#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" "uniform mat4 projection; \n" "uniform mat4 view; \n" "uniform mat4 model; \n" "varying lowp vec4 VertexColor; \n" "void main() { \n" " vec4 fragmentPosition = projection * view * model * position; \n" " gl_Position = fragmentPosition; \n" " VertexColor = color; \n" "}"; const char* fragmentShader = "varying lowp vec4 VertexColor; \n" "void main() { \n" " gl_FragColor = VertexColor; \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"); 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, 25 }, { 0, 0, 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++; } result.vertices.add({ Vector4(lt.v.vertices[0], lt.v.vertices[1], lt.v.vertices[2], 1.f), Vector4(randomFloatBetween(0, 1), randomFloatBetween(0, 1), randomFloatBetween(0, 1), 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++; } result.indices.add(lt.v.indices[0] - 1); result.indices.add(lt.v.indices[1] - 1); result.indices.add(lt.v.indices[2] - 1); break; case LineType_Comment: i = readPastLine(i, content); break; case LineType_Unsupported: i = readPastLine(i, content); break; default: 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); // Normal glEnableVertexAttribArray(renderer->attributes.color); glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color)); 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); }