#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); }