#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
static Mesh *skymesh; /* it will be used by many renderers => no destroy */
static ShaderProgram *skyprog;
-static int viewproj_loc;
Renderer::Renderer()
{
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(!(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(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
+ 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;
}
- /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
-
- diff_loc = sprog->get_uniform_location("diffuse");
- spec_loc = sprog->get_uniform_location("specular");
- shin_loc = sprog->get_uniform_location("shininess");
- fog_loc = sprog->get_uniform_location("fog_density");
-
- /* uniform locations for matrices */
-
- mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
- mview_loc = sprog->get_uniform_location("mview");
- mmod_loc = sprog->get_uniform_location("mmod");
-
- /* skybox, irradiance map uniforms */
-
- stex_loc = sprog->get_uniform_location("stex");
- dstex_loc = sprog->get_uniform_location("dstex");
-
- if(stex_loc != -1)
- sprog->set_uniformi(stex_loc, 0);
+ 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(dstex_loc != -1)
- sprog->set_uniformi(dstex_loc, 1);
+ 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;
}
}
-void Renderer::draw_object(Object *object) const
+void Renderer::draw_object(Object *object)
{
Material *m = object->material;
/* setting uniforms for material */
- 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);
+ 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;
- if(fog_loc != -1)
- sprog->set_uniformf(fog_loc, fog_density);
+ default_fs_ub->update(&default_fs_uniforms);
+ default_fs_ub->bind(SHADING_UNIFORMS);
/* texture */
/* setting uniforms for matrices */
- Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
- if(mmviewproj_loc != -1)
- 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();
- if(mview_loc != -1)
- sprog->set_uniform_matrix(mview_loc, mview);
-
- Mat4 mmod = object->transform.upper3x3();
- if(mmod_loc != -1)
- sprog->set_uniform_matrix(mmod_loc, mmod);
+ default_vs_ub->update(&default_vs_uniforms);
+ default_vs_ub->bind(MATRIX_UNIFORMS);
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);
- }
+ vu.mmviewproj = mmviewproj;
+ default_vs_ub->update(&vu);
+ default_vs_ub->bind(MATRIX_UNIFORMS);
+
nprog->use();
object->mesh->draw_normals(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("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
+}