X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=c5a08804577f727f9de728633e03fe5bd11e968d;hb=0ba0bbe2da453f17f56a88521057e6514ae30b8f;hp=8122b2ae8e41f18effe8dea39a9d5224ae8f2c93;hpb=15beb60ade240af4e00b0d204f7e89a4d35dca36;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 8122b2a..c5a0880 100644 --- a/render.h +++ b/render.h @@ -1,387 +1,48 @@ /* * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved */ - +#pragma once #include "common.h" #include "model.h" +#include "camera.h" +#include "shader_props.h" +#include "vg/vg_framebuffer.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 ); -static void shader_link_standard_ub( GLuint shader, int texture_id ); -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; -}; +#include "shaders/blitblur.h" +#include "shaders/blitcolour.h" +#include "shaders/blit_transition.h" -static struct pipeline -{ - float fov; - glmesh fsquad; +#define WORKSHOP_PREVIEW_WIDTH 504 +#define WORKSHOP_PREVIEW_HEIGHT 336 - GLuint fb_background, - rgb_background; - - /* 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; - } - ub_world_lighting; - - struct light_widget - { - int enabled; - v2f dir; - v3f colour; - } - widgets[3]; - - float shadow_spread, shadow_length; - - GLuint fb_depthmap, rgb_depthmap; - 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 } - } -}; +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; /* - * Matrix Projections + * All standard buffers used in rendering */ -/* - * 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 ) +struct pipeline { - m4x4_projection( mat, - gpipeline.fov, - (float)vg.window_x / (float)vg.window_y, - nearz, farz ); -} - -/* - * Shaders - */ -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) -{ - 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; - - glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting ); - glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting), - &gpipeline.ub_world_lighting ); -} - -/* - * Framebuffers - */ - -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, 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 ); - 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 ) -{ - glActiveTexture( GL_TEXTURE0 + texture ); - glBindTexture( GL_TEXTURE_2D, fb->colour ); -} - -static void fb_resize( struct framebuffer *fb ) -{ - 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, - fb->format, GL_UNSIGNED_BYTE, NULL ); - - glBindRenderbuffer( GL_RENDERBUFFER, fb->rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); -} - -static void render_fb_resize(void) -{ - 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 ); - } -} - -/* 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, - 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); - - 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 ); - - 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); - - 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 }; - - 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_ERR(); -} - -static void render_init_uniform_buffers(void) -{ - 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 ); + glmesh fsquad; - glDeleteFramebuffers( 1, &gpipeline.fb_background ); - glDeleteTextures( 1, &gpipeline.rgb_background ); -} + vg_framebuffer *fb_main, + *fb_water_reflection, + *fb_water_beneath, + *fb_workshop_preview, + *fb_network_status; + int ready; -/* - * Utility - */ -static void render_fsquad(void) -{ - glBindVertexArray( gpipeline.fsquad.vao ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + v2f blur_override; + vg_camera cam; } +static g_render; -#endif /* RENDER_H */ +void render_init(void); +void render_fsquad(void); +void render_fsquad1(void); +void render_fsquad2(void); +void postprocess_to_screen( vg_framebuffer *fb );