#include "Renderer2d.h" #include "Shader.h" #include "WebglContext.h" #include "mathlib.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* 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" "}"; EM_BOOL onScreenSizeChanged(int eventType, const EmscriptenUiEvent *uiEvent, void *userData) { Renderer2d* renderer = (Renderer2d*)userData; EMSCRIPTEN_RESULT result = emscripten_set_canvas_element_size( renderer->context->query, uiEvent->documentBodyClientWidth, uiEvent->documentBodyClientHeight); if (result != EMSCRIPTEN_RESULT_SUCCESS) { printf("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 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"); emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, this, false, onScreenSizeChanged); } void Renderer2d::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); } 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) { 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::render(Renderer2d* renderer, GLenum drawType) { setShaderMat4(renderer->uniforms.model, model); glBindVertexArray(vao); glDrawArrays(drawType, 0, numVertices); glBindVertexArray(0); } void Mesh2D::unload() { glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); }