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#include "Renderer.h"
#include <wx/msgdlg.h>
#include <wx/string.h>
#include <fstream>
#include <sstream>
#include <string>
void GLClearError()
{
while (glGetError() != GL_NO_ERROR);
}
bool GLCheckError()
{
while (GLenum error = glGetError())
{
wxMessageBox(wxString::Format("[OpenGL error (%X)]", error));
return false;
}
return true;
}
void Renderer::Draw(const VertexArray& va, const IndexBuffer& ib, const Shader& shader) const
{
// Set shader
shader.Bind();
//shader.SetUniform4f("u_Color", colourVec4[0], colourVec4[1], colourVec4[2], colourVec4[3]);
// Bind vertex array object
va.Bind();
// Bind index buffer
ib.Bind();
GLCall(glDrawElements(GL_TRIANGLES, ib.GetCount(), GL_UNSIGNED_INT, nullptr));
}
void Renderer::Clear()
{
GLCall(glClear(GL_COLOR_BUFFER_BIT));
}
void Renderer::Ortho2D(float* mat, float left, float right, float bottom, float top)
{
// this is basically from
// http://en.wikipedia.org/wiki/Orthographic_projection_(geometry)
const float zNear = -1.0f;
const float zFar = 1.0f;
const float inv_z = 1.0f / (zFar - zNear);
const float inv_y = 1.0f / (top - bottom);
const float inv_x = 1.0f / (right - left);
//first column
*mat++ = (2.0f * inv_x);
*mat++ = (0.0f);
*mat++ = (0.0f);
*mat++ = (0.0f);
//second
*mat++ = (0.0f);
*mat++ = (2.0 * inv_y);
*mat++ = (0.0f);
*mat++ = (0.0f);
//third
*mat++ = (0.0f);
*mat++ = (0.0f);
*mat++ = (-2.0f * inv_z);
*mat++ = (0.0f);
//fourth
*mat++ = (-(right + left) * inv_x);
*mat++ = (-(top + bottom) * inv_y);
*mat++ = (-(zFar + zNear) * inv_z);
*mat++ = (1.0f);
}
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