X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=58c88311d76af42a6a6c7860af46f2224db3a9f8;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=f77f10625ef1ee8b71bae081bc310e82b3863346;hpb=be0f28b651e5c39943e476c0cd68c146e9952857;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index f77f106..58c8831 100644 --- a/render.h +++ b/render.h @@ -1,22 +1,48 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #include "common.h" #include "model.h" +#include "camera.h" + +#include "shaders/blit.h" +#include "shaders/blitblur.h" +#include "shaders/standard.h" +#include "shaders/vblend.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 ); +VG_STATIC void render_water_texture( camera *cam ); +VG_STATIC void render_water_surface( camera *cam ); +VG_STATIC void render_world( camera *cam ); +VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id ); +VG_STATIC void render_world_depth( camera *cam ); #ifndef RENDER_H #define RENDER_H -static struct pipeline +struct framebuffer +{ + GLuint fb, colour, rb; + int div; + GLuint format; + + int allocated; +}; + +/* + * All standard buffers used in rendering + */ +VG_STATIC struct pipeline { +#if 0 float fov; +#endif glmesh fsquad; GLuint fb_background, - rgb_background; + rgb_background, + mv_background, + rb_background; /* STD140 */ struct ub_world_lighting @@ -32,6 +58,7 @@ static struct pipeline float g_water_fog; int g_light_count; int g_light_preview; + int g_shadow_samples; } ub_world_lighting; @@ -48,6 +75,8 @@ static struct pipeline GLuint fb_depthmap, rgb_depthmap; GLuint ubo_world_lighting, ubo_world; + + int ready; } gpipeline = { @@ -78,42 +107,10 @@ gpipeline = } }; -/* - * Matrix Projections - */ -/* - * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf - */ -static void plane_clip_projection( m4x4f mat, v4f plane ) -{ - v4f c = - { - (vg_signf(plane[0]) + mat[2][0]) / mat[0][0], - (vg_signf(plane[1]) + mat[2][1]) / mat[1][1], - -1.0f, - (1.0f + mat[2][2]) / mat[3][2] - }; - - v4_muls( plane, 2.0f / v4_dot(plane,c), c ); - - mat[0][2] = c[0]; - mat[1][2] = c[1]; - mat[2][2] = c[2] + 1.0f; - mat[3][2] = c[3]; -} - -static void pipeline_projection( m4x4f mat, float nearz, float farz ) -{ - m4x4_projection( mat, - gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, - nearz, farz ); -} - /* * Shaders */ -static void shader_link_standard_ub( GLuint shader, int texture_id ) +VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id ) { GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); glUniformBlockBinding( shader, idx, 0 ); @@ -123,7 +120,7 @@ static void shader_link_standard_ub( GLuint shader, int texture_id ) glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id ); } -static void render_update_lighting_ub(void) +VG_STATIC void render_update_lighting_ub(void) { struct ub_world_lighting *winf = &gpipeline.ub_world_lighting; int c = 0; @@ -150,50 +147,38 @@ static void render_update_lighting_ub(void) winf->g_light_directions[0][3] = gpipeline.shadow_length; winf->g_light_colours[0][3] = gpipeline.shadow_spread; + if( vg.quality_profile == k_quality_profile_low ) + winf->g_shadow_samples = 0; + else + winf->g_shadow_samples = 8; + glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting ); glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting), &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 ) +VG_STATIC void fb_use( struct framebuffer *fb ) { if( !fb ) { - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0, 0, vg_window_x, vg_window_y ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); + glViewport( 0, 0, vg.window_x, vg.window_y ); } else { glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - glViewport( 0, 0, vg_window_x / fb->div, vg_window_y / fb->div ); + glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div ); } } -static void fb_init( struct framebuffer *fb ) +VG_STATIC void fb_init( struct framebuffer *fb ) { - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; + i32 ix = vg.window_x / fb->div, + iy = vg.window_y / fb->div; glGenFramebuffers( 1, &fb->fb ); glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); @@ -214,18 +199,31 @@ 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; +} + +VG_STATIC void fb_free( struct framebuffer *fb ) +{ + glDeleteTextures( 1, &fb->colour ); + glDeleteFramebuffers( 1, &fb->fb ); } -static void fb_bindtex( struct framebuffer *fb, int texture ) +VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture ) { glActiveTexture( GL_TEXTURE0 + texture ); glBindTexture( GL_TEXTURE_2D, fb->colour ); } -static void fb_resize( struct