#include "shader_manager.h"
#include "texture.h"
+#undef DRAW_NORMALS
+
/* skybox */
static Mesh *skymesh; /* it will be used by many renderers => no destroy */
skytex = 0;
dskytex = 0;
+
+ fog_density = 0;
}
Renderer::~Renderer()
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;
- }
+ 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");
- if((spec_loc = sprog->get_uniform_location("specular")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"specular\".\n");
- return false;
- }
+ /* uniform locations for matrices */
- if((shin_loc = sprog->get_uniform_location("shininess")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"shininess\".\n");
- return false;
- }
+ mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
+ mview_loc = sprog->get_uniform_location("mview");
+ mmod_loc = sprog->get_uniform_location("mmod");
- /* uniform locations for matrices */
+ /* skybox, irradiance map uniforms */
- if((mmviewproj_loc = sprog->get_uniform_location("mmviewproj")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"mmviewproj\".\n");
- return false;
- }
+ stex_loc = sprog->get_uniform_location("stex");
+ dstex_loc = sprog->get_uniform_location("dstex");
- if((mview_loc = sprog->get_uniform_location("mview")) == -1) {
- fprintf(stderr, "Invalid uniform location: can't find \"mview\".\n");
- return false;
- }
+ if(stex_loc != -1)
+ sprog->set_uniformi(stex_loc, 0);
+
+ if(dstex_loc != -1)
+ sprog->set_uniformi(dstex_loc, 1);
return true;
}
if(!camera || !scene)
return;
+ if(skytex) {
+ draw_skybox();
+
+ if(dskytex) {
+ dskytex->bind(1);
+ }
+ }
+
if(!sprog->link())
return;
/* 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);
+
+ if(fog_loc != -1)
+ sprog->set_uniformf(fog_loc, fog_density);
/* 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);
+ 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);
+
+ Mat4 mmod = object->transform.upper3x3();
+ if(mmod_loc != -1)
+ sprog->set_uniform_matrix(mmod_loc, mmod);
- 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)
if(!skyprog) {
if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
return;
- if((viewproj_loc = skyprog->get_uniform_location("viewproj") == -1))
+ if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
return;
}
skytex = stex;
dskytex = dstex;
}
-void Renderer::draw_skybox()
+void Renderer::draw_skybox() const
{
if(!skymesh || !skytex)
return;
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
skytex->bind();
skyprog->use();
skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
skymesh->draw();
+
+ gfx_cull_face(GFX_CULL_BACK);
+ gfx_zbuffer(true);
}
\ No newline at end of file