move location of main camera to g_render
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 8285317aaf5106f757979b2ca70600e753efecc0..c5a08804577f727f9de728633e03fe5bd11e968d 100644 (file)
--- a/render.h
+++ b/render.h
-#ifndef RENDER_H
-#define RENDER_H
-
-#include "common.h"
-#include "model.h"
-
-static struct pipeline
-{
-   float fov;
-   glmesh fsquad;
-
-   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, 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 
- */
-static void plane_clip_projection( m4x4f mat, v4f plane )
-{
-   v4f c = 
-   {
-      (vg_signf(plane[0]) + mat[2][0]) / mat[0][0],
-      (vg_signf(plane[1]) + mat[2][1]) / mat[1][1],
-      -1.0f,
-      (1.0f + mat[2][2]) / mat[3][2]
-   };
-
-   v4_muls( plane, 2.0f / v4_dot(plane,c), c );
-
-   mat[0][2] = c[0];
-   mat[1][2] = c[1];
-   mat[2][2] = c[2] + 1.0f;
-   mat[3][2] = c[3];
-}
-
-static void pipeline_projection( m4x4f mat, float nearz, float farz )
-{
-   m4x4_projection( mat,
-         gpipeline.fov,
-         (float)vg_window_x / (float)vg_window_y, 
-         nearz, farz );
-}
-
 /*
- * Shaders
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
-static void shader_link_standard_ub( GLuint shader, int texture_id )
-{
-   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
-   glUniformBlockBinding( shader, idx, 0 );
-
-   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 );
+#pragma once
+#include "common.h"
+#include "model.h"
+#include "camera.h"
+#include "shader_props.h"
+#include "vg/vg_framebuffer.h"
 
-   glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
-         &gpipeline.ub_world_lighting );
-}
+#include "shaders/blit.h"
+#include "shaders/blitblur.h"
+#include "shaders/blitcolour.h"
+#include "shaders/blit_transition.h"
 
-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 );
+#define WORKSHOP_PREVIEW_WIDTH  504
+#define WORKSHOP_PREVIEW_HEIGHT 336
 
-   render_update_lighting_ub();
-   glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
-}
+static f32 k_render_scale  = 1.0f;
+static i32 k_blur_effect   = 1;
+static f32 k_blur_strength = 0.3f;
+static f32 k_fov           = 0.86f;
+static f32 k_cam_height    = 0.8f;
 
 /* 
- * 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, fb->colour, 0);
-
-   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, fb->rb );
-}
-
-static void fb_bindtex( struct framebuffer *fb, int texture )
-{
-   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, fb->rb );
-   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
-}
-
-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 );
-}
-
-/*
- * Vg
+ * All standard buffers used in rendering
  */
-static void render_init(void)
+struct pipeline
 {
-   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);
-
-   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();
+   glmesh fsquad;
 
-   render_alloc_ub();
-}
+   vg_framebuffer *fb_main,
+                  *fb_water_reflection,
+                  *fb_water_beneath,
+                  *fb_workshop_preview,
+                  *fb_network_status;
+   int ready;
 
-static void render_free(void)
-{
-   /* TODO: ... */
-}
-
-/*
- * Utility
- */
-static void render_fsquad(void)
-{
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glDrawArrays( GL_TRIANGLES, 0, 6 );
+   v2f blur_override;
+   vg_camera cam;
 }
+static g_render;
 
-#endif /* RENDER_H */
+void render_init(void);
+void render_fsquad(void);
+void render_fsquad1(void);
+void render_fsquad2(void);
+void postprocess_to_screen( vg_framebuffer *fb );