framebuffer formalitites
authorhgn <hgodden00@gmail.com>
Fri, 2 Dec 2022 02:07:20 +0000 (02:07 +0000)
committerhgn <hgodden00@gmail.com>
Fri, 2 Dec 2022 02:07:20 +0000 (02:07 +0000)
build.c
render.h
shaders/blitblur.fs
shaders/blitblur.h
skaterift.c
world.h
world_gate.h
world_gen.h
world_water.h

diff --git a/build.c b/build.c
index 61ac1c4caffa62ee2b63d81cc61ba85461dd8e96..c0a79b654a6d36fe94deb373207fbd542ce2ec09 100644 (file)
--- a/build.c
+++ b/build.c
@@ -142,7 +142,4 @@ void build_shaders(void)
    _shader( "water",     "shaders/standard.vs",  "shaders/water.fs" );
    _shader( "water_fast","shaders/standard.vs",  "shaders/water_fast.fs" );
    _shader( "gatelq",    "shaders/gate.vs",      "shaders/gate_lq.fs" );
-
-   //_shader( "planeinf",  "shaders/standard.vs",  "shaders/planeinf.fs" );
-   //_shader( "gate",      "shaders/gate.vs",      "shaders/gate.fs" );
 }
index 58c88311d76af42a6a6c7860af46f2224db3a9f8..77bb56e1b570eeb7b4bddd0de12e6f82c5e21077 100644 (file)
--- a/render.h
+++ b/render.h
@@ -20,29 +20,20 @@ VG_STATIC void render_world_depth( camera *cam );
 #ifndef RENDER_H
 #define RENDER_H
 
-struct framebuffer
-{
-   GLuint fb, colour, rb;
-   int div;
-   GLuint format;
+typedef struct framebuffer framebuffer;
 
-   int allocated;
-};
 
 /* 
  * All standard buffers used in rendering
  */
 VG_STATIC struct pipeline
 {
-#if 0
-   float fov;
-#endif
    glmesh fsquad;
 
-   GLuint fb_background,
-          rgb_background,
-          mv_background,
-          rb_background;
+   framebuffer *fb_main,
+               *fb_heightmap,
+               *fb_water_reflection,
+               *fb_water_beneath;
 
    /* STD140 */
    struct ub_world_lighting
@@ -71,8 +62,6 @@ VG_STATIC struct pipeline
    widgets[3];
 
    float shadow_spread, shadow_length;
-
-   GLuint fb_depthmap, rgb_depthmap;
    GLuint ubo_world_lighting,
           ubo_world;
 
@@ -107,6 +96,201 @@ gpipeline =
    }
 };
 
