/*
* Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
-
+#pragma once
#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"
+#include "shaders/blitcolour.h"
+#include "shaders/blit_transition.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 );
+#define WORKSHOP_PREVIEW_WIDTH 504
+#define WORKSHOP_PREVIEW_HEIGHT 336
-#ifndef RENDER_H
-#define RENDER_H
+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,
+
+ render_w, /* runtime */
+ render_h;
- struct framebuffer_attachment
- {
+ 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;
framebuffer **link;
}
-framebuffers[] =
-{
- {
- /*
- * The primary draw target
- */
- "Main",
- .link = &gpipeline.fb_main,
- .resolution_div = 1,
- .attachments =
- {
- {
- "Colour", k_framebuffer_attachment_type_colour,
-
- .internalformat = GL_RGB,
- .format = GL_RGB,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- },
- {
- "Motion Vectors", k_framebuffer_attachment_type_colour,
-
- .quality = k_framebuffer_quality_high_only,
- .internalformat = GL_RG16F,
- .format = GL_RG,
- .type = GL_FLOAT,
- .attachment = GL_COLOR_ATTACHMENT1
- },
- {
- "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
-
- .internalformat = GL_DEPTH24_STENCIL8,
- .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,
+extern framebuffers[];
- .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",
- .link = &gpipeline.fb_water_reflection,
- .resolution_div = 3,
- .attachments =
- {
- {
- "Colour", k_framebuffer_attachment_type_colour,
- .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 = 4,
- .attachments =
- {
- {
- "Colour", k_framebuffer_attachment_type_colour,
- .internalformat = GL_RGBA,
- .format = GL_RGBA,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- },
- {
- "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
-
- .internalformat = GL_DEPTH24_STENCIL8,
- .attachment = GL_DEPTH_STENCIL_ATTACHMENT
- }
- }
- }
-};
-
-/*
- * Get the current (automatically scaled or fixed) resolution of framebuffer
- */
-VG_STATIC void render_fb_get_current_res( struct framebuffer *fb,
- int *x, int *y )
+struct shader_props_standard
{
- 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;
- }
-}
-
-/*
- * Bind framebuffer for drawing to
- */
-VG_STATIC void render_fb_bind( framebuffer *fb )
-{
- int x, y;
- render_fb_get_current_res( fb, &x, &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,
- int attachment, int slot )
-{
- struct framebuffer_attachment *at = &fb->attachments[attachment];
-
- if( at->purpose != k_framebuffer_attachment_type_colour )
- {
- vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer"
- " attachment to texture slot" );
- }
-
- glActiveTexture( GL_TEXTURE0 + slot );
- glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id );
-}
-
-
-/*
- * 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 )
-{
- 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
- */
-VG_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
- */
-VG_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, GL_DEPTH24_STENCIL8, rx, ry );
- }
- else if( a->purpose == k_framebuffer_attachment_type_colour )
- {
- 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
- */
-VG_STATIC 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_colour )
- {
- 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 );
-
- 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_exit_loop( "Incomplete framebuffer (see logs)" );
- }
-}
-
-/*
- * Resize/Update all framebuffers(we know about)
- */
-VG_STATIC 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 );
- }
- }
-}
-
-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();
-}
+ u32 tex_diffuse;
+};
-VG_STATIC void render_init_uniform_buffers(void)
+struct shader_props_terrain
{
- 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();
-}
+ u32 tex_diffuse;
+ v2f blend_offset;
+ v4f sand_colour;
+};
-VG_STATIC void render_init(void)
+struct shader_props_vertex_blend
{
- shader_blit_register();
- shader_blitblur_register();
- shader_standard_register();
- shader_vblend_register();
-
- vg_acquire_thread_sync();
- {
- /*
- * Complete Framebuffers
- */
- for( int i=0; i<vg_list_size(framebuffers); i++ )
- {
- struct framebuffer *fb = &framebuffers[i];
- render_fb_allocate( fb );
- }
-
- render_init_fs_quad();
- render_init_uniform_buffers();
-
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- gpipeline.ready = 1;
- }
-
- vg_release_thread_sync();
-}
+ u32 tex_diffuse;
+ v2f blend_offset;
+};
-/*
- * Utility
- */
-VG_STATIC void render_fsquad(void)
+struct shader_props_water
{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-}
+ v4f shore_colour;
+ v4f deep_colour;
+ f32 fog_scale;
+ f32 fresnel;
+ f32 water_sale;
+ v4f wave_speed;
+};
-VG_STATIC void render_fsquad1(void)
+struct shader_props_cubemapped
{
- glBindVertexArray( gpipeline.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 6, 6 );
-}
+ u32 tex_diffuse;
+ u32 cubemap_entity;
+ v4f tint;
+};
-#endif /* RENDER_H */
+void render_init(void);
+void render_fsquad(void);
+void render_fsquad1(void);
+void render_fsquad2(void);
+void render_view_framebuffer_ui(void);
+void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
+void render_fb_inverse_ratio( framebuffer *fb, v2f inverse );
+void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y );
+void render_fb_bind( framebuffer *fb, int use_scaling );
+void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
+void render_fb_allocate( struct framebuffer *fb );
+void render_fb_resize(void);