From 7228b2e1a2d0a8399facce3493d71a3569d250d5 Mon Sep 17 00:00:00 2001 From: mattkae Date: Fri, 23 Dec 2022 12:47:10 -0500 Subject: Improved the makefile considerably --- themes/Renderer3d.cpp | 263 -------------------------------------------------- 1 file changed, 263 deletions(-) delete mode 100644 themes/Renderer3d.cpp (limited to 'themes/Renderer3d.cpp') diff --git a/themes/Renderer3d.cpp b/themes/Renderer3d.cpp deleted file mode 100644 index 5f9ce88..0000000 --- a/themes/Renderer3d.cpp +++ /dev/null @@ -1,263 +0,0 @@ -#include "Renderer3d.h" -#include "Shader.h" -#include "list.h" -#include "mathlib.h" -#include "WebglContext.h" -#include "Logger.h" -#include - -// Note: In the 'transform' attribute, the transform.x is the scale, -// transform.y is the rotation, and transform.zw is the translatiob. -const char* vertexShader = - "attribute vec4 position; \n" - "attribute vec4 color; \n" - "attribute vec4 normal; \n" - "uniform mat4 projection; \n" - "uniform mat4 view; \n" - "uniform mat4 model; \n" - "varying lowp vec4 VertexColor; \n" - "varying lowp vec4 VertexNormal; \n" - "void main() { \n" - " vec4 fragmentPosition = projection * view * model * position; \n" - " gl_Position = fragmentPosition; \n" - " VertexColor = color; \n" - " VertexNormal = normal; \n" - "}"; - -const char* fragmentShader = - "varying lowp vec4 VertexColor; \n" - "varying lowp vec4 VertexNormal; \n" - "void main() { \n" - " const lowp vec3 lightDirection = vec3(0.0, 1.0, 0.0);\n" - " gl_FragColor = vec4(VertexColor.xyz * dot(VertexNormal.xyz, lightDirection), 1); \n" - "}"; - -EM_BOOL onScreenSizeChanged_3D(int eventType, const EmscriptenUiEvent *uiEvent, void *userData) { - Renderer3D* renderer = (Renderer3D*)userData; - - EMSCRIPTEN_RESULT result = emscripten_set_canvas_element_size( renderer->context->query, uiEvent->documentBodyClientWidth, uiEvent->documentBodyClientHeight); - if (result != EMSCRIPTEN_RESULT_SUCCESS) { - logger_error("Failed to resize element at query: %s\n", renderer->context->query); - } - //renderer->projection = Mat4x4().getOrthographicMatrix(0, renderer->context->width, 0, renderer->context->height); - - return true; -} - -void Renderer3D::load(WebglContext* inContext) { - context = inContext; - printf("Compiling Renderer2d shader...\n"); - shader = loadShader(vertexShader, fragmentShader); - - useShader(shader); - attributes.position = getShaderAttribute(shader, "position"); - attributes.color = getShaderAttribute(shader, "color"); - attributes.normal = getShaderAttribute(shader, "normal"); - uniforms.projection = getShaderUniform(shader, "projection"); - uniforms.view = getShaderUniform(shader, "view"); - uniforms.model = getShaderUniform(shader, "model"); - projection = Mat4x4().getPerspectiveProjection(0.1, 1000.f, 0.872f, static_cast(context->width) / static_cast(context->height)); - view = Mat4x4().getLookAt({ 0, 25, 75 }, { 0, 15, 0 }, { 0, 1, 0 }); - - logger_info("Renderer2d shader compiled.\n"); - - emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, this, false, onScreenSizeChanged_3D); -} - -void Renderer3D::render() { - 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); - setShaderMat4(uniforms.view, view); -} - -void Renderer3D::unload() { - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT); - glDeleteProgram(shader); -} - -enum LineType { - LineType_None, - LineType_Comment, - LineType_mtl, - LineType_v, - LineType_f, - LineType_Unsupported -}; - -struct LineItem { - LineType type = LineType_None; - - i32 idx = 0; - - union { - f32 vertices[3]; - i32 indices[3]; - } v; -}; - -inline i32 readPastSpaces(i32 i, const char* content) { - while (content[i] == ' ') i++; - return i; -} - -inline i32 readPastLine(i32 i, const char* content) { - while (content[i] != '\n' && content[i] != '\0') i++; - return