#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;
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 */