X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=7b5b473739f7ec6c6b01083bd3448f6e73d43697;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=493ed3b6d4520c8954bc7860e4702c28fb9b9893;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 493ed3b..7b5b473 100644 --- a/render.h +++ b/render.h @@ -1,82 +1,893 @@ +/* + * 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/blitcolour.h" + +#if 0 +#include "shaders/standard.h" +#include "shaders/vblend.h" +#endif + +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 -#define VG_3D -#include "vg/vg.h" -static struct pipeline +typedef struct framebuffer framebuffer; + + +/* + * All standard buffers used in rendering + */ +VG_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; + + v4f g_point_light_positions[32]; + v4f g_point_light_colours[32]; + } + 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; + + 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 } + } +}; + +struct framebuffer +{ + const char *display_name; + int resolution_div, + fixed_w, + fixed_h; + + struct framebuffer_attachment + { + const char *display_name; + + enum framebuffer_attachment_type + { + k_framebuffer_attachment_type_none, + k_framebuffer_attachment_type_colour, + k_framebuffer_attachment_type_renderbuffer + } + 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; +} +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", 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, + + .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 ) +{ + 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 ); + } +} /* - * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf + * 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) */ -static void plane_clip_projection( m4x4f mat, v4f plane ) +VG_STATIC void render_fb_resize(void) { - v4f c = + 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 int render_framebuffer_control( int argc, char const *argv[] ); +VG_STATIC void render_framebuffer_poll( int argc, char const *argv[] ); +VG_STATIC void render_init_fs_quad(void) +{ + vg_info( "[render] Allocate quad\n" ); + + float quad[] = + { + 0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, + 0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f, + + 0.20f,0.00f, 0.80f,1.00f, 0.20f,1.00f, + 0.20f,0.00f, 0.80f,0.00f, 0.80f,1.00f, + + /* 9x9 debug grid */ + /* row0 */ + 0.00f,0.00f, 0.30f,0.30f, 0.00f,0.30f, + 0.00f,0.00f, 0.30f,0.00f, 0.30f,0.30f, + 0.30f,0.00f, 0.60f,0.30f, 0.30f,0.30f, + 0.30f,0.00f, 0.60f,0.00f, 0.60f,0.30f, + 0.60f,0.00f, 0.90f,0.30f, 0.60f,0.30f, + 0.60f,0.00f, 0.90f,0.00f, 0.90f,0.30f, + /* row1 */ + 0.00f,0.30f, 0.30f,0.60f, 0.00f,0.60f, + 0.00f,0.30f, 0.30f,0.30f, 0.30f,0.60f, + 0.30f,0.30f, 0.60f,0.60f, 0.30f,0.60f, + 0.30f,0.30f, 0.60f,0.30f, 0.60f,0.60f, + 0.60f,0.30f, 0.90f,0.60f, 0.60f,0.60f, + 0.60f,0.30f, 0.90f,0.30f, 0.90f,0.60f, + /* row2 */ + 0.00f,0.60f, 0.30f,0.90f, 0.00f,0.90f, + 0.00f,0.60f, 0.30f,0.60f, 0.30f,0.90f, + 0.30f,0.60f, 0.60f,0.90f, 0.30f,0.90f, + 0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f, + 0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f, + 0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f, }; - v4_muls( plane, 2.0f / v4_dot(plane,c), c ); + vg_function_push( (struct vg_cmd) + { + .name = "fb", + .function = render_framebuffer_control, + .poll_suggest = render_framebuffer_poll + }); + + 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 ); - mat[0][2] = c[0]; - mat[1][2] = c[1]; - mat[2][2] = c[2] + 1.0f; - mat[3][2] = c[3]; + VG_CHECK_GL_ERR(); } -static void pipeline_projection( m4x4f mat, float nearz, float farz ) +VG_STATIC void render_init_uniform_buffers(void) { - m4x4_projection( mat, - gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, - nearz, farz ); + 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(); } -static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) +VG_STATIC