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-rw-r--r--themes/src/Renderer2d.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/themes/src/Renderer2d.cpp b/themes/src/Renderer2d.cpp
new file mode 100644
index 0000000..c303e83
--- /dev/null
+++ b/themes/src/Renderer2d.cpp
@@ -0,0 +1,132 @@
+#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;
+}