X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=8122b2ae8e41f18effe8dea39a9d5224ae8f2c93;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=f77f10625ef1ee8b71bae081bc310e82b3863346;hpb=be0f28b651e5c39943e476c0cd68c146e9952857;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index f77f106..8122b2a 100644 --- a/render.h +++ b/render.h @@ -1,6 +1,14 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #include "common.h" #include "model.h" +#include "shaders/blit.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 ); @@ -10,6 +18,15 @@ 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 +65,8 @@ static struct pipeline GLuint fb_depthmap, rgb_depthmap; GLuint ubo_world_lighting, ubo_world; + + int ready; } gpipeline = { @@ -106,7 +125,7 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz ) { m4x4_projection( mat, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + (float)vg.window_x / (float)vg.window_y, nearz, farz ); } @@ -155,45 +174,28 @@ 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 ) { if( !fb ) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0, 0, vg_window_x, vg_window_y ); + 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 ) { - 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 ); @@ -214,6 +216,16 @@ 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; +} + +static void fb_free( struct framebuffer *fb ) +{ + glDeleteTextures( 1, &fb->colour ); + glDeleteFramebuffers( 1, &fb->fb ); } static void fb_bindtex( struct framebuffer *fb, int texture ) @@ -224,8 +236,11 @@ static void fb_bindtex( struct framebuffer *fb, int texture ) 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, @@ -237,22 +252,25 @@ 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) +/* used for drawing player onto */ +static void render_init_temp_buffer(void) { + vg_info( "[render] Allocate temporary 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, + 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 ); @@ -261,10 +279,15 @@ static void render_init(void) GL_TEXTURE_2D, gpipeline.rgb_background, 0); - /* - * World depth map, maybe this should be moved to world.h - * TODO: review - */ + VG_CHECK_GL_ERR(); +} + +/* used for drawing world depth from the top view, used in our water and + * lighting calculations */ +static void render_init_depthmap_buffer(void) +{ + vg_info( "[render] Allocate depth map buffer\n" ); + glGenFramebuffers( 1, &gpipeline.fb_depthmap ); glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); @@ -280,6 +303,13 @@ static void render_init(void) GL_TEXTURE_2D, gpipeline.rgb_depthmap, 0); + VG_CHECK_GL_ERR(); +} + +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 }; @@ -292,14 +322,57 @@ 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) +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(); +} + +static void render_init(void) +{ + shader_blit_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(); +} + +static void render_free(void *_) +{ + glDeleteBuffers( 1, &gpipeline.ubo_world_lighting ); + + glDeleteVertexArrays( 1, &gpipeline.fsquad.vao ); + glDeleteBuffers( 1, &gpipeline.fsquad.vbo ); + + glDeleteFramebuffers( 1, &gpipeline.fb_depthmap ); + glDeleteTextures( 1, &gpipeline.rgb_depthmap ); + + glDeleteFramebuffers( 1, &gpipeline.fb_background ); + glDeleteTextures( 1, &gpipeline.rgb_background ); } /*