16 struct ub_world_lighting
19 v4f g_light_colours
[3],
20 g_light_directions
[3],
40 float shadow_spread
, shadow_length
;
42 GLuint fb_depthmap
, rgb_depthmap
;
43 GLuint ubo_world_lighting
,
52 .colour
= { 1.36f
, 1.35f
, 1.01f
},
53 .dir
= { 0.63f
, -0.08f
}
57 .colour
= { 0.33f
, 0.56f
, 0.64f
},
58 .dir
= { -2.60f
, -0.13f
}
62 .colour
= { 0.05f
, 0.05f
, 0.23f
},
63 .dir
= { 2.60f
, -0.84f
}
66 .shadow_spread
= 0.65f
,
67 .shadow_length
= 9.50f
,
71 .g_ambient_colour
= { 0.09f
, 0.03f
, 0.07f
}
75 static void render_water_texture( m4x3f camera
);
76 static void render_water_surface( m4x4f pv
, m4x3f camera
);
77 static void render_world( m4x4f projection
, m4x3f camera
);
78 static void render_world_depth( m4x4f projection
, m4x3f camera
);
84 * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
86 static void plane_clip_projection( m4x4f mat
, v4f plane
)
90 (vg_signf(plane
[0]) + mat
[2][0]) / mat
[0][0],
91 (vg_signf(plane
[1]) + mat
[2][1]) / mat
[1][1],
93 (1.0f
+ mat
[2][2]) / mat
[3][2]
96 v4_muls( plane
, 2.0f
/ v4_dot(plane
,c
), c
);
100 mat
[2][2] = c
[2] + 1.0f
;
104 static void pipeline_projection( m4x4f mat
, float nearz
, float farz
)
106 m4x4_projection( mat
,
108 (float)vg_window_x
/ (float)vg_window_y
,
115 static void shader_link_standard_ub( GLuint shader
, int texture_id
)
117 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
118 glUniformBlockBinding( shader
, idx
, 0 );
120 glActiveTexture( GL_TEXTURE0
+ texture_id
);
121 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
122 glUniform1i( glGetUniformLocation( shader
, "g_world_depth" ), texture_id
);
125 static void render_update_lighting_ub(void)
127 struct ub_world_lighting
*winf
= &gpipeline
.ub_world_lighting
;
130 for( int i
=0; i
<3; i
++ )
132 struct light_widget
*lw
= &gpipeline
.widgets
[i
];
136 float pitch
= lw
->dir
[0],
140 v3_copy( (v3f
){ xz
*cosf(yaw
), sinf(pitch
), xz
*sinf(yaw
) },
141 winf
->g_light_directions
[c
] );
142 v3_copy( lw
->colour
, winf
->g_light_colours
[c
] );
148 winf
->g_light_count
= c
;
149 winf
->g_light_directions
[0][3] = gpipeline
.shadow_length
;
150 winf
->g_light_colours
[0][3] = gpipeline
.shadow_spread
;
152 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
153 glBufferSubData( GL_UNIFORM_BUFFER
, 0, sizeof(struct ub_world_lighting
),
154 &gpipeline
.ub_world_lighting
);
157 static void render_alloc_ub(void)
159 glGenBuffers( 1, &gpipeline
.ubo_world_lighting
);
160 glBindBuffer( GL_UNIFORM_BUFFER
, gpipeline
.ubo_world_lighting
);
161 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
162 NULL
, GL_DYNAMIC_DRAW
);
164 render_update_lighting_ub();
165 glBindBufferBase( GL_UNIFORM_BUFFER
, 0, gpipeline
.ubo_world_lighting
);
173 GLuint fb
, colour
, rb
;
178 static void fb_use( struct framebuffer
*fb
)
182 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
183 glViewport( 0, 0, vg_window_x
, vg_window_y
);
187 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
188 glViewport( 0, 0, vg_window_x
/ fb
->div
, vg_window_y
/ fb
->div
);
192 static void fb_init( struct framebuffer
*fb
)
194 i32 ix
= vg_window_x
/ fb
->div
,
195 iy
= vg_window_y
/ fb
->div
;
197 glGenFramebuffers( 1, &fb
->fb
);
198 glBindFramebuffer( GL_FRAMEBUFFER
, fb
->fb
);
200 glGenTextures( 1, &fb
->colour
);
201 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
202 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
,
203 0, fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
205 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
206 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
207 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
208 GL_TEXTURE_2D
, fb
->colour
, 0);
210 glGenRenderbuffers( 1, &fb
->rb
);
211 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
212 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
214 glFramebufferRenderbuffer( GL_FRAMEBUFFER
, GL_DEPTH_STENCIL_ATTACHMENT
,
215 GL_RENDERBUFFER
, fb
->rb
);
218 static void fb_bindtex( struct framebuffer
*fb
, int texture
)
220 glActiveTexture( GL_TEXTURE0
+ texture
);
221 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
224 static void fb_resize( struct framebuffer
*fb
)
226 i32 ix
= vg_window_x
/ fb
->div
,
227 iy
= vg_window_y
/ fb
->div
;
229 glBindTexture( GL_TEXTURE_2D
, fb
->colour
);
230 glTexImage2D( GL_TEXTURE_2D
, 0, fb
->format
, ix
, iy
, 0,
231 fb
->format
, GL_UNSIGNED_BYTE
, NULL
);
233 glBindRenderbuffer( GL_RENDERBUFFER
, fb
->rb
);
234 glRenderbufferStorage( GL_RENDERBUFFER
, GL_DEPTH24_STENCIL8
, ix
, iy
);
237 static void render_fb_resize(void)
239 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
240 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg_window_x
, vg_window_y
, 0,
241 GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
247 static void render_init(void)
249 glGenFramebuffers( 1, &gpipeline
.fb_background
);
250 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_background
);
252 glGenTextures( 1, &gpipeline
.rgb_background
);
253 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
254 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGB
, vg_window_x
, vg_window_y
,
255 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
257 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
258 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
259 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
261 gpipeline
.rgb_background
, 0);
264 * World depth map, maybe this should be moved to world.h
267 glGenFramebuffers( 1, &gpipeline
.fb_depthmap
);
268 glBindFramebuffer( GL_FRAMEBUFFER
, gpipeline
.fb_depthmap
);
270 glGenTextures( 1, &gpipeline
.rgb_depthmap
);
271 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_depthmap
);
272 glTexImage2D( GL_TEXTURE_2D
, 0, GL_R32F
, 1024, 1024, 0,
273 GL_RED
, GL_FLOAT
, NULL
);
274 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
275 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
278 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
280 gpipeline
.rgb_depthmap
, 0);
282 float quad
[] = { 0.0f
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 1.0f
,
283 0.0f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
};
285 glGenVertexArrays( 1, &gpipeline
.fsquad
.vao
);
286 glGenBuffers( 1, &gpipeline
.fsquad
.vbo
);
287 glBindVertexArray( gpipeline
.fsquad
.vao
);
288 glBindBuffer( GL_ARRAY_BUFFER
, gpipeline
.fsquad
.vbo
);
289 glBufferData( GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STATIC_DRAW
);
290 glBindVertexArray( gpipeline
.fsquad
.vao
);
291 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
,
292 sizeof(float)*2, (void*)0 );
293 glEnableVertexAttribArray( 0 );
299 static void render_free(void)
307 static void render_fsquad(void)
309 glBindVertexArray( gpipeline
.fsquad
.vao
);
310 glDrawArrays( GL_TRIANGLES
, 0, 6 );
313 #endif /* RENDER_H */