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-rw-r--r--shared_cpp/Camera3d.h8
-rw-r--r--shared_cpp/Renderer3d.cpp104
-rw-r--r--shared_cpp/Renderer3d.h47
-rw-r--r--shared_cpp/Shader.h3
-rw-r--r--shared_cpp/mathlib.h21
5 files changed, 182 insertions, 1 deletions
diff --git a/shared_cpp/Camera3d.h b/shared_cpp/Camera3d.h
new file mode 100644
index 0000000..7186975
--- /dev/null
+++ b/shared_cpp/Camera3d.h
@@ -0,0 +1,8 @@
+#pragma once
+
+#include "mathlib.h"
+
+struct Camera3d {
+ Mat4x4 projection;
+ Mat4x4 view;
+};
diff --git a/shared_cpp/Renderer3d.cpp b/shared_cpp/Renderer3d.cpp
new file mode 100644
index 0000000..7afaea0
--- /dev/null
+++ b/shared_cpp/Renderer3d.cpp
@@ -0,0 +1,104 @@
+#include "Renderer3d.h"
+#include "Camera3d.h"
+#include "WebglContext.h"
+
+const char* vertexSrc =
+ "attribute vec3 position;\n"
+ "attribute vec3 normal;\n"
+ "attribute vec4 color;\n"
+ "uniform mat4 projection;\n"
+ "uniform mat4 view;\n"
+ "uniform mat4 model;\n"
+ "varying lowp vec4 VertexColor;\n"
+ "varying lowp vec3 VertexNormal;\n"
+ "void main() { \n"
+ " vec4 fragmentPosition = projection * view * model * vec4(position, 1);"
+ " gl_Position = fragmentPosition;\n"
+ " VertexColor = color;\n"
+ " VertexNormal = normal;\n"
+ "}\n";
+
+const char* fragmentSrc =
+ "varying lowp vec4 VertexColor; \n"
+ "varying lowp vec3 VertexNormal; \n"
+ "void main() { \n"
+ " gl_FragColor = VertexColor; \n"
+ "}";
+
+
+void Renderer3d::load(WebglContext* context) {
+ printf("Compiling 3d shader...\n");
+
+ shader = loadShader(vertexSrc, fragmentSrc);
+
+ useShader(shader);
+ attributes.position = getShaderAttribute(shader, "position");
+ attributes.color = getShaderAttribute(shader, "color");
+ attributes.normal = getShaderAttribute(shader, "normal");
+
+ uniforms.projection = getShaderUniform(shader, "projection");
+ uniforms.view = getShaderUniform(shader, "view");
+ uniforms.model = getShaderUniform(shader, "model");
+
+ printf("3d shader compiled.\n");
+}
+
+void Renderer3d::render(Camera3d* camera) {
+ 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, camera->projection);
+ setShaderMat4(uniforms.view, camera->view);
+}
+
+void Renderer3d::unload() {
+ glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDeleteProgram(shader);
+}
+
+void Mesh3d::load(Vertex3d* inVertices, uint32 inNumVertices, uint32* inIndices, uint32 inNumIndices, Renderer3d* renderer) {
+ numIndices = inNumIndices;
+ useShader(renderer->shader);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ glGenBuffers(1, &vbo);
+ glGenBuffers(1, &ebo);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Vertex3d), &inVertices[0], GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, inNumIndices * sizeof(uint32), &inIndices[0], GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(renderer->attributes.position);
+ glVertexAttribPointer(renderer->attributes.position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)0);
+
+ glEnableVertexAttribArray(renderer->attributes.normal);
+ glVertexAttribPointer(renderer->attributes.normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, normal));
+