framebuffer *fb ) +VG_STATIC void fb_resize( struct framebuffer *fb ) { - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; + if( !fb->allocated ) + return; + + i32 ix = vg.window_x / fb->div, + iy = vg.window_y / fb->div; glBindTexture( GL_TEXTURE_2D, fb->colour ); glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0, @@ -235,36 +233,89 @@ static void fb_resize( struct framebuffer *fb ) glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); } -static void render_fb_resize(void) +VG_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 ); + + /* FIXME: Resizeother textures and rb */ + } } -/* - * Vg - */ -static void render_init(void) +VG_STATIC void render_init_temp_buffer(void) { + vg_info( "[render] Allocate framebuffer\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); - + 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 ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, - gpipeline.rgb_background, 0); + gpipeline.rgb_background, 0 ); + + glGenTextures( 1, &gpipeline.mv_background ); + glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background ); +#if 0 + glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, vg.window_x, vg.window_y, + 0, GL_RG, GL_FLOAT, NULL); +#endif + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F, vg.window_x, vg.window_y, + 0, GL_RGBA, GL_FLOAT, NULL); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, + GL_TEXTURE_2D, + gpipeline.mv_background, 0 ); + + /* render buffer */ + glGenRenderbuffers( 1, &gpipeline.rb_background ); + glBindRenderbuffer( GL_RENDERBUFFER, gpipeline.rb_background ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, + vg.window_x, vg.window_y ); + glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, gpipeline.rb_background ); + + GLuint attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; + glDrawBuffers( 2, attachments ); + + GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER ); + + if( result != GL_FRAMEBUFFER_COMPLETE ) + { + if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ) + vg_fatal_exit_loop( "Main RT: Incomplete attachment" ); + else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT ) + vg_fatal_exit_loop( "Main RT: Missing attachment" ); + else if( result == GL_FRAMEBUFFER_UNSUPPORTED ) + vg_fatal_exit_loop( "Main RT: Unsupported framebuffer format" ); + else + vg_fatal_exit_loop( "Main RT: Generic Error" ); + } + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + VG_CHECK_GL_ERR(); +} + +/* used for drawing world depth from the top view, used in our water and + * lighting calculations */ +VG_STATIC void render_init_depthmap_buffer(void) +{ + vg_info( "[render] Allocate depth map buffer\n" ); - /* - * World depth map, maybe this should be moved to world.h - * TODO: review - */ glGenFramebuffers( 1, &gpipeline.fb_depthmap ); glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); @@ -280,8 +331,18 @@ static void render_init(void) GL_TEXTURE_2D, gpipeline.rgb_depthmap, 0); + VG_CHECK_GL_ERR(); +} + +VG_STATIC void render_init_fs_quad(void) +{ + vg_info( "[render] Allocate quad\n" ); + 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 }; + 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + + 0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f, + 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f}; glGenVertexArrays( 1, &gpipeline.fsquad.vao ); glGenBuffers( 1, &gpipeline.fsquad.vbo ); @@ -292,23 +353,59 @@ static void render_init(void) glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, (void*)0 ); glEnableVertexAttribArray( 0 ); - VG_CHECK_GL(); - render_alloc_ub(); + VG_CHECK_GL_ERR(); } -static void render_free(void) +VG_STATIC void render_init_uniform_buffers(void) { - /* TODO: ... */ + vg_info( "[render] Allocate uniform buffer\n" ); + + 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(); +} + +VG_STATIC void render_init(void) +{ + shader_blit_register(); + shader_blitblur_register(); + shader_standard_register(); + shader_vblend_register(); + + vg_acquire_thread_sync(); + { + render_init_temp_buffer(); + render_init_depthmap_buffer(); + render_init_fs_quad(); + render_init_uniform_buffers(); + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + gpipeline.ready = 1; + } + + vg_release_thread_sync(); } /* * Utility */ -static void render_fsquad(void) +VG_STATIC void render_fsquad(void) { glBindVertexArray( gpipeline.fsquad.vao ); glDrawArrays( GL_TRIANGLES, 0, 6 ); } +VG_STATIC void render_fsquad1(void) +{ + glBindVertexArray( gpipeline.fsquad.vao ); + glDrawArrays( GL_TRIANGLES, 6, 6 ); +} + #endif /* RENDER_H */