framebuffer change
authorhgn <hgodden00@gmail.com>
Tue, 11 Jun 2024 18:35:32 +0000 (19:35 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 11 Jun 2024 18:35:32 +0000 (19:35 +0100)
depth_compare.h
network.c
render.c
render.h
skaterift.c
workshop.c
world.h
world_gen.c
world_render.c
world_render.h
world_water.c

index 592381bd3ad29c7f7c189487571f56f90744ea8f..28e949669760bfbf39738a015df0fc455e2b33e6 100644 (file)
@@ -1,5 +1,6 @@
 #pragma once
 #include "vg/vg_m.h"
+#include "vg/vg_framebuffer.h"
 #include "skaterift.h"
 #include "render.h"
 
@@ -10,13 +11,13 @@ static inline void depth_compare_bind(
       vg_camera *cam )
 {
    uTexSceneDepth( 5 );
-   render_fb_bind_texture( gpipeline.fb_main, 2, 5 );
+   vg_framebuffer_bind_texture( gpipeline.fb_main, 2, 5 );
    v3f inverse;
-   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+   vg_framebuffer_inverse_ratio( gpipeline.fb_main, inverse );
    inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
 
    uInverseRatioDepth( inverse );
-   render_fb_inverse_ratio( NULL, inverse );
+   vg_framebuffer_inverse_ratio( NULL, inverse );
    inverse[2] = cam->farz-cam->nearz;
    uInverseRatioMain( inverse );
 }
index 27048fb8886231e58bd785863fd7915e5d360c22..dd90edd7d287a6b6c441a72fe87ac8a9bb84e081 100644 (file)
--- a/network.c
+++ b/network.c
@@ -372,7 +372,7 @@ void network_status_string( vg_str *str, u32 *colour )
 
 void render_server_status_gui(void)
 {
-   render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+   vg_framebuffer_bind( gpipeline.fb_network_status, 1.0f );
 
    vg_ui_set_screen( 128, 48 );
    ui_context *ctx = &vg_ui.ctx;
@@ -397,7 +397,7 @@ void render_server_status_gui(void)
    ui_flush( ctx, k_ui_shader_colour, NULL );
    
    skaterift.rt_textures[ k_skaterift_rt_server_status ] =
-      gpipeline.fb_workshop_preview->attachments[0].id;
+      gpipeline.fb_network_status->attachments[0].id;
 }
 
 static void on_server_connect_status( CallbackMsg_t *msg ){
index 9478124101d5fafe66db99d0c8348fd7ccba3f7b..0c6a8f0fe42aae080c26b2a2d94fc6c796b7e19f 100644 (file)
--- a/render.c
+++ b/render.c
 #include "render.h"
 #include "vg/vg_engine.h"
 #include "vg/vg_platform.h"
-
-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[] );
+#include "vg/vg_framebuffer.h"
 
 static void async_render_init( void *payload, u32 size )
 {
-   /* 
-    * Complete Framebuffers
-    */
-   for( int i=0; i<vg_list_size(framebuffers); i++ ){
-      struct framebuffer *fb = &framebuffers[i];
-      render_fb_allocate( fb );
-   }
-
    f32 rh = 0x1p-4f, ih = 0.3f;
 
    float quad[] = { 
@@ -531,8 +70,129 @@ void render_init(void)
    vg_console_reg_var( "blur_effect", &k_blur_effect, 
                         k_var_dtype_i32, VG_VAR_PERSISTENT );
 
