X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=cac188d07dcbdf3fc258bcbb4a5ab45256567e50;hb=b9dedb4dd2a1e94ae76a3986716ee3c57e568213;hp=d8bdc95ea21503662a93fc85d06690d5b49299ae;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index d8bdc95..cac188d 100644 --- a/render.h +++ b/render.h @@ -1,8 +1,28 @@ +#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 ); +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 -#include "common.h" -#include "model.h" +struct framebuffer +{ + GLuint fb, colour, rb; + int div; + GLuint format; + + int allocated; +}; static struct pipeline { @@ -11,20 +31,72 @@ static struct pipeline GLuint fb_background, rgb_background; -} -gpipeline; -struct framebuffer + /* 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 = { - GLuint fb, colour, rb; - int div; - GLuint format; -}; + .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, -static void render_water_texture( m4x3f camera ); -static void render_water_surface( m4x4f pv, m4x3f camera ); -static void render_world( m4x4f projection, m4x3f camera ); + .ub_world_lighting = + { + .g_ambient_colour = { 0.09f, 0.03f, 0.07f } + } +}; +/* + * Matrix Projections + */ /* * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf */ @@ -54,6 +126,55 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz ) 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 ) @@ -92,6 +213,16 @@ 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 ) @@ -102,6 +233,9 @@ 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; @@ -115,13 +249,19 @@ 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 ); + } } -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 ); @@ -136,6 +276,37 @@ static void render_init(void) 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 }; @@ -148,9 +319,63 @@ static void render_init(void) glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, (void*)0 ); glEnableVertexAttribArray( 0 ); - VG_CHECK_GL(); + + 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(); + shader_unlit_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 ); +} + +/* + * Utility + */ static void render_fsquad(void) { glBindVertexArray( gpipeline.fsquad.vao );