srgb textures, cubemap support
[demo] / src / renderer.cc
1 #include <GL/glew.h>
2
3 #include "global.h"
4
5 #include "camera.h"
6 #include "mesh.h"
7 #include "object.h"
8 #include "renderer.h"
9 #include "scene.h"
10 #include "shader.h"
11 #include "shader_manager.h"
12 #include "texture.h"
13
14 Renderer::Renderer()
15 {
16         scene = 0;
17         camera = 0;
18         sprog = 0;
19
20         skytex = 0;
21         dskytex = 0;
22 }
23
24 Renderer::~Renderer()
25 {
26 }
27
28 bool Renderer::create()
29 {
30         if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
31                 return false;
32         }
33
34         if(!(sprog->link())) {
35                 return false;
36         }
37
38         /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
39
40         if((diff_loc = sprog->get_uniform_location("diffuse")) == -1) {
41                 fprintf(stderr, "Invalid uniform location: can't find \"diffuse\".\n");
42                 return false;
43         }
44
45         if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
46                 fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
47                 return false;
48         }
49
50         if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
51                 fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
52                 return false;
53         }
54
55         /* uniform locations for matrices */
56
57         if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) == -1) {
58                 fprintf(stderr, "Invalid uniform location: can't find \"mmviewproj\".\n");
59                 return false;
60         }
61
62         if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
63                 fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
64                 return false;
65         }
66
67         return true;
68 }
69
70 void Renderer::draw() const
71 {
72         if(!camera || !scene)
73                 return;
74
75         if(!sprog->link())
76                 return;
77
78         sprog->use();
79
80         for(size_t i=0; i<scene->objects.size(); i++) {
81                 draw_object(scene->objects[i]);
82         }
83 }
84
85 void Renderer::draw_object(Object *object) const
86 {
87         Material *m = object->material;
88
89         /* setting uniforms for material */
90
91         sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
92         sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
93         sprog->set_uniformf(shin_loc, m->shininess);
94
95         /* texture */
96
97         if(m->dtex)
98                 m->dtex->bind();
99
100         /* setting uniforms for matrices */
101
102         Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
103         sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
104
105         Mat4 mview = object->transform * camera->get_view_matrix();
106         sprog->set_uniform_matrix(mview_loc, mview);
107
108         object->mesh->update_vertex_data();
109         object->mesh->draw();
110 }
111
112 void Renderer::set_sky_tex(Texture *stex)
113 {
114         skytex = stex;
115 }
116
117 void Renderer::set_diffuse_sky_tex(Texture *dstex)
118 {
119         dskytex = dstex;
120 }