+ else
+ {
+ render_fb_bind_texture( fb, j, 0 );
+
+ int start = (viewing_count+2) * 6,
+ count = 6;
+ glDrawArrays( GL_TRIANGLES, start, count );
+ }
+
+ viewing_count ++;
+ }
+ }
+}
+
+VG_STATIC void render_framebuffer_show( struct framebuffer *fb,
+ struct framebuffer_attachment *at,
+ int operation )
+{
+ at->debug_view = operation;
+ vg_info( "%s %s:%s\n", (operation?"shown": "hidden"),
+ fb->display_name, at->display_name );
+}
+
+/*
+ * arg0: command "show"/"hide"
+ * arg1: framebuffer name <name>/"all"
+ * arg2: subname <name>/none
+ */
+VG_STATIC int render_framebuffer_control( int argc, char const *argv[] )
+{
+ if( argc < 2 )
+ {
+ vg_error( "Usage: fb \"show/hide\" <name>/\"all\" <name>/none\n" );
+ return 0;
+ }
+
+ int modify_all = 0,
+ operation = 0;
+
+ if( !strcmp( argv[0], "show" ) )
+ operation = 1;
+ else if( !strcmp( argv[0], "hide" ) )
+ operation = 0;
+ else
+ {
+ vg_error( "Unknown framebuffer operation: '%s'\n", argv[0] );
+ return 0;
+ }
+
+ if( !strcmp( argv[1], "all" ) )
+ modify_all = 1;
+
+ 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 *at = &fb->attachments[j];
+
+ if( at->purpose == k_framebuffer_attachment_type_none )
+ continue;
+
+ if( modify_all )
+ {
+ render_framebuffer_show( fb, at, operation );
+ }
+ else
+ {
+ if( !strcmp( fb->display_name, argv[1] ) )
+ {
+ if( argc == 2 )
+ render_framebuffer_show( fb, at, operation );
+ else if( !strcmp( at->display_name, argv[2] ) )
+ render_framebuffer_show( fb, at, operation );
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+VG_STATIC void render_framebuffer_poll( int argc, char const *argv[] )
+{
+ const char *term = argv[argc-1];
+
+ if( argc == 1 )
+ {
+ console_suggest_score_text( "show", term, 0 );
+ console_suggest_score_text( "hide", term, 0 );
+ }
+ else if( argc == 2 )
+ {
+ console_suggest_score_text( "all", term, 0 );
+
+ for( int i=0; i<vg_list_size(framebuffers); i++ )
+ {
+ struct framebuffer *fb = &framebuffers[i];
+ console_suggest_score_text( fb->display_name, term, 0 );
+ }
+ }
+ else if( argc == 3 )
+ {
+ int modify_all = 0;
+
+ if( !strcmp( argv[1], "all" ) )
+ modify_all = 1;
+
+ 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 *at = &fb->attachments[j];
+
+ if( at->purpose == k_framebuffer_attachment_type_none )
+ continue;