-   vg_console_reg_cmd( "fb", render_framebuffer_control, 
-                             render_framebuffer_poll );
+   void *alloc = vg_mem.rtmemory;
+   
+   /* 
+    * Main framebuffer
+    */
+   gpipeline.fb_main = vg_framebuffer_allocate( alloc, 3, 1 );
+   gpipeline.fb_main->display_name = "main";
+   gpipeline.fb_main->resolution_div = 1;
+   gpipeline.fb_main->attachments[0] = (vg_framebuffer_attachment)
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   gpipeline.fb_main->attachments[1] = (vg_framebuffer_attachment)
+   {
+      "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
+   };
+   gpipeline.fb_main->attachments[2] = (vg_framebuffer_attachment)
+   {
+      "depth_stencil", k_framebuffer_attachment_type_texture_depth,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .format         = GL_DEPTH_STENCIL,
+      .type           = GL_UNSIGNED_INT_24_8,
+      .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( gpipeline.fb_main );
+   
+   /* 
+    * Water reflection
+    */
+   gpipeline.fb_water_reflection = vg_framebuffer_allocate( alloc, 2, 1 );
+   gpipeline.fb_water_reflection->display_name = "water_reflection";
+   gpipeline.fb_water_reflection->resolution_div = 2;
+   gpipeline.fb_water_reflection->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   gpipeline.fb_water_reflection->attachments[1] = (vg_framebuffer_attachment) 
+   {
+      "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( gpipeline.fb_water_reflection );
+
+   /*
+    * Thid rendered view from the perspective of the camera, but just 
+    * captures stuff thats under the water
+    */
+   gpipeline.fb_water_beneath = vg_framebuffer_allocate( alloc, 2, 1 );
+   gpipeline.fb_water_beneath->display_name = "water_beneath";
+   gpipeline.fb_water_beneath->resolution_div = 2;
+   gpipeline.fb_water_beneath->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RED,
+      .format         = GL_RED,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   gpipeline.fb_water_beneath->attachments[1] = (vg_framebuffer_attachment) 
+   {
+      "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( gpipeline.fb_water_beneath );
+
+   /* 
+    * Workshop preview
+    */
+   gpipeline.fb_workshop_preview = vg_framebuffer_allocate( alloc, 2, 1 );
+   gpipeline.fb_workshop_preview->display_name = "workshop_preview";
+   gpipeline.fb_workshop_preview->resolution_div = 0;
+   gpipeline.fb_workshop_preview->fixed_w = WORKSHOP_PREVIEW_WIDTH;
+   gpipeline.fb_workshop_preview->fixed_h = WORKSHOP_PREVIEW_HEIGHT;
+   gpipeline.fb_workshop_preview->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   gpipeline.fb_workshop_preview->attachments[1] = (vg_framebuffer_attachment) 
+   {
+      "depth_stencil", k_framebuffer_attachment_type_renderbuffer,
+      .internalformat = GL_DEPTH24_STENCIL8,
+      .attachment = GL_DEPTH_STENCIL_ATTACHMENT
+   };
+   vg_framebuffer_create( gpipeline.fb_workshop_preview );
+   
+   /*
+    * Network status
+    */
+   gpipeline.fb_network_status = vg_framebuffer_allocate( alloc, 1, 1 );
+   gpipeline.fb_network_status->display_name = "network_status_ui";
+   gpipeline.fb_network_status->resolution_div = 0;
+   gpipeline.fb_network_status->fixed_w = 128;
+   gpipeline.fb_network_status->fixed_h = 48;
+   gpipeline.fb_network_status->attachments[0] = (vg_framebuffer_attachment) 
+   {
+      "colour", k_framebuffer_attachment_type_texture,
+      .internalformat = GL_RGB,
+      .format         = GL_RGB,
+      .type           = GL_UNSIGNED_BYTE,
+      .attachment     = GL_COLOR_ATTACHMENT0
+   };
+   vg_framebuffer_create( gpipeline.fb_network_status );
 
