#include "camera.h"
#include "world.h"
-/* FIXME */
-VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+VG_STATIC GLuint tex_terrain_noise;
-VG_STATIC void world_render_init(void)
+VG_STATIC void async_world_render_init( void *payload, u32 size )
{
- vg_info( "Loading default world textures\n" );
-
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
-
-
- vg_info( "Allocate uniform buffers\n" );
- for( int i=0; i<4; i++ )
- {
- world_instance *world = &world_global.worlds[i];
- world->ubo_bind_point = i;
+ vg_info( "Allocate uniform buffers\n" );
+ for( int i=0; i<4; i++ ){
+ world_instance *world = &world_global.worlds[i];
+ world->ubo_bind_point = i;
+
+ glGenBuffers( 1, &world->ubo_lighting );
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
+ NULL, GL_DYNAMIC_DRAW );
+
+ glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
+ VG_CHECK_GL_ERR();
+ }
- glGenBuffers( 1, &world->ubo_lighting );
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
- NULL, GL_DYNAMIC_DRAW );
+ vg_info( "Allocate frame buffers\n" );
+ for( int i=0; i<4; i++ ){
+ world_instance *world = &world_global.worlds[i];
+ struct framebuffer *fb = &world->heightmap;
+
+ fb->display_name = NULL;
+ fb->link = NULL;
+ fb->fixed_w = 1024;
+ fb->fixed_h = 1024;
+ fb->resolution_div = 0;
+
+ fb->attachments[0].display_name = NULL;
+ fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
+ fb->attachments[0].internalformat = GL_RG16F;
+ fb->attachments[0].format = GL_RG;
+ fb->attachments[0].type = GL_FLOAT;
+ fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
+
+ fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
+
+ render_fb_allocate( fb );
+ }
+}
- glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
- VG_CHECK_GL_ERR();
- }
+VG_STATIC void world_render_init(void)
+{
+ vg_info( "Loading default world textures\n" );
- vg_info( "Allocate frame buffers\n" );
- for( int i=0; i<4; i++ )
- {
- world_instance *world = &world_global.worlds[i];
- struct framebuffer *fb = &world->heightmap;
-
- fb->display_name = NULL;
- fb->link = NULL;
- fb->fixed_w = 1024;
- fb->fixed_h = 1024;
- fb->resolution_div = 0;
-
- fb->attachments[0].display_name = NULL;
- fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
- fb->attachments[0].internalformat = GL_RG16F;
- fb->attachments[0].format = GL_RG;
- fb->attachments[0].type = GL_FLOAT;
- fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
-
- fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
-
- render_fb_allocate( fb );
- }
- }
- vg_release_thread_sync();
+ vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
+ VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
+ &tex_terrain_noise );
+ vg_async_item *call = vg_async_alloc(0);
+ vg_async_dispatch( call, async_world_render_init );
}
VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
VG_STATIC void bind_terrain_noise(void)
{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
}
struct world_pass{
world_bind_light_index( world, _shader_scene_vertex_blend.id,
_uniform_scene_vertex_blend_uLightsIndex, 4 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
shader_scene_vertex_blend_uPv( cam->mtx.pv );
shader_scene_vertex_blend_uCamera( cam->transform[3] );
world_bind_light_index( world, _shader_scene_terrain.id,
_uniform_scene_terrain_uLightsIndex, 4 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
shader_scene_terrain_uPv( cam->mtx.pv );
shader_scene_terrain_uCamera( cam->transform[3] );
shader_model_sky_uTexGarbage(0);
world_link_lighting_ub( world, _shader_model_sky.id );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
glDepthMask( GL_FALSE );
glDisable( GL_DEPTH_TEST );
int layer_depth )
{
float closest = INFINITY;
-
struct ent_gate *gate = NULL;
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){