a mess but stable
[carveJwlIkooP6JGAAIwe30JlM.git] / render.c
index 0050f943f4773cf0ea42b311f8e991bac3ba3956..aa0cfab94382879a76431ac31b3d1858413f754c 100644 (file)
--- a/render.c
+++ b/render.c
 #include "render.h"
-
-struct framebuffer framebuffers[] = 
-{
-   {
-      /*
-       * The primary draw target
-       */
-      "main", 
-      .link = &gpipeline.fb_main,
-      .resolution_div = 1,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_texture,
-
-            .internalformat = GL_RGB,
-            .format         = GL_RGB,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "motion", k_framebuffer_attachment_type_texture,
-
-            .quality        = k_framebuffer_quality_high_only,
-            .internalformat = GL_RG16F,
-            .format         = GL_RG,
-            .type           = GL_FLOAT,
-            .attachment     = GL_COLOR_ATTACHMENT1
-         },
-         {
-#if 0
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
-            .internalformat = GL_DEPTH24_STENCIL8,
-#else
-            "depth_stencil", k_framebuffer_attachment_type_texture_depth,
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .format         = GL_DEPTH_STENCIL,
-            .type           = GL_UNSIGNED_INT_24_8,
-#endif
-            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   },
-   {
-      /*
-       * Second rendered view from the perspective of the water reflection
-       */
-      "water_reflection",
-      .link = &gpipeline.fb_water_reflection,
-      .resolution_div = 2,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_texture,
-            .internalformat = GL_RGB,
-            .format         = GL_RGB,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   },
-   {
-      /*
-       * Thid rendered view from the perspective of the camera, but just 
-       * captures stuff thats under the water
-       */
-      "water_beneath",
-      .link = &gpipeline.fb_water_beneath,
-      .resolution_div = 2,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_texture,
-            .internalformat = GL_RED,
-            .format         = GL_RED,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   },
-   {
-      "workshop_preview",
-      .link = &gpipeline.fb_workshop_preview,
-      .resolution_div = 0,
-      .fixed_w = WORKSHOP_PREVIEW_WIDTH, .fixed_h = WORKSHOP_PREVIEW_HEIGHT,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_texture,
-            .internalformat = GL_RGB,
-            .format         = GL_RGB,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         },
-         {
-            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-            .internalformat = GL_DEPTH24_STENCIL8,
-            .attachment = GL_DEPTH_STENCIL_ATTACHMENT
-         }
-      }
-   },
-   {
-      "network_status_ui",
-      .link = &gpipeline.fb_network_status,
-      .resolution_div = 0,
-      .fixed_w = 128, .fixed_h = 48,
-      .attachments = 
-      {
-         {
-            "colour", k_framebuffer_attachment_type_texture,
-            .internalformat = GL_RGB,
-            .format         = GL_RGB,
-            .type           = GL_UNSIGNED_BYTE,
-            .attachment     = GL_COLOR_ATTACHMENT0
-         }
-      }
-   }
-};
-
-/* 
- * Get the current (automatically scaled or fixed) resolution of framebuffer
- */
-void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y )
-{
-   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;
-   }
-}
-
-void render_fb_inverse_ratio( framebuffer *fb, v2f inverse )
-{
-   if( fb ){
-      int x, y;
-      render_fb_get_current_res( fb, &x, &y );
-
-      v2f render   = { fb->render_w, fb->render_h },
-          original = { x, y };
-
-      v2_div( render, original, inverse );
-   }
-   else{
-      v2_div( (v2f){1.0f,1.0f}, (v2f){ vg.window_x, vg.window_y }, inverse );
-   }
-}
-
-/*
- * Bind framebuffer for drawing to
- */
-void render_fb_bind( framebuffer *fb, int use_scaling )
-{
-   int x, y;
-   render_fb_get_current_res( fb, &x, &y );
-
-   if( use_scaling ){
-      x = k_render_scale*(float)x;
-      y = k_render_scale*(float)y;
-
-      x = VG_MAX( 16, x );
-      y = VG_MAX( 16, y );
-
-      fb->render_w = x;
-      fb->render_h = y;
-   }
-
-   glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-   glViewport( 0, 0, x, y );
-}
-
-/*
- * Bind framebuffer attachment's texture
- */
-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_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
- */
-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)
- */
-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[] );
+#include "vg/vg_engine.h"
+#include "vg/vg_platform.h"
+#include "vg/vg_framebuffer.h"
 
