2 #include <gmath/gmath.h>
14 #include "shader_manager.h"
19 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
20 static ShaderProgram *skyprog;
21 static int viewproj_loc;
37 bool Renderer::create()
40 if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
41 fprintf(stderr, "Failed to load debug shaders.\n");
44 if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
48 /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
50 if((diff_loc = sprog->get_uniform_location("diffuse")) == -1) {
51 fprintf(stderr, "Invalid uniform location: can't find \"diffuse\".\n");
55 if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
56 fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
60 if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
61 fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
65 /* uniform locations for matrices */
67 if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) == -1) {
68 fprintf(stderr, "Invalid uniform location: can't find \"mmviewproj\".\n");
72 if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
73 fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
80 void Renderer::draw() const
94 for(size_t i=0; i<scene->objects.size(); i++) {
95 draw_object(scene->objects[i]);
99 void Renderer::draw_object(Object *object) const
101 Material *m = object->material;
103 /* setting uniforms for material */
105 sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
106 sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
107 sprog->set_uniformf(shin_loc, m->shininess);
114 /* setting uniforms for matrices */
116 Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
117 sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
119 Mat4 mview = object->transform * camera->get_view_matrix();
120 sprog->set_uniform_matrix(mview_loc, mview);
122 object->mesh->update_vertex_data();
123 object->mesh->draw();
127 int loc = nprog->get_uniform_location("mmviewproj");
129 nprog->set_uniform_matrix(loc, mmviewproj);
132 object->mesh->draw_normals(1.0);
136 // m->dtex->unbind();
139 void Renderer::set_sky_tex(Texture *stex)
142 skymesh = gfx_create_mesh();
143 gen_geosphere(skymesh, 1, 0);
146 if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
148 if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
154 void Renderer::set_diffuse_sky_tex(Texture *dstex)
159 void Renderer::draw_skybox() const
161 if(!skymesh || !skytex)
165 gfx_cull_face(GFX_CULL_NONE);
171 mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
172 skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
176 gfx_cull_face(GFX_CULL_BACK);