    vg_async_call( async_render_init, NULL, 0 );
 }
@@ -557,167 +217,3 @@ void render_fsquad2(void)
    glBindVertexArray( gpipeline.fsquad.vao );
    glDrawArrays( GL_TRIANGLES, 66+6,6 );
 }
-
-/*
- * Call this inside the UI function
- */
-void render_view_framebuffer_ui( ui_context *ctx )
-{
-   // FIXME10
-#if 0
-   int viewing_count = 0;
-
-   glBindVertexArray( gpipeline.fsquad.vao );
-   shader_blit_use();
-   shader_blit_uTexMain( 0 );
-   
-   v2f identity = { 1.0f, 1.0f };
-   shader_blit_uInverseRatio( identity );
-
-   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 *at = &fb->attachments[j];
-
-         if( !at->debug_view )
-            continue;
-
-         v2f corner,
-             window = { vg.window_x, vg.window_y };
-
-         corner[0] = viewing_count % 3;
-         corner[1] = 1 + (viewing_count / 3);
-         v2_mul( corner, window, corner );
-         v2_muls( corner, 0.3f, corner );
-         corner[1] = vg.window_y - corner[1];
-         
-         ui_text( (ui_rect){ corner[0], corner[1],      0.0f, 0.0f }, 
-                  fb->display_name, 2, k_text_align_left );
-         ui_text( (ui_rect){ corner[0], corner[1] + 32, 0.0f, 0.0f, },
-                  at->display_name, 1, k_text_align_left );
-
-         if( at->purpose == k_framebuffer_attachment_type_renderbuffer ){
-            v2f center;
-            v2_muladds( corner, window, 0.15f, center );
-
-            ui_text( (ui_rect){ center[0], center[1], 0.0f, 0.0f },
-                     "<hardware texture>", 1, k_text_align_center );
-         }
-         else{
-            render_fb_bind_texture( fb, j, 0 );
-            
-            int start = (viewing_count+2) * 6,
-                count = 6;
-            glDrawArrays( GL_TRIANGLES, start, count );
-         }
-
-         viewing_count ++;
-      }
-   }
-#endif
-}
-
-static void render_framebuffer_show( struct framebuffer *fb,
-                                        struct framebuffer_attachment *at,
-                                        int operation )
-{
-   at->debug_view = operation;
-   vg_info( "%s %s:%s\n", (operation?"shown": "hidden"), 
-               fb->display_name, at->display_name );
-}
-
-/* 
- * arg0: command           "show"/"hide"
- * arg1: framebuffer name  <name>/"all"
- * arg2: subname           <name>/none
- */
-static int render_framebuffer_control( int argc, char const *argv[] )
-{
-   if( argc < 2 ){
-      vg_error( "Usage: fb \"show/hide\" <name>/\"all\" <name>/none\n" );
-      return 0;
-   }
-
-   int modify_all = 0,
-       operation  = 0;
-
-   if( !strcmp( argv[0], "show" ) )
-      operation = 1;
-   else if( !strcmp( argv[0], "hide" ) )
-      operation = 0;
-   else{
-      vg_error( "Unknown framebuffer operation: '%s'\n", argv[0] );
-      return 0;
-   }
-
-   if( !strcmp( argv[1], "all" ) )
-      modify_all = 1;
-
-   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 *at = &fb->attachments[j];
-
-         if( at->purpose == k_framebuffer_attachment_type_none )
-            continue;
-
-         if( modify_all ){
-            render_framebuffer_show( fb, at, operation );
-         }
-         else{
-            if( !strcmp( fb->display_name, argv[1] ) ){
-               if( argc == 2 )
-                  render_framebuffer_show( fb, at, operation );
-               else if( !strcmp( at->display_name, argv[2] ) )
-                  render_framebuffer_show( fb, at, operation );
-            }
-         }
-      }
-   }
-
-   return 0;
-}
-
-static void render_framebuffer_poll( int argc, char const *argv[] )
-{
-   const char *term = argv[argc-1];
-
-   if( argc == 1 ){
-      console_suggest_score_text( "show", term, 0 );
-      console_suggest_score_text( "hide", term, 0 );
-   }
-   else if( argc == 2 ){
-      console_suggest_score_text( "all", term, 0 );
-
-      for( int i=0; i<vg_list_size(framebuffers); i++ ){
-         struct framebuffer *fb = &framebuffers[i];
-         console_suggest_score_text( fb->display_name, term, 0 );
-      }
-   }
-   else if( argc == 3 ){
-      int modify_all = 0;
-
-      if( !strcmp( argv[1], "all" ) )
-         modify_all = 1;
-
-      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 *at = &fb->attachments[j];
-
-            if( at->purpose == k_framebuffer_attachment_type_none )
-               continue;
-
-            if( modify_all ){
-               console_suggest_score_text( at->display_name, term, 0 );
-            }
-            else if( !strcmp( fb->display_name, argv[1] ) ){
-               console_suggest_score_text( at->display_name, term, 0 );
-            }
-         }
-      }
-   }
-}
index 2c4926d79e07d7fecfa409aa4e69c098d29c66dd..f5b0afdbd721820ed9f427108d5bd607c585e450 100644 (file)
--- a/render.h
+++ b/render.h
@@ -6,6 +6,7 @@
 #include "model.h"
 #include "camera.h"
 #include "shader_props.h"
+#include "vg/vg_framebuffer.h"
 
