From 40a924db3664318615a9a3f11ee25c206cb77fe1 Mon Sep 17 00:00:00 2001 From: mattkae Date: Sun, 1 May 2022 21:44:04 -0400 Subject: Renderer3d basics --- themes/Renderer2d.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'themes/Renderer2d.cpp') 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); } -- cgit v1.2.1