well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 6a5b56d5beffc50b0aec45fbd7b56dfc9f13058d..209bed692d5bc5777fbb3db122b4410ab2a96b56 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,16 +1,19 @@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #include "common.h"
 #include "model.h"
 
 #include "shaders/blit.h"
 #include "shaders/standard.h"
 #include "shaders/vblend.h"
-#include "shaders/unlit.h"
 
-static void render_water_texture( m4x3f camera );
-static void render_water_surface( m4x4f pv, m4x3f camera );
-static void render_world( m4x4f projection, m4x3f camera );
-static void shader_link_standard_ub( GLuint shader, int texture_id );
-static void render_world_depth( m4x4f projection, m4x3f camera );
+VG_STATIC void render_water_texture( m4x3f camera );
+VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera );
+VG_STATIC void render_world( m4x4f projection, m4x3f camera );
+VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id );
+VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera );
 
 #ifndef RENDER_H
 #define RENDER_H
@@ -24,7 +27,7 @@ struct framebuffer
    int allocated;
 };
 
-static struct pipeline
+VG_STATIC struct pipeline
 {
    float fov;
    glmesh fsquad;
@@ -100,7 +103,7 @@ gpipeline =
 /* 
  * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
  */
-static void plane_clip_projection( m4x4f mat, v4f plane )
+VG_STATIC void plane_clip_projection( m4x4f mat, v4f plane )
 {
    v4f c = 
    {
@@ -118,18 +121,18 @@ static void plane_clip_projection( m4x4f mat, v4f plane )
    mat[3][2] = c[3];
 }
 
-static void pipeline_projection( m4x4f mat, float nearz, float farz )
+VG_STATIC void pipeline_projection( m4x4f mat, float nearz, float farz )
 {
    m4x4_projection( mat,
          gpipeline.fov,
-         (float)vg_window_x / (float)vg_window_y, 
+         (float)vg.window_x / (float)vg.window_y, 
          nearz, farz );
 }
 
 /*
  * Shaders
  */
-static void shader_link_standard_ub( GLuint shader, int texture_id )
+VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id )
 {
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, 0 );
@@ -139,7 +142,7 @@ static void shader_link_standard_ub( GLuint shader, int texture_id )
    glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
 }
 
-static void render_update_lighting_ub(void)
+VG_STATIC void render_update_lighting_ub(void)
 {
    struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
    int c = 0;
@@ -175,25 +178,24 @@ static void render_update_lighting_ub(void)
  * Framebuffers
  */
 
-static void fb_use( struct framebuffer *fb )
+VG_STATIC void fb_use( struct framebuffer *fb )
 {
    if( !fb )
    {
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-      glViewport( 0, 0, vg_window_x, vg_window_y );
+      glViewport( 0, 0, vg.window_x, vg.window_y );
    }
    else
    {
       glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-      glViewport( 0, 0, vg_window_x / fb->div, vg_window_y / fb->div );
+      glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div );
    }
 }
 
-__attribute__((warn_unused_result))
-static int fb_init( struct framebuffer *fb )
+VG_STATIC void fb_init( struct framebuffer *fb )
 {
-   i32 ix = vg_window_x / fb->div,
-       iy = vg_window_y / fb->div;
+   i32 ix = vg.window_x / fb->div,
+       iy = vg.window_y / fb->div;
 
    glGenFramebuffers( 1, &fb->fb );
    glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
@@ -216,36 +218,29 @@ static int fb_init( struct framebuffer *fb )
          GL_RENDERBUFFER, fb->rb );
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-   if( VG_CHECK_GL_ERR() )
-   {
-      fb->allocated = 0;
-      vg_error( "Error while creating standard framebuffer\n" );
-      return 0;
-   }
-
+   VG_CHECK_GL_ERR();
    fb->allocated = 1;
-   return 1;
 }
 
-static void fb_free( struct framebuffer *fb )
+VG_STATIC void fb_free( struct framebuffer *fb )
 {
    glDeleteTextures( 1, &fb->colour );
    glDeleteFramebuffers( 1, &fb->fb );
 }
 
