X-Git-Url: http://git.mutantstargoat.com?a=blobdiff_plain;f=src%2Frenderer.cc;h=5d57a36ff5efe58c7081aa5b5311c94483549569;hb=dbce2a319517c09fcf1a9be60ae46a0ff20c423e;hp=353d0db39543cc7a737418aae0011336489edeb4;hpb=fcd6773bc770425ede4b47a84eef7cc78342542c;p=demo diff --git a/src/renderer.cc b/src/renderer.cc index 353d0db..5d57a36 100644 --- a/src/renderer.cc +++ b/src/renderer.cc @@ -1,39 +1,181 @@ +#include + #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.h" #include "shader_manager.h" +#include "texture.h" +#include "uniforms.h" + +#undef DRAW_NORMALS + +/* skybox */ + +static Mesh *skymesh; /* it will be used by many renderers => no destroy */ +static ShaderProgram *skyprog; Renderer::Renderer() { scene = 0; camera = 0; sprog = 0; + + skytex = 0; + dskytex = 0; + + fog_density = 0; + + vbuf = fbuf = svbuf = 0; } Renderer::~Renderer() { + delete vbuf; + delete fbuf; + delete svbuf; } bool Renderer::create() -{ +{ + //debug + // if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) { + // fprin + // tf(stderr, "Failed to load debug shaders.\n"); + // } + + vbuf = gfx_create_uniform_buffer(); + if(!vbuf->create(sizeof vu)) { + fprintf(stderr, "Failed to create uniform buffer.\n"); + return false; + } + + fbuf = gfx_create_uniform_buffer(); + if(!fbuf->create(sizeof fu)) { + fprintf(stderr, "Failed to create uniform buffer.\n"); + return false; + } + + svbuf = gfx_create_uniform_buffer(); + if(!svbuf->create(sizeof svu)) { + fprintf(stderr, "Failed to create uniform buffer.\n"); + return false; + } + if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) { return false; } + return true; } -void Renderer::draw() const +void Renderer::draw() { if(!camera || !scene) return; - // sprog->set_uniform_matrix(mview_loc, camera->get_view_matrix()); + if(skytex) { + draw_skybox(); + + if(dskytex) { + dskytex->bind(1); + } + } + + if(!sprog->link()) + return; + + sprog->use(); + + for(size_t i=0; iobjects.size(); i++) { + draw_object(scene->objects[i]); + } +} + +void Renderer::draw_object(Object *object) +{ + Material *m = object->material; + + /* setting uniforms for material */ + + fu.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0); + fu.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0); + fu.shininess = m->shininess; + fu.fog_density = fog_density; + + fbuf->update(&fu); + fbuf->bind(SHADING_UNIFORMS); + + /* texture */ + + if(m->dtex) + m->dtex->bind(0); + + /* setting uniforms for matrices */ + + vu.mview = object->transform * camera->get_view_matrix(); + vu.mmviewproj = object->transform * camera->get_view_matrix() * mprojection; + vu.mmod = object->transform.upper3x3(); + + vbuf->update(&vu); + vbuf->bind(MATRIX_UNIFORMS); + + object->mesh->draw(); + + // debug +#ifdef DRAW_NORMALS + if(nprog) { + vu.mmviewproj = mmviewproj; + vbuf->update(&vu); + vbuf->bind(MATRIX_UNIFORMS); + + nprog->use(); + object->mesh->draw_normals(1.0); + } +#endif +} + +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; + } + skytex = stex; +} + +void Renderer::set_diffuse_sky_tex(Texture *dstex) +{ + dskytex = dstex; } -void Renderer::draw_object(Object *object) const +void Renderer::draw_skybox() { -} \ No newline at end of file + if(!skymesh || !skytex) + return; + + gfx_zbuffer(false); + gfx_cull_face(GFX_CULL_NONE); + + skytex->bind(); + skyprog->use(); + + svu.mviewproj = camera->get_view_matrix().upper3x3() * mprojection; + svbuf->update(&svu); + svbuf->bind(SKY_MATRIX_UNIFORMS); + + skymesh->draw(); + + gfx_cull_face(GFX_CULL_BACK); + gfx_zbuffer(true); +}