 #include "shaders/blit.h"
 #include "shaders/blitblur.h"
@@ -21,74 +22,23 @@ static f32 k_blur_strength = 0.3f;
 static f32 k_fov           = 0.86f;
 static f32 k_cam_height    = 0.8f;
 
-typedef struct framebuffer framebuffer;
-
 /* 
  * All standard buffers used in rendering
  */
-static struct pipeline{
+struct pipeline
+{
    glmesh fsquad;
 
-   framebuffer *fb_main,
-               *fb_water_reflection,
-               *fb_water_beneath,
-               *fb_workshop_preview,
-               *fb_network_status;
+   vg_framebuffer *fb_main,
+                  *fb_water_reflection,
+                  *fb_water_beneath,
+                  *fb_workshop_preview,
+                  *fb_network_status;
    int ready;
 }
-gpipeline;
-
-struct framebuffer{
-   const char *display_name;
-   int         resolution_div,   /* definition */
-               fixed_w,
-               fixed_h,
-
-               render_w,         /* runtime */
-               render_h;
-
-   struct framebuffer_attachment{
-      const char *display_name;
-      
-      enum framebuffer_attachment_type{
-         k_framebuffer_attachment_type_none,
-         k_framebuffer_attachment_type_texture,
-         k_framebuffer_attachment_type_renderbuffer,
-         k_framebuffer_attachment_type_texture_depth
-      }
-      purpose;
-
-      enum framebuffer_quality_profile{
-         k_framebuffer_quality_all,
-         k_framebuffer_quality_high_only
-      }
-      quality;
-      
-      GLenum internalformat,
-             format,
-             type,
-             attachment;
-
-      GLuint id;
-
-      /* Runtime */
-      int debug_view;
-   }
-   attachments[5];
-   GLuint fb;
-   framebuffer **link;
-}
-extern framebuffers[];
+static gpipeline;
 
 void render_init(void);
 void render_fsquad(void);
 void render_fsquad1(void);
 void render_fsquad2(void);
-void render_view_framebuffer_ui( ui_context *ctx );
-void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
-void render_fb_inverse_ratio( framebuffer *fb, v2f inverse );
-void render_fb_get_current_res( struct framebuffer *fb, int *x, int *y );
-void render_fb_bind( framebuffer *fb, int use_scaling );
-void render_fb_bind_texture( framebuffer *fb, int attachment, int slot );
-void render_fb_allocate( struct framebuffer *fb );
-void render_fb_resize(void);
index f4fc3c1ad7fac68f96b8b79bf00a3a4441b60127..5d4d69ca6a9757b32a177a5626f8b586539b14ad 100644 (file)
@@ -392,10 +392,6 @@ void vg_post_update(void)
  * RENDERING
  * ---------------------------------------------------------------------------*/
 
-void vg_framebuffer_resize( int w, int h ){
-   render_fb_resize();
-}
-
 static void present_view_with_post_processing(void){
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    glViewport( 0,0, vg.window_x, vg.window_y );
@@ -406,7 +402,7 @@ static void present_view_with_post_processing(void){
    glBlendEquation(GL_FUNC_ADD);
 
    v2f inverse;
-   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+   vg_framebuffer_inverse_ratio( gpipeline.fb_main, inverse );
 
    if( k_blur_effect ){
       shader_blitblur_use();
@@ -441,14 +437,14 @@ static void present_view_with_post_processing(void){
          v2_zero( override );
       shader_blitblur_uOverrideDir( override );
 
