X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=64556ffbcfac1390a7c4789976c524e990d2608a;hb=5fa590f62aa7e62a8b6b07e10556c2ecc54cdca6;hp=0bb4c3330bd42a878940e26feae5f9fb5213422a;hpb=c88172d6968a02a4e643b74cc419c0ac8168d92a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 0bb4c33..64556ff 100644 --- a/render.h +++ b/render.h @@ -1,672 +1,129 @@ /* * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved */ - +#pragma once #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" +#include "shaders/blitcolour.h" +#include "shaders/blit_transition.h" -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 ); +#define WORKSHOP_PREVIEW_WIDTH 504 +#define WORKSHOP_PREVIEW_HEIGHT 336 -#ifndef RENDER_H -#define RENDER_H +static f32 k_render_scale = 1.0f; +static i32 k_blur_effect = 1; +static f32 k_blur_strength = 0.3f; +static f32 k_fov = 0.86f; +static f32 k_cam_height = 0.8f; typedef struct framebuffer framebuffer; - /* * All standard buffers used in rendering */ -VG_STATIC struct pipeline -{ +static struct pipeline{ glmesh fsquad; framebuffer *fb_main, - *fb_heightmap, *fb_water_reflection, - *fb_water_beneath; - - /* STD140 */ - struct ub_world_lighting - { - /* v3f (padded) */ - v4f g_light_colours[3], - g_light_directions[3], - g_ambient_colour; - - v4f g_water_plane, - g_depth_bounds; - - float g_water_fog; - int g_light_count; - int g_light_preview; - int g_shadow_samples; - } - ub_world_lighting; - - struct light_widget - { - int enabled; - v2f dir; - v3f colour; - } - widgets[3]; - - float shadow_spread, shadow_length; - GLuint ubo_world_lighting, - ubo_world; - + *fb_water_beneath, + *fb_workshop_preview, + *fb_network_status; int ready; } -gpipeline = -{ - .widgets = - { - { - .enabled = 1, - .colour = { 1.36f, 1.35f, 1.01f }, - .dir = { 0.63f, -0.08f } - }, - { - .enabled = 1, - .colour = { 0.33f, 0.56f, 0.64f }, - .dir = { -2.60f, -0.13f } - }, - { - .enabled = 1, - .colour = { 0.05f, 0.05f, 0.23f }, - .dir = { 2.60f, -0.84f } - } - }, - .shadow_spread = 0.65f, - .shadow_length = 9.50f, - - .ub_world_lighting = - { - .g_ambient_colour = { 0.09f, 0.03f, 0.07f } - } -}; +gpipeline; -struct framebuffer -{ +struct framebuffer{ const char *display_name; - int resolution_div, + int resolution_div, /* definition */ fixed_w, - fixed_h; + fixed_h, + + render_w, /* runtime */ + render_h; - struct framebuffer_attachment - { + struct framebuffer_attachment{ const char *display_name; - enum framebuffer_attachment_type - { + enum framebuffer_attachment_type{ k_framebuffer_attachment_type_none, - k_framebuffer_attachment_type_colour, - k_framebuffer_attachment_type_renderbuffer + k_framebuffer_attachment_type_texture, + k_framebuffer_attachment_type_renderbuffer, + k_framebuffer_attachment_type_texture_depth } purpose; - enum framebuffer_quality_profile - { + enum framebuffer_quality_profile{ k_framebuffer_quality_all, k_framebuffer_quality_high_only } quality; - + GLenum internalformat, format, type, attachment; GLuint id; + + /* Runtime */ + int debug_view; } attachments[5]; GLuint fb; framebuffer **link; } -framebuffers[] = -{ - { - /* - * The primary draw target - */ - "Main", - .link = &gpipeline.fb_main, - .resolution_div = 1, - .attachments = - { - { - "Colour", k_framebuffer_attachment_type_colour, - - .internalformat = GL_RGB, - .format = GL_RGB, - .type = GL_UNSIGNED_BYTE, - .attachment = GL_COLOR_ATTACHMENT0 - }, - { - "Motion Vectors", k_framebuffer_attachment_type_colour, - - .quality = k_framebuffer_quality_high_only, - .internalformat = GL_RG16F, - .format = GL_RG, - .type = GL_FLOAT, - .attachment = GL_COLOR_ATTACHMENT1 - }, - { - "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer, - - .internalformat = GL_DEPTH24_STENCIL8, - .attachment = GL_DEPTH_STENCIL_ATTACHMENT - } - } - }, - { - /* - * A ortho projection of the