X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=ef7a82fb73f9986b5568c72cee08f7caf2b70294;hb=39378a28bc0b7c9beaf9f2191f5dc51b8c8865a0;hp=493ed3b6d4520c8954bc7860e4702c28fb9b9893;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 493ed3b..ef7a82f 100644 --- a/render.h +++ b/render.h @@ -1,11 +1,16 @@ #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; @@ -79,4 +84,48 @@ static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) vg_window_x, vg_window_y ); } +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); + + 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 */