#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;
return false;
}
- if(!(sprog->link())) {
- return false;
- }
-
/* getting material uniform locations: diffuse, specular, specular exponent (strength) */
if((diff_loc = sprog->get_uniform_location("diffuse")) == -1) {
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("viewproj") == -1))
+ return;
+ }
skytex = stex;
}
void Renderer::set_diffuse_sky_tex(Texture *dstex)
{
dskytex = dstex;
+}
+
+void Renderer::draw_skybox()
+{
+ if(!skymesh || !skytex)
+ return;
+
+ skytex->bind();
+ skyprog->use();
+
+ Mat4 mviewproj;
+ mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+ skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
+
+ skymesh->draw();
}
\ No newline at end of file