-
-struct framebuffer framebuffers[] =
-{
- {
- /*
- * The primary draw target
- */
- "main",
- .link = &gpipeline.fb_main,
- .resolution_div = 1,
- .attachments =
- {
- {
- "colour", k_framebuffer_attachment_type_texture,
-
- .internalformat = GL_RGB,
- .format = GL_RGB,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- },
- {
- "motion", k_framebuffer_attachment_type_texture,
-
- .quality = k_framebuffer_quality_high_only,
- .internalformat = GL_RG16F,
- .format = GL_RG,
- .type = GL_FLOAT,
- .attachment = GL_COLOR_ATTACHMENT1
- },
- {
-#if 0
- "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
- .internalformat = GL_DEPTH24_STENCIL8,
-#else
- "depth_stencil", k_framebuffer_attachment_type_texture_depth,
- .internalformat = GL_DEPTH24_STENCIL8,
- .format = GL_DEPTH_STENCIL,
- .type = GL_UNSIGNED_INT_24_8,
-#endif
- .attachment = GL_DEPTH_STENCIL_ATTACHMENT
- }
- }
- },
- {
- /*
- * Second rendered view from the perspective of the water reflection
- */
- "water_reflection",
- .link = &gpipeline.fb_water_reflection,
- .resolution_div = 2,
- .attachments =
- {
- {
- "colour", k_framebuffer_attachment_type_texture,
- .internalformat = GL_RGB,
- .format = GL_RGB,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- },
- {
- "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
- .internalformat = GL_DEPTH24_STENCIL8,
- .attachment = GL_DEPTH_STENCIL_ATTACHMENT
- }
- }
- },
- {
- /*
- * Thid rendered view from the perspective of the camera, but just
- * captures stuff thats under the water
- */
- "water_beneath",
- .link = &gpipeline.fb_water_beneath,
- .resolution_div = 2,
- .attachments =
- {
- {
- "colour", k_framebuffer_attachment_type_texture,
- .internalformat = GL_RED,
- .format = GL_RED,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- },
- {
- "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
-
- .internalformat = GL_DEPTH24_STENCIL8,
- .attachment = GL_DEPTH_STENCIL_ATTACHMENT
- }
- }
- },
- {
- "workshop_preview",
- .link = &gpipeline.fb_workshop_preview,
- .resolution_div = 0,
- .fixed_w = WORKSHOP_PREVIEW_WIDTH, .fixed_h = WORKSHOP_PREVIEW_HEIGHT,
- .attachments =
- {
- {
- "colour", k_framebuffer_attachment_type_texture,
- .internalformat = GL_RGB,
- .format = GL_RGB,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- },
- {
- "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
- .internalformat = GL_DEPTH24_STENCIL8,
- .attachment = GL_DEPTH_STENCIL_ATTACHMENT
- }
- }
- },
- {
- "network_status_ui",
- .link = &gpipeline.fb_network_status,
- .resolution_div = 0,
- .fixed_w = 128, .fixed_h = 48,
- .attachments =
- {
- {
- "colour", k_framebuffer_attachment_type_texture,
- .internalformat = GL_RGB,
- .format = GL_RGB,
- .type = GL_UNSIGNED_BYTE,
- .attachment = GL_COLOR_ATTACHMENT0
- }
- }
- }
-};
-
-/*
- * Get the current (automatically scaled or fixed) resolution of framebuffer
- */
-void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y )
-{
- if( fb->resolution_div ){
- *x = vg.window_x / fb->resolution_div;
- *y = vg.window_y / fb->resolution_div;
- }
- else{
- *x = fb->fixed_w;
- *y = fb->fixed_h;
- }
-}
-
-void render_fb_inverse_ratio( framebuffer *fb, v2f inverse )
-{
- if( fb ){
- int x, y;
- render_fb_get_current_res( fb, &x, &y );
-
- v2f render = { fb->render_w, fb->render_h },
- original = { x, y };
-
- v2_div( render, original, inverse );
- }
- else{
- v2_div( (v2f){1.0f,1.0f}, (v2f){ vg.window_x, vg.window_y }, inverse );
- }
-}
-
-/*
- * Bind framebuffer for drawing to
- */
-void render_fb_bind( framebuffer *fb, int use_scaling )
-{
- int x, y;
- render_fb_get_current_res( fb, &x, &y );
-
- if( use_scaling ){
- x = k_render_scale*(float)x;
- y = k_render_scale*(float)y;
-
- x = VG_MAX( 16, x );
- y = VG_MAX( 16, y );
-
