#include <GL/glew.h>
+#include <gmath/gmath.h>
#include "global.h"
+#include "gfxapi.h"
#include "camera.h"
#include "mesh.h"
+#include "meshgen.h"
#include "object.h"
#include "renderer.h"
#include "scene.h"
#include "shader_manager.h"
#include "texture.h"
+/* skybox */
+
+static Mesh *skymesh; /* it will be used by many renderers => no destroy */
+static ShaderProgram *skyprog;
+static int viewproj_loc;
+
Renderer::Renderer()
{
scene = 0;
camera = 0;
sprog = 0;
+
+ skytex = 0;
+ dskytex = 0;
}
Renderer::~Renderer()
bool Renderer::create()
{
- if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
- return false;
+ //debug
+ if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+ fprintf(stderr, "Failed to load debug shaders.\n");
}
- if(!(sprog->link())) {
+ if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
return false;
}
if(!camera || !scene)
return;
- glClearColor(0.5, 0.5, 0.5, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if(skytex) {
+ draw_skybox();
+ }
if(!sprog->link())
return;
Mat4 mview = object->transform * camera->get_view_matrix();
sprog->set_uniform_matrix(mview_loc, mview);
- object->mesh->update_vertex_data();
object->mesh->draw();
+
+ /* debug
+ if(nprog) {
+ int loc = nprog->get_uniform_location("mmviewproj");
+ if(loc != -1) {
+ nprog->set_uniform_matrix(loc, mmviewproj);
+ }
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }*/
+
+ // if(m->dtex)
+ // m->dtex->unbind();
+}
+
+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)
+{
+ dskytex = dstex;
+}
+
+void Renderer::draw_skybox() const
+{
+ if(!skymesh || !skytex)
+ return;
+
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
+ skytex->bind();
+ skyprog->use();
+
+ Mat4 mviewproj;
+ mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+ skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
+
+ skymesh->draw();
+
+ gfx_cull_face(GFX_CULL_BACK);
+ gfx_zbuffer(true);
}
\ No newline at end of file