controls for fog to select params
[demo] / src / renderer.cc
1 #include <GL/glew.h>
2 #include <gmath/gmath.h>
3
4 #include "global.h"
5 #include "gfxapi.h"
6
7 #include "camera.h"
8 #include "mesh.h"
9 #include "meshgen.h"
10 #include "object.h"
11 #include "renderer.h"
12 #include "scene.h"
13 #include "shader.h"
14 #include "shader_manager.h"
15 #include "texture.h"
16
17 #undef DRAW_NORMALS
18
19 /* skybox */
20
21 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
22 static ShaderProgram *skyprog;
23 static int viewproj_loc;
24
25 Renderer::Renderer()
26 {
27         scene = 0;
28         camera = 0;
29         sprog = 0;
30
31         skytex = 0;
32         dskytex = 0;
33
34         fog_density = 0;
35 }
36
37 Renderer::~Renderer()
38 {
39 }
40
41 bool Renderer::create()
42 {
43         //debug
44         if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
45                 fprintf(stderr, "Failed to load debug shaders.\n");
46         }
47
48         if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
49                 return false;
50         }
51
52         /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
53
54         diff_loc = sprog->get_uniform_location("diffuse");
55         spec_loc = sprog->get_uniform_location("specular");
56         shin_loc = sprog->get_uniform_location("shininess");
57         fog_loc = sprog->get_uniform_location("fog_density");
58
59         /* uniform locations for matrices */
60
61         mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
62         mview_loc = sprog->get_uniform_location("mview");
63
64         return true;
65 }
66
67 void Renderer::draw() const
68 {
69         if(!camera || !scene)
70                 return;
71
72         if(skytex) {
73                 draw_skybox();
74         }
75
76         if(!sprog->link())
77                 return;
78
79         sprog->use();
80
81         for(size_t i=0; i<scene->objects.size(); i++) {
82                 draw_object(scene->objects[i]);
83         }
84 }
85
86 void Renderer::draw_object(Object *object) const
87 {
88         Material *m = object->material;
89
90         /* setting uniforms for material */
91
92         if(diff_loc != -1)
93                 sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
94
95         if(spec_loc != -1)
96                 sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
97
98         if(shin_loc != -1)
99                 sprog->set_uniformf(shin_loc, m->shininess);
100
101         if(fog_loc != -1)
102                 sprog->set_uniformf(fog_loc, fog_density);
103
104         /* texture */
105
106         if(m->dtex)
107                 m->dtex->bind(0);
108
109         /* setting uniforms for matrices */
110
111         Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
112         if(mmviewproj_loc != -1)
113                 sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
114
115         Mat4 mview = object->transform * camera->get_view_matrix();
116         if(mview_loc != -1)
117                 sprog->set_uniform_matrix(mview_loc, mview);
118
119         object->mesh->draw();
120
121         // debug
122 #ifdef DRAW_NORMALS
123         if(nprog) {
124                 int loc = nprog->get_uniform_location("mmviewproj");
125                 if(loc != -1) {
126                         nprog->set_uniform_matrix(loc, mmviewproj);
127                 }
128                 nprog->use();
129                 object->mesh->draw_normals(1.0);
130         }
131 #endif
132 }
133
134 void Renderer::set_sky_tex(Texture *stex)
135 {
136         if(!skymesh) {
137                 skymesh = gfx_create_mesh();
138                 gen_geosphere(skymesh, 1, 0);
139         }
140         if(!skyprog) {
141                 if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
142                         return;
143                 if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
144                         return;
145         }
146         skytex = stex;
147 }
148
149 void Renderer::set_diffuse_sky_tex(Texture *dstex)
150 {
151         dskytex = dstex;
152 }
153
154 void Renderer::draw_skybox() const
155 {
156         if(!skymesh || !skytex)
157                 return;
158
159         gfx_zbuffer(false);
160         gfx_cull_face(GFX_CULL_NONE);
161
162         skytex->bind();
163         skyprog->use();
164
165         Mat4 mviewproj;
166         mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
167         skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
168
169         skymesh->draw();
170
171         gfx_cull_face(GFX_CULL_BACK);
172         gfx_zbuffer(true);
173 }