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dgk_3dobject.c
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dgk_3dobject.c
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#include "dgk_3dobject.h"
#include "glad.h"
#include "d_memory.h"
#include "d_ml.h"
#include "dgk_shader.h"
#include "d_logger.h"
typedef struct _dgk_3dobject {
void (*render)(DGK3DObject* object);
DGKShader* shader;
DGKTexture* texture0;
GLuint vbo_vertex_array;
GLuint vbo_element_array;
} DGK3DObject;
typedef struct _dgk_sprite {
DGK3DObject object;
float posx;
float posy;
float w;
float h;
} DGKSprite;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
struct sprite_mesh {
boolean has_been_initalised;
GLuint vbo_vertex_array;
GLuint vbo_element_array;
} g_sprite_mesh = {FALSE, 0, 0};
void dgk_3dobject_render(DGK3DObject* object) {
dgk_shader_bind(object->shader);
object->render(object);
}
void dgk_3dobject_set_texture(DGK3DObject* object, DGKTexture* texture){
object->texture0 = texture;
}
void sprite_render(DGK3DObject* object) {
glBindBuffer(GL_ARRAY_BUFFER, g_sprite_mesh.vbo_vertex_array);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sprite_mesh.vbo_element_array);
DGKSprite* sprite = (DGKSprite*)object;
mat4 mvp = { 2 * ( sprite->w),0,0,0,
0,2*(sprite->h),0,0,
0,0,0,0,
-1 + 2 * sprite->posx, 1 - 2 * sprite->posy,0,1 };
glUniformMatrix4fv(0, 1, GL_FALSE, (float*) mvp);
glActiveTexture(GL_TEXTURE0);
dgk_texture_bind(object->texture0);
glUniform1i(1, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), BUFFER_OFFSET(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), BUFFER_OFFSET(3 * sizeof(GLfloat)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
}
void sprite_init_global_mesh() {
if ( g_sprite_mesh.has_been_initalised == TRUE){
DLOGW("Sprite global mesh has already been initialized");
return;
}
glGenBuffers(1, &g_sprite_mesh.vbo_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, g_sprite_mesh.vbo_vertex_array);
GLfloat vertex_array[] = {0, 0, 0, 0 , 0,
1, 0, 0, 1 , 0,
1, -1, 0, 1 , 1,
0, -1, 0 , 0 , 1} ;
glBufferData(GL_ARRAY_BUFFER, sizeof (vertex_array), vertex_array, GL_STATIC_DRAW);
glGenBuffers(1, &g_sprite_mesh.vbo_element_array);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sprite_mesh.vbo_element_array);
GLushort element_array[] = {0, 3, 2, 0, 2, 1};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof (element_array), element_array, GL_STATIC_DRAW);
g_sprite_mesh.has_been_initalised = TRUE;
}
DGKSprite* dgk_sprite_new() {
if (g_sprite_mesh.has_been_initalised == FALSE)
sprite_init_global_mesh();
DGKSprite* new_sprite = d_malloc(sizeof (DGKSprite));
new_sprite->posx = 0;
new_sprite->posy = 0;
new_sprite->w = 0;
new_sprite->h = 0;
new_sprite->object.render = sprite_render;
new_sprite->object.shader = dgk_shader_pool_get_builtin_shader(DGKSHADER_BUILTIN_SPRITE);
return new_sprite;
}
void dgk_sprite_set_position(DGKSprite* sprite, float posx, float posy){
sprite->posx = posx;
sprite->posy = posy;
}
void dgk_sprite_set_size(DGKSprite* sprite, float w, float h){
sprite->w = w;
sprite->h = h;
}