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Diffstat (limited to 'themes/Renderer2d.cpp')
-rw-r--r--themes/Renderer2d.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/themes/Renderer2d.cpp b/themes/Renderer2d.cpp
index 8c1af63..0d4eca2 100644
--- a/themes/Renderer2d.cpp
+++ b/themes/Renderer2d.cpp
@@ -6,7 +6,7 @@
// Note: In the 'transform' attribute, the transform.x is the scale,
// transform.y is the rotation, and transform.zw is the translatiob.
-const char* renderer2dVertexShader =
+const char* Vertex2DShader =
"attribute vec2 position; \n"
"attribute vec4 color; \n"
"attribute mat4 vMatrix; \n"
@@ -40,7 +40,7 @@ EM_BOOL onScreenSizeChanged(int eventType, const EmscriptenUiEvent *uiEvent, voi
void Renderer2d::load(WebglContext* inContext) {
context = inContext;
printf("Compiling Renderer2d shader...\n");
- shader = loadShader(renderer2dVertexShader, renderer2dFragmentShader);
+ shader = loadShader(Vertex2DShader, renderer2dFragmentShader);
useShader(shader);
attributes.position = getShaderAttribute(shader, "position");
@@ -75,7 +75,7 @@ void Renderer2d::unload() {
}
-void Renderer2dShape::load(Renderer2dVertex* inVertices, u32 inNumVertices, Renderer2d* renderer) {
+void Mesh2D::load(Vertex2D* inVertices, u32 inNumVertices, Renderer2d* renderer) {
numVertices = inNumVertices;
useShader(renderer->shader);
@@ -84,24 +84,24 @@ void Renderer2dShape::load(Renderer2dVertex* inVertices, u32 inNumVertices, Rend
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Renderer2dVertex), &inVertices[0], GL_STATIC_DRAW);
+ 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(Renderer2dVertex), (GLvoid *)0);
+ 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(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, 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(Renderer2dVertex), (GLvoid *)(offsetof(Renderer2dVertex, vMatrix) + (idx * 16)));
+ 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 Renderer2dShape::render(Renderer2d* renderer, GLenum drawType) {
+void Mesh2D::render(Renderer2d* renderer, GLenum drawType) {
setShaderMat4(renderer->uniforms.model, model);
glBindVertexArray(vao);
@@ -109,7 +109,7 @@ void Renderer2dShape::render(Renderer2d* renderer, GLenum drawType) {
glBindVertexArray(0);
}
-void Renderer2dShape::unload() {
+void Mesh2D::unload() {
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
}