terrain working - no culling
[demo] / src / renderer.cc
index 2c9b4c3..816e924 100644 (file)
+#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.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;
        camera = 0;
        sprog = 0;
+
+       skytex = 0;
+       dskytex = 0;
 }
 
-Renderer::Renderer(ShaderProgram *sprog, Scene *scene, Camera *camera)
+Renderer::~Renderer()
 {
-       this->scene = scene;
-       this->sprog = sprog;
-       this->camera = camera;
 }
 
-Renderer::~Renderer()
+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;
+       }
+
+       /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
+
+       diff_loc = sprog->get_uniform_location("diffuse");
+       spec_loc = sprog->get_uniform_location("specular");
+       shin_loc = sprog->get_uniform_location("shininess");
+
+       /* uniform locations for matrices */
+
+       mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
+       mview_loc = sprog->get_uniform_location("mview");
+
+       return true;
+}
+
+void Renderer::draw() const
+{
+       if(!camera || !scene)
+               return;
+
+       if(skytex) {
+               draw_skybox();
+       }
+
+       if(!sprog->link())
+               return;
+
+       sprog->use();
+
+       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;
+
+       /* setting uniforms for material */
+
+       if(diff_loc != -1)
+               sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
+
+       if(spec_loc != -1)
+               sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
+
+       if(shin_loc != -1)
+               sprog->set_uniformf(shin_loc, m->shininess);
+
+       /* texture */
+
+       if(m->dtex)
+               m->dtex->bind();
+
+       /* setting uniforms for matrices */
+
+       Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+       if(mmviewproj_loc != -1)
+               sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
+
+       Mat4 mview = object->transform * camera->get_view_matrix();
+       if(mview_loc != -1)
+               sprog->set_uniform_matrix(mview_loc, mview);
+
+       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(!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("mviewproj") == -1))
+                       return;
+       }
+       skytex = stex;
+}
+
+void Renderer::set_diffuse_sky_tex(Texture *dstex)
+{
+       dskytex = dstex;
+}
+
+void Renderer::draw_skybox() const
+{
+       if(!skymesh || !skytex)
+               return;
+
+       gfx_zbuffer(false);
+       gfx_cull_face(GFX_CULL_NONE);
+
+       skytex->bind();
+       skyprog->use();
+
+       Mat4 mviewproj;
+       mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+       skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
+
+       skymesh->draw();
+
+       gfx_cull_face(GFX_CULL_BACK);
+       gfx_zbuffer(true);
 }
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