the better walkgrid
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 493ed3b6d4520c8954bc7860e4702c28fb9b9893..ef7a82fb73f9986b5568c72cee08f7caf2b70294 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,11 +1,16 @@
 #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;
 
@@ -79,4 +84,48 @@ static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
          vg_window_x, vg_window_y );
 }
 
+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 */