Changed the OpenGL part and the GLSL shaders to use UBO and
[demo] / src / renderer.cc
index fd18d55..11cfb93 100644 (file)
@@ -1,5 +1,4 @@
 #include <GL/glew.h>
-#include <gmath/gmath.h>
 
 #include "global.h"
 #include "gfxapi.h"
@@ -13,6 +12,7 @@
 #include "shader.h"
 #include "shader_manager.h"
 #include "texture.h"
+#include "uniforms.h"
 
 #undef DRAW_NORMALS
 
@@ -20,7 +20,6 @@
 
 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
 static ShaderProgram *skyprog;
-static int viewproj_loc;
 
 Renderer::Renderer()
 {
@@ -32,51 +31,50 @@ Renderer::Renderer()
        dskytex = 0;
 
        fog_density = 0;
+
+       vbuf = fbuf = svbuf = 0;
 }
 
 Renderer::~Renderer()
 {
+       delete vbuf;
+       delete fbuf;
+       delete svbuf;
 }
 
 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");
+       //      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) */
-
-       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");
+       vbuf = gfx_create_uniform_buffer();
+       if(!vbuf->create(sizeof vu)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
+               return false;
+       }
 
-       if(stex_loc != -1)
-               sprog->set_uniformi(stex_loc, 0);
+       fbuf = gfx_create_uniform_buffer();
+       if(!fbuf->create(sizeof fu)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
+               return false;
+       }
 
-       if(dstex_loc != -1)
-               sprog->set_uniformi(dstex_loc, 1);
+       svbuf = gfx_create_uniform_buffer();
+       if(!svbuf->create(sizeof svu)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
+               return false;
+       }
 
        return true;
 }
 
-void Renderer::draw() const
+void Renderer::draw()
 {
        if(!camera || !scene)
                return;
@@ -99,23 +97,19 @@ void Renderer::draw() const
        }
 }
 
-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);
+       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;
 
-       if(shin_loc != -1)
-               sprog->set_uniformf(shin_loc, m->shininess);
-
-       if(fog_loc != -1)
-               sprog->set_uniformf(fog_loc, fog_density);
+       fbuf->update(&fu);
+       fbuf->bind(SHADING_UNIFORMS);
 
        /* texture */
 
@@ -124,27 +118,22 @@ void Renderer::draw_object(Object *object) const
 
        /* setting uniforms for matrices */
 
-       Mat4 mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
-       if(mmviewproj_loc != -1)
-               sprog->set_uniform_matrix(mmviewproj_loc, mmviewproj);
-
-       Mat4 mview = object->transform * camera->get_view_matrix();
-       if(mview_loc != -1)
-               sprog->set_uniform_matrix(mview_loc, mview);
+       vu.mview = object->transform * camera->get_view_matrix();
+       vu.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+       vu.mmod = object->transform.upper3x3();
 
-       Mat4 mmod = object->transform.upper3x3();
-       if(mmod_loc != -1)
-               sprog->set_uniform_matrix(mmod_loc, mmod);
+       vbuf->update(&vu);
+       vbuf->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;
+               vbuf->update(&vu);
+               vbuf->bind(MATRIX_UNIFORMS);
+
                nprog->use();
                object->mesh->draw_normals(1.0);
        }
@@ -160,8 +149,6 @@ 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("mviewproj") == -1))
-                       return;
        }
        skytex = stex;
 }
@@ -171,7 +158,7 @@ void Renderer::set_diffuse_sky_tex(Texture *dstex)
        dskytex = dstex;
 }
 
-void Renderer::draw_skybox() const
+void Renderer::draw_skybox()
 {
        if(!skymesh || !skytex)
                return;
@@ -182,12 +169,12 @@ void Renderer::draw_skybox() const
        skytex->bind();
        skyprog->use();
 
-       Mat4 mviewproj;
-       mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
-       skyprog->set_uniform_matrix(viewproj_loc, mviewproj);
+       svu.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+       svbuf->update(&svu);
+       svbuf->bind(SKY_MATRIX_UNIFORMS);
 
        skymesh->draw();
 
        gfx_cull_face(GFX_CULL_BACK);
        gfx_zbuffer(true);
-}
\ No newline at end of file
+}