+#include "common.h"
+#include "model.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/vblend.h"
+#include "shaders/unlit.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
-#define VG_3D
-#include "vg/vg.h"
+
+struct framebuffer
+{
+ GLuint fb, colour, rb;
+ int div;
+ GLuint format;
+
+ int allocated;
+};
static struct pipeline
{
float fov;
+ glmesh fsquad;
+
+ GLuint fb_background,
+ rgb_background;
+
+ /* STD140 */
+ struct ub_world_lighting
+ {
+ /* v3f (padded) */
+ 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;
+
+ int ready;
}
-gpipeline;
+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,
-static void render_water_texture( m4x3f camera );
-static void render_water_surface( m4x4f pv );
-static void render_world( m4x4f pv );
+ .ub_world_lighting =
+ {
+ .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
+ }
+};
+/*
+ * Matrix Projections
+ */
/*
* http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
*/
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
+ */
+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)
+{
+ struct ub_world_lighting *winf = &gpipeline.ub_world_lighting;
+ int c = 0;
+
+ 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 ++;
+ }
+ }
+
+ winf->g_light_count = c;
+ winf->g_light_directions[0][3] = gpipeline.shadow_length;
+ winf->g_light_colours[0][3] = gpipeline.shadow_spread;
+
+ glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
+ &gpipeline.ub_world_lighting );
+}
+
+/*
+ * Framebuffers
+ */
+
+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 );
+ 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 )
+{
+ glActiveTexture( GL_TEXTURE0 + texture );
+ glBindTexture( GL_TEXTURE_2D, fb->colour );
+}
+
+static void fb_resize( struct framebuffer *fb )
+{
+ 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,
+ 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)
+{
+ 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 );
+ }
+}
+
+/* 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,
+ 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);
+
+ 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 );
+
+ 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);
+
+ 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 };
+
+ 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_ERR();
+}
+
+static void render_init_uniform_buffers(void)
+{
+ 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();
+ shader_unlit_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 );
+}
+
+/*
+ * Utility
+ */
+static void render_fsquad(void)
+{
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+}
+
#endif /* RENDER_H */