+ glEnableVertexAttribArray(renderer->attributes.color);
+ glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color));
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+}
+
+void Mesh3d::render(Renderer3d* renderer, GLenum drawType) {
+ setShaderMat4(renderer->uniforms.model, model);
+
+ glBindVertexArray(vao);
+ glDrawElements(drawType, numIndices, GL_UNSIGNED_INT, 0);
+ glBindVertexArray(0);
+}
+
+void Mesh3d::unload() {
+ glDeleteVertexArrays(1, &vao);
+ glDeleteBuffers(1, &vbo);
+}
diff --git a/shared_cpp/Renderer3d.h b/shared_cpp/Renderer3d.h
new file mode 100644
index 0000000..64288ad
--- /dev/null
+++ b/shared_cpp/Renderer3d.h
@@ -0,0 +1,47 @@
+#pragma once
+
+#include "types.h"
+#include "Shader.h"
+#include "mathlib.h"
+
+struct Camera3d;
+struct WebglContext;
+
+struct Renderer3d {
+ uint32 shader;
+
+ struct {
+ int32 position;
+ int32 color;
+ int32 normal;
+ } attributes;
+
+ struct {
+ int32 projection;
+ int32 view;
+ int32 model;
+ } uniforms;
+
+ void load(WebglContext* context);
+ void render(Camera3d* camera);
+ void unload();
+};
+
+struct Vertex3d {
+ Vector3 position;
+ Vector3 normal;
+ Vector4 color;
+};
+
+struct Mesh3d {
+ uint32 vao;
+ uint32 vbo;
+ uint32 ebo;
+ uint32 numIndices = 0;
+
+ Mat4x4 model;
+
+ void load(Vertex3d* vertices, uint32 numVertices, uint32* indices, uint32 numIndices, Renderer3d* renderer);
+ void render(Renderer3d* renderer, GLenum drawType = GL_TRIANGLES);
+ void unload();
+};
diff --git a/shared_cpp/Shader.h b/shared_cpp/Shader.h
index 6ee9981..bc81764 100644
--- a/shared_cpp/Shader.h
+++ b/shared_cpp/Shader.h
@@ -21,6 +21,7 @@ inline GLint getShaderAttribute(const Shader& shader, const GLchar *name) {
printf("Getting attribute for shader, name: %d, %s\n", shader, name);
GLint uid = glGetAttribLocation(shader, name);
if (uid < 0) {
+ printf("Unable to get attribute %s for shader %d\n", name, shader);
return -1;
}
return uid;
@@ -60,4 +61,4 @@ inline void setShaderBVec4(GLint location, bool first, bool second, bool third,
inline void setShaderBool(GLint location, bool value) {
glUniform1i(location, value);
-} \ No newline at end of file
+}
diff --git a/shared_cpp/mathlib.h b/shared_cpp/mathlib.h
index 3ed61cd..ec0ae87 100644
--- a/shared_cpp/mathlib.h
+++ b/shared_cpp/mathlib.h
@@ -87,6 +87,10 @@ struct Vector3 {
float x = 0.f;
float y = 0.f;
float z = 0.f;
+
+ float length() {
+ return sqrtf(x * x + y * y + z * z);
+ }
};
struct Vector4 {
@@ -217,6 +221,21 @@ struct Mat4x4 {
return inv;
}
+ Mat4x4 getPerspectiveProjection(float near, float far, float fieldOfViewRadians, float aspectRatio) {
+ float halfFieldOfView = fieldOfViewRadians * 0.5f;
+ float top = tan(halfFieldOfView) * near;
+ float bottom = -top;
+ float right = top * aspectRatio;
+ float left = -right;
+
+ return {
+ { (2 * near) / (right - left), 0, 0, 0,
+ 0, (2 * near) / (top - bottom), 0, 0,
+ (right + left) / (right - left), (top + bottom) / (top - bottom), -(far + near) / (far - near), -1,
+ 0, 0, (-2 * far * near) / (far - near), 0 }
+ };
+ }
+
void print() {
printf("[ ");
for (int idx = 0; idx < 16; idx++) {
@@ -225,3 +244,5 @@ struct Mat4x4 {
printf(" ]\n");
}
};
+
+