change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 6a5b56d5beffc50b0aec45fbd7b56dfc9f13058d..64556ffbcfac1390a7c4789976c524e990d2608a 100644 (file)
--- a/render.h
+++ b/render.h
+/*
+ * 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/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 );
-
-#ifndef RENDER_H
-#define RENDER_H
-
-struct framebuffer
-{
-   GLuint fb, colour, rb;
-   int div;
-   GLuint format;
-
-   int allocated;
-};
-
-static struct pipeline
-{
-   float fov;
-   glmesh fsquad;
-
-   GLuint fb_background,
-          rgb_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;
+#include "shaders/blitblur.h"
+#include "shaders/blitcolour.h"
+#include "shaders/blit_transition.h"
 
-      float g_water_fog;
-      int g_light_count;
-      int g_light_preview;
-   }
-   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;
+#define WORKSHOP_PREVIEW_WIDTH  504
+#define WORKSHOP_PREVIEW_HEIGHT 336
 
-   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,
+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;
 
-   .ub_world_lighting =
-   {
-      .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
-   }
-};
+typedef struct framebuffer framebuffer;
 
 /* 
- * Matrix Projections
+ * All standard buffers used in rendering
  */
-/* 
- * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
- */
-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];
-}
-
-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
- */
-static void shader_link_standard_ub( GLuint shader, int texture_id )
-{
-   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
-   glUniformBlockBinding( shader, idx, 0 );
+static struct pipeline{
+   glmesh fsquad;
 
-   glActiveTexture( GL_TEXTURE0 + texture_id );
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
-   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+   framebuffer *fb_main,
+               *fb_water_reflection,
+               *fb_water_beneath,
+               *fb_workshop_preview,
+               *fb_network_status;
+   int ready;
 }
+gpipeline;
 
-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];
+struct framebuffer{
+   const char *display_name;
+   int         resolution_div,   /* definition */
+               fixed_w,
+               fixed_h,
 
-      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] );
+               render_w,         /* runtime */
+               render_h;
 
-         c ++;
+   struct framebuffer_attachment{
+      const char *display_name;
+      
+      enum framebuffer_attachment_type{
+         k_framebuffer_attachment_type_none,
+         k_framebuffer_attachment_type_texture,
+         k_framebuffer_attachment_type_renderbuffer,
+         k_framebuffer_attachment_type_texture_depth
       }
-   }
-
-   winf->g_light_count = c;
-   winf->g_light_directions[0][3] = gpipeline.shadow_length;
-   winf->g_light_colours[0][3] = gpipeline.shadow_spread;
-
-   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
-   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
-         &gpipeline.ub_world_lighting );
-}
-
-/* 
- * Framebuffers
- */
+      purpose;
 
-static void fb_use( struct framebuffer *fb )
-{
-   if( !fb )
-   {
-      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-      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 );
-   }
-}
-
-__attribute__((warn_unused_result))
-static int 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 );
+      enum framebuffer_quality_profile{
+         k_framebuffer_quality_all,
+         k_framebuffer_quality_high_only
+      }
+      quality;
+      
+      GLenum internalformat,
+             format,
+             type,
+             attachment;
 
-   glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
-         GL_RENDERBUFFER, fb->rb );
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      GLuint id;
 
-   if( VG_CHECK_GL_ERR() )
-   {
-      fb->allocated = 0;
-      vg_error( "Error while creating standard framebuffer\n" );
-      return 0;
+      /* Runtime */
+      int debug_view;
    }
-
-   fb->allocated = 1;
-   return 1;
+   attachments[5];
+   GLuint fb;
+   framebuffer **link;
 }
+extern framebuffers[];
 
-static void fb_free( struct framebuffer *fb )
-{
-   glDeleteTextures( 1, &fb->colour );
-   glDeleteFramebuffers( 1, &fb->fb );
-}
 
-static void fb_bindtex( struct framebuffer *fb, int texture )
+struct shader_props_standard
 {
-   glActiveTexture( GL_TEXTURE0 + texture );
-   glBindTexture( GL_TEXTURE_2D, fb->colour );
-}
-
-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 );
-}
+   u32 tex_diffuse;
+};
 
-static void render_fb_resize(void)
+struct shader_props_terrain
 {
-   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 );
-   }
-}
+   u32 tex_diffuse;
+   v2f blend_offset;
+   v4f sand_colour;
+};
 
-/*
- * Vg
- */
-static int render_init(void)
+struct shader_props_vertex_blend
 {
-   shader_blit_register();
-   shader_standard_register();
-   shader_vblend_register();
-   shader_unlit_register();
-
-   if( vg_acquire_thread_sync(1) )
-   {
-      vg_info( "Allocating framebuffers\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 );
-      glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
-            GL_TEXTURE_2D, 
-            gpipeline.rgb_background, 0);
-
-      if( VG_CHECK_GL_ERR() )
-      {
-         vg_error( "Error while creating back buffer\n" );
-         vg_release_thread_sync(1);
-         return 0;
-      }
-
-      /* 
-       * 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;
-      }
-
-      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 };
-
-      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( VG_CHECK_GL_ERR() )
-      {
-         vg_error( "Error while creating fsquad\n" );
-         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-         vg_release_thread_sync(1);
-         return 0;
-      }
-
-      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 );
-
-      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;
-      }
-
-      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-      vg_success( "Done\n" );
-      
-      gpipeline.ready = 1;
-      vg_release_thread_sync(1);
-      return 1;
-   }
-   else
-      return 0;
-}
+   u32 tex_diffuse;
+   v2f blend_offset;
+};
 
-static void render_free(void *_)
+struct shader_props_water
 {
-   glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
-   glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
-
-   glDeleteFramebuffers( 1, &gpipeline.fb_background );
-   glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
-
-   glDeleteTextures( 1, &gpipeline.rgb_background );
-   glDeleteTextures( 1, &gpipeline.rgb_depthmap );
-}
+   v4f shore_colour;
+   v4f deep_colour;
+   f32 fog_scale;
+   f32 fresnel;
+   f32 water_sale;
+   v4f wave_speed;
+};
 
-/*
- * Utility
- */
-static void render_fsquad(void)
+struct shader_props_cubemapped
 {
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glDrawArrays( GL_TRIANGLES, 0, 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);