816e924cbb7109bb041bede3bba5a192981cd617
[demo] / src / renderer.cc
1 #include <GL/glew.h>
2 #include <gmath/gmath.h>
3
4 #include "global.h"
5 #include "gfxapi.h"
6
7 #include "camera.h"
8 #include "mesh.h"
9 #include "meshgen.h"
10 #include "object.h"
11 #include "renderer.h"
12 #include "scene.h"
13 #include "shader.h"
14 #include "shader_manager.h"
15 #include "texture.h"
16
17 /* skybox */
18
19 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
20 static ShaderProgram *skyprog;
21 static int viewproj_loc;
22
23 Renderer::Renderer()
24 {
25         scene = 0;
26         camera = 0;
27         sprog = 0;
28
29         skytex = 0;
30         dskytex = 0;
31 }
32
33 Renderer::~Renderer()
34 {
35 }
36
37 bool Renderer::create()
38 {
39         //debug
40         if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
41                 fprintf(stderr, "Failed to load debug shaders.\n");
42         }
43
44         if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
45                 return false;
46         }
47
48         /* getting material uniform locations: diffuse, specular, specular exponent (strength) */
49
50         diff_loc = sprog->get_uniform_location("diffuse");
51         spec_loc = sprog->get_uniform_location("specular");
52         shin_loc = sprog->get_uniform_location("shininess");
53
54         /* uniform locations for matrices */
55
56         mmviewproj_loc = sprog->get_uniform_location("mmviewproj");
57         mview_loc = sprog->get_uniform_location("mview");
58
59         return true;
60 }
61
62 void Renderer::draw() const
63 {
64         if(!camera || !scene)
65                 return;
66
67         if(skytex) {
68                 draw_skybox();
69         }
70
71         if(!sprog->link())
72                 return;
73
74         sprog->use();
75
76         for(size_t i=0; i<scene->objects.size(); i++) {
77                 draw_object(scene->objects[i]);
78         }
79 }
80
81 void Renderer::draw_object(Object *object) const
82 {
83         Material *m = object->material;
84
85         /* setting uniforms for material */
86
87         if(diff_loc != -1)
88                 sprog->set_uniformf(diff_loc, m->diffuse.x, m->diffuse.y, m->diffuse.z, 1);
89
90         if(spec_loc != -1)
91                 sprog->set_uniformf(spec_loc, m->specular.x, m->specular.y, m->specular.z, 1);
92
93         if(shin_loc != -1)
94                 sprog->set_uniformf(shin_loc, m->shininess);
95
96         /* texture */
97
98         if(m->dtex)
99                 m->dtex->bind();
100
101         /* setting uniforms for matrices */
102
103         Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
104         if(mmviewproj_loc != -1)
105                 sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
106
107         Mat4 mview = object->transform * camera->get_view_matrix();
108         if(mview_loc != -1)
109                 sprog->set_uniform_matrix(mview_loc, mview);
110
111         object->mesh->draw();
112
113         /* debug
114         if(nprog) {
115                 int loc = nprog->get_uniform_location("mmviewproj");
116                 if(loc != -1) {
117                         nprog->set_uniform_matrix(loc, mmviewproj);
118                 }
119                 nprog->use();
120                 object->mesh->draw_normals(1.0);
121         }
122         */
123
124         // if(m->dtex)
125         //      m->dtex->unbind();
126 }
127
128 void Renderer::set_sky_tex(Texture *stex)
129 {
130         if(!skymesh) {
131                 skymesh = gfx_create_mesh();
132                 gen_geosphere(skymesh, 1, 0);
133         }
134         if(!skyprog) {
135                 if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
136                         return;
137                 if((viewproj_loc = skyprog->get_uniform_location("mviewproj") == -1))
138                         return;
139         }
140         skytex = stex;
141 }
142
143 void Renderer::set_diffuse_sky_tex(Texture *dstex)
144 {
145         dskytex = dstex;
146 }
147
148 void Renderer::draw_skybox() const
149 {
150         if(!skymesh || !skytex)
151                 return;
152
153         gfx_zbuffer(false);
154         gfx_cull_face(GFX_CULL_NONE);
155
156         skytex->bind();
157         skyprog->use();
158
159         Mat4 mviewproj;
160         mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
161         skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
162
163         skymesh->draw();
164
165         gfx_cull_face(GFX_CULL_BACK);
166         gfx_zbuffer(true);
167 }