X-Git-Url: http://git.mutantstargoat.com?a=blobdiff_plain;f=src%2Frenderer.cc;h=cefdcc46bdca4f593a7b296ff39f5e626eca36d9;hb=HEAD;hp=f30c1ef52e695864f098ad35b039836864b7def3;hpb=63d7f3b0e70ab5e3d530c579b1881967c96b0b92;p=demo diff --git a/src/renderer.cc b/src/renderer.cc index f30c1ef..cefdcc4 100644 --- a/src/renderer.cc +++ b/src/renderer.cc @@ -1,29 +1,75 @@ #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() { + delete default_vs_ub; + delete default_fs_ub; + delete sky_vs_ub; } 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; } @@ -31,13 +77,18 @@ bool Renderer::create() return true; } -void Renderer::draw() const +void Renderer::draw() { 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(dskytex) { + dskytex->bind(1); + } + } if(!sprog->link()) return; @@ -49,47 +100,84 @@ void Renderer::draw() const } } -void Renderer::draw_object(Object *object) const +void Renderer::draw_object(Object *object) { Material *m = object->material; - /* diffuse */ - int diff_loc; - if((diff_loc = sprog->get_uniform_location("diffuse")) != -1) { - sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1); - } - /* specular */ - int spec_loc; - if((spec_loc = sprog->get_uniform_location("specular")) != -1) { - sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1); - } - /* specular exponent */ - int shin_loc; - if((shin_loc = sprog->get_uniform_location("shininess")) != -1) { - sprog->set_uniformf(shin_loc, m->shininess); - } + + /* 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(); - - // Mat4 mmviewproj = mprojection * camera->get_view_matrix() * object->transform; - Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection; - // printf("\nmatrices:\n"); - // mprojection.print(); - // camera->get_view_matrix().print(); - // object->transform.print(); - // mmodelview.print(); - - int mmviewproj_loc; - if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) != -1) { - sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj); + + 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 +} - Mat4 mview = camera->get_view_matrix(); //* object->transform; - int mview_loc; - if((mview_loc = sprog->get_uniform_location("mview")) != -1) { - sprog->set_uniform_matrix(mview_loc, mview); +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; +} - object->mesh->update_vertex_data(); - object->mesh->draw(); -} \ No newline at end of file +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); +}