Fix major overstep with last commit
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index aa738425422d0365720b881ee6272ab7e01805a2..706cf9b14de229dabdadba2b419e16135c5dd179 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,8 +1,28 @@
+#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
 
-#include "common.h"
-#include "model.h"
+struct framebuffer
+{
+   GLuint fb, colour, rb;
+   int div;
+   GLuint format;
+
+   int allocated;
+};
 
 static struct pipeline
 {
@@ -42,6 +62,8 @@ static struct pipeline
    GLuint fb_depthmap, rgb_depthmap;
    GLuint ubo_world_lighting,
           ubo_world;
+
+   int ready;
 }
 gpipeline =
 {
@@ -72,11 +94,6 @@ gpipeline =
    }
 };
 
-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 render_world_depth( m4x4f projection, m4x3f camera );
-
 /* 
  * Matrix Projections
  */
@@ -154,26 +171,9 @@ static void render_update_lighting_ub(void)
          &gpipeline.ub_world_lighting );
 }
 
-static void render_alloc_ub(void)
-{
-   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 );
-}
-
 /* 
  * Framebuffers
  */
-struct framebuffer
-{
-   GLuint fb, colour, rb;
-   int div;
-   GLuint format;
-};
 
 static void fb_use( struct framebuffer *fb )
 {
@@ -213,6 +213,16 @@ static void fb_init( struct framebuffer *fb )
 
    glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
          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 )
@@ -223,6 +233,9 @@ static void fb_bindtex( struct framebuffer *fb, int texture )
 
 static void fb_resize( struct framebuffer *fb )
 {
+   if( !fb->allocated )
+      return;
+
    i32 ix = vg_window_x / fb->div,
        iy = vg_window_y / fb->div;
 
@@ -236,9 +249,12 @@ static void fb_resize( struct framebuffer *fb )
 
 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 );
+   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 );
+   }
 }
 
 /*
@@ -246,59 +262,96 @@ static void render_fb_resize(void)
  */
 static void render_init(void)
 {
-   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);
-
-   /* 
-    * 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);
+   shader_blit_register();
+   shader_standard_register();
+   shader_vblend_register();
+   shader_unlit_register();
 
-   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 };
+   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();
 
-   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();
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      vg_success( "Done\n" );
+      
+      gpipeline.ready = 1;
+   }
 
-   render_alloc_ub();
+   vg_release_thread_sync();
 }
 
-static void render_free(void)
+static void render_free(void *_)
 {
-   /* TODO: ... */
+   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 );
 }
 
 /*