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[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 8285317aaf5106f757979b2ca70600e753efecc0..8122b2ae8e41f18effe8dea39a9d5224ae8f2c93 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,9 +1,32 @@
-#ifndef RENDER_H
-#define RENDER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
 
 #include "common.h"
 #include "model.h"
 
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/vblend.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;
@@ -16,26 +39,63 @@ static struct pipeline
    struct ub_world_lighting
    {
       /* v3f (padded) */
-      v4f g_directional,
-          g_sun_colour,
-          g_shadow_colour;
+      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;
-}
-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 );
+   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 }
+   }
+};
 
 /* 
  * Matrix Projections
@@ -65,7 +125,7 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz )
 {
    m4x4_projection( mat,
          gpipeline.fov,
-         (float)vg_window_x / (float)vg_window_y, 
+         (float)vg.window_x / (float)vg.window_y, 
          nearz, farz );
 }
 
@@ -84,51 +144,58 @@ static void shader_link_standard_ub( GLuint shader, int texture_id )
 
 static void render_update_lighting_ub(void)
 {
-   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+   struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
+   int c = 0;
 
-   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
-         &gpipeline.ub_world_lighting );
-}
+   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 ++;
+      }
+   }
 
-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 );
+   winf->g_light_count = c;
+   winf->g_light_directions[0][3] = gpipeline.shadow_length;
+   winf->g_light_colours[0][3] = gpipeline.shadow_spread;
 
-   render_update_lighting_ub();
-   glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
+         &gpipeline.ub_world_lighting );
 }
 
 /* 
  * Framebuffers
  */
-struct framebuffer
-{
-   GLuint fb, colour, rb;
-   int div;
-   GLuint format;
-};
 
 static void fb_use( struct framebuffer *fb )
 {
    if( !fb )
    {
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-      glViewport( 0, 0, vg_window_x, vg_window_y );
+      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 );
+      glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div );
    }
 }
 
 static void fb_init( struct framebuffer *fb )
 {
-   i32 ix = vg_window_x / fb->div,
-       iy = vg_window_y / fb->div;
+   i32 ix = vg.window_x / fb->div,
+       iy = vg.window_y / fb->div;
 
    glGenFramebuffers( 1, &fb->fb );
    glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
@@ -149,6 +216,16 @@ 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 )
@@ -159,8 +236,11 @@ static void fb_bindtex( struct framebuffer *fb, int texture )
 
 static void fb_resize( struct framebuffer *fb )
 {
-   i32 ix = vg_window_x / fb->div,
-       iy = vg_window_y / fb->div;
+   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,
@@ -172,22 +252,25 @@ 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 );
+   }
 }
 
-/*
- * Vg
- */
-static void render_init(void)
+/* used for drawing player onto */
+static void render_init_temp_buffer(void)
 {
+   vg_info( "[render] Allocate temporary framebuffer\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, 
+   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 );
@@ -196,10 +279,15 @@ static void render_init(void)
          GL_TEXTURE_2D, 
          gpipeline.rgb_background, 0);
 
-   /* 
-    * World depth map, maybe this should be moved to world.h
-    * TODO: review
-    */
+   VG_CHECK_GL_ERR();
+}
+
+/* used for drawing world depth from the top view, used in our water and
+ * lighting calculations */
+static void render_init_depthmap_buffer(void)
+{
+   vg_info( "[render] Allocate depth map buffer\n" );
+
    glGenFramebuffers( 1, &gpipeline.fb_depthmap );
    glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
 
@@ -215,6 +303,13 @@ static void render_init(void)
          GL_TEXTURE_2D, 
          gpipeline.rgb_depthmap, 0);
 
+   VG_CHECK_GL_ERR();
+}
+
+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 };
 
@@ -227,14 +322,57 @@ static void render_init(void)
    glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
          sizeof(float)*2, (void*)0 );
    glEnableVertexAttribArray( 0 );
-   VG_CHECK_GL();
 
-   render_alloc_ub();
+   VG_CHECK_GL_ERR();
 }
 
-static void render_free(void)
+static void render_init_uniform_buffers(void)
 {
-   /* TODO: ... */
+   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();
+}
+
+static void render_init(void)
+{
+   shader_blit_register();
+   shader_standard_register();
+   shader_vblend_register();
+
+   vg_acquire_thread_sync();
+   {
+      render_init_temp_buffer();
+      render_init_depthmap_buffer();
+      render_init_fs_quad();
+      render_init_uniform_buffers();
+
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      gpipeline.ready = 1;
+   }
+
+   vg_release_thread_sync();
+}
+
+static void render_free(void *_)
+{
+   glDeleteBuffers( 1, &gpipeline.ubo_world_lighting );
+
+   glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
+   glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
+
+   glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
+   glDeleteTextures( 1, &gpipeline.rgb_depthmap );
+
+   glDeleteFramebuffers( 1, &gpipeline.fb_background );
+   glDeleteTextures( 1, &gpipeline.rgb_background );
 }
 
 /*