i; -} - -inline i32 readToken(i32 i, const char* content, char* output) { - i32 tidx = 0; - i = readPastSpaces(i, content); - while (content[i] != ' ' && content[i] != '\n' && content[i] != '\0') { - output[tidx] = content[i]; - i++; - tidx++; - } - output[tidx] = '\0'; - return i; -} - -Mesh3d Mesh3d_fromObj(Renderer3D* renderer, const char* content, const i32 len) { - Mesh3d result; - result.vertices.allocate(2048); - result.indices.allocate(2048); - - LineItem lt; - lt.type = LineType_None; - i32 lineNumber = 0; - i32 i = 0; - while (content[i] != '\0') { - i = readPastSpaces(i, content); - if (lt.type == LineType_None) { - lineNumber++; - char type[32]; - i = readToken(i, content, type); - - if (strncmp(type, "#", 1) == 0) { - lt.type = LineType_Comment; - } - else if (strncmp(type, "mtllib", 6) == 0) { - lt.type = LineType_mtl; - } - else if (strncmp(type, "v", 1) == 0) { - lt.type = LineType_v; - } - else if (strncmp(type, "f", 1) == 0) { - lt.type = LineType_f; - } - else { - i++; - //lt.type = LineType_Unsupported; - //logger_error("Unknown type %s, %d", type, lineNumber); - } - } - else { - char buffer[32]; - switch (lt.type) { - case LineType_mtl: - i = readToken(i, content, buffer); - break; - case LineType_v: { - while (content[i] != '\n' && content[i] != '\0') { - i = readToken(i, content, buffer); - lt.v.vertices[lt.idx] = atof(buffer); - lt.idx++; - } - - float fColor = randomFloatBetween(0.8, 1); - result.vertices.add({ - Vector4(lt.v.vertices[0], lt.v.vertices[1], lt.v.vertices[2], 1.f), - Vector4(fColor, fColor, fColor, 1) - }); - break; - } - case LineType_f: { - while (content[i] != '\n' && content[i] != '\0') { - i = readToken(i, content, buffer); - lt.v.indices[lt.idx] = atoi(buffer); - lt.idx++; - } - - auto v1idx = lt.v.indices[0] - 1; - auto v2idx = lt.v.indices[1] - 1; - auto v3idx = lt.v.indices[2] - 1; - - result.indices.add(v1idx); - result.indices.add(v2idx); - result.indices.add(v3idx); - - auto& v1 = result.vertices[v1idx]; - auto& v2 = result.vertices[v2idx]; - auto& v3 = result.vertices[v3idx]; - Vector3 normal = (v1.position - v2.position).cross(v1.position - v3.position).toVector3().normalize(); - v1.normal = normal; - v2.normal = normal; - v3.normal = normal; - break; - } - default: - i = readPastLine(i, content); - break; - } - - lt = LineItem(); - } - } - - printf("Completed Mesh3d loading.\n"); - result.load(renderer); - return result; -} - -void Mesh3d::load(Renderer3D* renderer) { - glGenVertexArrays(1, &vao); - glGenBuffers(1, &vbo); - glGenBuffers(1, &ebo); - - glBindVertexArray(vao); - - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertices.numElements * sizeof(Vertex3d), &vertices.data[0], GL_STATIC_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.numElements * sizeof(GLuint), &indices.data[0], GL_STATIC_DRAW); - - // Position - glEnableVertexAttribArray(renderer->attributes.position); - glVertexAttribPointer(renderer->attributes.position, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)0); - - // Color - glEnableVertexAttribArray(renderer->attributes.color); - glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color)); - - // Normal - glEnableVertexAttribArray(renderer->attributes.normal); - glVertexAttribPointer(renderer->attributes.normal, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, normal)); - - glBindVertexArray(0); -} - -void Mesh3d::unload() { - if (vao) glDeleteVertexArrays(1, &vao); - if (vbo) glDeleteBuffers(1, &vbo); - if (ebo) glDeleteBuffers(1, &ebo); - vertices.deallocate(); - indices.deallocate(); -} - -void Mesh3d::render(Renderer3D* renderer) { - setShaderMat4(renderer->uniforms.model, model); - - glBindVertexArray(vao); - glDrawElements(GL_TRIANGLES, indices.numElements, GL_UNSIGNED_INT, 0); - glBindVertexArray(0); -} -- cgit v1.2.1