stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index ef7a82fb73f9986b5568c72cee08f7caf2b70294..d8bdc95ea21503662a93fc85d06690d5b49299ae 100644 (file)
--- a/render.h
+++ b/render.h
@@ -14,8 +14,15 @@ static struct pipeline
 }
 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 );
 
 /* 
@@ -47,41 +54,63 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz )
          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)