#include "shader_manager.h"
#include "texture.h"
+#undef DRAW_NORMALS
+
/* skybox */
static Mesh *skymesh; /* it will be used by many renderers => no destroy */
bool Renderer::create()
{
- if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
- return false;
+ //debug
+ if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+ fprintf(stderr, "Failed to load debug shaders.\n");
}
- /* 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");
+ if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
return false;
}
- if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
- return false;
- }
+ /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
- if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
- return false;
- }
+ diff_loc = sprog->get_uniform_location("diffuse");
+ spec_loc = sprog->get_uniform_location("specular");
+ shin_loc = sprog->get_uniform_location("shininess");
/* 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;
- }
+ mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
+ mview_loc = sprog->get_uniform_location("mview");
return true;
}
/* 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);
+ if(diff_loc != -1)
+ sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
+
+ if(spec_loc != -1)
+ sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
+
+ if(shin_loc != -1)
+ sprog->set_uniformf(shin_loc, m->shininess);
/* texture */
/* setting uniforms for matrices */
Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
- sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
+ if(mmviewproj_loc != -1)
+ sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
Mat4 mview = object->transform * camera->get_view_matrix();
- sprog->set_uniform_matrix(mview_loc, mview);
+ if(mview_loc != -1)
+ sprog->set_uniform_matrix(mview_loc, mview);
- object->mesh->update_vertex_data();
object->mesh->draw();
+
+ // debug
+#ifdef DRAW_NORMALS
+ if(nprog) {
+ int loc = nprog->get_uniform_location("mmviewproj");
+ if(loc != -1) {
+ nprog->set_uniform_matrix(loc, mmviewproj);
+ }
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }
+#endif
}
void Renderer::set_sky_tex(Texture *stex)