#include "TreeRenderer.h" #include "WebglContext.h" #include "mathlib.h" #include const char* TreeRendererVertexShader = "attribute vec2 position; \n" "attribute vec4 color; \n" "uniform mat4 projection; \n" "uniform mat4 model; \n" "varying lowp vec4 VertexColor; \n" "void main() { \n" " vec4 fragmentPosition = projection * model * vec4(position.x, position.y, 1, 1); \n" " gl_Position = fragmentPosition; \n" " VertexColor = color; \n" "}"; const char* TreeRendererFragmentShader = "varying lowp vec4 VertexColor; \n" "void main() { \n" " gl_FragColor = VertexColor; \n" "}"; void TreeRenderer::load(WebglContext* context) { printf("Compiling TreeRenderer shader...\n"); shader = loadShader(TreeRendererVertexShader, TreeRendererFragmentShader); useShader(shader); attributes.position = getShaderAttribute(shader, "position"); attributes.color = getShaderAttribute(shader, "color"); uniforms.projection = getShaderUniform(shader, "projection"); uniforms.model = getShaderUniform(shader, "model"); projection = Mat4x4().getOrthographicMatrix(0, context->width, 0, context->height); printf("TreeRenderer shader compiled.\n"); } void TreeRenderer::render(f32 dtSeconds) { timeElapsed += dtSeconds; 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 TreeRenderer::unload() { glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); glDeleteProgram(shader); }