backup:
[demo] / src / renderer.cc
index 353d0db..0251cb6 100644 (file)
@@ -1,6 +1,9 @@
+#include <GL/glew.h>
+
 #include "global.h"
 
 #include "camera.h"
+#include "mesh.h"
 #include "object.h"
 #include "renderer.h"
 #include "scene.h"
@@ -23,6 +26,7 @@ bool Renderer::create()
        if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
                return false;
        }
+
        return true;
 }
 
@@ -31,9 +35,46 @@ void Renderer::draw() const
        if(!camera || !scene)
                return;
 
-       // sprog->set_uniform_matrix(mview_loc, camera->get_view_matrix());
+       int mview_loc;
+       if((mview_loc = sprog->get_uniform_location("mview")) != -1) {
+               sprog->set_uniform_matrix(mview_loc, camera->get_view_matrix());
+       }
+
+       int mproj_loc;
+       if((mproj_loc = sprog->get_uniform_location("mproj")) != -1) {
+               sprog->set_uniform_matrix(mproj_loc, mprojection);
+       }
+
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       camera->set_orbit_params(phi, theta, dist);
+
+       for(size_t i=0; i<scene->objects.size(); i++) {
+               draw_object(scene->objects[i]);
+       }
 }
 
 void Renderer::draw_object(Object *object) const
 {
+       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);
+       }
+       /* 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);
+       }
+       /* specular exponent */
+       int shin_loc;
+       if((shin_loc = sprog->get_uniform_location("shininess")) != -1) {
+               sprog->set_uniformf(shin_loc, m->shininess);
+       }
+
+       if (!sprog->link())
+               return;
+
+       sprog->use();
+       object->mesh->draw();
 }
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