#include "Renderer2d.h" #include "Shader.h" #include "WebglContext.h" #include "mathlib.h" #include #include "shaders/renderer2d_vert.h" #include "shaders/renderer2d_frag.h" // Note: In the 'transform' attribute, the transform.x is the scale, // transform.y is the rotation, and transform.zw is the translation. void Renderer2d::load(WebglContext* inContext, const char* inVertexShader, const char* inFragmentShader) { auto vertexShader = inVertexShader ? inVertexShader : shader_renderer2d_vert; auto fragmentShader = inFragmentShader ? inFragmentShader : shader_renderer2d_frag; context = inContext; printf("Compiling Renderer2d shader...\n"); shader = loadShader(vertexShader, fragmentShader); 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"); } void Renderer2d::render() { projection = Mat4x4().getOrthographicMatrix(0, context->width, 0, context->height); 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); } f32 Renderer2d::get_width() { return context->width; } f32 Renderer2d::get_height() { return context->height; } void Mesh2D::load(Vertex2D* inVertices, u32 inNumVertices, Renderer2d* renderer) { ebo = 0; 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::load(Vertex2D* vertices, u32 numVertices, u32* indices, u32 inNumIndices, Renderer2d* renderer) { load(vertices, numVertices, renderer); glBindVertexArray(vao); glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, inNumIndices * sizeof(u32), &indices[0], GL_STATIC_DRAW); numIndices = inNumIndices; glBindVertexArray(0); } void Mesh2D::render(Renderer2d* renderer, GLenum drawType) { setShaderMat4(renderer->uniforms.model, model); if (ebo == 0) { glBindVertexArray(vao); glDrawArrays(drawType, 0, numVertices); glBindVertexArray(0); } else { glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0); glBindVertexArray(0); } } void Mesh2D::unload() { glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); if (ebo != 0) { glDeleteBuffers(1, &ebo); ebo = 0; } vao = 0; vbo = 0; }