e383efaa9a4b153eddbd3504013926344f96a4f9
[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
35 Renderer::~Renderer()
36 {
37 }
38
39 bool Renderer::create()
40 {
41         //debug
42         if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
43                 fprintf(stderr, "Failed to load debug shaders.\n");
44         }
45
46         if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
47                 return false;
48         }
49
50         /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
51
52         diff_loc = sprog->get_uniform_location("diffuse");
53         spec_loc = sprog->get_uniform_location("specular");
54         shin_loc = sprog->get_uniform_location("shininess");
55
56         /* uniform locations for matrices */
57
58         mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
59         mview_loc = sprog->get_uniform_location("mview");
60
61         return true;
62 }
63
64 void Renderer::draw() const
65 {
66         if(!camera || !scene)
67                 return;
68
69         if(skytex) {
70                 draw_skybox();
71         }
72
73         if(!sprog->link())
74                 return;
75
76         sprog->use();
77
78         for(size_t i=0; i<scene->objects.size(); i++) {
79                 draw_object(scene->objects[i]);
80         }
81 }
82
83 void Renderer::draw_object(Object *object) const
84 {
85         Material *m = object->material;
86
87         /* setting uniforms for material */
88
89         if(diff_loc != -1)
90                 sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
91
92         if(spec_loc != -1)
93                 sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
94
95         if(shin_loc != -1)
96                 sprog->set_uniformf(shin_loc, m->shininess);
97
98         /* texture */
99
100         if(m->dtex)
101                 m->dtex->bind(0);
102
103         /* setting uniforms for matrices */
104
105         Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
106         if(mmviewproj_loc != -1)
107                 sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
108
109         Mat4 mview = object->transform * camera->get_view_matrix();
110         if(mview_loc != -1)
111                 sprog->set_uniform_matrix(mview_loc, mview);
112
113         object->mesh->draw();
114
115         // debug
116 #ifdef DRAW_NORMALS
117         if(nprog) {
118                 int loc = nprog->get_uniform_location("mmviewproj");
119                 if(loc != -1) {
120                         nprog->set_uniform_matrix(loc, mmviewproj);
121                 }
122                 nprog->use();
123                 object->mesh->draw_normals(1.0);
124         }
125 #endif
126 }
127
128 void Renderer::set_sky_tex(Texture *stex)
129 {
130         if(!skymesh) {
131                 skymesh = gfx_create_mesh();
132                 gen_geosphere(skymesh, 1, 0);
133         }
134         if(!skyprog) {
135                 if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
136                         return;
137                 if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
138                         return;
139         }
140         skytex = stex;
141 }
142
143 void Renderer::set_diffuse_sky_tex(Texture *dstex)
144 {
145         dskytex = dstex;
146 }
147
148 void Renderer::draw_skybox() const
149 {
150         if(!skymesh || !skytex)
151                 return;
152
153         gfx_zbuffer(false);
154         gfx_cull_face(GFX_CULL_NONE);
155
156         skytex->bind();
157         skyprog->use();
158
159         Mat4 mviewproj;
160         mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
161         skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
162
163         skymesh->draw();
164
165         gfx_cull_face(GFX_CULL_BACK);
166         gfx_zbuffer(true);
167 }