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
*/
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)
GL_RGB, GL_UNSIGNED_BYTE, NULL );
}
+/*
+ * Vg
+ */
static void render_init(void)
{
glGenFramebuffers( 1, &gpipeline.fb_background );
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 };
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 );