no clue :) just to push it
[demo] / src / renderer.cc
index 10dd766..cefdcc4 100644 (file)
@@ -1,5 +1,4 @@
 #include <GL/glew.h>
-#include <gmath/gmath.h>
 
 #include "global.h"
 #include "gfxapi.h"
 #include "shader.h"
 #include "shader_manager.h"
 #include "texture.h"
+#include "uniforms.h"
+
+#undef DRAW_NORMALS
 
 /* skybox */
 
 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
 static ShaderProgram *skyprog;
-static int viewproj_loc;
 
 Renderer::Renderer()
 {
@@ -28,55 +29,67 @@ Renderer::Renderer()
 
        skytex = 0;
        dskytex = 0;
+
+       fog_density = 0;
+
+       default_vs_ub = 0;
+       default_fs_ub = 0;
+       sky_vs_ub = 0;
 }
 
 Renderer::~Renderer()
 {
+       delete default_vs_ub;
+       delete default_fs_ub;
+       delete sky_vs_ub;
 }
 
 bool Renderer::create()
 {
-       if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
-               return false;
-       }
-
-       /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
-
-       if((diff_loc = sprog->get_uniform_location("diffuse")) == -1) {
-               fprintf(stderr, "Invalid uniform location: can't find \"diffuse\".\n");
-               return false;
-       }
-
-       if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
-               fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
+       //debug
+       // if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+       //      fprin
+       //      tf(stderr, "Failed to load debug shaders.\n");
+       // }
+
+       default_vs_ub = gfx_create_uniform_buffer();
+       if(!default_vs_ub->create(sizeof default_vs_uniforms)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
                return false;
        }
 
-       if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
-               fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
+       default_fs_ub = gfx_create_uniform_buffer();
+       if(!default_fs_ub->create(sizeof default_fs_uniforms)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
                return false;
        }
 
-       /* uniform locations for matrices */
-
-       if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) == -1) {
-               fprintf(stderr, "Invalid uniform location: can't find \"mmviewproj\".\n");
+       sky_vs_ub = gfx_create_uniform_buffer();
+       if(!sky_vs_ub->create(sizeof sky_vs_uniforms)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
                return false;
        }
 
-       if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
-               fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
+       if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
                return false;
        }
 
        return true;
 }
 
-void Renderer::draw() const
+void Renderer::draw()
 {
        if(!camera || !scene)
                return;
 
+       if(skytex) {
+               draw_skybox();
+
+               if(dskytex) {
+                       dskytex->bind(1);
+               }
+       }
+
        if(!sprog->link())
                return;
 
@@ -87,31 +100,47 @@ void Renderer::draw() const
        }
 }
 
-void Renderer::draw_object(Object *object) const
+void Renderer::draw_object(Object *object)
 {
        Material *m = object->material;
 
        /* setting uniforms for material */
 
-       sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
-       sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
-       sprog->set_uniformf(shin_loc, m->shininess);
+       default_fs_uniforms.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0);
+       default_fs_uniforms.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0);
+       default_fs_uniforms.shininess = m->shininess;
+       default_fs_uniforms.fog_density = fog_density;
+
+       default_fs_ub->update(&default_fs_uniforms);
+       default_fs_ub->bind(SHADING_UNIFORMS);
 
        /* texture */
 
        if(m->dtex)
-               m->dtex->bind();
+               m->dtex->bind(0);
 
        /* setting uniforms for matrices */
 
-       Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
-       sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
+       default_vs_uniforms.mview = object->transform * camera->get_view_matrix();
+       default_vs_uniforms.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+       default_vs_uniforms.mmod = object->transform.upper3x3();
 
-       Mat4 mview = object->transform * camera->get_view_matrix();
-       sprog->set_uniform_matrix(mview_loc, mview);
+       default_vs_ub->update(&default_vs_uniforms);
+       default_vs_ub->bind(MATRIX_UNIFORMS);
 
-       object->mesh->update_vertex_data();
        object->mesh->draw();
+
+       // debug
+#ifdef DRAW_NORMALS
+       if(nprog) {
+               vu.mmviewproj = mmviewproj;
+               default_vs_ub->update(&vu);
+               default_vs_ub->bind(MATRIX_UNIFORMS);
+
+               nprog->use();
+               object->mesh->draw_normals(1.0);
+       }
+#endif
 }
 
 void Renderer::set_sky_tex(Texture *stex)
@@ -123,8 +152,6 @@ 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))
-                       return;
        }
        skytex = stex;
 }
@@ -139,12 +166,18 @@ void Renderer::draw_skybox()
        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);
+       sky_vs_uniforms.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+       sky_vs_ub->update(&sky_vs_uniforms);
+       sky_vs_ub->bind(SKY_MATRIX_UNIFORMS);
 
        skymesh->draw();
-}
\ No newline at end of file
+
+       gfx_cull_face(GFX_CULL_BACK);
+       gfx_zbuffer(true);
+}