-      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
-      render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
+      vg_framebuffer_bind_texture( gpipeline.fb_main, 0, 0 );
+      vg_framebuffer_bind_texture( gpipeline.fb_main, 1, 1 );
    }
    else{
       shader_blit_use();
       shader_blit_uTexMain( 0 );
       shader_blit_uInverseRatio( inverse );
-      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+      vg_framebuffer_bind_texture( gpipeline.fb_main, 0, 0 );
    }
 
    render_fsquad();
@@ -674,7 +670,7 @@ static void render_main_game(void)
    }
 
    /* variable res target */
-   render_fb_bind( gpipeline.fb_main, 1 );
+   vg_framebuffer_bind( gpipeline.fb_main, k_render_scale );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
 
@@ -692,7 +688,7 @@ static void render_main_game(void)
    /* continue with variable rate */
    if( !global_miniworld.transition && !menu_viewing_map() )
    {
-      render_fb_bind( gpipeline.fb_main, 1 );
+      vg_framebuffer_bind( gpipeline.fb_main, k_render_scale );
       render_world_gates( get_view_world(), &skaterift.cam );
    }
 
@@ -764,7 +760,7 @@ void vg_gui( ui_context *ctx )
       imgui_world_light_edit( ctx, world_current_instance() );
    
    vg_ui.tex_bg = gpipeline.fb_main->attachments[0].id;
-   render_fb_inverse_ratio( gpipeline.fb_main, vg_ui.bg_inverse_ratio );
+   vg_framebuffer_inverse_ratio( gpipeline.fb_main, vg_ui.bg_inverse_ratio );
 
    menu_gui( ctx );
    player__im_gui( ctx );
@@ -773,7 +769,6 @@ void vg_gui( ui_context *ctx )
    world_routes_imgui( ctx, world );
    skaterift_replay_imgui( ctx );
    workshop_form_gui( ctx );
-   render_view_framebuffer_ui( ctx );
    remote_player_network_imgui( ctx, vg.pv );
 
    if( menu_viewing_map() )
index 639337e1cdbf7faaa260104b1424a2a59a041e00..f8072c150607174cb997ba8bd00f594f0377c7ff 100644 (file)
@@ -275,13 +275,13 @@ static void workshop_form_async_submit_begin( void *payload, u32 size )
 static void workshop_form_async_download_image( void *payload, u32 size )
 {
    int w, h;
-   render_fb_get_current_res( gpipeline.fb_workshop_preview, &w, &h );
+   vg_framebuffer_get_res( gpipeline.fb_workshop_preview, &w, &h );
    vg_linear_clear( vg_mem.scratch );
    workshop_form.img_buffer = vg_linear_alloc( vg_mem.scratch, w*h*3 );
 
    vg_info( "read framebuffer: glReadPixels( %dx%d )\n", w,h );
 
-   glBindFramebuffer( GL_READ_FRAMEBUFFER, gpipeline.fb_workshop_preview->fb );
+   glBindFramebuffer( GL_READ_FRAMEBUFFER, gpipeline.fb_workshop_preview->id );
    glReadBuffer( GL_COLOR_ATTACHMENT0 );
    glReadPixels( 0,0, w,h, GL_RGB, GL_UNSIGNED_BYTE, workshop_form.img_buffer );
 
@@ -587,7 +587,7 @@ static void workshop_form_async_imageload( void *data, u32 len )
 {
    if( data )
    {
-      struct framebuffer_attachment *a = 
+      vg_framebuffer_attachment *a = 
          &gpipeline.fb_workshop_preview->attachments[0];
 
       glBindTexture( GL_TEXTURE_2D, a->id );
@@ -725,7 +725,7 @@ static void workshop_op_download_and_view_submission( int result_index )
          vg_error( "No metadata was returned with this item.\n" );
       }
 
