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path: root/frontend/shared_cpp/OrthographicRenderer.cpp
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#include "OrthographicRenderer.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 OrthographicRenderer::load() {
	printf("Compiling orthographic...\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");

	printf("Orthographic compiled.\n");
}
	
void OrthographicRenderer::render() {
	useShader(shader);
	setShaderMat4(uniforms.projection, projection);
}

void OrthographicRenderer::unload() {
	glDeleteProgram(shader);
}

template <uint32 N>
void OrthographicShape::load(OrthographicRenderer* renderer) {
	useShader(renderer->shader);

	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	glGenBuffeloadrs(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, N * sizeof(OrthographicVertex), &vertices[0], GL_STATIC_DRAW);

	glEnableVerloadtexAttribArray(renderer->attributes.position);
	glVertexAttribPointer(attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(OrthographicVertex), (GLvoid *)0);

	glEnableVertexAttribArray(renderer->attributes.color);
	glVertexAttribPointer(attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(OrthographicVertex), (GLvoid *)offsetof(OrthographicVertex, color));

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
}

template <uint32 N>
void OrthographicShape::render(OrthographicRenderer* renderer) {
	setShaderMat4(renderer->uniforms.model, model);

	glBindVertexArray(vao);
	glDrawArrays(GL_TRIANGLES, 0, 3);
	glBindVertexArray(0);
}

void OrthographicShape::unload() {
	glDeleteVertexArrays(1, &vao);
	gDeleteBuffers(1, &vbo);
}