- fb->render_w = x;
- fb->render_h = y;
- }
-
- glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
- glViewport( 0, 0, x, y );
-}
-
-/*
- * Bind framebuffer attachment's texture
- */
-void render_fb_bind_texture( framebuffer *fb, int attachment, int slot )
-{
- struct framebuffer_attachment *at = &fb->attachments[attachment];
-
- if( (at->purpose != k_framebuffer_attachment_type_texture) &&
- (at->purpose != k_framebuffer_attachment_type_texture_depth) )
- {
- vg_fatal_error( "illegal operation: bind non-texture framebuffer"
- " attachment to texture slot" );
- }
-
- glActiveTexture( GL_TEXTURE0 + slot );
- glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id );
-}
-
-
-/*
- * Shaders
- */
-
-#define FB_FORMAT_STR( E ) { E, #E },
-
-/*
- * Convert OpenGL attachment ID enum to string
- */
-static const char *render_fb_attachment_str( GLenum e )
-{
- struct { GLenum e; const char *str; }
- formats[] =
- {
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT0)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT1)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT2)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT3)
- FB_FORMAT_STR(GL_COLOR_ATTACHMENT4)
- FB_FORMAT_STR(GL_DEPTH_STENCIL_ATTACHMENT)
- };
-
- for( int i=0; i<vg_list_size(formats); i++ )
- if( formats[i].e == e )
- return formats[i].str;
-
- return "UNDEFINED";
-}
-
-/*
- * Convert OpenGL texture format enums from TexImage2D table 1,2 &
- * RenderBufferStorage Table 1, into strings
- */
-static const char *render_fb_format_str( GLenum format )
-{
- struct { GLenum e; const char *str; }
- formats[] =
- {
- /* Table 1 */
- FB_FORMAT_STR(GL_DEPTH_COMPONENT)
- FB_FORMAT_STR(GL_DEPTH_STENCIL)
- FB_FORMAT_STR(GL_RED)
- FB_FORMAT_STR(GL_RG)
- FB_FORMAT_STR(GL_RGB)
- FB_FORMAT_STR(GL_RGBA)
-
- /* Render buffer formats */
- FB_FORMAT_STR(GL_DEPTH_COMPONENT16)
- FB_FORMAT_STR(GL_DEPTH_COMPONENT24)
- FB_FORMAT_STR(GL_DEPTH_COMPONENT32F)
- FB_FORMAT_STR(GL_DEPTH24_STENCIL8)
- FB_FORMAT_STR(GL_DEPTH32F_STENCIL8)
- FB_FORMAT_STR(GL_STENCIL_INDEX8)
-
- /* Table 2 */
- FB_FORMAT_STR(GL_R8)
- FB_FORMAT_STR(GL_R8_SNORM)
- FB_FORMAT_STR(GL_R16)
- FB_FORMAT_STR(GL_R16_SNORM)
- FB_FORMAT_STR(GL_RG8)
- FB_FORMAT_STR(GL_RG8_SNORM)
- FB_FORMAT_STR(GL_RG16)
- FB_FORMAT_STR(GL_RG16_SNORM)
- FB_FORMAT_STR(GL_R3_G3_B2)
- FB_FORMAT_STR(GL_RGB4)
- FB_FORMAT_STR(GL_RGB5)
- FB_FORMAT_STR(GL_RGB8)
- FB_FORMAT_STR(GL_RGB8_SNORM)
- FB_FORMAT_STR(GL_RGB10)
- FB_FORMAT_STR(GL_RGB12)
- FB_FORMAT_STR(GL_RGB16_SNORM)
- FB_FORMAT_STR(GL_RGBA2)
- FB_FORMAT_STR(GL_RGBA4)
- FB_FORMAT_STR(GL_RGB5_A1)
- FB_FORMAT_STR(GL_RGBA8)
- FB_FORMAT_STR(GL_RGBA8_SNORM)
- FB_FORMAT_STR(GL_RGB10_A2)
- FB_FORMAT_STR(GL_RGB10_A2UI)
- FB_FORMAT_STR(GL_RGBA12)
- FB_FORMAT_STR(GL_RGBA16)
- FB_FORMAT_STR(GL_SRGB8)
- FB_FORMAT_STR(GL_SRGB8_ALPHA8)
- FB_FORMAT_STR(GL_R16F)
- FB_FORMAT_STR(GL_RG16F)
- FB_FORMAT_STR(GL_RGB16F)
- FB_FORMAT_STR(GL_RGBA16F)
- FB_FORMAT_STR(GL_R32F)
- FB_FORMAT_STR(GL_RG32F)
- FB_FORMAT_STR(GL_RGB32F)
- FB_FORMAT_STR(GL_RGBA32F)
- FB_FORMAT_STR(GL_R11F_G11F_B10F)
- FB_FORMAT_STR(GL_RGB9_E5)
- FB_FORMAT_STR(GL_R8I)
- FB_FORMAT_STR(GL_R8UI)
- FB_FORMAT_STR(GL_R16I)
- FB_FORMAT_STR(GL_R16UI)
- FB_FORMAT_STR(GL_R32I)
- FB_FORMAT_STR(GL_R32UI)
- FB_FORMAT_STR(GL_RG8I)
- FB_FORMAT_STR(GL_RG8UI)
- FB_FORMAT_STR(GL_RG16I)
- FB_FORMAT_STR(GL_RG16UI)
- FB_FORMAT_STR(GL_RG32I)
- FB_FORMAT_STR(GL_RG32UI)
- FB_FORMAT_STR(GL_RGB8I)
- FB_FORMAT_STR(GL_RGB8UI)
- FB_FORMAT_STR(GL_RGB16I)
- FB_FORMAT_STR(GL_RGB16UI)
- FB_FORMAT_STR(GL_RGB32I)
- FB_FORMAT_STR(GL_RGB32UI)
- FB_FORMAT_STR(GL_RGBA8I)
- FB_FORMAT_STR(GL_RGBA8UI)
- FB_FORMAT_STR(GL_RGBA16I)
- FB_FORMAT_STR(GL_RGBA16UI)
- FB_FORMAT_STR(GL_RGBA32I)
- FB_FORMAT_STR(GL_RGBA32UI)
- };
-