+struct framebuffer
+{
+   const char *display_name;
+   int         resolution_div,
+               fixed_w,
+               fixed_h;
+
+   struct framebuffer_attachment
+   {
+      const char *display_name;
+      
+      enum framebuffer_attachment_type
+      {
+         k_framebuffer_attachment_type_none,
+         k_framebuffer_attachment_type_colour,
+         k_framebuffer_attachment_type_renderbuffer
+      }
+      purpose;
+
+      enum framebuffer_quality_profile
+      {
+         k_framebuffer_quality_all,
+         k_framebuffer_quality_high_only
+      }
+      quality;
+
+      GLenum internalformat,
+             format,
+             type,
+             attachment;
+
+      GLuint id;
+   }
+   attachments[5];
+   GLuint fb;
+   framebuffer **link;
+}
+framebuffers[] = 
+{
+   {
+      /*
+       * The primary draw target
+       */
+      "Main", 
+      .link = &gpipeline.fb_main,
+      .resolution_div = 1,
+      .attachments = 
+      {
+         {
+            "Colour", k_framebuffer_attachment_type_colour,
+
+            .internalformat = GL_RGB,
+            .format         = GL_RGB,
+            .type           = GL_UNSIGNED_BYTE,
+            .attachment     = GL_COLOR_ATTACHMENT0
+         },
+         {
+            "Motion Vectors", k_framebuffer_attachment_type_colour,
+
+            .quality        = k_framebuffer_quality_high_only,
+            .internalformat = GL_RG16F,
+            .format         = GL_RG,
+            .type           = GL_FLOAT,
+            .attachment     = GL_COLOR_ATTACHMENT1
+         },
+         {
+            "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
+
+            .internalformat = GL_DEPTH24_STENCIL8,
+            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+         }
+      }
+   },
+   {
+      /*
+       * A ortho projection of the world, used for shadows and ocean colouring.
+       * Note: it does not have a render buffer attachement because it's
+       *       intended to be drawn to in a MAX blending mode
+       */
+      "Heightmap", 
+      .link = &gpipeline.fb_heightmap,
+      .fixed_w = 1024,
+      .fixed_h = 1024,
+
+      .attachments =
+      {
+         {
+            "Depth", k_framebuffer_attachment_type_colour,
+
+            .internalformat = GL_R32F,
+            .format         = GL_RED,
+            .type           = GL_FLOAT,
+            .attachment     = GL_COLOR_ATTACHMENT0
+         }
+      }
+   },
+   {
+      /*
+       * Second rendered view from the perspective of the water reflection
+       */
+      "Water reflection",
+      .link = &gpipeline.fb_water_reflection,
+      .resolution_div = 3,
+      .attachments = 
+      {
+         {
+            "Colour", k_framebuffer_attachment_type_colour,
+            .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 = 4,
+      .attachments = 
+      {
+         {
+            "Colour", k_framebuffer_attachment_type_colour,
+            .internalformat = GL_RGBA,
+            .format         = GL_RGBA,
+            .type           = GL_UNSIGNED_BYTE,
+            .attachment     = GL_COLOR_ATTACHMENT0
+         },
+         {
+            "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer,
+
+            .internalformat = GL_DEPTH24_STENCIL8,
+            .attachment     = GL_DEPTH_STENCIL_ATTACHMENT
+         }
+      }
+   }
+};
+
+/* 
+ * Get the current (automatically scaled or fixed) resolution of framebuffer
+ */
+VG_STATIC 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;
+   }
+}
+
+/*
+ * Bind framebuffer for drawing to
+ */
+VG_STATIC void render_fb_bind( framebuffer *fb )
+{
+   int x, y;
+   render_fb_get_current_res( fb, &x, &y );
+   glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
+   glViewport( 0, 0, x, y );
+}
+
+/*
+ * Bind framebuffer attachment's texture
+ */
+VG_STATIC 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_colour )
+   {
+      vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer"
+                          " attachment to texture slot" );
+   }
+
+   glActiveTexture( GL_TEXTURE0 + slot );
+   glBindTexture( GL_TEXTURE_2D, fb->attachments[attachment].id );
+}
+
+
 /*
  * Shaders
  */
@@ -115,8 +299,7 @@ VG_STATIC void shader_link_standard_ub( GLuint shader, int texture_id )
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, 0 );
 
-   glActiveTexture( GL_TEXTURE0 + texture_id );
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+   render_fb_bind_texture( gpipeline.fb_heightmap, 0, texture_id );
    glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
 }
 
@@ -157,10 +340,255 @@ VG_STATIC void render_update_lighting_ub(void)
          &gpipeline.ub_world_lighting );
 }
 
+#define FB_FORMAT_STR( E ) { E, #E },
+
 /* 
- * Framebuffers
+ * Convert OpenGL attachment ID enum to string
  */
+VG_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
+ */
+VG_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
+ */
+VG_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, GL_DEPTH24_STENCIL8, rx, ry );
+   }
+   else if( a->purpose == k_framebuffer_attachment_type_colour )
+   {
+      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
+ */
+VG_STATIC 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_colour )
+      {
+         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 );
+
+         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_exit_loop( "Incomplete framebuffer (see logs)" );
+   }
+}
+
+/*
+ * Resize/Update all framebuffers(we know about)
+ */
+VG_STATIC 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 );
+      }
+   }
+}
+
+#if 0
 VG_STATIC void fb_use( struct framebuffer *fb )
 {
    if( !fb )
@@ -205,6 +633,23 @@ VG_STATIC void fb_init( struct framebuffer *fb )
    fb->allocated = 1;
 }
 
