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#include "SummerTheme.h"
#include "Renderer2d.h"
#include "list.h"
#include "mathlib.h"
#include <vector>
void SummerTheme::load(Renderer2d* renderer) {
renderer->clearColor = Vector4(0, 181, 286, 255.f).toNormalizedColor();
sun.sectors = 180;
sun.radius = renderer->context->width / 4.f;
sun.load(renderer);
}
void SummerTheme::update(f32 dtSeconds) {
sun.update(dtSeconds);
}
void SummerTheme::render(Renderer2d* renderer) {
sun.render(renderer);
}
void SummerTheme::unload() {
sun.unload();
}
void Sun::load(Renderer2d* renderer) {
matte::List<Vertex2D> vertices;
matte::List<u32> indices;
Vector4 sunColor = Vector4(249, 215, 28, 255).toNormalizedColor();
vertices.add({ Vector2(0, 0), sunColor, Mat4x4() });
f32 radiansPerSector = (2.f * PI) / sectors;
for (i32 i = 0; i <= sectors; i++) {
f32 radians = radiansPerSector * i;
f32 cosAngle = cosf(radians);
f32 sinAngle = sinf(radians);
Vector2 vertex = Vector2(radius * cosAngle, radius * sinAngle);
vertices.add({ vertex, sunColor, Mat4x4() });
u32 first = i;
u32 second = 0;
u32 third = i + 1;
indices.add(first);
indices.add(second);
indices.add(third);
}
mesh.load(&vertices.data[0], vertices.numElements, &indices.data[0], indices.numElements, renderer);
mesh.model = Mat4x4().translateByVec2(Vector2(renderer->context->width / 2.f, renderer->context->height / 2.f));
vertices.deallocate();
indices.deallocate();
}
void Sun::update(f32 dtSeconds) {
}
void Sun::render(Renderer2d* renderer) {
setShaderMat4(renderer->uniforms.model, mesh.model);
glBindVertexArray(mesh.vao);
glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void Sun::unload() {
mesh.unload();
}
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