+bool Renderer::create()
+{
+ if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
+ return false;
+ }
+
+ /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
+
+ if((diff_loc = sprog->get_uniform_location("diffuse")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"diffuse\".\n");
+ return false;
+ }
+
+ if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
+ return false;
+ }
+
+ if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
+ return false;
+ }
+
+ /* uniform locations for matrices */
+
+ if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"mmviewproj\".\n");
+ return false;
+ }
+
+ if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
+ return false;
+ }
+
+ return true;
+}
+
+void Renderer::draw() const
+{
+ if(!camera || !scene)
+ return;
+
+ if(skytex) {
+ draw_skybox();
+ }
+
+ if(!sprog->link())
+ return;
+
+ sprog->use();
+
+ for(size_t i=0; i<scene->objects.size(); i++) {
+ draw_object(scene->objects[i]);
+ }
+}
+
+void Renderer::draw_object(Object *object) const
+{
+ Material *m = object->material;
+
+ /* setting uniforms for material */
+
+ sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
+ sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
+ sprog->set_uniformf(shin_loc, m->shininess);
+
+ /* texture */
+
+ if(m->dtex)
+ m->dtex->bind();
+
+ /* setting uniforms for matrices */
+
+ Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+ sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
+
+ Mat4 mview = object->transform * camera->get_view_matrix();
+ sprog->set_uniform_matrix(mview_loc, mview);
+
+ object->mesh->update_vertex_data();
+ object->mesh->draw();
+}
+
+void Renderer::set_sky_tex(Texture *stex)
+{
+ if(!skymesh) {
+ skymesh = gfx_create_mesh();
+ gen_geosphere(skymesh, 1, 0);
+ }
+ if(!skyprog) {
+ if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
+ return;
+ if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
+ return;
+ }
+ skytex = stex;
+}
+
+void Renderer::set_diffuse_sky_tex(Texture *dstex)