-      render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+      vg_framebuffer_bind( gpipeline.fb_workshop_preview, 1.0f );
       glClearColor( 0.2f, 0.0f, 0.0f, 1.0f );
       glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
@@ -890,7 +890,7 @@ void workshop_init(void)
 
 static void workshop_render_world_preview(void)
 {
-   render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+   vg_framebuffer_bind( gpipeline.fb_workshop_preview, 1.0f );
 
    glClearColor( 0.0f, 0.0f, 0.3f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
@@ -908,7 +908,7 @@ static void workshop_render_world_preview(void)
  */
 static void workshop_render_player_preview(void)
 {
-   render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+   vg_framebuffer_bind( gpipeline.fb_workshop_preview, 1.0f );
    glClearColor( 0.16f, 0.15f, 0.15f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
    glEnable( GL_DEPTH_TEST );
@@ -968,7 +968,7 @@ static void workshop_render_board_preview(void)
       return;
    }
 
-   render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+   vg_framebuffer_bind( gpipeline.fb_workshop_preview, 1.0f );
 
    glClearColor( 0.0f, 0.0f, 0.3f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
diff --git a/world.h b/world.h
index efa5f9d0e8b54b8e308a7e8a095c2e364bdd9d73..3a067db5ce24cdc4e47de1f121126096f0c47ff0 100644 (file)
--- a/world.h
+++ b/world.h
@@ -134,7 +134,7 @@ struct world_instance {
    float probabilities[3];
 
    v3i light_cubes;
-   struct framebuffer heightmap;
+   vg_framebuffer *heightmap;
 
    /*
     * Dynamically allocated when world_load is called.
index 04d6131ec51e52da759a0ddf27b57a8592327576..91e5b7bef5d63ae6dada59aba05a366870e74cde 100644 (file)
@@ -650,7 +650,7 @@ void async_world_postprocess( void *payload, u32 _size )
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_BLEND);
    glDisable(GL_CULL_FACE);
-   render_fb_bind( &world->heightmap, 0 );
+   vg_framebuffer_bind( world->heightmap, 1.0f );
    shader_blitcolour_use();
    shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
    render_fsquad();
index 4cac23f6a2418446cdc4ceee2b8ac412bff78747..5db790a41192a11e26d5e62eaee061542ac3039e 100644 (file)
@@ -24,9 +24,11 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    return 0;
 }
 
-static void async_world_render_init( void *payload, u32 size ){
+static void async_world_render_init( void *payload, u32 size )
+{
    vg_info( "Allocate uniform buffers\n" );
-   for( int i=0; i<k_world_max; i++ ){
+   for( int i=0; i<k_world_max; i++ )
+   {
       world_instance *world = &world_static.instances[i];
       world->ubo_bind_point = i;
 
@@ -38,32 +40,6 @@ static void async_world_render_init( void *payload, u32 size ){
       glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
       VG_CHECK_GL_ERR();
    }
-
-   vg_info( "Allocate frame buffers\n" );
-   for( int i=0; i<k_world_max; i++ ){
-      world_instance *world = &world_static.instances[i];
-      struct framebuffer *fb = &world->heightmap;
-
-      fb->display_name = NULL;
-      fb->link = NULL;
-      fb->fixed_w = 1024;
-      fb->fixed_h = 1024;
-      fb->resolution_div = 0;
-
-      fb->attachments[0].display_name     = NULL;
-      fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
-      fb->attachments[0].internalformat   = GL_RG16F;
-      fb->attachments[0].format           = GL_RG;
-      fb->attachments[0].type             = GL_FLOAT;
-      fb->attachments[0].attachment       = GL_COLOR_ATTACHMENT0;
-
-      fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
-      fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
-      fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
-      fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
-
-      render_fb_allocate( fb );
-   }
 }
 
 void world_render_init(void)
@@ -92,6 +68,26 @@ void world_render_init(void)
                                  VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, 
                                  &world_render.tex_terrain_noise );
 
