+#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;
+
+ default_vs_ub = 0;
+ default_fs_ub = 0;
+ sky_vs_ub = 0;
}
-Renderer::Renderer(ShaderProgram *sprog, Scene *scene, Camera *camera)
+Renderer::~Renderer()
{
- this->scene = scene;
- this->sprog = sprog;
- this->camera = camera;
+ delete default_vs_ub;
+ delete default_fs_ub;
+ delete sky_vs_ub;
}
-Renderer::~Renderer()
+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");
+ // }
+
+ 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;
+ }
+
+ 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;
+ }
+
+ 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(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
+ return false;
+ }
+
+ return true;
+}
+
+void Renderer::draw()
+{
+ if(!camera || !scene)
+ return;
+
+ if(skytex) {
+ draw_skybox();
+
+ if(dskytex) {
+ dskytex->bind(1);
+ }
+ }
+
+ if(!sprog->link())
+ return;
+
+ sprog->use();
+
+ for(size_t i=0; i<scene->objects.size(); i++) {
+ draw_object(scene->objects[i]);
+ }
}
-void Renderer::set_program(ShaderProgram *sprog)
+void Renderer::draw_object(Object *object)
{
- this->sprog = sprog;
-}
\ No newline at end of file
+ Material *m = object->material;
+
+ /* setting uniforms for material */
+
+ 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(0);
+
+ /* setting uniforms for matrices */
+
+ 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();
+
+ default_vs_ub->update(&default_vs_uniforms);
+ default_vs_ub->bind(MATRIX_UNIFORMS);
+
+ object->mesh->draw();
+
+ // debug
+#ifdef DRAW_NORMALS
+ if(nprog) {
+ vu.mmviewproj = mmviewproj;
+ default_vs_ub->update(&vu);
+ default_vs_ub->bind(MATRIX_UNIFORMS);
+
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }
+#endif
+}
+
+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;
+ }
+ skytex = stex;
+}
+
+void Renderer::set_diffuse_sky_tex(Texture *dstex)
+{
+ dskytex = dstex;
+}
+
+void Renderer::draw_skybox()
+{
+ if(!skymesh || !skytex)
+ return;
+
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
+ skytex->bind();
+ skyprog->use();
+
+ 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);
+}