#include "common.h"
#include "model.h"
#include "camera.h"
+#include "world.h"
#include "shaders/blit.h"
#include "shaders/blitblur.h"
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-
-VG_STATIC void render_water_texture( camera *cam );
-VG_STATIC void render_water_surface( camera *cam );
-VG_STATIC void render_world( camera *cam );
-VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id );
-VG_STATIC void render_world_depth( camera *cam );
+#include "shaders/blitcolour.h"
+#include "shaders/blit_transition.h"
+#define WORKSHOP_PREVIEW_WIDTH 504
+#define WORKSHOP_PREVIEW_HEIGHT 336
#ifndef RENDER_H
#define RENDER_H
-typedef struct framebuffer framebuffer;
+static f32 k_render_scale = 1.0f;
+static i32 k_blur_effect = 1;
+static f32 k_blur_strength = 0.3f;
+static f32 k_fov = 0.86f;
+static f32 k_cam_height = 0.8f;
+typedef struct framebuffer framebuffer;
/*
* All standard buffers used in rendering
*/
-VG_STATIC struct pipeline
-{
+static struct pipeline{
glmesh fsquad;
framebuffer *fb_main,
- *fb_heightmap,
*fb_water_reflection,
- *fb_water_beneath;
-
- /* STD140 */
- struct ub_world_lighting
- {
- /* v3f (padded) */
- v4f g_light_colours[3],
- g_light_directions[3],
- g_ambient_colour;
-
- v4f g_water_plane,
- g_depth_bounds;
-
- float g_water_fog;
- int g_light_count;
- int g_light_preview;
- int g_shadow_samples;
- }
- ub_world_lighting;
-
- struct light_widget
- {
- int enabled;
- v2f dir;
- v3f colour;
- }
- widgets[3];
-
- float shadow_spread, shadow_length;
- GLuint ubo_world_lighting,
- ubo_world;
-
+ *fb_water_beneath,
+ *fb_workshop_preview,
+ *fb_network_status;
int ready;
}
-gpipeline =
-{
- .widgets =
- {
- {
- .enabled = 1,
- .colour = { 1.36f, 1.35f, 1.01f },
- .dir = { 0.63f, -0.08f }
- },
- {
- .enabled = 1,
- .colour = { 0.33f, 0.56f, 0.64f },
- .dir = { -2.60f, -0.13f }
- },
- {
- .enabled = 1,
- .colour = { 0.05f, 0.05f, 0.23f },
- .dir = { 2.60f, -0.84f }
- }
- },
- .shadow_spread = 0.65f,
- .shadow_length = 9.50f,
-
- .ub_world_lighting =
- {
- .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
- }
-};
+gpipeline;
-struct framebuffer
-{
+struct framebuffer{
const char *display_name;
- int resolution_div,
+ int resolution_div, /* definition */
fixed_w,
- fixed_h;
+ fixed_h,
- struct framebuffer_attachment
- {
+ render_w, /* runtime */
+ render_h;
+
+ struct framebuffer_attachment{
const char *display_name;
- enum framebuffer_attachment_type
- {
+ enum framebuffer_attachment_type{
k_framebuffer_attachment_type_none,
- k_framebuffer_attachment_type_colour,
- k_framebuffer_attachment_type_renderbuffer
+ k_framebuffer_attachment_type_texture,
+ k_framebuffer_attachment_type_renderbuffer,
+ k_framebuffer_attachment_type_texture_depth
}
purpose;
- enum framebuffer_quality_profile
- {
+ enum framebuffer_quality_profile{
k_framebuffer_quality_all,
k_framebuffer_quality_high_only
}
quality;
-
+
GLenum internalformat,
format,
type,
attachment;
GLuint id;
+
+ /* Runtime */
+ int debug_view;
}
attachments[5];
GLuint fb;
/*
* The primary draw target
*/
- "Main",
+ "main",
.link = &gpipeline.fb_main,
.resolution_div = 1,
.attachments =
{
{
- "Colour", k_framebuffer_attachment_type_colour,
+ "colour", k_framebuffer_attachment_type_texture,
.internalformat = GL_RGB,
.format = GL_RGB,
.attachment = GL_COLOR_ATTACHMENT0
},
{
- "Motion Vectors", k_framebuffer_attachment_type_colour,
+ "motion", k_framebuffer_attachment_type_texture,
.quality = k_framebuffer_quality_high_only,
.internalformat = GL_RG16F,
.attachment = GL_COLOR_ATTACHMENT1
},
{
- "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
+#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
}
}
},
- {
- /*
- * A ortho projection of the world, used for shadows and ocean colouring.
