quick backup of geosphere generation etc
[demo] / src / renderer.cc
index 260c3cf..10dd766 100644 (file)
@@ -1,9 +1,12 @@
 #include <GL/glew.h>
+#include <gmath/gmath.h>
 
 #include "global.h"
+#include "gfxapi.h"
 
 #include "camera.h"
 #include "mesh.h"
+#include "meshgen.h"
 #include "object.h"
 #include "renderer.h"
 #include "scene.h"
 #include "shader_manager.h"
 #include "texture.h"
 
+/* skybox */
+
+static Mesh *skymesh; /* it will be used by many renderers => no destroy */
+static ShaderProgram *skyprog;
+static int viewproj_loc;
+
 Renderer::Renderer()
 {
        scene = 0;
@@ -31,10 +40,6 @@ bool Renderer::create()
                return false;
        }
 
-       if(!(sprog->link())) {
-               return false;
-       }
-
        /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
 
        if((diff_loc = sprog->get_uniform_location("diffuse")) == -1) {
@@ -111,10 +116,35 @@ void Renderer::draw_object(Object *object) const
 
 void Renderer::set_sky_tex(Texture *stex)
 {
+       if(!skymesh) {
+               skymesh = gfx_create_mesh();
+               gen_geosphere(skymesh, 1, 0);
+       }
+       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))
+                       return;
+       }
        skytex = stex;
 }
 
 void Renderer::set_diffuse_sky_tex(Texture *dstex)
 {
        dskytex = dstex;
+}
+
+void Renderer::draw_skybox()
+{
+       if(!skymesh || !skytex)
+               return;
+
+       skytex->bind();
+       skyprog->use();
+
+       Mat4 mviewproj;
+       mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+       skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
+
+       skymesh->draw();
 }
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