#include <GL/glew.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.h"
#include "shader_manager.h"
+#include "texture.h"
+#include "uniforms.h"
+
+#undef DRAW_NORMALS
+
+/* skybox */
+
+static Mesh *skymesh; /* it will be used by many renderers => no destroy */
+static ShaderProgram *skyprog;
Renderer::Renderer()
{
scene = 0;
camera = 0;
sprog = 0;
+
+ skytex = 0;
+ dskytex = 0;
+
+ fog_density = 0;
+
+ vbuf = fbuf = svbuf = 0;
}
Renderer::~Renderer()
{
+ delete vbuf;
+ delete fbuf;
+ delete svbuf;
}
bool Renderer::create()
-{
+{
+ //debug
+ // if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+ // fprin
+ // tf(stderr, "Failed to load debug shaders.\n");
+ // }
+
+ vbuf = gfx_create_uniform_buffer();
+ if(!vbuf->create(sizeof vu)) {
+ fprintf(stderr, "Failed to create uniform buffer.\n");
+ return false;
+ }
+
+ fbuf = gfx_create_uniform_buffer();
+ if(!fbuf->create(sizeof fu)) {
+ fprintf(stderr, "Failed to create uniform buffer.\n");
+ return false;
+ }
+
+ svbuf = gfx_create_uniform_buffer();
+ if(!svbuf->create(sizeof svu)) {
+ fprintf(stderr, "Failed to create uniform buffer.\n");
+ return false;
+ }
+
if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
return false;
}
return true;
}
-void Renderer::draw() const
+void Renderer::draw()
{
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());
- }
+ if(skytex) {
+ draw_skybox();
- int mproj_loc;
- if((mproj_loc = sprog->get_uniform_location("mproj")) != -1) {
- sprog->set_uniform_matrix(mproj_loc, mprojection);
+ if(dskytex) {
+ dskytex->bind(1);
+ }
}
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- camera->set_orbit_params(phi, theta, dist);
+ if(!sprog->link())
+ return;
+
+ sprog->use();
for(size_t i=0; i<scene->objects.size(); i++) {
draw_object(scene->objects[i]);
}
}
-void Renderer::draw_object(Object *object) const
+void Renderer::draw_object(Object *object)
{
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);
+
+ /* setting uniforms for material */
+
+ fu.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0);
+ fu.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0);
+ fu.shininess = m->shininess;
+ fu.fog_density = fog_density;
+
+ fbuf->update(&fu);
+ fbuf->bind(SHADING_UNIFORMS);
+
+ /* texture */
+
+ if(m->dtex)
+ m->dtex->bind(0);
+
+ /* setting uniforms for matrices */
+
+ vu.mview = object->transform * camera->get_view_matrix();
+ vu.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+ vu.mmod = object->transform.upper3x3();
+
+ vbuf->update(&vu);
+ vbuf->bind(MATRIX_UNIFORMS);
+
+ object->mesh->draw();
+
+ // debug
+#ifdef DRAW_NORMALS
+ if(nprog) {
+ vu.mmviewproj = mmviewproj;
+ vbuf->update(&vu);
+ vbuf->bind(MATRIX_UNIFORMS);
+
+ nprog->use();
+ object->mesh->draw_normals(1.0);
}
- /* 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);
+#endif
+}
+
+void Renderer::set_sky_tex(Texture *stex)
+{
+ if(!skymesh) {
+ skymesh = gfx_create_mesh();
+ gen_geosphere(skymesh, 1, 0);
}
- /* specular exponent */
- int shin_loc;
- if((shin_loc = sprog->get_uniform_location("shininess")) != -1) {
- sprog->set_uniformf(shin_loc, m->shininess);
+ if(!skyprog) {
+ if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
+ return;
}
+ skytex = stex;
+}
+
+void Renderer::set_diffuse_sky_tex(Texture *dstex)
+{
+ dskytex = dstex;
+}
- if (!sprog->link())
+void Renderer::draw_skybox()
+{
+ if(!skymesh || !skytex)
return;
- sprog->use();
- object->mesh->draw();
-}
\ No newline at end of file
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
+ skytex->bind();
+ skyprog->use();
+
+ svu.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+ svbuf->update(&svu);
+ svbuf->bind(SKY_MATRIX_UNIFORMS);
+
+ skymesh->draw();
+
+ gfx_cull_face(GFX_CULL_BACK);
+ gfx_zbuffer(true);
+}