#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;
camera = 0;
sprog = 0;
+
+ skytex = 0;
+ dskytex = 0;
}
Renderer::~Renderer()
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");
+ return false;
+ }
+
+ if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\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");
+ return false;
+ }
+
+ if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
+ fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
+ return false;
+ }
+
return true;
}
if(!camera || !scene)
return;
- glClearColor(0.5, 0.5, 0.5, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if(skytex) {
+ draw_skybox();
+ }
if(!sprog->link())
return;
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, 1);
- }
- /* 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, 1);
- }
- /* specular exponent */
- int shin_loc;
- if((shin_loc = sprog->get_uniform_location("shininess")) != -1) {
- sprog->set_uniformf(shin_loc, m->shininess);
- }
+
+ /* 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);
+
/* texture */
- if (m->dtex)
+
+ if(m->dtex)
m->dtex->bind();
- // Mat4 mmviewproj = mprojection * camera->get_view_matrix() * object->transform;
+ /* setting uniforms for matrices */
+
Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
- // printf("\nmatrices:\n");
- // mprojection.print();
- // camera->get_view_matrix().print();
- // object->transform.print();
- // mmodelview.print();
-
- int mmviewproj_loc;
- if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) != -1) {
- sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
- }
+ sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
- Mat4 mview = camera->get_view_matrix(); //* object->transform;
- int mview_loc;
- if((mview_loc = sprog->get_uniform_location("mview")) != -1) {
- sprog->set_uniform_matrix(mview_loc, mview);
- }
+ Mat4 mview = object->transform * camera->get_view_matrix();
+ sprog->set_uniform_matrix(mview_loc, mview);
object->mesh->update_vertex_data();
object->mesh->draw();
+}
+
+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);
}
\ No newline at end of file