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authorMatthew Kosarek <mattkae@protonmail.com>2021-10-31 13:54:11 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-10-31 13:54:11 -0400
commit5c613a10364f30bd6add25f7950433f0c482c3ca (patch)
treeaf8f6e481b6400329eca12bd8cdb35e0237d63af /shared_cpp/Renderer2d.cpp
parenta214b4f8977a4b115710b5c9d152b392ac8e24f7 (diff)
(mkosarek) Working undamped spring motion
Diffstat (limited to 'shared_cpp/Renderer2d.cpp')
-rw-r--r--shared_cpp/Renderer2d.cpp87
1 files changed, 87 insertions, 0 deletions
diff --git a/shared_cpp/Renderer2d.cpp b/shared_cpp/Renderer2d.cpp
new file mode 100644
index 0000000..f91ed08
--- /dev/null
+++ b/shared_cpp/Renderer2d.cpp
@@ -0,0 +1,87 @@
+#include "Renderer2d.h"
+#include "WebglContext.h"
+#include "mathlib.h"
+
+const char* orthographicVertex =
+"attribute vec2 position; \n"
+"attribute vec4 color; \n"
+"uniform mat4 projection; \n"
+"uniform mat4 model; \n"
+"varying lowp vec4 VertexColor; \n"
+"void main() { \n"
+" vec4 fragmentPosition = projection * model * vec4(position, 1, 1); \n"
+" gl_Position = fragmentPosition; \n"
+" VertexColor = color; \n"
+"}";
+
+const char* orthographicFragment =
+"varying lowp vec4 VertexColor; \n"
+"void main() { \n"
+" gl_FragColor = VertexColor; \n"
+"}";
+
+void Renderer2d::load(WebglContext* context) {
+ printf("Compiling orthographic shader...\n");
+ shader = loadShader(orthographicVertex, orthographicFragment);
+
+ useShader(shader);
+ attributes.position = getShaderAttribute(shader, "position");
+ attributes.color = getShaderAttribute(shader, "color");
+ uniforms.projection = getShaderUniform(shader, "projection");
+ uniforms.model = getShaderUniform(shader, "model");
+ projection = Mat4x4().getOrthographicMatrix(0, context->width, 0, context->height);
+
+ printf("Orthographic shader compiled.\n");
+}
+
+void Renderer2d::render() {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(GL_TRUE);
+ glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
+ 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(0.2f, 0.3f, 0.3f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDeleteProgram(shader);
+}
+
+
+void Mesh2d::load(Vertex2d* inVertices, uint32 inNumVertices, Renderer2d* renderer, GLenum loadType) {
+ 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], loadType);
+
+ 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));
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+}
+
+void Mesh2d::render(Renderer2d* renderer, GLenum drawType) {
+ setShaderMat4(renderer->uniforms.model, model);
+
+ glBindVertexArray(vao);
+ glDrawArrays(drawType, 0, numVertices);
+ glBindVertexArray(0);
+}
+
+void Mesh2d::unload() {
+ glDeleteVertexArrays(1, &vao);
+ glDeleteBuffers(1, &vbo);
+}