-
Notifications
You must be signed in to change notification settings - Fork 7
Expand file tree
/
Copy pathrenderer2d.cpp
More file actions
154 lines (130 loc) · 4.86 KB
/
renderer2d.cpp
File metadata and controls
154 lines (130 loc) · 4.86 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
#include <glm/glm.hpp>
#include <fea/rendering/renderer2d.hpp>
#include <fea/rendering/drawable2d.hpp>
#include <fea/rendering/projection.hpp>
#include <fea/rendering/defaultshader.hpp>
#include <fea/assert.hpp>
#include <sstream>
namespace fea
{
Renderer2D::Renderer2D(const Viewport& viewport) : mCurrentBlendMode(ALPHA)
{
#ifdef EMSCRIPTEN
#else
auto glStatus = feaogl_LoadFunctions();
FEA_ASSERT(glStatus != feaogl_LOAD_FAILED, "Could not initialize the renderer! Make sure there is a valid OpenGL context!");
#endif
//glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mDefaultTexture.create({16, 16}, fea::Color(1.0f, 1.0f, 1.0f));
mDefaultShader.setSource(DefaultShader::vertexSource, DefaultShader::fragmentSource);
mDefaultShader.compile();
setViewport(viewport);
}
void Renderer2D::clear(const Color& color)
{
if(mClearColor != color)
{
glClearColor(color.rAsFloat(), color.gAsFloat(), color.bAsFloat(), 0.0f);
mClearColor = color;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Renderer2D::clear(const RenderTarget& target, const Color& color)
{
if(mClearColor != color)
{
glClearColor(color.rAsFloat(), color.gAsFloat(), color.bAsFloat(), 0.0f);
mClearColor = color;
}
glBindFramebuffer(GL_FRAMEBUFFER, target.getId());
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer2D::render()
{
render(mDefaultShader);
}
void Renderer2D::render(const RenderTarget& target)
{
render(target, mDefaultShader);
}
void Renderer2D::render(const Shader& shader)
{
shader.activate();
shader.setUniform(Uniform("camPosition", VEC2, mCurrentViewport.getCamera().getPosition()));
shader.setUniform(Uniform( "camZoom", VEC2, mCurrentViewport.getCamera().getZoom()));
glm::mat2x2 camRot = mCurrentViewport.getCamera().getRotationMatrix();
shader.setUniform(Uniform("camRotation", MAT2X2, camRot));
glm::vec2 halfViewSize = glm::vec2((float)mCurrentViewport.getSize().x / 2.0f, (float)mCurrentViewport.getSize().y / 2.0f);
shader.setUniform(Uniform("halfViewSize", VEC2, halfViewSize));
shader.setUniform(Uniform("projection", MAT4X4, mProjection));
GLuint defaultTextureId = mDefaultTexture.getId();
for(auto& renderOperation : mRenderQueue)
{
shader.setUniform(Uniform("texture", TEXTURE, defaultTextureId)); //may be overriden
setBlendModeGl(renderOperation.mBlendMode);
for(auto& uniform : renderOperation.mUniforms)
{
shader.setUniform(uniform);
}
for(auto& vertexAttribute : renderOperation.mVertexAttributes)
{
shader.setVertexAttribute(vertexAttribute.mName, vertexAttribute.mAttributeFloatAmount, vertexAttribute.mData.data());
}
glDrawArrays(renderOperation.mDrawMode, 0, renderOperation.mElementAmount);
}
setBlendMode(ALPHA);
shader.deactivate();
mRenderQueue.clear();
}
void Renderer2D::render(const RenderTarget& target, const Shader& shader)
{
glBindFramebuffer(GL_FRAMEBUFFER, target.getId());
render(shader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer2D::setViewport(const Viewport& viewport)
{
mCurrentViewport = viewport;
const glm::uvec2& viewSize = viewport.getSize();
const glm::ivec2& viewPos = viewport.getPosition();
glViewport(viewPos.x, viewPos.y, (GLsizei)viewSize.x, (GLsizei)viewSize.y);
Projection proj;
mProjection = proj.createOrthoProjection(0.0f, (GLfloat)viewSize.x, 0.0f, (GLfloat)viewSize.y, 0.000000001f, 100.0f);
}
Viewport& Renderer2D::getViewport()
{
return mCurrentViewport;
}
void Renderer2D::setBlendMode(BlendMode mode)
{
mCurrentBlendMode = mode;
}
void Renderer2D::setBlendModeGl(BlendMode mode)
{
switch(mode)
{
case NONE:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case ALPHA:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case ADD:
glBlendFunc(GL_ONE, GL_ONE);
break;
case MULTIPLY:
glBlendFunc(GL_DST_COLOR, GL_ZERO);
break;
case MULTIPLY2X:
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
break;
default:
glBlendFunc(GL_ONE, GL_ZERO);
break;
}
}
}