#include "scene.h"
#include "shader.h"
#include "shader_manager.h"
+#include "texture.h"
Renderer::Renderer()
{
}
bool Renderer::create()
-{
+{
if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
return false;
}
if(!camera || !scene)
return;
- int mview_loc;
- if((mview_loc = sprog->get_uniform_location("mview")) != -1) {
- sprog->set_uniform_matrix(mview_loc, camera->get_view_matrix());
- }
+ glClearColor(0.5, 0.5, 0.5, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- int mproj_loc;
- if((mproj_loc = sprog->get_uniform_location("mproj")) != -1) {
- sprog->set_uniform_matrix(mproj_loc, mprojection);
- }
+ if(!sprog->link())
+ return;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- camera->set_orbit_params(phi, theta, dist);
+ sprog->use();
for(size_t i=0; i<scene->objects.size(); i++) {
draw_object(scene->objects[i]);
/* 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);
+ 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);
+ 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);
}
+ /* texture */
+ if (m->dtex)
+ m->dtex->bind();
- if (!sprog->link())
- return;
+ // Mat4 mmviewproj = mprojection * camera->get_view_matrix() * object->transform;
+ Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+ // printf("\nmatrices:\n");
+ // mprojection.print();
+ // camera->get_view_matrix().print();
+ // object->transform.print();
+ // mmodelview.print();
- sprog->use();
+ int mmviewproj_loc;
+ if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) != -1) {
+ 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);
+ }
+
+ object->mesh->update_vertex_data();
object->mesh->draw();
}
\ No newline at end of file