+VG_STATIC void _fb_glTexImage2D( GLsizei x, GLsizei y, GLint internalformat, 
+                                 GLenum format, GLenum type, const void *data )
+{
+   glTexImage2D( GL_TEXTURE_2D, 0, internalformat, x,y, 0, 
+                                   format, type, data );
+
+   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 );
+}
+
+#define fb_tex2d( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ) \
+   _fb_glTexImage2D( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ); \
+   vg_info( "texture( %dx%d, internal: %s, format: %s, type: %s )\n", \
+            X,Y, #INTERNAL_FORMAT, #FORMAT, #TYPE );
+
 VG_STATIC void fb_free( struct framebuffer *fb )
 {
    glDeleteTextures( 1, &fb->colour );
@@ -232,19 +677,9 @@ VG_STATIC void fb_resize( struct framebuffer *fb )
    glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
    glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
 }
+#endif
 
-VG_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, 
-            GL_RGB, GL_UNSIGNED_BYTE, NULL );
-
-      /* FIXME: Resizeother textures and rb */
-   }
-}
-
+#if 0
 VG_STATIC void render_init_temp_buffer(void)
 {
    vg_info( "[render] Allocate framebuffer\n" );
@@ -254,12 +689,7 @@ VG_STATIC void render_init_temp_buffer(void)
 
    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 );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+   fb_tex2d( vg.window_x, vg.window_y, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, NULL );
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
          GL_TEXTURE_2D, 
          gpipeline.rgb_background, 0 );
@@ -270,8 +700,8 @@ VG_STATIC void render_init_temp_buffer(void)
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, vg.window_x, vg.window_y, 
                                 0, GL_RG, GL_FLOAT, NULL);
 #endif
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F, vg.window_x, vg.window_y, 
-                                0, GL_RGBA, GL_FLOAT, NULL);
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RG16F, vg.window_x, vg.window_y, 
+                                0, GL_RG,    GL_FLOAT, NULL);
 
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
@@ -291,20 +721,8 @@ VG_STATIC void render_init_temp_buffer(void)
 
    GLuint attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
    glDrawBuffers( 2, attachments );
-
-   GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
-
-   if( result != GL_FRAMEBUFFER_COMPLETE )
-   {
-      if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
-         vg_fatal_exit_loop( "Main RT: Incomplete attachment" );
-      else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
-         vg_fatal_exit_loop( "Main RT: Missing attachment" );
-      else if( result == GL_FRAMEBUFFER_UNSUPPORTED )
-         vg_fatal_exit_loop( "Main RT: Unsupported framebuffer format" );
-      else
-         vg_fatal_exit_loop( "Main RT: Generic Error" );
-   }
+   
+   render_check_framebuffer_complete();
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    VG_CHECK_GL_ERR();
@@ -331,8 +749,10 @@ VG_STATIC void render_init_depthmap_buffer(void)
          GL_TEXTURE_2D, 
          gpipeline.rgb_depthmap, 0);
 
+   render_check_framebuffer_complete();
    VG_CHECK_GL_ERR();
 }
+#endif
 
 VG_STATIC void render_init_fs_quad(void)
 {
@@ -381,8 +801,15 @@ VG_STATIC void render_init(void)
 
    vg_acquire_thread_sync();
    {
-      render_init_temp_buffer();
-      render_init_depthmap_buffer();
+      /* 
+       * Complete Framebuffers
+       */
+      for( int i=0; i<vg_list_size(framebuffers); i++ )
+      {
+         struct framebuffer *fb = &framebuffers[i];
+         render_fb_allocate( fb );
+      }
+
       render_init_fs_quad();
       render_init_uniform_buffers();
 
index 860602281395bd57df0aacc669df7d6d28d0e518..3a7b1fcd5daf36efb4684188841b45f001f25548 100644 (file)
@@ -2,7 +2,6 @@ out vec4 FragColor;
 uniform sampler2D uTexMain;
 uniform sampler2D uTexMotion;
 uniform float uBlurStrength;
-uniform float uBlurExponent;
 
