A complete workshop implementation, I guess
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 440af479f605195d0c763d27e88ef55e631ec1b3..b6633943b68df2def3f51499fced0dfbf8885278 100644 (file)
--- a/render.h
+++ b/render.h
@@ -16,6 +16,9 @@
 #include "shaders/vblend.h"
 #endif
 
+#define WORKSHOP_PREVIEW_WIDTH  504
+#define WORKSHOP_PREVIEW_HEIGHT 336
+
 VG_STATIC void render_water_texture( world_instance *world, camera *cam,
                                      int layer_depth );
 VG_STATIC void render_water_surface( world_instance *world, camera *cam );
@@ -36,7 +39,8 @@ VG_STATIC struct pipeline{
 
    framebuffer *fb_main,
                *fb_water_reflection,
-               *fb_water_beneath;
+               *fb_water_beneath,
+               *fb_workshop_preview;
    int ready;
 
    float view_render_scale,
@@ -175,6 +179,27 @@ framebuffers[] =
             .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
          }
       }
+   },
+   {
+      "workshop_preview",
+      .link = &gpipeline.fb_workshop_preview,
+      .resolution_div = 0,
+      .fixed_w = WORKSHOP_PREVIEW_WIDTH, .fixed_h = WORKSHOP_PREVIEW_HEIGHT,
+      .attachments = 
+      {
+         {
+            "colour", k_framebuffer_attachment_type_texture,
+            .internalformat = GL_RGB,
+            .format         = GL_RGB,
+            .type           = GL_UNSIGNED_BYTE,
+            .attachment     = GL_COLOR_ATTACHMENT0
+         },
+         {
+            "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+            .internalformat = GL_DEPTH24_STENCIL8,
+            .attachment = GL_DEPTH_STENCIL_ATTACHMENT
+         }
+      }
    }
 };
 
@@ -515,11 +540,11 @@ VG_STATIC void async_render_init( void *payload, u32 size )
    }
 
    float quad[] = { 
-      0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f,
-      0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
+      0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f,    /* fsquad */
+      0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,    
 
-      0.20f,0.00f, 0.80f,1.00f, 0.20f,1.00f,
-      0.20f,0.00f, 0.80f,0.00f, 0.80f,1.00f,
+      0.00f,0.00f, 1.00f,0x1p-4f,0.00f,0x1p-4f,    /* fsquad1 */
+      0.00f,0.00f, 1.00f,0.00f,  1.00f,0x1p-4f,
 
       /* 9x9 debug grid */
       /* row0 */
@@ -570,8 +595,7 @@ VG_STATIC void render_init(void)
    shader_blitblur_register();
    shader_blitcolour_register();
 
-   vg_async_item *call = vg_async_alloc(0);
-   vg_async_dispatch( call, async_render_init );
+   vg_async_call( async_render_init, NULL, 0 );
 }
 
 /*
@@ -594,6 +618,7 @@ VG_STATIC void render_fsquad1(void)
  */
 VG_STATIC void render_view_framebuffer_ui(void)
 {
+#if 0
    int viewing_count = 0;
 
    glBindVertexArray( gpipeline.fsquad.vao );
@@ -644,6 +669,7 @@ VG_STATIC void render_view_framebuffer_ui(void)
          viewing_count ++;
       }
    }
+#endif
 }
 
 VG_STATIC void render_framebuffer_show( struct framebuffer *fb,