backup - missing some
[demo] / src / renderer.cc
1 #include <GL/glew.h>
2
3 #include "global.h"
4 #include "gfxapi.h"
5
6 #include "camera.h"
7 #include "mesh.h"
8 #include "meshgen.h"
9 #include "object.h"
10 #include "renderer.h"
11 #include "scene.h"
12 #include "shader.h"
13 #include "shader_manager.h"
14 #include "texture.h"
15 #include "uniforms.h"
16
17 #undef DRAW_NORMALS
18
19 /* skybox */
20
21 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
22 static ShaderProgram *skyprog;
23
24 Renderer::Renderer()
25 {
26         scene = 0;
27         camera = 0;
28         sprog = 0;
29
30         skytex = 0;
31         dskytex = 0;
32
33         fog_density = 0;
34
35         default_vs_ub = 0;
36         default_fs_ub = 0;
37         sky_vs_ub = 0;
38 }
39
40 Renderer::~Renderer()
41 {
42         delete default_vs_ub;
43         delete default_fs_ub;
44         delete sky_vs_ub;
45 }
46
47 bool Renderer::create()
48 {
49         //debug
50         // if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
51         //      fprin
52         //      tf(stderr, "Failed to load debug shaders.\n");
53         // }
54
55         default_vs_ub = gfx_create_uniform_buffer();
56         if(!default_vs_ub->create(sizeof default_vs_uniforms)) {
57                 fprintf(stderr, "Failed to create uniform buffer.\n");
58                 return false;
59         }
60
61         default_fs_ub = gfx_create_uniform_buffer();
62         if(!default_fs_ub->create(sizeof default_fs_uniforms)) {
63                 fprintf(stderr, "Failed to create uniform buffer.\n");
64                 return false;
65         }
66
67         sky_vs_ub = gfx_create_uniform_buffer();
68         if(!sky_vs_ub->create(sizeof sky_vs_uniforms)) {
69                 fprintf(stderr, "Failed to create uniform buffer.\n");
70                 return false;
71         }
72
73         if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
74                 return false;
75         }
76
77         return true;
78 }
79
80 void Renderer::draw()
81 {
82         if(!camera || !scene)
83                 return;
84
85         if(skytex) {
86                 draw_skybox();
87
88                 if(dskytex) {
89                         dskytex->bind(1);
90                 }
91         }
92
93         if(!sprog->link())
94                 return;
95
96         sprog->use();
97
98         for(size_t i=0; i<scene->objects.size(); i++) {
99                 draw_object(scene->objects[i]);
100         }
101 }
102
103 void Renderer::draw_object(Object *object)
104 {
105         Material *m = object->material;
106
107         /* setting uniforms for material */
108
109         default_fs_uniforms.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0);
110         default_fs_uniforms.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0);
111         default_fs_uniforms.shininess = m->shininess;
112         default_fs_uniforms.fog_density = fog_density;
113
114         default_fs_ub->update(&default_fs_uniforms);
115         default_fs_ub->bind(SHADING_UNIFORMS);
116
117         /* texture */
118
119         if(m->dtex)
120                 m->dtex->bind(0);
121
122         /* setting uniforms for matrices */
123
124         default_vs_uniforms.mview = object->transform * camera->get_view_matrix();
125         default_vs_uniforms.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
126         default_vs_uniforms.mmod = object->transform.upper3x3();
127
128         default_vs_ub->update(&default_vs_uniforms);
129         default_vs_ub->bind(MATRIX_UNIFORMS);
130
131         object->mesh->draw();
132
133         // debug
134 #ifdef DRAW_NORMALS
135         if(nprog) {
136                 vu.mmviewproj = mmviewproj;
137                 default_vs_ub->update(&vu);
138                 default_vs_ub->bind(MATRIX_UNIFORMS);
139
140                 nprog->use();
141                 object->mesh->draw_normals(1.0);
142         }
143 #endif
144 }
145
146 void Renderer::set_sky_tex(Texture *stex)
147 {
148         if(!skymesh) {
149                 skymesh = gfx_create_mesh();
150                 gen_geosphere(skymesh, 1, 0);
151         }
152         if(!skyprog) {
153                 if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
154                         return;
155         }
156         skytex = stex;
157 }
158
159 void Renderer::set_diffuse_sky_tex(Texture *dstex)
160 {
161         dskytex = dstex;
162 }
163
164 void Renderer::draw_skybox()
165 {
166         if(!skymesh || !skytex)
167                 return;
168
169         gfx_zbuffer(false);
170         gfx_cull_face(GFX_CULL_NONE);
171
172         skytex->bind();
173         skyprog->use();
174
175         sky_vs_uniforms.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
176         sky_vs_ub->update(&sky_vs_uniforms);
177         sky_vs_ub->bind(SKY_MATRIX_UNIFORMS);
178
179         skymesh->draw();
180
181         gfx_cull_face(GFX_CULL_BACK);
182         gfx_zbuffer(true);
183 }