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#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;
}
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