Fix major overstep with last commit
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 493ed3b6d4520c8954bc7860e4702c28fb9b9893..706cf9b14de229dabdadba2b419e16135c5dd179 100644 (file)
--- a/render.h
+++ b/render.h
+#include "common.h"
+#include "model.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
-#define VG_3D
-#include "vg/vg.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;
+
+      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;
+
+   int ready;
 }
-gpipeline;
+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 void render_water_texture( m4x3f camera );
-static void render_water_surface( m4x4f pv );
-static void render_world( m4x4f projection, m4x3f camera );
+   .ub_world_lighting =
+   {
+      .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
+   }
+};
 
+/* 
+ * Matrix Projections
+ */
 /* 
  * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
  */
@@ -42,41 +126,241 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz )
          nearz, farz );
 }
 
-static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+/*
+ * Shaders
+ */
+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 );
+}
+
+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;
+
+   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
+         &gpipeline.ub_world_lighting );
+}
+
+/* 
+ * Framebuffers
+ */
+
+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 );
+   }
+}
+
+static void fb_init( struct framebuffer *fb )
 {
-   glGenFramebuffers( 1, fb );
-   glBindFramebuffer( GL_FRAMEBUFFER, *fb );
+   i32 ix = vg_window_x / fb->div,
+       iy = vg_window_y / fb->div;
 
-   glGenTextures( 1, rgb );
-   glBindTexture( GL_TEXTURE_2D, *rgb );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
-         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+   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, *rgb, 0);
-
-   /* TODO: Check for DEPTH32f availiblity and use if possible */
+         GL_TEXTURE_2D, fb->colour, 0);
 
-   glGenRenderbuffers( 1, rb );
-   glBindRenderbuffer( GL_RENDERBUFFER, *rb );
-   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
-         vg_window_x, vg_window_y );
+   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, *rb );
+         GL_RENDERBUFFER, fb->rb );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+   VG_CHECK_GL_ERR();
+   fb->allocated = 1;
+}
+
+static void fb_free( struct framebuffer *fb )
+{
+   glDeleteTextures( 1, &fb->colour );
+   glDeleteFramebuffers( 1, &fb->fb );
+}
+
+static void fb_bindtex( struct framebuffer *fb, int texture )
+{
+   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 );
+}
+
+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 );
+   }
+}
+
+/*
+ * Vg
+ */
+static void render_init(void)
+{
+   shader_blit_register();
+   shader_standard_register();
+   shader_vblend_register();
+   shader_unlit_register();
+
+   vg_acquire_thread_sync();
+   {
+      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);
+
+      VG_CHECK_GL_ERR();
+
+      /* 
+       * 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);
+
+      VG_CHECK_GL_ERR();
+
+      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 );
+
+      VG_CHECK_GL_ERR();
+
+      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();
+
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      vg_success( "Done\n" );
+      
+      gpipeline.ready = 1;
+   }
+
+   vg_release_thread_sync();
 }
 
-static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+static void render_free(void *_)
 {
-   glBindTexture( GL_TEXTURE_2D, *rgb );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
-         GL_RGB, GL_UNSIGNED_BYTE, NULL );
+   glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
+   glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
 
-   glBindRenderbuffer( GL_RENDERBUFFER, *rb );
-   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
-         vg_window_x, vg_window_y );
+   glDeleteFramebuffers( 1, &gpipeline.fb_background );
+   glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
+
+   glDeleteTextures( 1, &gpipeline.rgb_background );
+   glDeleteTextures( 1, &gpipeline.rgb_depthmap );
+}
+
+/*
+ * Utility
+ */
+static void render_fsquad(void)
+{
+   glBindVertexArray( gpipeline.fsquad.vao );
+   glDrawArrays( GL_TRIANGLES, 0, 6 );
 }
 
 #endif /* RENDER_H */