reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index ef7a82fb73f9986b5568c72cee08f7caf2b70294..8285317aaf5106f757979b2ca70600e753efecc0 100644 (file)
--- a/render.h
+++ b/render.h
@@ -11,13 +11,35 @@ static struct pipeline
 
    GLuint fb_background,
           rgb_background;
+
+   /* STD140 */
+   struct ub_world_lighting
+   {
+      /* v3f (padded) */
+      v4f g_directional,
+          g_sun_colour,
+          g_shadow_colour;
+
+      v4f g_water_plane,
+          g_depth_bounds;
+      float g_water_fog;
+   }
+   ub_world_lighting;
+
+   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 );
+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
+ */
 /* 
  * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
  */
@@ -47,41 +69,105 @@ 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 )
 {
-   glGenFramebuffers( 1, fb );
-   glBindFramebuffer( GL_FRAMEBUFFER, *fb );
+   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
+   glUniformBlockBinding( shader, idx, 0 );
 
-   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);
+   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)
+{
+   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
+         &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 )
+{
+   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 )
+{
+   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, *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 );
 }
 
-static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+static void fb_bindtex( struct framebuffer *fb, int texture )
 {
-   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 );
+   glActiveTexture( GL_TEXTURE0 + texture );
+   glBindTexture( GL_TEXTURE_2D, fb->colour );
+}
+
+static void fb_resize( struct framebuffer *fb )
+{
+   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, *rb );
-   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
-         vg_window_x, vg_window_y );
+   glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
+   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
 }
 
 static void render_fb_resize(void)
@@ -91,6 +177,9 @@ static void render_fb_resize(void)
          GL_RGB, GL_UNSIGNED_BYTE, NULL );
 }
 
+/*
+ * Vg
+ */
 static void render_init(void)
 {
    glGenFramebuffers( 1, &gpipeline.fb_background );
@@ -107,6 +196,25 @@ 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
+    */
+   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);
+
    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 };
 
@@ -120,8 +228,18 @@ static void render_init(void)
          sizeof(float)*2, (void*)0 );
    glEnableVertexAttribArray( 0 );
    VG_CHECK_GL();
+
+   render_alloc_ub();
 }
 
+static void render_free(void)
+{
+   /* TODO: ... */
+}
+
+/*
+ * Utility
+ */
 static void render_fsquad(void)
 {
    glBindVertexArray( gpipeline.fsquad.vao );