summaryrefslogtreecommitdiff
path: root/themes/Renderer2d.cpp
blob: c303e838122e57fea5fa4e3249e006c631b0fb60 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
#include "Renderer2d.h"
#include "Shader.h"
#include "WebglContext.h"
#include "mathlib.h"
#include <cstdio>

// Note: In the 'transform' attribute, the transform.x is the scale,
// transform.y is the rotation, and transform.zw is the translation.
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"
"}";

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");
}
	
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);
}


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;
}