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#include "OrthographicRenderer.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 OrthographicRenderer::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 OrthographicRenderer::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 OrthographicRenderer::unload() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDeleteProgram(shader);
}
void OrthographicShape::load(OrthographicVertex* inVertices, uint32 inNumVertices, OrthographicRenderer* renderer) {
numVertices = inNumVertices;
useShader(renderer->shader);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(OrthographicVertex), &inVertices[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);
}
void OrthographicShape::render(OrthographicRenderer* renderer, GLenum drawType) {
setShaderMat4(renderer->uniforms.model, model);
glBindVertexArray(vao);
glDrawArrays(drawType, 0, numVertices);
glBindVertexArray(0);
}
void OrthographicShape::unload() {
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
}
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