+   vg_info( "Allocate frame buffers\n" );
+   for( int i=0; i<k_world_max; i++ )
+   {
+      world_instance *world = &world_static.instances[i];
+      world->heightmap = vg_framebuffer_allocate( vg_mem.rtmemory, 1, 0 );
+      world->heightmap->display_name = NULL;
+      world->heightmap->fixed_w = 1024;
+      world->heightmap->fixed_h = 1024;
+      world->heightmap->resolution_div = 0;
+      world->heightmap->attachments[0] = (vg_framebuffer_attachment)
+      {
+         NULL, k_framebuffer_attachment_type_texture,
+         .internalformat = GL_RG16F,
+         .format         = GL_RG,
+         .type           = GL_FLOAT,
+         .attachment     = GL_COLOR_ATTACHMENT0
+      };
+      vg_framebuffer_create( world->heightmap );
+   }
+
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
@@ -109,7 +105,7 @@ void world_bind_position_texture( world_instance *world,
                                   GLuint shader, GLuint location,
                                   int slot )
 {
-   render_fb_bind_texture( &world->heightmap, 0, slot );
+   vg_framebuffer_bind_texture( world->heightmap, 0, slot );
    glUniform1i( location, slot );
 }
 
@@ -1105,19 +1101,22 @@ void render_world( world_instance *world, vg_camera *cam,
       render_world_fxglow( world, world, cam, NULL, 1, 1, 0 );
    }
    
-   if( with_water ){
+   if( with_water )
+   {
       render_water_texture( world, cam );
-      render_fb_bind( gpipeline.fb_main, 1 );
+      vg_framebuffer_bind( gpipeline.fb_main, k_render_scale );
    }
 
-   if( stenciled ){
+   if( stenciled )
+   {
       glStencilFunc( GL_EQUAL, 1, 0xFF );
       glStencilMask( 0x00 ); 
       glEnable( GL_CULL_FACE );
       glEnable( GL_STENCIL_TEST );
    }
 
-   if( with_water ){
+   if( with_water )
+   {
       render_water_surface( world, cam );
    }
 
@@ -1125,7 +1124,8 @@ void render_world( world_instance *world, vg_camera *cam,
    render_other_entities( world, cam );
    ent_miniworld_render( world, cam );
 
-   if( stenciled ){
+   if( stenciled )
+   {
       glStencilMask( 0xFF );
       glStencilFunc( GL_ALWAYS, 1, 0xFF );
       glDisable( GL_STENCIL_TEST );
index 7645b2650603f267d3296a0d209fd73b9aad2d50..1eb5ab15d23d314608c9b7ebadb9c7dd1c3d3079 100644 (file)
@@ -33,12 +33,6 @@ struct world_render
 
    double sky_time, sky_rate, sky_target_rate;
 
-   /* water rendering */
-   struct{
-      struct framebuffer fbreflect, fbdepth;
-   }
-   water;
-
    v3f render_gate_pos;
    struct timer_text{
       char text[8];
index 38038bf715b1c6d0817a84b1bd91086340f2c9b4..664a6e34f6ee8d7e97dde0106be91f0a45834eb8 100644 (file)
@@ -51,7 +51,7 @@ void render_water_texture( world_instance *world, vg_camera *cam )
       return;
 
    /* Draw reflection buffa */
-   render_fb_bind( gpipeline.fb_water_reflection, 1 );
+   vg_framebuffer_bind( gpipeline.fb_water_reflection, k_render_scale );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    /* 
@@ -97,7 +97,7 @@ void render_water_texture( world_instance *world, vg_camera *cam )
     * Create beneath view matrix
     */
    vg_camera beneath_cam;
-   render_fb_bind( gpipeline.fb_water_beneath, 1 );
+   vg_framebuffer_bind( gpipeline.fb_water_beneath, k_render_scale );
    glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
@@ -125,11 +125,12 @@ void render_water_surface( world_instance *world, vg_camera *cam )
    if( !world->water.enabled )
       return;
 
-   if( vg.quality_profile == k_quality_profile_high ){
+   if( vg.quality_profile == k_quality_profile_high )
+   {
       /* Draw surface */
       shader_scene_water_use();
       
-      render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+      vg_framebuffer_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
       shader_scene_water_uTexMain( 0 );
    
       glActiveTexture( GL_TEXTURE1 );
@@ -142,7 +143,7 @@ void render_water_surface( world_instance *world, vg_camera *cam )
 
       WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
 
-      render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
+      vg_framebuffer_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
       shader_scene_water_uTexBack( 5 );
       shader_scene_water_uTime( world_static.time );
       shader_scene_water_uCamera( cam->transform[3] );