backup - missing some
[demo] / src / renderer.cc
index 353d0db..cefdcc4 100644 (file)
+#include <GL/glew.h>
+
 #include "global.h"
+#include "gfxapi.h"
 
 #include "camera.h"
+#include "mesh.h"
+#include "meshgen.h"
 #include "object.h"
 #include "renderer.h"
 #include "scene.h"
 #include "shader.h"
 #include "shader_manager.h"
+#include "texture.h"
+#include "uniforms.h"
+
+#undef DRAW_NORMALS
+
+/* skybox */
+
+static Mesh *skymesh; /* it will be used by many renderers => no destroy */
+static ShaderProgram *skyprog;
 
 Renderer::Renderer()
 {
        scene = 0;
        camera = 0;
        sprog = 0;
+
+       skytex = 0;
+       dskytex = 0;
+
+       fog_density = 0;
+
+       default_vs_ub = 0;
+       default_fs_ub = 0;
+       sky_vs_ub = 0;
 }
 
 Renderer::~Renderer()
 {
+       delete default_vs_ub;
+       delete default_fs_ub;
+       delete sky_vs_ub;
 }
 
 bool Renderer::create()
-{      
+{
+       //debug
+       // if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+       //      fprin
+       //      tf(stderr, "Failed to load debug shaders.\n");
+       // }
+
+       default_vs_ub = gfx_create_uniform_buffer();
+       if(!default_vs_ub->create(sizeof default_vs_uniforms)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
+               return false;
+       }
+
+       default_fs_ub = gfx_create_uniform_buffer();
+       if(!default_fs_ub->create(sizeof default_fs_uniforms)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
+               return false;
+       }
+
+       sky_vs_ub = gfx_create_uniform_buffer();
+       if(!sky_vs_ub->create(sizeof sky_vs_uniforms)) {
+               fprintf(stderr, "Failed to create uniform buffer.\n");
+               return false;
+       }
+
        if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
                return false;
        }
+
        return true;
 }
 
-void Renderer::draw() const
+void Renderer::draw()
 {
        if(!camera || !scene)
                return;
 
-       // sprog->set_uniform_matrix(mview_loc, camera->get_view_matrix());
+       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 */
+
+       default_fs_uniforms.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0);
+       default_fs_uniforms.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0);
+       default_fs_uniforms.shininess = m->shininess;
+       default_fs_uniforms.fog_density = fog_density;
+
+       default_fs_ub->update(&default_fs_uniforms);
+       default_fs_ub->bind(SHADING_UNIFORMS);
+
+       /* texture */
+
+       if(m->dtex)
+               m->dtex->bind(0);
+
+       /* setting uniforms for matrices */
+
+       default_vs_uniforms.mview = object->transform * camera->get_view_matrix();
+       default_vs_uniforms.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+       default_vs_uniforms.mmod = object->transform.upper3x3();
+
+       default_vs_ub->update(&default_vs_uniforms);
+       default_vs_ub->bind(MATRIX_UNIFORMS);
+
+       object->mesh->draw();
+
+       // debug
+#ifdef DRAW_NORMALS
+       if(nprog) {
+               vu.mmviewproj = mmviewproj;
+               default_vs_ub->update(&vu);
+               default_vs_ub->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;
 }
 
-void Renderer::draw_object(Object *object) const
+void Renderer::draw_skybox()
 {
-}
\ No newline at end of file
+       if(!skymesh || !skytex)
+               return;
+
+       gfx_zbuffer(false);
+       gfx_cull_face(GFX_CULL_NONE);
+
+       skytex->bind();
+       skyprog->use();
+
+       sky_vs_uniforms.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+       sky_vs_ub->update(&sky_vs_uniforms);
+       sky_vs_ub->bind(SKY_MATRIX_UNIFORMS);
+
+       skymesh->draw();
+
+       gfx_cull_face(GFX_CULL_BACK);
+       gfx_zbuffer(true);
+}