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#include "sprite.h"
#include "shader.h"
sprite_renderer_t init_renderer(u32 shader)
{
sprite_renderer_t renderer = {0};
renderer.shader = shader;
f32 vertices[] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f
};
u32 vao, vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, 0, 4 * sizeof(f32), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
renderer.vao = vao;
return renderer;
}
void render_sprite(sprite_renderer_t renderer, u32 texture, v2 pos, v2 size, f32 rotate, v3 color)
{
glUseProgram(renderer.shader);
mat model = mat_identity;
model = scale_mat(model, (v3){size.x, size.y, 0.0f});
model = translate_mat(model, (v3){-0.5f * size.x, -0.5f * size.y, 0.0f});
model = rotate_mat(model, (v3){0.0f, 0.0f, rotate});
model = translate_mat(model, (v3){0.5f * size.x, 0.5f * size.y, 0.0f});
model = translate_mat(model, (v3){pos.x, pos.y, 0.0f});
uniform_mat(renderer.shader, "model", model);
uniform_v3(renderer.shader, "color", color);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(renderer.vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
}
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