Dengine/src/Renderer.c

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