X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=render.h;h=706cf9b14de229dabdadba2b419e16135c5dd179;hb=d13f2700b1773551307685cc7c34c804ccd6d664;hp=aa738425422d0365720b881ee6272ab7e01805a2;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index aa73842..706cf9b 100644 --- a/render.h +++ b/render.h @@ -1,8 +1,28 @@ +#include "common.h" +#include "model.h" + +#include "shaders/blit.h" +#include "shaders/standard.h" +#include "shaders/vblend.h" +#include "shaders/unlit.h" + +static void render_water_texture( m4x3f camera ); +static void render_water_surface( m4x4f pv, m4x3f camera ); +static void render_world( m4x4f projection, m4x3f camera ); +static void shader_link_standard_ub( GLuint shader, int texture_id ); +static void render_world_depth( m4x4f projection, m4x3f camera ); + #ifndef RENDER_H #define RENDER_H -#include "common.h" -#include "model.h" +struct framebuffer +{ + GLuint fb, colour, rb; + int div; + GLuint format; + + int allocated; +}; static struct pipeline { @@ -42,6 +62,8 @@ static struct pipeline GLuint fb_depthmap, rgb_depthmap; GLuint ubo_world_lighting, ubo_world; + + int ready; } gpipeline = { @@ -72,11 +94,6 @@ gpipeline = } }; -static void render_water_texture( m4x3f camera ); -static void render_water_surface( m4x4f pv, m4x3f camera ); -static void render_world( m4x4f projection, m4x3f camera ); -static void render_world_depth( m4x4f projection, m4x3f camera ); - /* * Matrix Projections */ @@ -154,26 +171,9 @@ static void render_update_lighting_ub(void) &gpipeline.ub_world_lighting ); } -static void render_alloc_ub(void) -{ - glGenBuffers( 1, &gpipeline.ubo_world_lighting ); - glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting ); - glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), - NULL, GL_DYNAMIC_DRAW ); - - render_update_lighting_ub(); - glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting ); -} - /* * Framebuffers */ -struct framebuffer -{ - GLuint fb, colour, rb; - int div; - GLuint format; -}; static void fb_use( struct framebuffer *fb ) { @@ -213,6 +213,16 @@ static void fb_init( struct framebuffer *fb ) glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rb ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + + VG_CHECK_GL_ERR(); + fb->allocated = 1; +} + +static void fb_free( struct framebuffer *fb ) +{ + glDeleteTextures( 1, &fb->colour ); + glDeleteFramebuffers( 1, &fb->fb ); } static void fb_bindtex( struct framebuffer *fb, int texture ) @@ -223,6 +233,9 @@ static void fb_bindtex( struct framebuffer *fb, int texture ) static void fb_resize( struct framebuffer *fb ) { + if( !fb->allocated ) + return; + i32 ix = vg_window_x / fb->div, iy = vg_window_y / fb->div; @@ -236,9 +249,12 @@ static void fb_resize( struct framebuffer *fb ) 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 ); + if( gpipeline.ready ) + { + 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 ); + } } /* @@ -246,59 +262,96 @@ static void render_fb_resize(void) */ 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); - - /* - * World depth map, maybe this should be moved to world.h - * TODO: review - */ - glGenFramebuffers( 1, &gpipeline.fb_depthmap ); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); - - glGenTextures( 1, &gpipeline.rgb_depthmap ); - glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0, - GL_RED, GL_FLOAT, NULL ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - vg_tex2d_clamp(); - - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - gpipeline.rgb_depthmap, 0); + shader_blit_register(); + shader_standard_register(); + shader_vblend_register(); + shader_unlit_register(); - 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 }; + vg_acquire_thread_sync(); + { + vg_info( "Allocating framebuffers\n" ); + + 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); + + VG_CHECK_GL_ERR(); + + /* + * World depth map, maybe this should be moved to world.h + * TODO: review + */ + glGenFramebuffers( 1, &gpipeline.fb_depthmap ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); + + glGenTextures( 1, &gpipeline.rgb_depthmap ); + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0, + GL_RED, GL_FLOAT, NULL ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + vg_tex2d_clamp(); + + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, + gpipeline.rgb_depthmap, 0); + + VG_CHECK_GL_ERR(); + + 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_ERR(); + + glGenBuffers( 1, &gpipeline.ubo_world_lighting ); + glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting ); + glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), + NULL, GL_DYNAMIC_DRAW ); + + render_update_lighting_ub(); + glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting ); + + VG_CHECK_GL_ERR(); - 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(); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + vg_success( "Done\n" ); + + gpipeline.ready = 1; + } - render_alloc_ub(); + vg_release_thread_sync(); } -static void render_free(void) +static void render_free(void *_) { - /* TODO: ... */ + glDeleteVertexArrays( 1, &gpipeline.fsquad.vao ); + glDeleteBuffers( 1, &gpipeline.fsquad.vbo ); + + glDeleteFramebuffers( 1, &gpipeline.fb_background ); + glDeleteFramebuffers( 1, &gpipeline.fb_depthmap ); + + glDeleteTextures( 1, &gpipeline.rgb_background ); + glDeleteTextures( 1, &gpipeline.rgb_depthmap ); } /*