#include <GL/glew.h>
-#include <gmath/gmath.h>
#include "global.h"
#include "gfxapi.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;
-static int viewproj_loc;
Renderer::Renderer()
{
skytex = 0;
dskytex = 0;
+
+ fog_density = 0;
+
+ default_vs_ub = 0;
+ default_fs_ub = 0;
+ sky_vs_ub = 0;
}
Renderer::~Renderer()
{
+ delete default_vs_ub;
+ delete default_fs_ub;
+ delete sky_vs_ub;
}
bool Renderer::create()
{
//debug
- if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
- fprintf(stderr, "Failed to load debug shaders.\n");
- }
-
- if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
- return false;
- }
-
- /* 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");
- return false;
- }
-
- if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
+ // if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+ // fprin
+ // tf(stderr, "Failed to load debug shaders.\n");
+ // }
+
+ default_vs_ub = gfx_create_uniform_buffer();
+ if(!default_vs_ub->create(sizeof default_vs_uniforms)) {
+ fprintf(stderr, "Failed to create uniform buffer.\n");
return false;
}
- if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
+ default_fs_ub = gfx_create_uniform_buffer();
+ if(!default_fs_ub->create(sizeof default_fs_uniforms)) {
+ fprintf(stderr, "Failed to create uniform buffer.\n");
return false;
}
- /* uniform locations for matrices */
-
- if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"mmviewproj\".\n");
+ sky_vs_ub = gfx_create_uniform_buffer();
+ if(!sky_vs_ub->create(sizeof sky_vs_uniforms)) {
+ fprintf(stderr, "Failed to create uniform buffer.\n");
return false;
}
- if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
+ 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;
if(skytex) {
draw_skybox();
+
+ if(dskytex) {
+ dskytex->bind(1);
+ }
}
if(!sprog->link())
}
}
-void Renderer::draw_object(Object *object) const
+void Renderer::draw_object(Object *object)
{
Material *m = object->material;
/* 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);
+ default_fs_uniforms.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0);
+ default_fs_uniforms.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0);
+ default_fs_uniforms.shininess = m->shininess;
+ default_fs_uniforms.fog_density = fog_density;
+
+ default_fs_ub->update(&default_fs_uniforms);
+ default_fs_ub->bind(SHADING_UNIFORMS);
/* texture */
if(m->dtex)
- m->dtex->bind();
+ m->dtex->bind(0);
/* setting uniforms for matrices */
- Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
- sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
+ default_vs_uniforms.mview = object->transform * camera->get_view_matrix();
+ default_vs_uniforms.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+ default_vs_uniforms.mmod = object->transform.upper3x3();
- Mat4 mview = object->transform * camera->get_view_matrix();
- sprog->set_uniform_matrix(mview_loc, mview);
+ default_vs_ub->update(&default_vs_uniforms);
+ default_vs_ub->bind(MATRIX_UNIFORMS);
object->mesh->draw();
- /* debug
+ // debug
+#ifdef DRAW_NORMALS
if(nprog) {
- int loc = nprog->get_uniform_location("mmviewproj");
- if(loc != -1) {
- nprog->set_uniform_matrix(loc, mmviewproj);
- }
+ vu.mmviewproj = mmviewproj;
+ default_vs_ub->update(&vu);
+ default_vs_ub->bind(MATRIX_UNIFORMS);
+
nprog->use();
object->mesh->draw_normals(1.0);
- }*/
-
- // if(m->dtex)
- // m->dtex->unbind();
+ }
+#endif
}
void Renderer::set_sky_tex(Texture *stex)
if(!skyprog) {
if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
return;
- if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
- return;
}
skytex = stex;
}
dskytex = dstex;
}
-void Renderer::draw_skybox() const
+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);
+ sky_vs_uniforms.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+ sky_vs_ub->update(&sky_vs_uniforms);
+ sky_vs_ub->bind(SKY_MATRIX_UNIFORMS);
skymesh->draw();
gfx_cull_face(GFX_CULL_BACK);
gfx_zbuffer(true);
-}
\ No newline at end of file
+}