stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 0abbdae0ce9f07a78b3b8c964fd38abf67117f53..d8bdc95ea21503662a93fc85d06690d5b49299ae 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,17 +1,29 @@
 #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 
@@ -34,4 +46,115 @@ static void plane_clip_projection( m4x4f mat, v4f plane )
    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 */