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authormattkae <mattkae@protonmail.com>2022-12-23 12:47:10 -0500
committermattkae <mattkae@protonmail.com>2022-12-23 12:47:10 -0500
commit7228b2e1a2d0a8399facce3493d71a3569d250d5 (patch)
tree8eb5e4b686bf68fa12fcbb270ef88dd29aa1d704 /themes/Renderer2d.cpp
parentf63d0af456f76d713e56ca17be114fba0af22f6c (diff)
Improved the makefile considerably
Diffstat (limited to 'themes/Renderer2d.cpp')
-rw-r--r--themes/Renderer2d.cpp132
1 files changed, 0 insertions, 132 deletions
diff --git a/themes/Renderer2d.cpp b/themes/Renderer2d.cpp
deleted file mode 100644
index c303e83..0000000
--- a/themes/Renderer2d.cpp
+++ /dev/null
@@ -1,132 +0,0 @@
-#include "Renderer2d.h"
-#include "Shader.h"
-#include "WebglContext.h"
-#include "mathlib.h"
-#include <cstdio>
-
-// Note: In the 'transform' attribute, the transform.x is the scale,
-// transform.y is the rotation, and transform.zw is the translation.
-const char* Vertex2DShader =
-"attribute vec2 position; \n"
-"attribute vec4 color; \n"
-"attribute mat4 vMatrix; \n"
-"uniform mat4 projection; \n"
-"uniform mat4 model; \n"
-"varying lowp vec4 VertexColor; \n"
-"void main() { \n"
-" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n"
-" gl_Position = fragmentPosition; \n"
-" VertexColor = color; \n"
-"}";
-
-const char* renderer2dFragmentShader =
-"varying lowp vec4 VertexColor; \n"
-"void main() { \n"
-" gl_FragColor = VertexColor; \n"
-"}";
-
-void Renderer2d::load(WebglContext* inContext) {
- context = inContext;
- printf("Compiling Renderer2d shader...\n");
- shader = loadShader(Vertex2DShader, renderer2dFragmentShader);
-
- useShader(shader);
- attributes.position = getShaderAttribute(shader, "position");
- attributes.color = getShaderAttribute(shader, "color");
- attributes.vMatrix = getShaderAttribute(shader, "vMatrix");
- uniforms.projection = getShaderUniform(shader, "projection");
- uniforms.model = getShaderUniform(shader, "model");
- projection = Mat4x4().getOrthographicMatrix(0, context->width, 0, context->height);
-
- printf("Renderer2d shader compiled.\n");
-}
-
-void Renderer2d::render() {
- projection = Mat4x4().getOrthographicMatrix(0, context->width, 0, context->height);
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glDepthMask(GL_TRUE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glClearColor(clearColor.x, clearColor.y, clearColor.z, clearColor.w);
- glClearDepth(1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- useShader(shader);
- setShaderMat4(uniforms.projection, projection);
-}
-
-void Renderer2d::unload() {
- glClearColor(0.f, 0.f, 0.f, 0.f);
- glClear(GL_COLOR_BUFFER_BIT);
- glDeleteProgram(shader);
-}
-
-
-void Mesh2D::load(Vertex2D* inVertices, u32 inNumVertices, Renderer2d* renderer) {
- ebo = 0;
- numVertices = inNumVertices;
- useShader(renderer->shader);
-
- glGenVertexArrays(1, &vao);
- glBindVertexArray(vao);
-
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Vertex2D), &inVertices[0], GL_STATIC_DRAW);
-
- glEnableVertexAttribArray(renderer->attributes.position);
- glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)0);
-
- glEnableVertexAttribArray(renderer->attributes.color);
- glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)offsetof(Vertex2D, color));
-
- for (i32 idx = 0; idx < 4; idx++) {
- glEnableVertexAttribArray(renderer->attributes.vMatrix + idx);
- glVertexAttribPointer(renderer->attributes.vMatrix + idx, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)(offsetof(Vertex2D, vMatrix) + (idx * 16)));
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-}
-
-
-void Mesh2D::load(Vertex2D* vertices,
- u32 numVertices,
- u32* indices,
- u32 inNumIndices,
- Renderer2d* renderer) {
- load(vertices, numVertices, renderer);
- glBindVertexArray(vao);
- glGenBuffers(1, &ebo);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, inNumIndices * sizeof(u32), &indices[0], GL_STATIC_DRAW);
- numIndices = inNumIndices;
- glBindVertexArray(0);
-}
-
-void Mesh2D::render(Renderer2d* renderer, GLenum drawType) {
- setShaderMat4(renderer->uniforms.model, model);
-
- if (ebo == 0) {
- glBindVertexArray(vao);
- glDrawArrays(drawType, 0, numVertices);
- glBindVertexArray(0);
- }
- else {
- glBindVertexArray(vao);
- glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0);
- glBindVertexArray(0);
- }
-}
-
-void Mesh2D::unload() {
- glDeleteVertexArrays(1, &vao);
- glDeleteBuffers(1, &vbo);
- if (ebo != 0) {
- glDeleteBuffers(1, &ebo);
- ebo = 0;
- }
- vao = 0;
- vbo = 0;
-}