 in vec2 aUv;
 
index e341cea2827f586283432bbcbd731a01255d6c04..a662d41834adec96e8568b4fbd7c919dd67d80cc 100644 (file)
@@ -24,7 +24,6 @@ static struct vg_shader _shader_blitblur = {
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexMotion;\n"
 "uniform float uBlurStrength;\n"
-"uniform float uBlurExponent;\n"
 "\n"
 "in vec2 aUv;\n"
 "\n"
@@ -56,7 +55,6 @@ static struct vg_shader _shader_blitblur = {
 static GLuint _uniform_blitblur_uTexMain;
 static GLuint _uniform_blitblur_uTexMotion;
 static GLuint _uniform_blitblur_uBlurStrength;
-static GLuint _uniform_blitblur_uBlurExponent;
 static void shader_blitblur_uTexMain(int i){
    glUniform1i(_uniform_blitblur_uTexMain,i);
 }
@@ -66,9 +64,6 @@ static void shader_blitblur_uTexMotion(int i){
 static void shader_blitblur_uBlurStrength(float f){
    glUniform1f(_uniform_blitblur_uBlurStrength,f);
 }
-static void shader_blitblur_uBlurExponent(float f){
-   glUniform1f(_uniform_blitblur_uBlurExponent,f);
-}
 static void shader_blitblur_register(void){
    vg_shader_register( &_shader_blitblur );
 }
@@ -77,6 +72,5 @@ static void shader_blitblur_link(void){
    _uniform_blitblur_uTexMain = glGetUniformLocation( _shader_blitblur.id, "uTexMain" );
    _uniform_blitblur_uTexMotion = glGetUniformLocation( _shader_blitblur.id, "uTexMotion" );
    _uniform_blitblur_uBlurStrength = glGetUniformLocation( _shader_blitblur.id, "uBlurStrength" );
-   _uniform_blitblur_uBlurExponent = glGetUniformLocation( _shader_blitblur.id, "uBlurExponent" );
 }
 #endif /* SHADER_blitblur_H */
index bb278ffa71726b4baf4e70c84fafed9d9c421f2b..baa3b84c01a7887453807dead178322a2ba6281c 100644 (file)
@@ -147,7 +147,6 @@ VG_STATIC void vg_update_post(void)
 VG_STATIC void vg_framebuffer_resize( int w, int h )
 {
    render_fb_resize();
-   water_fb_resize();
 }
 
 VG_STATIC void present_view_with_post_processing(void)
@@ -162,25 +161,22 @@ VG_STATIC void present_view_with_post_processing(void)
    shader_blitblur_use();
    shader_blitblur_uTexMain( 0 );
    shader_blitblur_uTexMotion( 1 );
-   shader_blitblur_uBlurStrength( cl_blur_strength );
-   glActiveTexture( GL_TEXTURE0 );
+   shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
 
    if( cl_view_id == 0 )
-      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
    else if( cl_view_id == 1 )
-      glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+      render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
    else
-      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
 
+   render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
    render_fsquad();
 }
 
 VG_STATIC void render_scene(void)
 {
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_fb_bind( gpipeline.fb_main );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
@@ -189,7 +185,7 @@ VG_STATIC void render_scene(void)
 
    render_world( &main_camera );
    render_water_texture( &main_camera );
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_fb_bind( gpipeline.fb_main );
    render_water_surface( &main_camera );
    render_world_gates( &main_camera );
 }
@@ -202,7 +198,7 @@ VG_STATIC void render_menu(void)
 
