#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[] = {
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 );
}
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 );
- }
- }
- }
- }
-}