X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=f97d612a37e1fa55ce54bfcdd3973a5b226c47ba;hb=5e22cdfe9f6f83e807ce6456ab538d02104cd01d;hp=6a5b56d5beffc50b0aec45fbd7b56dfc9f13058d;hpb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 6a5b56d..f97d612 100644 --- a/render.h +++ b/render.h @@ -1,3 +1,7 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #include "common.h" #include "model.h" @@ -122,7 +126,7 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz ) { m4x4_projection( mat, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + (float)vg.window_x / (float)vg.window_y, nearz, farz ); } @@ -180,20 +184,19 @@ static void fb_use( struct framebuffer *fb ) if( !fb ) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0, 0, vg_window_x, vg_window_y ); + 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 ); + glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div ); } } -__attribute__((warn_unused_result)) -static int fb_init( struct framebuffer *fb ) +static void fb_init( struct framebuffer *fb ) { - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; + i32 ix = vg.window_x / fb->div, + iy = vg.window_y / fb->div; glGenFramebuffers( 1, &fb->fb ); glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); @@ -216,15 +219,8 @@ static int fb_init( struct framebuffer *fb ) GL_RENDERBUFFER, fb->rb ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - if( VG_CHECK_GL_ERR() ) - { - fb->allocated = 0; - vg_error( "Error while creating standard framebuffer\n" ); - return 0; - } - + VG_CHECK_GL_ERR(); fb->allocated = 1; - return 1; } static void fb_free( struct framebuffer *fb ) @@ -244,8 +240,8 @@ static void fb_resize( struct framebuffer *fb ) if( !fb->allocated ) return; - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; + 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, @@ -260,131 +256,125 @@ 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, + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL ); } } -/* - * Vg - */ -static int render_init(void) +/* used for drawing player onto */ +static void render_init_temp_buffer(void) { - shader_blit_register(); - shader_standard_register(); - shader_vblend_register(); - shader_unlit_register(); + vg_info( "[render] Allocate temporary framebuffer\n" ); - if( vg_acquire_thread_sync(1) ) - { - vg_info( "Allocating framebuffers\n" ); + glGenFramebuffers( 1, &gpipeline.fb_background ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); - 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); - 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); - 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(); +} - if( VG_CHECK_GL_ERR() ) - { - vg_error( "Error while creating back buffer\n" ); - vg_release_thread_sync(1); - return 0; - } +/* 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" ); - /* - * 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); - - if( VG_CHECK_GL_ERR() ) - { - vg_error( "Error while creating world depth buffer\n" ); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - vg_release_thread_sync(1); - return 0; - } + glGenFramebuffers( 1, &gpipeline.fb_depthmap ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); - 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 }; + 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(); - 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 ); + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, + gpipeline.rgb_depthmap, 0); - if( VG_CHECK_GL_ERR() ) - { - vg_error( "Error while creating fsquad\n" ); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - vg_release_thread_sync(1); - return 0; - } + VG_CHECK_GL_ERR(); +} - 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 ); +static void render_init_fs_quad(void) +{ + vg_info( "[render] Allocate quad\n" ); - render_update_lighting_ub(); - glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting ); + 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 }; - if( VG_CHECK_GL_ERR() ) - { - vg_error( "Error while creating world uniform buffers\n" ); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - vg_release_thread_sync(1); - return 0; - } + 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(); + 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 ); - vg_success( "Done\n" ); - gpipeline.ready = 1; - vg_release_thread_sync(1); - return 1; } - else - return 0; + + 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_background ); glDeleteFramebuffers( 1, &gpipeline.fb_depthmap ); + glDeleteTextures( 1, &gpipeline.rgb_depthmap ); + glDeleteFramebuffers( 1, &gpipeline.fb_background ); glDeleteTextures( 1, &gpipeline.rgb_background ); - glDeleteTextures( 1, &gpipeline.rgb_depthmap ); } /*