void render_init(void) { - glGenFramebuffers( 1, fb ); - glBindFramebuffer( GL_FRAMEBUFFER, *fb ); + shader_blit_register(); + shader_blitblur_register(); + shader_blitcolour_register(); - glGenTextures( 1, rgb ); - glBindTexture( GL_TEXTURE_2D, *rgb ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, - 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + vg_acquire_thread_sync(); + { + /* + * Complete Framebuffers + */ + for( int i=0; iattachments); j++ ) + { + struct framebuffer_attachment *at = &fb->attachments[j]; + + if( !at->debug_view ) + continue; + + v2f corner, + window = { vg.window_x, vg.window_y }; + + corner[0] = viewing_count % 3; + corner[1] = 1 + (viewing_count / 3); + v2_mul( corner, window, corner ); + v2_muls( corner, 0.3f, corner ); + corner[1] = vg.window_y - corner[1]; + + ui_text( (ui_rect){ corner[0], corner[1], 0.0f, 0.0f }, + fb->display_name, 2, k_text_align_left ); + ui_text( (ui_rect){ corner[0], corner[1] + 32, 0.0f, 0.0f, }, + at->display_name, 1, k_text_align_left ); + + if( at->purpose == k_framebuffer_attachment_type_renderbuffer ) + { + v2f center; + v2_muladds( corner, window, 0.15f, center ); + + ui_text( (ui_rect){ center[0], center[1], 0.0f, 0.0f }, + "", 1, k_text_align_center ); + } + else + { + render_fb_bind_texture( fb, j, 0 ); + + int start = (viewing_count+2) * 6, + count = 6; + glDrawArrays( GL_TRIANGLES, start, count ); + } + + viewing_count ++; + } + } +} + +VG_STATIC void render_framebuffer_show( struct framebuffer *fb, + struct framebuffer_attachment *at, + int operation ) +{ + at->debug_view = operation; + vg_info( "%s %s:%s\n", (operation?"shown": "hidden"), + fb->display_name, at->display_name ); +} + +/* + * arg0: command "show"/"hide" + * arg1: framebuffer name /"all" + * arg2: subname /none + */ +VG_STATIC int render_framebuffer_control( int argc, char const *argv[] ) +{ + if( argc < 2 ) + { + vg_error( "Usage: fb \"show/hide\" /\"all\" /none\n" ); + return 0; + } + + int modify_all = 0, + operation = 0; + + if( !strcmp( argv[0], "show" ) ) + operation = 1; + else if( !strcmp( argv[0], "hide" ) ) + operation = 0; + else + { + vg_error( "Unknown framebuffer operation: '%s'\n", argv[0] ); + return 0; + } + + if( !strcmp( argv[1], "all" ) ) + modify_all = 1; + + for( int i=0; iattachments); j++ ) + { + struct framebuffer_attachment *at = &fb->attachments[j]; + + if( at->purpose == k_framebuffer_attachment_type_none ) + continue; + + if( modify_all ) + { + render_framebuffer_show( fb, at, operation ); + } + else + { + if( !strcmp( fb->display_name, argv[1] ) ) + { + if( argc == 2 ) + render_framebuffer_show( fb, at, operation ); + else if( !strcmp( at->display_name, argv[2] ) ) + render_framebuffer_show( fb, at, operation ); + } + } + } + } + + return 0; +} + +VG_STATIC void render_framebuffer_poll( int argc, char const *argv[] ) +{ + const char *term = argv[argc-1]; + + if( argc == 1 ) + { + console_suggest_score_text( "show", term, 0 ); + console_suggest_score_text( "hide", term, 0 ); + } + else if( argc == 2 ) + { + console_suggest_score_text( "all", term, 0 ); + + for( int i=0; idisplay_name, term, 0 ); + } + } + else if( argc == 3 ) + { + int modify_all = 0; + + if( !strcmp( argv[1], "all" ) ) + modify_all = 1; + + for( int i=0; iattachments); j++ ) + { + struct framebuffer_attachment *at = &fb->attachments[j]; + + if( at->purpose == k_framebuffer_attachment_type_none ) + continue; - glBindRenderbuffer( GL_RENDERBUFFER, *rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, - vg_window_x, vg_window_y ); + if( modify_all ) + { + console_suggest_score_text( at->display_name, term, 0 ); + } + else if( !strcmp( fb->display_name, argv[1] ) ) + { + console_suggest_score_text( at->display_name, term, 0 ); + } + } + } + } } #endif /* RENDER_H */