- * Note: it does not have a render buffer attachement because it's
- * intended to be drawn to in a MAX blending mode
- */
- "Heightmap",
- .link = &gpipeline.fb_heightmap,
- .fixed_w = 1024,
- .fixed_h = 1024,
-
- .attachments =
- {
- {
- "Depth", k_framebuffer_attachment_type_colour,
-
- .internalformat = GL_R32F,
- .format = GL_RED,
- .type = GL_FLOAT,
- .attachment = GL_COLOR_ATTACHMENT0
- }
- }
- },
{
/*
* Second rendered view from the perspective of the water reflection
*/
- "Water reflection",
+ "water_reflection",
.link = &gpipeline.fb_water_reflection,
- .resolution_div = 3,
+ .resolution_div = 2,
.attachments =
{
{
- "Colour", k_framebuffer_attachment_type_colour,
+ "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,
+ "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",
+ "water_beneath",
.link = &gpipeline.fb_water_beneath,
- .resolution_div = 4,
+ .resolution_div = 2,
.attachments =
{
{
- "Colour", k_framebuffer_attachment_type_colour,
- .internalformat = GL_RGBA,
- .format = GL_RGBA,
+ "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,
+ "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
*/
-VG_STATIC void render_fb_get_current_res( struct framebuffer *fb,
+static void render_fb_get_current_res( struct framebuffer *fb,
int *x, int *y )
{
- if( fb->resolution_div )
- {
+ if( fb->resolution_div ){
*x = vg.window_x / fb->resolution_div;
*y = vg.window_y / fb->resolution_div;
}
- else
- {
+ else{
*x = fb->fixed_w;
*y = fb->fixed_h;
}
}
+static 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
*/
-VG_STATIC void render_fb_bind( framebuffer *fb )
+static 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
*/
-VG_STATIC void render_fb_bind_texture( framebuffer *fb,
+static 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_colour )
+ if( (at->purpose != k_framebuffer_attachment_type_texture) &&
+ (at->purpose != k_framebuffer_attachment_type_texture_depth) )
{
- vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer"
+ vg_fatal_error( "illegal operation: bind non-texture framebuffer"
" attachment to texture slot" );
}
/*
* Shaders
*/
-VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id )
-{
- GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
- glUniformBlockBinding( shader, idx, 0 );
-
- render_fb_bind_texture( gpipeline.fb_heightmap, 0, texture_id );
- glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
-}
-
-VG_STATIC void render_update_lighting_ub(void)
-{
- struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
- int c = 0;
-
- for( int i=0; i<3; i++ )
- {
- struct light_widget *lw = &gpipeline.widgets[i];
-
- if( lw->enabled )
- {
- float pitch = lw->dir[0],
- yaw = lw->dir[1],
- xz = cosf( pitch );
-
- v3_copy( (v3f){ xz*cosf(yaw), sinf(pitch), xz*sinf(yaw) },
- winf->g_light_directions[c] );
- v3_copy( lw->colour, winf->g_light_colours[c] );
-
- c ++;
- }
- }
-
- winf->g_light_count = c;
- winf->g_light_directions[0][3] = gpipeline.shadow_length;
- winf->g_light_colours[0][3] = gpipeline.shadow_spread;
-
- if( vg.quality_profile == k_quality_profile_low )
- winf->g_shadow_samples = 0;
- else
- winf->g_shadow_samples = 8;
-
- glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
- &gpipeline.ub_world_lighting );
-}
#define FB_FORMAT_STR( E ) { E, #E },
/*
* Convert OpenGL attachment ID enum to string
*/
-VG_STATIC const char *render_fb_attachment_str( GLenum e )
+static const char *render_fb_attachment_str( GLenum e )
{
struct { GLenum e; const char *str; }
formats[] =
* Convert OpenGL texture format enums from TexImage2D table 1,2 &
* RenderBufferStorage Table 1, into strings
*/
-VG_STATIC const char *render_fb_format_str( GLenum format )
