dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index d8bdc95ea21503662a93fc85d06690d5b49299ae..cac188d07dcbdf3fc258bcbb4a5ab45256567e50 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,8 +1,28 @@
+#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
 
-#include "common.h"
-#include "model.h"
+struct framebuffer
+{
+   GLuint fb, colour, rb;
+   int div;
+   GLuint format;
+
+   int allocated;
+};
 
 static struct pipeline
 {
@@ -11,20 +31,72 @@ static struct pipeline
 
    GLuint fb_background,
           rgb_background;
-}
-gpipeline;
 
-struct framebuffer
+   /* 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 =
 {
-   GLuint fb, colour, rb;
-   int div;
-   GLuint format;
-};
+   .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, m4x3f camera );
-static void render_world( m4x4f projection, m4x3f camera );
+   .ub_world_lighting =
+   {
+      .g_ambient_colour = { 0.09f, 0.03f, 0.07f }
+   }
+};
 
+/* 
+ * Matrix Projections
+ */
 /* 
  * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf 
  */
@@ -54,6 +126,55 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz )
          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 )
@@ -92,6 +213,16 @@ static void fb_init( struct framebuffer *fb )
 
    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 )
@@ -102,6 +233,9 @@ static void fb_bindtex( struct framebuffer *fb, int texture )
 
 static void fb_resize( struct framebuffer *fb )
 {
+   if( !fb->allocated )
+      return;
+
    i32 ix = vg_window_x / fb->div,
        iy = vg_window_y / fb->div;
 
@@ -115,13 +249,19 @@ static void fb_resize( struct framebuffer *fb )
 
 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 );
+   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 );
+   }
 }
 
-static void render_init(void)
+/* 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 );
 
@@ -136,6 +276,37 @@ static void render_init(void)
          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 };
 
@@ -148,9 +319,63 @@ static void render_init(void)
    glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
          sizeof(float)*2, (void*)0 );
    glEnableVertexAttribArray( 0 );
-   VG_CHECK_GL();
+
+   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 );