- for( int i=0; i<vg_list_size(formats); i++ )
- if( formats[i].e == format )
- return formats[i].str;
-
- return "UNDEFINED";
-}
-
-/*
- * Bind and allocate texture for framebuffer attachment
- */
-static void render_fb_allocate_texture( struct framebuffer *fb,
- struct framebuffer_attachment *a )
-{
- int rx, ry;
- render_fb_get_current_res( fb, &rx, &ry );
-
- if( a->purpose == k_framebuffer_attachment_type_renderbuffer ){
- glBindRenderbuffer( GL_RENDERBUFFER, a->id );
- glRenderbufferStorage( GL_RENDERBUFFER, a->internalformat, rx, ry );
- }
- else if( a->purpose == k_framebuffer_attachment_type_texture ||
- a->purpose == k_framebuffer_attachment_type_texture_depth )
- {
- glBindTexture( GL_TEXTURE_2D, a->id );
- glTexImage2D( GL_TEXTURE_2D, 0, a->internalformat, rx, ry,
- 0, a->format, a->type, NULL );
- }
-}
-
-/*
- * Full allocation of a framebuffer
- */
-void render_fb_allocate( struct framebuffer *fb )
-{
- glGenFramebuffers( 1, &fb->fb );
- glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
-
- int rx, ry;
- render_fb_get_current_res( fb, &rx, &ry );
-
- vg_info( "allocate_framebuffer( %s, %dx%d )\n", fb->display_name, rx, ry );
- vg_info( "{\n" );
-
- GLenum colour_attachments[4];
- u32 colour_count = 0;
-
- for( int j=0; j<vg_list_size(fb->attachments); j++ ){
- struct framebuffer_attachment *attachment = &fb->attachments[j];
-
- if( attachment->purpose == k_framebuffer_attachment_type_none )
- continue;
-
- vg_info( " %s: %s\n",
- render_fb_attachment_str( attachment->attachment ),
- render_fb_format_str( attachment->internalformat ) );
-
- if( attachment->purpose == k_framebuffer_attachment_type_renderbuffer ){
- glGenRenderbuffers( 1, &attachment->id );
- render_fb_allocate_texture( fb, attachment );
- glFramebufferRenderbuffer( GL_FRAMEBUFFER,
- GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, attachment->id );
- }
- else if( attachment->purpose == k_framebuffer_attachment_type_texture ||
- attachment->purpose == k_framebuffer_attachment_type_texture_depth )
- {
- glGenTextures( 1, &attachment->id );
- render_fb_allocate_texture( fb, attachment );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-
- glFramebufferTexture2D( GL_FRAMEBUFFER, attachment->attachment,
- GL_TEXTURE_2D, attachment->id, 0 );
-
- if( attachment->purpose == k_framebuffer_attachment_type_texture )
- colour_attachments[ colour_count ++ ] = attachment->attachment;
- }
- }
-
- glDrawBuffers( colour_count, colour_attachments );
-
- /*
- * Check result
- */
- GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
-
- if( result == GL_FRAMEBUFFER_COMPLETE ){
- /*
- * Attatch to gpipeline
- */
- if( fb->link )
- *fb->link = fb;
-
- vg_success( " status: complete\n" );
- vg_info( "}\n" );
- }
- else{
- if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
- vg_error( " status: Incomplete attachment" );
- else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
- vg_error( " status: Missing attachment" );
- else if( result == GL_FRAMEBUFFER_UNSUPPORTED )
- vg_error( " status: Unsupported framebuffer format" );
- else
- vg_error( " status: Generic Error" );
-
- vg_info( "}\n" );
- vg_fatal_error( "Incomplete framebuffer (see logs)" );
- }
-}
-
-/*
- * Resize/Update all framebuffers(we know about)
- */
-void render_fb_resize(void)
-{
- if( !gpipeline.ready ) return;
-
- for( int i=0; i<vg_list_size(framebuffers); i++ ){
- struct framebuffer *fb = &framebuffers[i];
- for( int j=0; j<vg_list_size(fb->attachments); j++ ){
- struct framebuffer_attachment *attachment = &fb->attachments[j];
- render_fb_allocate_texture( fb, attachment );
- }
- }
-}
-
-static int render_framebuffer_control( int argc, char const *argv[] );
-static void render_framebuffer_poll( int argc, char const *argv[] );