chaos caused by async
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index f61974e37e791f0b7384b17ef384416086c791b6..7fb47b0dc2cb580c9ee3fd1a8521d04643018412 100644 (file)
@@ -8,62 +8,60 @@
 #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 )
@@ -106,7 +104,8 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam );
 
 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{
@@ -203,7 +202,8 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    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] );
@@ -308,7 +308,8 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    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] );
@@ -360,7 +361,8 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    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 );
@@ -376,7 +378,6 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
                                    int layer_depth )
 {
    float closest = INFINITY;
-
    struct ent_gate *gate = NULL;
 
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){