-static void fb_bindtex( struct framebuffer *fb, int texture )
+VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture )
 {
    glActiveTexture( GL_TEXTURE0 + texture );
    glBindTexture( GL_TEXTURE_2D, fb->colour );
 }
 
-static void fb_resize( struct framebuffer *fb )
+VG_STATIC void fb_resize( struct framebuffer *fb )
 {
    if( !fb->allocated )
       return;
 
-   i32 ix = vg_window_x / fb->div,
-       iy = vg_window_y / fb->div;
+   i32 ix = vg.window_x / fb->div,
+       iy = vg.window_y / fb->div;
 
    glBindTexture( GL_TEXTURE_2D, fb->colour );
    glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0,
@@ -255,142 +250,121 @@ static void fb_resize( struct framebuffer *fb )
    glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
 }
 
-static void render_fb_resize(void)
+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, 
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0, 
             GL_RGB, GL_UNSIGNED_BYTE, NULL );
    }
 }
 
-/*
- * Vg
- */
-static int render_init(void)
+/* used for drawing player onto */
+VG_STATIC void render_init_temp_buffer(void)
 {
-   shader_blit_register();
-   shader_standard_register();
-   shader_vblend_register();
-   shader_unlit_register();
+   vg_info( "[render] Allocate temporary framebuffer\n" );
 
-   if( vg_acquire_thread_sync(1) )
-   {
-      vg_info( "Allocating framebuffers\n" );
+   glGenFramebuffers( 1, &gpipeline.fb_background );
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
 
-      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);
 
-      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 );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+         GL_TEXTURE_2D, 
+         gpipeline.rgb_background, 0);
 
-      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();
+}
 
-      if( VG_CHECK_GL_ERR() )
-      {
-         vg_error( "Error while creating back buffer\n" );
-         vg_release_thread_sync(1);
-         return 0;
-      }
+/* 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" );
 
-      /* 
-       * 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);
-
-      if( VG_CHECK_GL_ERR() )
-      {
-         vg_error( "Error while creating world depth buffer\n" );
-         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-         vg_release_thread_sync(1);
-         return 0;
-      }
+   glGenFramebuffers( 1, &gpipeline.fb_depthmap );
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
 
-      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 };
+   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();
 
-      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 );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+         GL_TEXTURE_2D, 
+         gpipeline.rgb_depthmap, 0);
 
-      if( VG_CHECK_GL_ERR() )
-      {
-         vg_error( "Error while creating fsquad\n" );
-         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-         vg_release_thread_sync(1);
-         return 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 );
+VG_STATIC void render_init_fs_quad(void)
+{
+   vg_info( "[render] Allocate quad\n" );
 
-      render_update_lighting_ub();
-      glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+   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 };
 
-      if( VG_CHECK_GL_ERR() )
-      {
-         vg_error( "Error while creating world uniform buffers\n" );
-         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-         vg_release_thread_sync(1);
-         return 0;
-      }
+   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 );
 
-      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-      vg_success( "Done\n" );
-      
-      gpipeline.ready = 1;
-      vg_release_thread_sync(1);
-      return 1;
-   }
-   else
-      return 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();
 }
 
-static void render_free(void *_)
+VG_STATIC void render_init(void)
 {
-   glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
-   glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
+   shader_blit_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();
 
-   glDeleteFramebuffers( 1, &gpipeline.fb_background );
-   glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      gpipeline.ready = 1;
+   }
 
-   glDeleteTextures( 1, &gpipeline.rgb_background );
-   glDeleteTextures( 1, &gpipeline.rgb_depthmap );
+   vg_release_thread_sync();
 }
 
 /*
  * Utility
  */
-static void render_fsquad(void)
+VG_STATIC void render_fsquad(void)
 {
    glBindVertexArray( gpipeline.fsquad.vao );
    glDrawArrays( GL_TRIANGLES, 0, 6 );