#pragma once #include "WebglContext.h" #include "types.h" #include "Shader.h" #include "mathlib.h" struct WebglContext; /// Responsible for rendering Mesh2Ds struct Renderer2d { WebglContext* context = NULL; Mat4x4 projection; u32 shader; Vector4 clearColor; struct { i32 position; i32 color; // TODO: vMatrix is not standard and does not belong here i32 vMatrix; } attributes; struct { i32 projection; i32 model; } uniforms; /// Load with the provided context and shader programs. If the shaders are NULL, the default /// shader is used void load(WebglContext* context, const char* vertexShader = NULL, const char* fragmentShader = NULL); void render(); void unload(); }; struct Vertex2D { Vector2 position; Vector4 color; Mat4x4 vMatrix; }; struct Mesh2D { u32 vao; u32 vbo; u32 ebo = 0; u32 numVertices = 0; u32 numIndices = 0; Mat4x4 model; void load(Vertex2D* vertices, u32 numVertices, Renderer2d* renderer); void load(Vertex2D* vertices, u32 numVertices, u32* indices, u32 numIndices, Renderer2d* renderer); void render(Renderer2d* renderer, GLenum drawType = GL_TRIANGLES); void unload(); };