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void clear_window(v3 color)
{
glClearColor(color.x, color.y, color.z, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
void begin3d(prge_window_t window, shader_t shader, camera_t camera)
{
f32 aspect_ratio = (f32)window.width/(f32)window.height;
mat4 projection = perspective(camera, aspect_ratio);
mat4 view = camera_get_view_mat(camera);
glUseProgram(shader.id);
shader_set_mat4(shader, SHADER_PROJECTION_MATRIX, projection);
shader_set_mat4(shader, SHADER_VIEW_MATRIX, view);
}
void end3d(void)
{
glUseProgram(0);
}
void begin3d_alpha(prge_window_t window, shader_t shader, camera_t camera)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
begin3d(window, shader, camera);
}
void end3d_alpha(void)
{
end3d();
glDisable(GL_BLEND);
}
void draw_mesh(mesh_t mesh)
{
if (!mesh.vao) {
printf("warning: trying to draw mesh that doesn't have vao\n");
return;
}
glBindVertexArray(mesh.vao);
for (i32 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.nvertices);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
}
void draw_model(shader_t shader, model_t model)
{
mat4 modelmat = apply_transform(model.transform);
for (i32 i = 0; i < model.nmeshes; ++i) {
mat4 meshmat = apply_transform(model.meshes[i].transform);
mat4 resultmat = mat4_mul(modelmat, meshmat);
shader_set_mat4(shader, SHADER_MODEL_MATRIX, resultmat);
draw_mesh(model.meshes[i]);
}
}
void draw_entity(shader_t shader, entity_t entity)
{
v3 position = entity.model.transform.position;
position = v3_add(position, entity.position);
entity.model.transform.position = position;
draw_model(shader, entity.model);
}
void draw_entities(elist_t entities, shader_t shader)
{
for (enode_t *node = entities.first; node; node = node->next)
if (!(node->entity.flags & ENTITY_ALPHA))
draw_entity(shader, node->entity);
}
void draw_entities_alpha(elist_t entities, shader_t shader)
{
for (enode_t *node = entities.first; node; node = node->next)
if (node->entity.flags & ENTITY_ALPHA)
draw_entity(shader, node->entity);
}
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