2016-06-09 05:49:03 +00:00
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#include <Dengine/OpenGL.h>
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2016-06-16 14:14:58 +00:00
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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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2016-06-09 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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2016-06-18 09:12:09 +00:00
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mat4 transMatrix = mat4_translate(entity->pos.x, entity->pos.y, 0.0f);
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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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2016-06-18 09:12:09 +00:00
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mat4 scaleMatrix = mat4_scale(entity->size.x, entity->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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2016-06-17 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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glActiveTexture(GL_TEXTURE0);
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2016-06-17 14:40:40 +00:00
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glBindTexture(GL_TEXTURE_2D, entity->tex->id);
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shader_uniformSet1i(renderer->shader, "tex", 0);
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glCheckError();
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2016-06-18 14:34:20 +00:00
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glBindVertexArray(renderer->vao);
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2016-06-09 05:49:03 +00:00
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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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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