+#include <GL/glew.h>
+
+#include "global.h"
+
+#include "camera.h"
+#include "mesh.h"
+#include "object.h"
#include "renderer.h"
+#include "scene.h"
#include "shader.h"
+#include "shader_manager.h"
+#include "texture.h"
Renderer::Renderer()
{
sprog = 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()
+{
+ if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
+ return false;
+ }
+
+ return true;
+}
+
+void Renderer::draw() const
{
+ if(!camera || !scene)
+ return;
+
+ glClearColor(0.5, 0.5, 0.5, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if(!sprog->link())
+ return;
+
+ sprog->use();
+
+ for(size_t i=0; i<scene->objects.size(); i++) {
+ draw_object(scene->objects[i]);
+ }
}
-void Renderer::set_program(ShaderProgram *sprog)
+void Renderer::draw_object(Object *object) const
{
- this->sprog = sprog;
+ 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);
+ }
+ /* texture */
+ if (m->dtex)
+ m->dtex->bind();
+
+ // 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();
+
+ 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