diff options
Diffstat (limited to '07-july/src/renderer/renderer.c')
| -rw-r--r-- | 07-july/src/renderer/renderer.c | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/07-july/src/renderer/renderer.c b/07-july/src/renderer/renderer.c new file mode 100644 index 0000000..5b8638c --- /dev/null +++ b/07-july/src/renderer/renderer.c @@ -0,0 +1,98 @@ +#include "renderer.h" +#include <string.h> + +static const int MAX_LIGHTS = 4; + +void Render_Init() +{ + +} + +void Render_LoadLights(Shader_Layout *layout, light_t *lights, int n) +{ + vec3_t light_positions[MAX_LIGHTS]; + color_t light_colors[MAX_LIGHTS]; + vec3_t attenuation[MAX_LIGHTS]; + + light_t defaultLight = { {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f} }; + + int i; + for(i = 0; i < MAX_LIGHTS; i++) + { + if(i < MAX_LIGHTS) + { + light_positions[i] = lights[i].position; + light_colors[i] = lights[i].color; + attenuation[i] = lights[i].attenuation; + } + else + { + light_positions[i] = defaultLight.position; + light_colors[i] = defaultLight.color; + attenuation[i] = defaultLight.attenuation; + } + + } + + glUniform3fv(layout->lightPosition, MAX_LIGHTS, (float*)light_positions); + glUniform4fv(layout->lightColor, MAX_LIGHTS, (float*)light_colors); + glUniform3fv(layout->lightAttenuation, MAX_LIGHTS, (float*)attenuation); + +} + +void Render_DrawEntity(Shader_Layout *layout, mat4_t *projectedViewMatrix, entity_t *entity) +{ + glBindVertexArray(entity->shape->vao); + + /*We need the model to world matrix in our shader in order to rotate the normals*/ + mat4_t modelTransform = Entity_GetModelTransform(entity); + glUniformMatrix4fv(layout->modelToWorld, 1, GL_FALSE, modelTransform.data); + + mat4_t totalMatrix = mat4_mul(projectedViewMatrix, &modelTransform); + glUniformMatrix4fv(layout->totalTransform, 1, GL_FALSE, totalMatrix.data); + + glActiveTexture(GL_TEXTURE0); + glUniform1i(layout->Texture, 0); + Texture_Bind(entity->texture); + + glDrawElements(GL_TRIANGLES, entity->shape->num_indices, GL_UNSIGNED_SHORT, NULL); + glBindVertexArray(0); +} + +void Render_DrawTerrain(Shader_Layout *layout, mat4_t *projectedViewMatrix, terrain_t *terrain) +{ + glBindVertexArray(terrain->shape->vao); + + /* We need the model to world matrix in our shader in order to rotate the normals */ + mat4_t modelTransform = mat4_translate(&terrain->position); + glUniformMatrix4fv(layout->modelToWorld, 1, GL_FALSE, modelTransform.data); + + mat4_t totalMatrix = mat4_mul(projectedViewMatrix, &modelTransform); + glUniformMatrix4fv(layout->totalTransform, 1, GL_FALSE, totalMatrix.data); + + glUniform1i(layout->Texture_Background, 0); + glUniform1i(layout->Texture_R, 1); + glUniform1i(layout->Texture_G, 2); + glUniform1i(layout->Texture_B, 3); + glUniform1i(layout->Texture_BlendMap, 4); + + glActiveTexture(GL_TEXTURE0); + Texture_Bind(terrain->textures.texture[0]); + glActiveTexture(GL_TEXTURE1); + Texture_Bind(terrain->textures.texture[1]); + glActiveTexture(GL_TEXTURE2); + Texture_Bind(terrain->textures.texture[2]); + glActiveTexture(GL_TEXTURE3); + Texture_Bind(terrain->textures.texture[3]); + glActiveTexture(GL_TEXTURE4); + Texture_Bind(terrain->blendmap); + + glDrawElements(GL_TRIANGLES, terrain->shape->num_indices, GL_UNSIGNED_SHORT, NULL); + + glBindVertexArray(0); +} + +void Render_Quit() +{ + +} |
