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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]);
}
}
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