X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=64556ffbcfac1390a7c4789976c524e990d2608a;hb=5fa590f62aa7e62a8b6b07e10556c2ecc54cdca6;hp=8285317aaf5106f757979b2ca70600e753efecc0;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 8285317..64556ff 100644 --- a/render.h +++ b/render.h @@ -1,249 +1,129 @@ -#ifndef RENDER_H -#define RENDER_H - +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ +#pragma once #include "common.h" #include "model.h" +#include "camera.h" -static struct pipeline -{ - float fov; - glmesh fsquad; - - GLuint fb_background, - rgb_background; +#include "shaders/blit.h" +#include "shaders/blitblur.h" +#include "shaders/blitcolour.h" +#include "shaders/blit_transition.h" - /* STD140 */ - struct ub_world_lighting - { - /* v3f (padded) */ - v4f g_directional, - g_sun_colour, - g_shadow_colour; - - v4f g_water_plane, - g_depth_bounds; - float g_water_fog; - } - ub_world_lighting; +#define WORKSHOP_PREVIEW_WIDTH 504 +#define WORKSHOP_PREVIEW_HEIGHT 336 - GLuint fb_depthmap, rgb_depthmap; - GLuint ubo_world_lighting, - ubo_world; -} -gpipeline; +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; -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 ); +typedef struct framebuffer framebuffer; /* - * 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 + * All standard buffers used in rendering */ -static void shader_link_standard_ub( GLuint shader, int texture_id ) -{ - GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); - glUniformBlockBinding( shader, idx, 0 ); - - glActiveTexture( GL_TEXTURE0 + texture_id ); - glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap ); - glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id ); -} - -static void render_update_lighting_ub(void) -{ - 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 ); +static struct pipeline{ + glmesh fsquad; - render_update_lighting_ub(); - glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting ); + framebuffer *fb_main, + *fb_water_reflection, + *fb_water_beneath, + *fb_workshop_preview, + *fb_network_status; + int ready; } +gpipeline; -/* - * Framebuffers - */ -struct framebuffer -{ - GLuint fb, colour, rb; - int div; - GLuint format; -}; - -static void fb_use( struct framebuffer *fb ) -{ - if( !fb ) - { - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - 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 ); +struct framebuffer{ + const char *display_name; + int resolution_div, /* definition */ + fixed_w, + fixed_h, + + render_w, /* runtime */ + render_h; + + struct framebuffer_attachment{ + const char *display_name; + + enum framebuffer_attachment_type{ + k_framebuffer_attachment_type_none, + k_framebuffer_attachment_type_texture, + k_framebuffer_attachment_type_renderbuffer, + k_framebuffer_attachment_type_texture_depth + } + purpose; + + 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; } +extern framebuffers[]; -static void fb_init( struct framebuffer *fb ) -{ - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; - - glGenFramebuffers( 1, &fb->fb ); - glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - - glGenTextures( 1, &fb->colour ); - glBindTexture( GL_TEXTURE_2D, fb->colour ); - glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, - 0, fb->format, 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, fb->colour, 0); - - glGenRenderbuffers( 1, &fb->rb ); - glBindRenderbuffer( GL_RENDERBUFFER, fb->rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); - - glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, fb->rb ); -} - -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 ) +struct shader_props_standard { - 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, - fb->format, GL_UNSIGNED_BYTE, NULL ); - - glBindRenderbuffer( GL_RENDERBUFFER, fb->rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); -} + u32 tex_diffuse; +}; -static void render_fb_resize(void) +struct shader_props_terrain { - 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 ); -} + u32 tex_diffuse; + v2f blend_offset; + v4f sand_colour; +}; -/* - * Vg - */ -static void render_init(void) +struct shader_props_vertex_blend { - 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); - - 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(); - - render_alloc_ub(); -} + u32 tex_diffuse; + v2f blend_offset; +}; -static void render_free(void) +struct shader_props_water { - /* TODO: ... */ -} + v4f shore_colour; + v4f deep_colour; + f32 fog_scale; + f32 fresnel; + f32 water_sale; + v4f wave_speed; +}; -/* - * Utility - */ -static void render_fsquad(void) +struct shader_props_cubemapped { - glBindVertexArray( gpipeline.fsquad.vao ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); -} + u32 tex_diffuse; + u32 cubemap_entity; + v4f tint; +}; -#endif /* RENDER_H */ +void render_init(void); +void render_fsquad(void); +void render_fsquad1(void); +void render_fsquad2(void); +void render_view_framebuffer_ui(void); +void render_fb_bind_texture( framebuffer *fb, int attachment, int slot ); +void render_fb_inverse_ratio( framebuffer *fb, v2f inverse ); +void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y ); +void render_fb_bind( framebuffer *fb, int use_scaling ); +void render_fb_bind_texture( framebuffer *fb, int attachment, int slot ); +void render_fb_allocate( struct framebuffer *fb ); +void render_fb_resize(void);