 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[] = { 
@@ -502,12 +43,12 @@ static void async_render_init( void *payload, u32 size )
       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 );
+   glGenVertexArrays( 1, &g_render.fsquad.vao );
+   glGenBuffers( 1, &g_render.fsquad.vbo );
+   glBindVertexArray( g_render.fsquad.vao );
+   glBindBuffer( GL_ARRAY_BUFFER, g_render.fsquad.vbo );
    glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
-   glBindVertexArray( gpipeline.fsquad.vao );
+   glBindVertexArray( g_render.fsquad.vao );
    glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
                           sizeof(float)*2, (void*)0 );
    glEnableVertexAttribArray( 0 );
@@ -515,7 +56,7 @@ static void async_render_init( void *payload, u32 size )
    VG_CHECK_GL_ERR();
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   gpipeline.ready = 1;
+   g_render.ready = 1;
 }
 
 void render_init(void)
@@ -529,8 +70,129 @@ void render_init(void)
    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 );
+   void *alloc = vg_mem.rtmemory;
+   
+   /* 
+    * Main framebuffer
+    */
+   g_render.fb_main = vg_framebuffer_allocate( alloc, 3, 1 );
+   g_render.fb_main->display_name = "main";
+   g_render.fb_main->resolution_div = 1;
+   g_render.fb_main->attachments[0] = (vg_framebuffer_attachment)
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   g_render.fb_main->attachments[1] = (vg_framebuffer_attachment)
+   {
+      "motion", k_framebuffer_attachment_type_texture,
+
+      .quality        = k_framebuffer_quality_high_only,
+      .internalformat = GL_RG16F,
+      .format         = GL_RG,
+      .type           = GL_FLOAT,
+      .attachment     = GL_COLOR_ATTACHMENT1
+   };
+   g_render.fb_main->attachments[2] = (vg_framebuffer_attachment)
+   {
+      "depth_stencil", k_framebuffer_attachment_type_texture_depth,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .format         = GL_DEPTH_STENCIL,
+      .type           = GL_UNSIGNED_INT_24_8,
+      .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( g_render.fb_main );
+   
+   /* 
+    * Water reflection
+    */
+   g_render.fb_water_reflection = vg_framebuffer_allocate( alloc, 2, 1 );
+   g_render.fb_water_reflection->display_name = "water_reflection";
+   g_render.fb_water_reflection->resolution_div = 2;
+   g_render.fb_water_reflection->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   g_render.fb_water_reflection->attachments[1] = (vg_framebuffer_attachment) 
+   {
+      "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( g_render.fb_water_reflection );
+
+   /*
+    * Thid rendered view from the perspective of the camera, but just 
+    * captures stuff thats under the water
+    */
+   g_render.fb_water_beneath = vg_framebuffer_allocate( alloc, 2, 1 );
+   g_render.fb_water_beneath->display_name = "water_beneath";
+   g_render.fb_water_beneath->resolution_div = 2;
+   g_render.fb_water_beneath->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RED,
+      .format         = GL_RED,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   g_render.fb_water_beneath->attachments[1] = (vg_framebuffer_attachment) 
+   {
+      "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( g_render.fb_water_beneath );
+
+   /* 
+    * Workshop preview
+    */
+   g_render.fb_workshop_preview = vg_framebuffer_allocate( alloc, 2, 1 );
+   g_render.fb_workshop_preview->display_name = "workshop_preview";
+   g_render.fb_workshop_preview->resolution_div = 0;
+   g_render.fb_workshop_preview->fixed_w = WORKSHOP_PREVIEW_WIDTH;
+   g_render.fb_workshop_preview->fixed_h = WORKSHOP_PREVIEW_HEIGHT;
+   g_render.fb_workshop_preview->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   g_render.fb_workshop_preview->attachments[1] = (vg_framebuffer_attachment) 
+   {
+      "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .attachment = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( g_render.fb_workshop_preview );
+   
+   /*
+    * Network status
+    */
+   g_render.fb_network_status = vg_framebuffer_allocate( alloc, 1, 1 );
+   g_render.fb_network_status->display_name = "network_status_ui";
+   g_render.fb_network_status->resolution_div = 0;
+   g_render.fb_network_status->fixed_w = 128;
+   g_render.fb_network_status->fixed_h = 48;
+   g_render.fb_network_status->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   vg_framebuffer_create( g_render.fb_network_status );
 
