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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 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");

	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() {
	glDeleteProgram(shader);
}