+static const char *render_fb_format_str( GLenum format )
{
struct { GLenum e; const char *str; }
formats[] =
/*
* Bind and allocate texture for framebuffer attachment
*/
-VG_STATIC void render_fb_allocate_texture( struct framebuffer *fb,
+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 )
- {
+ if( a->purpose == k_framebuffer_attachment_type_renderbuffer ){
glBindRenderbuffer( GL_RENDERBUFFER, a->id );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rx, ry );
+ glRenderbufferStorage( GL_RENDERBUFFER, a->internalformat, rx, ry );
}
- else if( a->purpose == k_framebuffer_attachment_type_colour )
+ 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,
/*
* Full allocation of a framebuffer
*/
-VG_STATIC void render_fb_allocate( struct framebuffer *fb )
+static void render_fb_allocate( struct framebuffer *fb )
{
glGenFramebuffers( 1, &fb->fb );
glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
GLenum colour_attachments[4];
u32 colour_count = 0;
- for( int j=0; j<vg_list_size(fb->attachments); j++ )
- {
+ 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 )
render_fb_attachment_str( attachment->attachment ),
render_fb_format_str( attachment->internalformat ) );
- if( attachment->purpose == k_framebuffer_attachment_type_renderbuffer )
- {
+ 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 )
+ 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 );
glFramebufferTexture2D( GL_FRAMEBUFFER, attachment->attachment,
GL_TEXTURE_2D, attachment->id, 0 );
- colour_attachments[ colour_count ++ ] = attachment->attachment;
+ if( attachment->purpose == k_framebuffer_attachment_type_texture )
+ colour_attachments[ colour_count ++ ] = attachment->attachment;
}
}
*/
GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
- if( result == GL_FRAMEBUFFER_COMPLETE )
- {
+ if( result == GL_FRAMEBUFFER_COMPLETE ){
/*
* Attatch to gpipeline
*/
vg_success( " status: complete\n" );
vg_info( "}\n" );
}
- else
- {
+ else{
if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
vg_error( " status: Incomplete attachment" );
else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
vg_error( " status: Generic Error" );
vg_info( "}\n" );
- vg_fatal_exit_loop( "Incomplete framebuffer (see logs)" );
+ vg_fatal_error( "Incomplete framebuffer (see logs)" );
}
}
/*
* Resize/Update all framebuffers(we know about)
*/
-VG_STATIC void render_fb_resize(void)
+static void render_fb_resize(void)
{
- if( !gpipeline.ready )
- return;
+ if( !gpipeline.ready ) return;
- for( int i=0; i<vg_list_size(framebuffers); i++ )
- {
+ 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++ )
- {
+ for( int j=0; j<vg_list_size(fb->attachments); j++ ){
struct framebuffer_attachment *attachment = &fb->attachments[j];
render_fb_allocate_texture( fb, attachment );
}
}
}
-#if 0
-VG_STATIC void fb_use( struct framebuffer *fb )
-{
- if( !fb )
- {
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
- 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 );
- }
-}
+static int render_framebuffer_control( int argc, char const *argv[] );
+static void render_framebuffer_poll( int argc, char const *argv[] );
-VG_STATIC void fb_init( struct framebuffer *fb )
+static void async_render_init( void *payload, u32 size )
{
- i32 ix = vg.window_x / fb->div,
- iy = vg.window_y / fb->div;
-
- glGenFramebuffers( 1, &fb->fb );
- glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
+ /*
+ * Complete Framebuffers
+ */
+ for( int i=0; i<vg_list_size(framebuffers); i++ ){
+ struct framebuffer *fb = &framebuffers[i];
+ render_fb_allocate( fb );
+ }
- glGenTextures( 1, &fb->colour );
- glBindTexture( GL_TEXTURE_2D, fb->colour );
- glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy,
