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#pragma once
#include "types.h"
#include "Shader.h"
#include "mathlib.h"
struct OrthographicRenderer {
Mat4x4 projection;
uint32 shader;
struct {
int32 position;
int32 color;
} attributes;
struct {
int32 projection;
int32 model;
} uniforms;
void load();
void render();
void unload();
};
struct OrthographicVertex {
Vector2 position;
Vector4 color;
};
template <uint32 N>
struct OrthographicShape {
uint32 vao;
uint32 vbo;
OrthographicVertex vertices[N];
Mat4x4 model;
void load(OrthographicRenderer* renderer);
void render(OrthographicRenderer* renderer);
void unload();
};
template <uint32 N>
void OrthographicShape<N>::load(OrthographicRenderer* renderer) {
useShader(renderer->shader);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, N * sizeof(OrthographicVertex), &vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(renderer->attributes.position);
glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(OrthographicVertex), (GLvoid *)0);
glEnableVertexAttribArray(renderer->attributes.color);
glVertexAttribPointer(renderer->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<N>::render(OrthographicRenderer* renderer) {
setShaderMat4(renderer->uniforms.model, model);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
template <uint32 N>
void OrthographicShape<N>::unload() {
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
}
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