bool Renderer::create()
{
+ //debug
+ if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+ fprintf(stderr, "Failed to load debug shaders.\n");
+ }
+
if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
return false;
}
if(!camera || !scene)
return;
+ if(skytex) {
+ draw_skybox();
+ }
+
if(!sprog->link())
return;
Mat4 mview = object->transform * camera->get_view_matrix();
sprog->set_uniform_matrix(mview_loc, mview);
- object->mesh->update_vertex_data();
object->mesh->draw();
+
+ /* debug
+ if(nprog) {
+ int loc = nprog->get_uniform_location("mmviewproj");
+ if(loc != -1) {
+ nprog->set_uniform_matrix(loc, mmviewproj);
+ }
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }*/
+
+ // if(m->dtex)
+ // m->dtex->unbind();
}
void Renderer::set_sky_tex(Texture *stex)
if(!skyprog) {
if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
return;
- if((viewproj_loc = skyprog->get_uniform_location("viewproj") == -1))
+ if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
return;
}
skytex = stex;
dskytex = dstex;
}
-void Renderer::draw_skybox()
+void Renderer::draw_skybox() const
{
if(!skymesh || !skytex)
return;
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
skytex->bind();
skyprog->use();
skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
skymesh->draw();
+
+ gfx_cull_face(GFX_CULL_BACK);
+ gfx_zbuffer(true);
}
\ No newline at end of file