- 0, fb->format, GL_UNSIGNED_BYTE, NULL);
+ f32 rh = 0x1p-4f, ih = 0.3f;
+
+ float quad[] = {
+ 0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
+
+ 0.00f,0.00f, 1.00f,rh, 0.00f,rh, /* fsquad1 */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,rh,
+
+ /* 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,
+
+ 0.00f,ih, 1.00f,ih+rh, 0.00f,ih+rh, /* fsquad2 */
+ 0.00f,ih, 1.00f,ih, 1.00f,ih+rh,
+ };
- 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, fb->colour, 0);
+ vg_console_reg_cmd( "fb", render_framebuffer_control,
+ 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 );
- glGenRenderbuffers( 1, &fb->rb );
- glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
+ VG_CHECK_GL_ERR();
- glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, fb->rb );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
- VG_CHECK_GL_ERR();
- fb->allocated = 1;
+ gpipeline.ready = 1;
}
-VG_STATIC void _fb_glTexImage2D( GLsizei x, GLsizei y, GLint internalformat,
- GLenum format, GLenum type, const void *data )
+static void render_init(void)
{
- glTexImage2D( GL_TEXTURE_2D, 0, internalformat, x,y, 0,
- format, type, data );
+ vg_console_reg_var( "blur_strength", &k_blur_strength, k_var_dtype_f32, 0 );
+ vg_console_reg_var( "render_scale", &k_render_scale,
+ k_var_dtype_f32, VG_VAR_PERSISTENT );
+ vg_console_reg_var( "fov", &k_fov, k_var_dtype_f32, VG_VAR_PERSISTENT );
+ vg_console_reg_var( "cam_height", &k_cam_height,
+ k_var_dtype_f32, VG_VAR_PERSISTENT );
+ vg_console_reg_var( "blur_effect", &k_blur_effect,
+ k_var_dtype_i32, VG_VAR_PERSISTENT );
- 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 );
-}
-#define fb_tex2d( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ) \
- _fb_glTexImage2D( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ); \
- vg_info( "texture( %dx%d, internal: %s, format: %s, type: %s )\n", \
- X,Y, #INTERNAL_FORMAT, #FORMAT, #TYPE );
+ shader_blit_register();
+ shader_blitblur_register();
+ shader_blitcolour_register();
+ shader_blit_transition_register();
-VG_STATIC void fb_free( struct framebuffer *fb )
-{
- glDeleteTextures( 1, &fb->colour );
- glDeleteFramebuffers( 1, &fb->fb );
+ vg_async_call( async_render_init, NULL, 0 );
}
-VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture )
+/*
+ * Utility
+ */
+static void render_fsquad(void)
{
- glActiveTexture( GL_TEXTURE0 + texture );
- glBindTexture( GL_TEXTURE_2D, fb->colour );
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
}
-VG_STATIC void fb_resize( struct framebuffer *fb )
+static void render_fsquad1(void)
{
- if( !fb->allocated )
- return;
-
- 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,
- fb->format, GL_UNSIGNED_BYTE, NULL );
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 6, 6 );
+}
- glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
+static void render_fsquad2(void)
+{
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 66,6 );
}
-#endif
-#if 0
-VG_STATIC void render_init_temp_buffer(void)
+/*
+ * Call this inside the UI function
+ */
+static void render_view_framebuffer_ui(void)
{
- vg_info( "[render] Allocate framebuffer\n" );
+#if 0
+ int viewing_count = 0;
- glGenFramebuffers( 1, &gpipeline.fb_background );
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+ glBindVertexArray( gpipeline.fsquad.vao );
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+
+ v2f identity = { 1.0f, 1.0f };
+ shader_blit_uInverseRatio( identity );
- glGenTextures( 1, &gpipeline.rgb_background );
- glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- fb_tex2d( vg.window_x, vg.window_y, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, NULL );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D,
