#ifndef RENDER_H
#define RENDER_H
-#define VG_3D
-#include "vg/vg.h"
+
+#include "common.h"
+#include "model.h"
static struct pipeline
{
float fov;
+ glmesh fsquad;
+
+ GLuint fb_background,
+ rgb_background;
}
gpipeline;
+struct framebuffer
+{
+ GLuint fb, colour, rb;
+ int div;
+ GLuint format;
+};
+
static void render_water_texture( m4x3f camera );
-static void render_water_surface( m4x4f pv );
-static void render_world( m4x4f pv );
+static void render_water_surface( m4x4f pv, m4x3f camera );
+static void render_world( m4x4f projection, m4x3f camera );
/*
* 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 );
+}
+
+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 );
+}
+
+static void render_init(void)
+{
+ 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);
+
+ 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();
+}
+
+static void render_fsquad(void)
+{
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+}
+
#endif /* RENDER_H */