add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 0abbdae0ce9f07a78b3b8c964fd38abf67117f53..58c88311d76af42a6a6c7860af46f2224db3a9f8 100644 (file)
--- a/render.h
+++ b/render.h
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#include "common.h"
+#include "model.h"
+#include "camera.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 );
+
 #ifndef RENDER_H
 #define RENDER_H
-#define VG_3D
-#include "vg/vg.h"
 
-static struct pipeline
+struct framebuffer
+{
+   GLuint fb, colour, rb;
+   int div;
+   GLuint format;
+
+   int allocated;
+};
+
+/* 
+ * All standard buffers used in rendering
+ */
+VG_STATIC struct pipeline
 {
+#if 0
    float fov;
+#endif
+   glmesh fsquad;
+
+   GLuint fb_background,
+          rgb_background,
+          mv_background,
+          rb_background;
+
+   /* 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 fb_depthmap, rgb_depthmap;
+   GLuint ubo_world_lighting,
+          ubo_world;
+
+   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 }
+   }
+};
+
+/*
+ * Shaders
+ */
+VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id )
+{
+   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
+   glUniformBlockBinding( shader, idx, 0 );
+
+   glActiveTexture( GL_TEXTURE0 + texture_id );
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
 }
-gpipeline;
 
-static void render_water_texture( m4x3f camera );
-static void render_water_surface( m4x4f pv );
-static void render_world( m4x4f pv );
+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 );
+}
 
 /* 
- * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
+ * Framebuffers
  */
-static void plane_clip_projection( m4x4f mat, v4f plane )
+
+VG_STATIC void fb_use( struct framebuffer *fb )
 {
-   v4f c = 
+   if( !fb )
    {
-      (vg_signf(plane[0]) + mat[2][0]) / mat[0][0],
-      (vg_signf(plane[1]) + mat[2][1]) / mat[1][1],
-      -1.0f,
-      (1.0f + mat[2][2]) / mat[3][2]
-   };
+      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 );
+   }
+}
+
+VG_STATIC void fb_init( struct framebuffer *fb )
+{
+   i32 ix = vg.window_x / fb->div,
+       iy = vg.window_y / fb->div;
+
+   glGenFramebuffers( 1, &fb->fb );
+   glBindFramebuffer( GL_FRAMEBUFFER, fb->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);
+
+   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);
+
+   glGenRenderbuffers( 1, &fb->rb );
+   glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
+   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
+
+   glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+         GL_RENDERBUFFER, fb->rb );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+   VG_CHECK_GL_ERR();
+   fb->allocated = 1;
+}
 
-   v4_muls( plane, 2.0f / v4_dot(plane,c), c );
+VG_STATIC void fb_free( struct framebuffer *fb )
+{
+   glDeleteTextures( 1, &fb->colour );
+   glDeleteFramebuffers( 1, &fb->fb );
+}
 
-   mat[0][2] = c[0];
-   mat[1][2] = c[1];
-   mat[2][2] = c[2] + 1.0f;
-   mat[3][2] = c[3];
+VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture )
+{
+   glActiveTexture( GL_TEXTURE0 + texture );
+   glBindTexture( GL_TEXTURE_2D, fb->colour );
+}
+
+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;
+
+   glBindTexture( GL_TEXTURE_2D, fb->colour );
+   glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0,
+         fb->format, GL_UNSIGNED_BYTE, NULL );
+
+   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;
+   }
+
+   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 );
 }
 
 #endif /* RENDER_H */