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#include "Renderer3d.h"
#include "Camera3d.h"
#include "WebglContext.h"
const char* vertexSrc =
"attribute vec3 position;\n"
"attribute vec3 normal;\n"
"attribute vec4 color;\n"
"uniform mat4 projection;\n"
"uniform mat4 view;\n"
"uniform mat4 model;\n"
"varying lowp vec4 VertexColor;\n"
"varying lowp vec3 VertexNormal;\n"
"void main() { \n"
" vec4 fragmentPosition = projection * view * model * vec4(position, 1);"
" gl_Position = fragmentPosition;\n"
" VertexColor = color;\n"
" mat3 normalMatrix = mat3(model);\n"
" VertexNormal = normalize(normalMatrix * normal);\n"
"}\n";
const char* fragmentSrc =
"precision mediump float;\n"
"varying lowp vec4 VertexColor; \n"
"varying lowp vec3 VertexNormal; \n"
"vec4 ambientColor = vec4(0.2, 0.2, 0.2, 1.0);\n"
"vec3 lightDirection = vec3(0.0, 1.0, 0.0);\n"
"vec4 lightColor = vec4(0.7, 0.7, 0.7, 1.0);\n"
"void main() { \n"
" vec4 finalColor = VertexColor * ambientColor;\n"
" float normalDotDir = max(0.0, dot(VertexNormal, lightDirection));\n"
" if (normalDotDir <= 0.0001) {"
" finalColor += vec4(0, 0, 0, 0);"
" }\n"
" else {\n"
" float cosTheta = clamp(normalDotDir, 0.0, 1.0);\n"
" vec4 diffuseFactor = VertexColor * cosTheta;\n"
" finalColor += lightColor * diffuseFactor; \n"
" }\n"
" gl_FragColor = finalColor;\n"
"}";
void Renderer3d::load(WebglContext* context) {
printf("Compiling 3d shader...\n");
shader = loadShader(vertexSrc, fragmentSrc);
useShader(shader);
attributes.position = getShaderAttribute(shader, "position");
attributes.color = getShaderAttribute(shader, "color");
attributes.normal = getShaderAttribute(shader, "normal");
uniforms.projection = getShaderUniform(shader, "projection");
uniforms.view = getShaderUniform(shader, "view");
uniforms.model = getShaderUniform(shader, "model");
printf("3d shader compiled.\n");
}
void Renderer3d::render(Camera3d* camera) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
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, camera->projection);
setShaderMat4(uniforms.view, camera->view);
}
void Renderer3d::unload() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDeleteProgram(shader);
}
void Mesh3d::load(Vertex3d* inVertices, uint32 inNumVertices, uint32* inIndices, uint32 inNumIndices, Renderer3d* renderer) {
numIndices = inNumIndices;
useShader(renderer->shader);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Vertex3d), &inVertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, inNumIndices * sizeof(uint32), &inIndices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(renderer->attributes.position);
glVertexAttribPointer(renderer->attributes.position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)0);
glEnableVertexAttribArray(renderer->attributes.normal);
glVertexAttribPointer(renderer->attributes.normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, normal));
glEnableVertexAttribArray(renderer->attributes.color);
glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Mesh3d::render(Renderer3d* renderer, GLenum drawType) {
setShaderMat4(renderer->uniforms.model, model);
glBindVertexArray(vao);
glDrawElements(drawType, numIndices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void Mesh3d::unload() {
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
}
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