X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=8285317aaf5106f757979b2ca70600e753efecc0;hb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;hp=ef7a82fb73f9986b5568c72cee08f7caf2b70294;hpb=afa80c76d03f5e983092e9d7be33a9102a7ab25e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index ef7a82f..8285317 100644 --- a/render.h +++ b/render.h @@ -11,13 +11,35 @@ static struct pipeline GLuint fb_background, rgb_background; + + /* 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; + + GLuint fb_depthmap, rgb_depthmap; + GLuint ubo_world_lighting, + ubo_world; } gpipeline; static void render_water_texture( m4x3f camera ); -static void render_water_surface( m4x4f pv ); +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 ); +/* + * Matrix Projections + */ /* * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf */ @@ -47,41 +69,105 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz ) nearz, farz ); } -static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) +/* + * Shaders + */ +static void shader_link_standard_ub( GLuint shader, int texture_id ) { - glGenFramebuffers( 1, fb ); - glBindFramebuffer( GL_FRAMEBUFFER, *fb ); + GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); + glUniformBlockBinding( shader, idx, 0 ); - 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); + 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 ); + + 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 ); + } + else + { + glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); + 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; + + 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, *rgb, 0); - - /* TODO: Check for DEPTH32f availiblity and use if possible */ + GL_TEXTURE_2D, fb->colour, 0); - glGenRenderbuffers( 1, rb ); - glBindRenderbuffer( GL_RENDERBUFFER, *rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, - vg_window_x, vg_window_y ); + 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, *rb ); + GL_RENDERBUFFER, fb->rb ); } -static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) +static void fb_bindtex( struct framebuffer *fb, int texture ) { - 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 ); + glActiveTexture( GL_TEXTURE0 + texture ); + glBindTexture( GL_TEXTURE_2D, fb->colour ); +} + +static void fb_resize( struct framebuffer *fb ) +{ + 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, *rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, - vg_window_x, vg_window_y ); + glBindRenderbuffer( GL_RENDERBUFFER, fb->rb ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); } static void render_fb_resize(void) @@ -91,6 +177,9 @@ static void render_fb_resize(void) GL_RGB, GL_UNSIGNED_BYTE, NULL ); } +/* + * Vg + */ static void render_init(void) { glGenFramebuffers( 1, &gpipeline.fb_background ); @@ -107,6 +196,25 @@ 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 + */ + 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 }; @@ -120,8 +228,18 @@ static void render_init(void) sizeof(float)*2, (void*)0 ); glEnableVertexAttribArray( 0 ); VG_CHECK_GL(); + + render_alloc_ub(); } +static void render_free(void) +{ + /* TODO: ... */ +} + +/* + * Utility + */ static void render_fsquad(void) { glBindVertexArray( gpipeline.fsquad.vao );