- gpipeline.rgb_background, 0 );
+ for( int i=0; i<vg_list_size(framebuffers); i++ ){
+ struct framebuffer *fb = &framebuffers[i];
- 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_RG16F, vg.window_x, vg.window_y,
- 0, GL_RG, 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 );
-
- render_check_framebuffer_complete();
+ for( int j=0; j<vg_list_size(fb->attachments); j++ ){
+ struct framebuffer_attachment *at = &fb->attachments[j];
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- VG_CHECK_GL_ERR();
-}
+ if( !at->debug_view )
+ continue;
-/* 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" );
+ v2f corner,
+ window = { vg.window_x, vg.window_y };
- glGenFramebuffers( 1, &gpipeline.fb_depthmap );
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+ 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 );
- 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();
+ if( at->purpose == k_framebuffer_attachment_type_renderbuffer ){
+ v2f center;
+ v2_muladds( corner, window, 0.15f, center );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D,
- gpipeline.rgb_depthmap, 0);
+ 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 );
+ }
- render_check_framebuffer_complete();
- VG_CHECK_GL_ERR();
-}
+ viewing_count ++;
+ }
+ }
#endif
+}
-VG_STATIC void render_init_fs_quad(void)
+static void render_framebuffer_show( struct framebuffer *fb,
+ struct framebuffer_attachment *at,
+ int operation )
{
- vg_info( "[render] Allocate quad\n" );
+ at->debug_view = operation;
+ vg_info( "%s %s:%s\n", (operation?"shown": "hidden"),
+ fb->display_name, at->display_name );
+}
- 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,
+/*
+ * 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;
+ }
- 0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f,
- 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f};
+ int modify_all = 0,
+ operation = 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 );
+ 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;
+ }
- VG_CHECK_GL_ERR();
-}
+ if( !strcmp( argv[1], "all" ) )
+ modify_all = 1;
-VG_STATIC void render_init_uniform_buffers(void)
-{
- vg_info( "[render] Allocate uniform buffer\n" );
+ 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];
- 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 );
+ if( at->purpose == k_framebuffer_attachment_type_none )
+ continue;
- render_update_lighting_ub();
- glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+ 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 );
+ }
+ }
+ }
+ }
- VG_CHECK_GL_ERR();
+ return 0;
}
-VG_STATIC void render_init(void)
+static void render_framebuffer_poll( int argc, char const *argv[] )
{
- shader_blit_register();
- shader_blitblur_register();
- shader_standard_register();
- shader_vblend_register();
+ const char *term = argv[argc-1];
- vg_acquire_thread_sync();
- {
- /*
- * Complete Framebuffers
- */
- for( int i=0; i<vg_list_size(framebuffers); i++ )
- {
+ 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];
- render_fb_allocate( fb );
+ console_suggest_score_text( fb->display_name, term, 0 );
}
-
- render_init_fs_quad();
- render_init_uniform_buffers();
-
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- gpipeline.ready = 1;
}
+ else if( argc == 3 ){
+ int modify_all = 0;
- vg_release_thread_sync();
-}
-
-/*
- * Utility
- */
-VG_STATIC void render_fsquad(void)
-{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-}
+ if( !strcmp( argv[1], "all" ) )
+ modify_all = 1;
-VG_STATIC void render_fsquad1(void)
-{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 6, 6 );
+ 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 );
+ }
+ }
+ }
+ }
}
#endif /* RENDER_H */