world, used for shadows and ocean colouring. - * Note: it does not have a render buffer attachement because it's - * intended to be drawn to in a MAX blending mode - */ - "Heightmap", - .link = &gpipeline.fb_heightmap, - .fixed_w = 1024, - .fixed_h = 1024, +extern framebuffers[]; - .attachments = - { - { - "Depth", k_framebuffer_attachment_type_colour, - .internalformat = GL_R32F, - .format = GL_RED, - .type = GL_FLOAT, - .attachment = GL_COLOR_ATTACHMENT0 - } - } - }, - { - /* - * Second rendered view from the perspective of the water reflection - */ - "Water reflection", - .link = &gpipeline.fb_water_reflection, - .resolution_div = 3, - .attachments = - { - { - "Colour", k_framebuffer_attachment_type_colour, - .internalformat = GL_RGB, - .format = GL_RGB, - .type = GL_UNSIGNED_BYTE, - .attachment = GL_COLOR_ATTACHMENT0 - }, - { - "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer, - - .internalformat = GL_DEPTH24_STENCIL8, - .attachment = GL_DEPTH_STENCIL_ATTACHMENT - } - } - }, - { - /* - * Thid rendered view from the perspective of the camera, but just - * captures stuff thats under the water - */ - "Water Beneath", - .link = &gpipeline.fb_water_beneath, - .resolution_div = 4, - .attachments = - { - { - "Colour", k_framebuffer_attachment_type_colour, - .internalformat = GL_RGBA, - .format = GL_RGBA, - .type = GL_UNSIGNED_BYTE, - .attachment = GL_COLOR_ATTACHMENT0 - }, - { - "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer, - - .internalformat = GL_DEPTH24_STENCIL8, - .attachment = GL_DEPTH_STENCIL_ATTACHMENT - } - } - } -}; - -/* - * Get the current (automatically scaled or fixed) resolution of framebuffer - */ -VG_STATIC void render_fb_get_current_res( struct framebuffer *fb, - int *x, int *y ) +struct shader_props_standard { - if( fb->resolution_div ) - { - *x = vg.window_x / fb->resolution_div; - *y = vg.window_y / fb->resolution_div; - } - else - { - *x = fb->fixed_w; - *y = fb->fixed_h; - } -} - -/* - * Bind framebuffer for drawing to - */ -VG_STATIC void render_fb_bind( framebuffer *fb ) -{ - int x, y; - render_fb_get_current_res( fb, &x, &y ); - glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - glViewport( 0, 0, x, y ); -} - -/* - * Bind framebuffer attachment's texture - */ -VG_STATIC void render_fb_bind_texture( framebuffer *fb, - int attachment, int slot ) -{ - struct framebuffer_attachment *at = &fb->attachments[attachment]; - - if( at->purpose != k_framebuffer_attachment_type_colour ) - { - vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer" - " attachment to texture slot" ); - } - - glActiveTexture( GL_TEXTURE0 + slot ); - glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id ); -} - - -/* - * Shaders - */ -VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id ) -{ - GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); - glUniformBlockBinding( shader, idx, 0 ); - - render_fb_bind_texture( gpipeline.fb_heightmap, 0, texture_id ); - glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id ); -} - -VG_STATIC void render_update_lighting_ub(void) -{ - struct ub_world_lighting *winf = &gpipeline.ub_world_lighting; - int c = 0; - - for( int i=0; i<3; i++ ) - { - struct light_widget *lw = &gpipeline.widgets[i]; - - if( lw->enabled ) - { - float pitch = lw->dir[0], - yaw = lw->dir[1], - xz = cosf( pitch ); - - v3_copy( (v3f){ xz*cosf(yaw), sinf(pitch), xz*sinf(yaw) }, - winf->g_light_directions[c] ); - v3_copy( lw->colour, winf->g_light_colours[c] ); - - c ++; - } - } - - winf->g_light_count = c; - 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 ); -} - -#define FB_FORMAT_STR( E ) { E, #E }, - -/* - * Convert OpenGL attachment ID enum to string - */ -VG_STATIC const char *render_fb_attachment_str( GLenum e ) -{ - struct { GLenum e; const char *str; } - formats[] = - { - FB_FORMAT_STR(GL_COLOR_ATTACHMENT0) - FB_FORMAT_STR(GL_COLOR_ATTACHMENT1) - FB_FORMAT_STR(GL_COLOR_ATTACHMENT2) - FB_FORMAT_STR(GL_COLOR_ATTACHMENT3) - FB_FORMAT_STR(GL_COLOR_ATTACHMENT4) - FB_FORMAT_STR(GL_DEPTH_STENCIL_ATTACHMENT) - }; - - for( int i=0; ipurpose == k_framebuffer_attachment_type_renderbuffer ) - { - glBindRenderbuffer( GL_RENDERBUFFER, a->id ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rx, ry ); - } - else if( a->purpose == k_framebuffer_attachment_type_colour ) - { - glBindTexture( GL_TEXTURE_2D, a->id ); - glTexImage2D( GL_TEXTURE_2D, 0, a->internalformat, rx, ry, - 0, a->format, a->type, NULL ); - } -} - -/* - * Full allocation of a framebuffer - */ -VG_STATIC void render_fb_allocate( struct framebuffer *fb ) -{ - glGenFramebuffers( 1, &fb->fb ); - glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - - int rx, ry; - render_fb_get_current_res( fb, &rx, &ry ); - - vg_info( "allocate_framebuffer( %s, %dx%d )\n", fb->display_name, rx, ry ); - vg_info( "{\n" ); - - GLenum colour_attachments[4]; - u32 colour_count = 0; - - for( int j=0; jattachments); j++ ) - { - struct framebuffer_attachment *attachment = &fb->attachments[j]; - - if( attachment->purpose == k_framebuffer_attachment_type_none ) - continue; - - vg_info( " %s: %s\n", - render_fb_attachment_str( attachment->attachment ), - render_fb_format_str( attachment->internalformat ) ); - - if( attachment->purpose == k_framebuffer_attachment_type_renderbuffer ) - { - glGenRenderbuffers( 1, &attachment->id ); - render_fb_allocate_texture( fb, attachment ); - glFramebufferRenderbuffer( GL_FRAMEBUFFER, - GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, attachment->id ); - } - else if( attachment->purpose == k_framebuffer_attachment_type_colour ) - { - glGenTextures( 1, &attachment->id ); - render_fb_allocate_texture( fb, attachment ); - 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, attachment->attachment, - GL_TEXTURE_2D, attachment->id, 0 ); - - colour_attachments[ colour_count ++ ] = attachment->attachment; - } - } - - glDrawBuffers( colour_count, colour_attachments ); - - /* - * Check result - */ - GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER ); - - if( result == GL_FRAMEBUFFER_COMPLETE ) - { - /* - * Attatch to gpipeline - */ - if( fb->link ) - *fb->link = fb; - - vg_success( " status: complete\n" ); - vg_info( "}\n" ); - } - else - { - if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ) - vg_error( " status: Incomplete attachment" ); - else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT ) - vg_error( " status: Missing attachment" ); - else if( result == GL_FRAMEBUFFER_UNSUPPORTED ) - vg_error( " status: Unsupported framebuffer format" ); - else - vg_error( " status: Generic Error" ); - - vg_info( "}\n" ); - vg_fatal_exit_loop( "Incomplete framebuffer (see logs)" ); - } -} - -/* - * Resize/Update all framebuffers(we know about) - */ -VG_STATIC void render_fb_resize(void) -{ - if( !gpipeline.ready ) - return; - - for( int i=0; iattachments); j++ ) - { - struct framebuffer_attachment *attachment = &fb->attachments[j]; - render_fb_allocate_texture( fb, attachment ); - } - } -} - -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, - - 0.2f, 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 ); - 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(); -} + u32 tex_diffuse; +}; -VG_STATIC void render_init_uniform_buffers(void) +struct shader_props_terrain { - 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(); -} + u32 tex_diffuse; + v2f blend_offset; + v4f sand_colour; +}; -VG_STATIC void render_init(void) +struct shader_props_vertex_blend { - shader_blit_register(); - shader_blitblur_register(); - shader_standard_register(); - shader_vblend_register(); - - vg_acquire_thread_sync(); - { - /* - * Complete Framebuffers - */ - for( int i=0; i