#include #include 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) { 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); mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix)); //mat4 model = mat4_mul(transMatrix, rotateMatrix); shader_uniformSetMat4fv(renderer->shader, "model", model); glCheckError(); // 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); } glBindVertexArray(renderer->vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); glCheckError(); }