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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() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDeleteProgram(shader);
}
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