X-Git-Url: http://git.mutantstargoat.com?a=blobdiff_plain;f=src%2Frenderer.cc;h=cefdcc46bdca4f593a7b296ff39f5e626eca36d9;hb=HEAD;hp=180f00332901ecc8879dfbdd196badbd994088ec;hpb=1ede01ab671f707338b2cc13517877cccd4a4f7f;p=demo diff --git a/src/renderer.cc b/src/renderer.cc index 180f003..cefdcc4 100644 --- a/src/renderer.cc +++ b/src/renderer.cc @@ -1,25 +1,183 @@ +#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; + + default_vs_ub = 0; + default_fs_ub = 0; + sky_vs_ub = 0; } -Renderer::Renderer(ShaderProgram *sprog, Scene *scene, Camera *camera) +Renderer::~Renderer() { - this->scene = scene; - this->sprog = sprog; - this->camera = camera; + delete default_vs_ub; + delete default_fs_ub; + delete sky_vs_ub; } -Renderer::~Renderer() +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"); + // } + + default_vs_ub = gfx_create_uniform_buffer(); + if(!default_vs_ub->create(sizeof default_vs_uniforms)) { + fprintf(stderr, "Failed to create uniform buffer.\n"); + return false; + } + + default_fs_ub = gfx_create_uniform_buffer(); + if(!default_fs_ub->create(sizeof default_fs_uniforms)) { + fprintf(stderr, "Failed to create uniform buffer.\n"); + return false; + } + + sky_vs_ub = gfx_create_uniform_buffer(); + if(!sky_vs_ub->create(sizeof sky_vs_uniforms)) { + 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() +{ + if(!camera || !scene) + return; + + 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::set_program(ShaderProgram *sprog) +void Renderer::draw_object(Object *object) { - this->sprog = sprog; -} \ No newline at end of file + Material *m = object->material; + + /* setting uniforms for material */ + + default_fs_uniforms.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0); + default_fs_uniforms.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0); + default_fs_uniforms.shininess = m->shininess; + default_fs_uniforms.fog_density = fog_density; + + default_fs_ub->update(&default_fs_uniforms); + default_fs_ub->bind(SHADING_UNIFORMS); + + /* texture */ + + if(m->dtex) + m->dtex->bind(0); + + /* setting uniforms for matrices */ + + default_vs_uniforms.mview = object->transform * camera->get_view_matrix(); + default_vs_uniforms.mmviewproj = object->transform * camera->get_view_matrix() * mprojection; + default_vs_uniforms.mmod = object->transform.upper3x3(); + + default_vs_ub->update(&default_vs_uniforms); + default_vs_ub->bind(MATRIX_UNIFORMS); + + object->mesh->draw(); + + // debug +#ifdef DRAW_NORMALS + if(nprog) { + vu.mmviewproj = mmviewproj; + default_vs_ub->update(&vu); + default_vs_ub->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_skybox() +{ + if(!skymesh || !skytex) + return; + + gfx_zbuffer(false); + gfx_cull_face(GFX_CULL_NONE); + + skytex->bind(); + skyprog->use(); + + sky_vs_uniforms.mviewproj = camera->get_view_matrix().upper3x3() * mprojection; + sky_vs_ub->update(&sky_vs_uniforms); + sky_vs_ub->bind(SKY_MATRIX_UNIFORMS); + + skymesh->draw(); + + gfx_cull_face(GFX_CULL_BACK); + gfx_zbuffer(true); +}