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