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#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();
f32 get_width();
f32 get_height();
};
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();
};
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