X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=d8bdc95ea21503662a93fc85d06690d5b49299ae;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=493ed3b6d4520c8954bc7860e4702c28fb9b9893;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 493ed3b..d8bdc95 100644 --- a/render.h +++ b/render.h @@ -1,16 +1,28 @@ #ifndef RENDER_H #define RENDER_H -#define VG_3D -#include "vg/vg.h" + +#include "common.h" +#include "model.h" static struct pipeline { float fov; + glmesh fsquad; + + GLuint fb_background, + rgb_background; } gpipeline; +struct framebuffer +{ + GLuint fb, colour, rb; + int div; + GLuint format; +}; + 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 ); /* @@ -42,41 +54,107 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz ) nearz, farz ); } -static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) +static void fb_use( struct framebuffer *fb ) { - glGenFramebuffers( 1, fb ); - glBindFramebuffer( GL_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 ); + } +} - 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); +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); + GL_TEXTURE_2D, fb->colour, 0); - /* TODO: Check for DEPTH32f availiblity and use if possible */ - - 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, + 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, fb->rb ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy ); +} + +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 ); +} + +static void render_init(void) +{ + 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); - glBindRenderbuffer( GL_RENDERBUFFER, *rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, - vg_window_x, vg_window_y ); + 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); + + 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(); +} + +static void render_fsquad(void) +{ + glBindVertexArray( gpipeline.fsquad.vao ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); } #endif /* RENDER_H */