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-rw-r--r--prge_draw.c78
1 files changed, 0 insertions, 78 deletions
diff --git a/prge_draw.c b/prge_draw.c
deleted file mode 100644
index 4228d68..0000000
--- a/prge_draw.c
+++ /dev/null
@@ -1,78 +0,0 @@
-void clear_window(PRGEWindow wnd, V3 clear_color)
-{
- glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-}
-
-void begin3d(PRGEWindow wnd, Shader shader, Camera camera)
-{
- F32 ar;
- MAT4 proj, view;
-
- ar = (F32)wnd.w/(F32)wnd.h;
- proj = camera_persp(camera, ar);
- view = getfpviewmat(&camera);
-
- glUseProgram(shader.id);
-
- setmat4fv(shader.id, PRGE_SHADER_PROJ_MAT, proj);
- setmat4fv(shader.id, PRGE_SHADER_VIEW_MAT, view);
-}
-
-void end3d(void)
-{
- glUseProgram(0);
-}
-
-void begin3d_alpha(PRGEWindow wnd, Shader shader, Camera camera)
-{
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- begin3d(wnd, shader, camera);
-}
-
-void end3d_alpha(void)
-{
- end3d();
- glDisable(GL_BLEND);
-}
-
-void draw_mesh(Mesh mesh)
-{
- S32 i;
-
- ASSERT(mesh.vao);
-
- glBindVertexArray(mesh.vao);
-
- for (i = 0; i < mesh.ntextures; i++) {
- glActiveTexture(GL_TEXTURE0+i);
- glBindTexture(GL_TEXTURE_2D, mesh.textures[i].id);
- }
-
- if (mesh.ebo)
- glDrawElements(GL_TRIANGLES, mesh.nindices, GL_UNSIGNED_INT, 0);
- else
- glDrawArrays(GL_TRIANGLES, 0, mesh.nverts);
-
- glBindVertexArray(0);
-}
-
-void draw_model(Shader shader, Model model)
-{
- MAT4 modelm,
- meshm,
- resm;
- S32 i;
-
- modelm = rotatemat4(MAT4_IDENTITY, model.rotate);
- modelm = translmat4(modelm, model.origin);
- for (i = 0; i < model.nmeshes; i++) {
- meshm = rotatemat4(MAT4_IDENTITY, model.meshes[i].rotate);
- meshm = translmat4(meshm, model.meshes[i].origin);
- resm = mulmat4(modelm, meshm);
-
- setmat4fv(shader.id, PRGE_SHADER_MODEL_MAT, resm);
- draw_mesh(model.meshes[i]);
- }
-}