diff options
Diffstat (limited to 'themes/src/summer/summer_theme.cpp')
| -rw-r--r-- | themes/src/summer/summer_theme.cpp | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/themes/src/summer/summer_theme.cpp b/themes/src/summer/summer_theme.cpp new file mode 100644 index 0000000..6935ad1 --- /dev/null +++ b/themes/src/summer/summer_theme.cpp @@ -0,0 +1,82 @@ +#include "summer_theme.h" +#include "../renderer_2d.h" +#include "../list.h" +#include "../mathlib.h" +#include "../shaders/sun_frag.h" +#include "../shaders/sun_vert.h" +#include <vector> + +SummerTheme::SummerTheme(WebglContext* context) +{ + renderer.load(context); + load(context); +} + +SummerTheme::~SummerTheme() +{ + unload(); +} + +void SummerTheme::load(WebglContext* context) { + renderer.load(context, shader_sun_vert, shader_sun_frag); + renderer.clearColor = Vector4(0, 181, 286, 255.f).toNormalizedColor(); + sun.sectors = 180; + sun.radius = renderer.context->width / 4.f; + sun.load(&renderer); +} + +void SummerTheme::update(f32 dtSeconds) { + sun.update(dtSeconds); +} + +void SummerTheme::render() { + renderer.render(); + sun.render(&renderer); +} + +void SummerTheme::unload() { + sun.unload(); +} + +void Sun::load(Renderer2d* renderer) { + matte::List<Vertex2D> vertices; + matte::List<u32> indices; + Vector4 sunColor = Vector4(249, 215, 28, 255).toNormalizedColor(); + vertices.add({ Vector2(0, 0), sunColor, Mat4x4() }); + + f32 radiansPerSector = (2.f * PI) / sectors; + for (i32 i = 0; i <= sectors; i++) { + f32 radians = radiansPerSector * i; + f32 cosAngle = cosf(radians); + f32 sinAngle = sinf(radians); + Vector2 vertex = Vector2(radius * cosAngle, radius * sinAngle); + vertices.add({ vertex, sunColor, Mat4x4() }); + + u32 first = i; + u32 second = 0; + u32 third = i + 1; + indices.add(first); + indices.add(second); + indices.add(third); + } + + mesh.load(&vertices.data[0], vertices.numElements, &indices.data[0], indices.numElements, renderer); + mesh.model = Mat4x4().translateByVec2(Vector2(renderer->context->width / 2.f, renderer->context->height / 2.f)); + vertices.deallocate(); + indices.deallocate(); +} + +void Sun::update(f32 dtSeconds) { + +} + +void Sun::render(Renderer2d* renderer) { + setShaderMat4(renderer->uniforms.model, mesh.model); + glBindVertexArray(mesh.vao); + glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0); + glBindVertexArray(0); +} + +void Sun::unload() { + mesh.unload(); +} |