 VG_STATIC void render_player_into_world(void)
 {
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_fb_bind( gpipeline.fb_main );
    draw_player( &main_camera );
 }
 
diff --git a/world.h b/world.h
index ecbd6e0044503063c2ebfde108076db8b95f6dd2..240e8dc1a44c77ec2b9be778e25e9d96ec688ccf 100644 (file)
--- a/world.h
+++ b/world.h
@@ -21,7 +21,6 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 
 #include "shaders/terrain.h"
 #include "shaders/sky.h"
-#include "shaders/planeinf.h"
 #include "shaders/standard.h"
 #include "shaders/vblend.h"
 #include "shaders/gpos.h"
@@ -426,7 +425,6 @@ VG_STATIC void world_init(void)
 
    shader_terrain_register();
    shader_sky_register();
-   shader_planeinf_register();
    shader_gpos_register();
    shader_blitcolour_register();
    shader_alphatest_register();
index 004ee8ade1f44ae11ca48a09914e86a5578c61b5..3e35081e2b1c72639bfa510a9196eb4da04fc706 100644 (file)
@@ -132,7 +132,8 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
       glDisable( GL_STENCIL_TEST );
 
       render_water_texture( &gate_view );
-      fb_use( NULL );
+      render_fb_bind( gpipeline.fb_main );
+
       glEnable( GL_STENCIL_TEST );
 
       render_water_surface( &gate_view );
index 4e96d96be15bda08408deff3205afe498e2bf5e2..1648bdf490370113e0b954f1a2d26b8b1c6b7c53 100644 (file)
@@ -544,8 +544,7 @@ VG_STATIC void world_post_process(void)
       glDisable(GL_DEPTH_TEST);
       glDisable(GL_BLEND);
       glDisable(GL_CULL_FACE);
-      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
-      glViewport( 0, 0, 1024, 1024 );
+      render_fb_bind( gpipeline.fb_heightmap );
       shader_blitcolour_use();
       shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
       render_fsquad();
index e054a111a788dea8440d06be1e8ac473f5e03227..6a53a05f39a2de1e3ed5fbb6cca4e115b27f18e1 100644 (file)
@@ -21,14 +21,6 @@ VG_STATIC void world_water_init(void)
 
    vg_acquire_thread_sync();
    {
-      world.water.fbreflect.format  = GL_RGB;
-      world.water.fbreflect.div     = 3;
-      world.water.fbdepth.format    = GL_RGBA;
-      world.water.fbdepth.div       = 4;
-   
-      fb_init( &world.water.fbreflect );
-      fb_init( &world.water.fbdepth );
-
       vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
    }
    vg_release_thread_sync();
@@ -36,15 +28,6 @@ VG_STATIC void world_water_init(void)
    vg_success( "done\n" );
 }
 
-VG_STATIC void water_fb_resize(void)
-{
-   if( !world.water.enabled )
-      return;
-   
-   fb_resize( &world.water.fbreflect );
-   fb_resize( &world.water.fbdepth );
-}
-
 VG_STATIC void water_set_surface( float height )
 {
    world.water.height = height;
@@ -60,7 +43,7 @@ VG_STATIC void render_water_texture( camera *cam )
       return;
 
    /* Draw reflection buffa */
-   fb_use( &world.water.fbreflect );
+   render_fb_bind( gpipeline.fb_water_reflection );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    /* 
@@ -102,7 +85,7 @@ VG_STATIC void render_water_texture( camera *cam )
     * Create beneath view matrix
     */
    camera beneath_cam;
-   fb_use( &world.water.fbdepth );
+   render_fb_bind( gpipeline.fb_water_beneath );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    m4x3_copy( cam->transform, beneath_cam.transform );
@@ -132,7 +115,7 @@ VG_STATIC void render_water_surface( camera *cam )
       /* Draw surface */
       shader_water_use();
       
-      fb_bindtex( &world.water.fbreflect, 0 );
+      render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
       shader_water_uTexMain( 0 );
 
       vg_tex2d_bind( &tex_water_surf, 1 );
@@ -143,7 +126,7 @@ VG_STATIC void render_water_surface( camera *cam )
 
       shader_link_standard_ub( _shader_water.id, 2 );
 
-      fb_bindtex( &world.water.fbdepth, 3 );
+      render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
       shader_water_uTexBack( 3 );
       shader_water_uTime( world.time );
       shader_water_uCamera( cam->transform[3] );