}
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_water_surface( m4x4f pv, m4x3f camera );
static void render_world( m4x4f projection, m4x3f camera );
/*
nearz, farz );
}
-static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+static void fb_use( struct framebuffer *fb )
{
- glGenFramebuffers( 1, fb );
- glBindFramebuffer( GL_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 );
+ }
+}
- glGenTextures( 1, rgb );
- glBindTexture( GL_TEXTURE_2D, *rgb );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+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, *rgb, 0);
+ GL_TEXTURE_2D, fb->colour, 0);
- /* TODO: Check for DEPTH32f availiblity and use if possible */
-
- glGenRenderbuffers( 1, rb );
- glBindRenderbuffer( GL_RENDERBUFFER, *rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
- vg_window_x, vg_window_y );
+ 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, *rb );
+ GL_RENDERBUFFER, fb->rb );
}
-static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+static void fb_bindtex( struct framebuffer *fb, int texture )
{
- glBindTexture( GL_TEXTURE_2D, *rgb );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
- GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ 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, *rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
- vg_window_x, vg_window_y );
+ glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
}
static void render_fb_resize(void)