2016-06-28 06:00:03 +00:00
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#include "Dengine/OpenGL.h"
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#include "Dengine/Renderer.h"
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2016-06-09 05:49:03 +00:00
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2016-06-18 09:12:09 +00:00
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void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
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2016-06-25 11:23:15 +00:00
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{
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renderer_object(renderer, entity->pos, entity->size, rotate, color,
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entity->tex);
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}
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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Texture *tex)
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2016-06-09 05:49:03 +00:00
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{
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2016-06-17 14:40:40 +00:00
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shader_use(renderer->shader);
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2016-06-25 11:23:15 +00:00
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mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
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2016-06-18 09:12:09 +00:00
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mat4 rotateMatrix = mat4_rotate(rotate, 0.0f, 0.0f, 1.0f);
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2016-06-23 11:34:38 +00:00
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2016-06-13 14:51:14 +00:00
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// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
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2016-06-23 11:34:38 +00:00
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// TODO(doyle): We should have a notion of hitbox size and texture size
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// we're going to render so we can draw textures that may be bigger than the
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// entity, (slightly) but keep a consistent bounding box
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2016-06-25 11:23:15 +00:00
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mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
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2016-06-09 05:49:03 +00:00
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2016-06-18 09:12:09 +00:00
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mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
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2016-06-27 16:28:57 +00:00
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//mat4 model = mat4_mul(transMatrix, rotateMatrix);
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2016-06-17 14:40:40 +00:00
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shader_uniformSetMat4fv(renderer->shader, "model", model);
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glCheckError();
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2016-06-09 05:49:03 +00:00
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// TODO(doyle): Unimplemented
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// this->shader->uniformSetVec3f("spriteColor", color);
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2016-06-29 14:14:07 +00:00
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#if 1
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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glBindVertexArray(0);
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#endif
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2016-06-09 05:49:03 +00:00
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glActiveTexture(GL_TEXTURE0);
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2016-06-25 11:23:15 +00:00
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if (tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex->id);
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shader_uniformSet1i(renderer->shader, "tex", 0);
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}
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2016-06-17 14:40:40 +00:00
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2016-06-18 14:34:20 +00:00
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glBindVertexArray(renderer->vao);
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2016-06-27 16:28:57 +00:00
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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2016-06-09 05:49:03 +00:00
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glBindVertexArray(0);
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2016-06-25 09:12:25 +00:00
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2016-06-29 14:14:07 +00:00
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2016-06-25 09:12:25 +00:00
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glBindTexture(GL_TEXTURE_2D, 0);
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2016-06-17 14:40:40 +00:00
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glCheckError();
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2016-06-09 05:49:03 +00:00
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}
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2016-06-29 10:44:35 +00:00
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RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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Texture *tex)
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{
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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RenderQuad result = {0};
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v4 quadRectNdc = quadRect;
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quadRectNdc.e[0] *= renderer->vertexNdcFactor.w;
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quadRectNdc.e[1] *= renderer->vertexNdcFactor.h;
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quadRectNdc.e[2] *= renderer->vertexNdcFactor.w;
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quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
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v2 texNdcFactor = V2(1.0f / tex->width, 1.0f / tex->height);
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v4 texRectNdc = texRect;
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texRectNdc.e[0] *= texNdcFactor.w;
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texRectNdc.e[1] *= texNdcFactor.h;
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texRectNdc.e[2] *= texNdcFactor.w;
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texRectNdc.e[3] *= texNdcFactor.h;
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result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x, texRectNdc.y); // Top left
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result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x, texRectNdc.w); // Bottom left
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result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z, texRectNdc.y); // Top right
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result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z, texRectNdc.w); // Bottom right
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return result;
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}
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