Files
shweets-sim/src/canvas.h

57 lines
1.6 KiB
C++

#pragma once
#ifdef __EMSCRIPTEN__
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
#include "resource/shader.h"
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp>
namespace game
{
class Canvas
{
static constexpr float TEXTURE_VERTICES[] = {0, 0, 0.0f, 0.0f, 1, 0, 1.0f, 0.0f,
1, 1, 1.0f, 1.0f, 0, 1, 0.0f, 1.0f};
static constexpr GLuint TEXTURE_INDICES[] = {0, 1, 2, 2, 3, 0};
static constexpr float RECT_VERTICES[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
static GLuint textureVAO;
static GLuint textureVBO;
static GLuint textureEBO;
static GLuint rectVAO;
static GLuint rectVBO;
static bool isStaticInit;
public:
GLuint fbo{};
GLuint rbo{};
GLuint texture{};
glm::vec2 size{};
bool isDefault{};
Canvas() = default;
Canvas(glm::vec2, bool isDefault = false);
~Canvas();
glm::mat4 transform_get() const;
glm::mat4 view_get() const;
glm::mat4 projection_get() const;
void texture_render(resource::Shader&, GLuint, glm::mat4&, glm::vec4 = glm::vec4(1.0f), glm::vec3 = {},
float* = (float*)TEXTURE_VERTICES) const;
void rect_render(resource::Shader&, glm::mat4&, glm::vec4 = glm::vec4(0, 0, 1, 1)) const;
void render(resource::Shader&, glm::mat4&, glm::vec4 = glm::vec4(1.0f), glm::vec3 = {}) const;
void bind() const;
void unbind() const;
void clear(glm::vec4 color = glm::vec4(0, 0, 0, 1)) const;
bool is_valid() const;
};
}