+ 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::draw_object(Object *object)
+{
+ Material *m = object->material;
+
+ /* 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);
+ }
+#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;