    vg_async_call( async_render_init, NULL, 0 );
 }
@@ -540,181 +202,59 @@ void render_init(void)
  */
 void render_fsquad(void)
 {
-   glBindVertexArray( gpipeline.fsquad.vao );
+   glBindVertexArray( g_render.fsquad.vao );
    glDrawArrays( GL_TRIANGLES, 0, 6 );
 }
 
 void render_fsquad1(void)
 {
-   glBindVertexArray( gpipeline.fsquad.vao );
+   glBindVertexArray( g_render.fsquad.vao );
    glDrawArrays( GL_TRIANGLES, 6, 6+6 );
 }
 
 void render_fsquad2(void)
 {
-   glBindVertexArray( gpipeline.fsquad.vao );
+   glBindVertexArray( g_render.fsquad.vao );
    glDrawArrays( GL_TRIANGLES, 66+6,6 );
 }
 
-/*
- * Call this inside the UI function
- */
-void render_view_framebuffer_ui(void)
-{
-#if 0
-   int viewing_count = 0;
-
-   glBindVertexArray( gpipeline.fsquad.vao );
-   shader_blit_use();
-   shader_blit_uTexMain( 0 );
-   
-   v2f identity = { 1.0f, 1.0f };
-   shader_blit_uInverseRatio( identity );
-
-   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 ++;
-      }
-   }
-#endif
-}
-
-static void render_framebuffer_show( struct framebuffer *fb,
-                                        struct framebuffer_attachment *at,
-                                        int operation )
+void postprocess_to_screen( vg_framebuffer *fb )
 {
-   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
- */
-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 );
-            }
-         }
-      }
-   }
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
 
-   return 0;
-}
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
 
-static void render_framebuffer_poll( int argc, char const *argv[] )
-{
-   const char *term = argv[argc-1];
+   v2f inverse;
+   vg_framebuffer_inverse_ratio( fb, inverse );
 
-   if( argc == 1 ){
-      console_suggest_score_text( "show", term, 0 );
-      console_suggest_score_text( "hide", term, 0 );
+   if( k_blur_effect )
+   {
+      shader_blitblur_use();
+      shader_blitblur_uTexMain( 0 );
+      shader_blitblur_uTexMotion( 1 );
+      shader_blitblur_uBlurStrength( k_blur_strength / 
+                                     (vg.time_frame_delta*60.0) );
+      shader_blitblur_uInverseRatio( inverse );
+
+      inverse[0] -= 0.0001f;
+      inverse[1] -= 0.0001f;
+      shader_blitblur_uClampUv( inverse );
+      shader_blitblur_uOverrideDir( g_render.blur_override );
+
+      vg_framebuffer_bind_texture( fb, 0, 0 );
+      vg_framebuffer_bind_texture( fb, 1, 1 );
    }
-   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
+   {
+      shader_blit_use();
+      shader_blit_uTexMain( 0 );
+      shader_blit_uInverseRatio( inverse );
+      vg_framebuffer_bind_texture( fb, 0, 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;
-
-            if( modify_all ){
-               console_suggest_score_text( at->display_name, term, 0 );
-            }
-            else if( !strcmp( fb->display_name, argv[1] ) ){
-               console_suggest_score_text( at->display_name, term, 0 );
-            }
-         }
-      }
-   }
+   render_fsquad();
 }