From 5c613a10364f30bd6add25f7950433f0c482c3ca Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Sun, 31 Oct 2021 13:54:11 -0400 Subject: (mkosarek) Working undamped spring motion --- shared_cpp/Renderer2d.cpp | 87 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 87 insertions(+) create mode 100644 shared_cpp/Renderer2d.cpp (limited to 'shared_cpp/Renderer2d.cpp') 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); +} -- cgit v1.2.1