add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 33998221b83ea206f6ee8c0d90f44d1c4abe35b3..58c88311d76af42a6a6c7860af46f2224db3a9f8 100644 (file)
--- a/render.h
+++ b/render.h
@@ -4,17 +4,18 @@
 
 #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( m4x3f camera );
-VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera );
-VG_STATIC void render_world( m4x4f projection, m4x3f camera );
+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( m4x4f projection, m4x3f camera );
+VG_STATIC void render_world_depth( camera *cam );
 
 #ifndef RENDER_H
 #define RENDER_H
@@ -28,13 +29,20 @@ struct framebuffer
    int allocated;
 };
 
+/* 
+ * All standard buffers used in rendering
+ */
 VG_STATIC struct pipeline
 {
+#if 0
    float fov;
+#endif
    glmesh fsquad;
 
    GLuint fb_background,
-          rgb_background;
+          rgb_background,
+          mv_background,
+          rb_background;
 
    /* STD140 */
    struct ub_world_lighting
@@ -99,38 +107,6 @@ gpipeline =
    }
 };
 
-/* 
- * Matrix Projections
- */
-/* 
- * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
- */
-VG_STATIC void plane_clip_projection( m4x4f mat, v4f plane )
-{
-   v4f c = 
-   {
-      (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]
-   };
-
-   v4_muls( plane, 2.0f / v4_dot(plane,c), c );
-
-   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 pipeline_projection( m4x4f mat, float nearz, float farz )
-{
-   m4x4_projection( mat,
-         gpipeline.fov,
-         (float)vg.window_x / (float)vg.window_y, 
-         nearz, farz );
-}
-
 /*
  * Shaders
  */
@@ -189,7 +165,7 @@ VG_STATIC void fb_use( struct framebuffer *fb )
 {
    if( !fb )
    {
-      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
       glViewport( 0, 0, vg.window_x, vg.window_y );
    }
    else
@@ -264,13 +240,14 @@ VG_STATIC void render_fb_resize(void)
       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 */
    }
 }
 
-/* used for drawing player onto */
 VG_STATIC void render_init_temp_buffer(void)
 {
-   vg_info( "[render] Allocate temporary framebuffer\n" );
+   vg_info( "[render] Allocate framebuffer\n" );
 
    glGenFramebuffers( 1, &gpipeline.fb_background );
    glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
@@ -278,16 +255,58 @@ VG_STATIC void render_init_temp_buffer(void)
    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);
-
+                                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);
+         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();
 }