X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=6a5b56d5beffc50b0aec45fbd7b56dfc9f13058d;hb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;hp=f77f10625ef1ee8b71bae081bc310e82b3863346;hpb=1740c935bfdacc65c5c7e4bb95fba1ada1f7118a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index f77f106..6a5b56d 100644 --- a/render.h +++ b/render.h @@ -1,6 +1,11 @@ #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 ); @@ -10,6 +15,15 @@ static void render_world_depth( m4x4f projection, m4x3f camera ); #ifndef RENDER_H #define RENDER_H +struct framebuffer +{ + GLuint fb, colour, rb; + int div; + GLuint format; + + int allocated; +}; + static struct pipeline { float fov; @@ -48,6 +62,8 @@ static struct pipeline GLuint fb_depthmap, rgb_depthmap; GLuint ubo_world_lighting, ubo_world; + + int ready; } gpipeline = { @@ -155,26 +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 ) { @@ -190,7 +189,8 @@ static void fb_use( struct framebuffer *fb ) } } -static void fb_init( struct framebuffer *fb ) +__attribute__((warn_unused_result)) +static int fb_init( struct framebuffer *fb ) { i32 ix = vg_window_x / fb->div, iy = vg_window_y / fb->div; @@ -214,6 +214,23 @@ static void fb_init( struct framebuffer *fb ) glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rb ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + + if( VG_CHECK_GL_ERR() ) + { + fb->allocated = 0; + vg_error( "Error while creating standard framebuffer\n" ); + return 0; + } + + fb->allocated = 1; + return 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 ) @@ -224,6 +241,9 @@ 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; @@ -237,69 +257,134 @@ 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 ); + } } /* * Vg */ -static void render_init(void) +static int render_init(void) { - glGenFramebuffers( 1, &gpipeline.fb_background ); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); + shader_blit_register(); + shader_standard_register(); + shader_vblend_register(); + shader_unlit_register(); - 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); + if( vg_acquire_thread_sync(1) ) + { + vg_info( "Allocating framebuffers\n" ); - 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); + glGenFramebuffers( 1, &gpipeline.fb_background ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); - /* - * 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_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); - 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(); + 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); - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - gpipeline.rgb_depthmap, 0); + if( VG_CHECK_GL_ERR() ) + { + vg_error( "Error while creating back buffer\n" ); + vg_release_thread_sync(1); + return 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 }; + /* + * 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); + + if( VG_CHECK_GL_ERR() ) + { + vg_error( "Error while creating world depth buffer\n" ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + vg_release_thread_sync(1); + return 0; + } - 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(); + 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 }; - render_alloc_ub(); + 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 ); + + if( VG_CHECK_GL_ERR() ) + { + vg_error( "Error while creating fsquad\n" ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + vg_release_thread_sync(1); + return 0; + } + + 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 ); + + if( VG_CHECK_GL_ERR() ) + { + vg_error( "Error while creating world uniform buffers\n" ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + vg_release_thread_sync(1); + return 0; + } + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + vg_success( "Done\n" ); + + gpipeline.ready = 1; + vg_release_thread_sync(1); + return 1; + } + else + return 0; } -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 ); } /*