Added camera, use MVP.
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62
camera.odin
Normal file
62
camera.odin
Normal file
@@ -0,0 +1,62 @@
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package renderer
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import "core:math/linalg"
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Camera :: struct {
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position: [3]f32,
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forward, up: [3]f32,
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fov: f32,
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near, far: f32,
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yaw, pitch: f32,
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}
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create_camera :: proc(renderer: ^Renderer, position: [3]f32, forward, up: [3]f32, fov, near, far: f32) -> Camera {
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c: Camera
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c.position = position
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c.forward = forward
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c.up = up
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c.fov = fov
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c.near = near
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c.far = far
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assert(c.forward != {})
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assert(c.up != {})
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assert(fov > 0)
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assert(near > 0)
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assert(far > 0)
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return c
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}
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get_camera_view_matrix :: proc(camera: ^Camera) -> (linalg.Matrix4f32, bool) {
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if camera == nil {
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return {}, false
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}
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center := camera.position + camera.forward
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view_matrix := linalg.identity(linalg.Matrix4x4f32)
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view_matrix *= linalg.matrix4_look_at_f32(camera.position, center, camera.up)
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return view_matrix, true
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}
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get_camera_projection_matrix :: proc(renderer: ^Renderer, camera: ^Camera) -> (linalg.Matrix4f32, bool) {
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if camera == nil {
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return {}, false
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}
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projection_matrix := linalg.identity(linalg.Matrix4x4f32)
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projection_matrix *= linalg.matrix4_perspective(camera.fov, get_aspect_ratio(renderer), camera.near, camera.far)
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return projection_matrix, true
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}
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set_active_camera :: proc(renderer: ^Renderer, camera: ^Camera) {
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renderer.active_camera = camera
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}
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get_active_camera :: proc(renderer: ^Renderer) -> ^Camera {
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return renderer.active_camera
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}
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@@ -8,6 +8,9 @@ Pass :: struct {
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name: string,
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clear_color: RGB_Color,
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should_test_depth: bool,
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should_clear_depth: bool,
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draw_commands: [MAX_DRAW_COMMANDS_PER_PASS]Draw_Command,
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draw_command_count: u32,
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}
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@@ -15,12 +15,21 @@ Renderer :: struct {
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backend: rawptr,
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pipeline: Pipeline,
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active_camera: ^Camera,
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}
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Viewport :: struct {
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x, y, width, height: u16,
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}
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get_aspect_ratio :: proc(renderer: ^Renderer) -> f32 {
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assert(renderer != nil)
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viewport := &renderer.viewport
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return f32(viewport.width) / f32(viewport.height)
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}
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RGB_Color :: [3]u8
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RGBA_Color :: [4]u8
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@@ -46,7 +55,7 @@ create :: proc(surface_ptr: rawptr) -> (^Renderer, bool) {
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}
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set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
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fmt.printfln("Setting viewport to %v:%v, %vx%v.", x, y, width, height)
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log.infof("Setting viewport to %v:%v, %vx%v.", x, y, width, height)
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renderer.viewport = {
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x = x,
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@@ -66,39 +75,50 @@ set_viewport :: proc(renderer: ^Renderer, x, y, width, height: u16) {
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}
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}
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@(private="file") clear_screen :: proc(renderer: ^Renderer) { // TODO: SS - Add options here to say if you want to clear depth or not, for example.
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@(private="file") clear_screen :: proc(renderer: ^Renderer, clear_depth: bool) {
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when RENDER_BACKEND_OPENGL {
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opengl_clear_screen(renderer)
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opengl_clear_screen(renderer, clear_depth)
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}
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}
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render_frame :: proc(renderer: ^Renderer) {
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if renderer.active_camera == nil {
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fmt.printfln("No active camera!")
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return
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}
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view_matrix, view_matrix_ok := get_camera_view_matrix(renderer.active_camera)
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assert(view_matrix_ok)
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projection_matrix, projection_matrix_ok := get_camera_projection_matrix(renderer, renderer.active_camera)
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assert(projection_matrix_ok)
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pipeline := &renderer.pipeline
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for i in 0 ..< pipeline.amount_of_passes {
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pass := pipeline.passes[i]
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set_clear_color(renderer, pass.clear_color)
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clear_screen(renderer)
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clear_screen(renderer, pass.should_clear_depth)
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enable_depth_testing(renderer, pass.should_test_depth)
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for i in 0..<pass.draw_command_count {
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command := &pass.draw_commands[i]
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transform := linalg.identity(linalg.Matrix4x4f32)
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model_matrix := linalg.identity(linalg.Matrix4x4f32)
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scale := linalg.matrix4_scale(command.scale)
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rotation := linalg.matrix4_rotate(0, [3]f32 { 0, 0, 1 })
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rotation := linalg.matrix4_rotate(linalg.to_radians(f32(0.0)), [3]f32 { 1, 0, 0 })
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translation := linalg.matrix4_translate(command.position)
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// Scale.
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transform *= scale
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model_matrix *= scale
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// Rotate.
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transform *= rotation
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model_matrix *= rotation
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// Translate.
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transform *= translation
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model_matrix *= translation
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activate_material(&command.material, transform)
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activate_material(&command.material, model_matrix, view_matrix, projection_matrix)
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draw_mesh(&command.mesh)
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}
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@@ -112,6 +132,8 @@ render_frame :: proc(renderer: ^Renderer) {
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when RENDER_BACKEND_OPENGL {
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opengl_swap_buffers(renderer)
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}
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clear_screen(renderer, true)
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}
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destroy :: proc(renderer: ^Renderer) {
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@@ -123,11 +145,11 @@ destroy :: proc(renderer: ^Renderer) {
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free(renderer)
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}
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@(private) activate_material :: proc(material: ^Material, transform: linalg.Matrix4x4f32) {
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@(private) activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
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assert(material != nil)
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when RENDER_BACKEND_OPENGL {
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opengl_activate_material(material, transform)
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opengl_activate_material(material, model_matrix, view_matrix, projection_matrix)
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}
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}
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@@ -138,3 +160,9 @@ destroy :: proc(renderer: ^Renderer) {
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opengl_draw_mesh(mesh)
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}
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}
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@(private) enable_depth_testing :: proc(renderer: ^Renderer, enable: bool) {
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when RENDER_BACKEND_OPENGL {
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opengl_enable_depth_testing(renderer, true)
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}
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}
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@@ -84,8 +84,6 @@ when RENDER_BACKEND_OPENGL {
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opengl_viewport_changed :: proc(renderer: ^Renderer) {
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opengl_clear_screen(renderer)
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gl.Viewport(
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i32(renderer.viewport.x),
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i32(renderer.viewport.y),
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@@ -103,13 +101,18 @@ when RENDER_BACKEND_OPENGL {
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)
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}
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opengl_clear_screen :: proc(renderer: ^Renderer) {
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gl.Clear(gl.COLOR_BUFFER_BIT)
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opengl_clear_screen :: proc(renderer: ^Renderer, clear_depth: bool) {
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mask := u32(gl.COLOR_BUFFER_BIT)
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if clear_depth {
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gl.ClearDepth(1.0)
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mask |= gl.DEPTH_BUFFER_BIT
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}
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gl.Clear(mask)
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}
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opengl_swap_buffers :: proc(renderer: ^Renderer) {
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win.SwapBuffers(backend.hdc)
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opengl_clear_screen(renderer)
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}
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opengl_destroy :: proc(renderer: ^Renderer) {
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@@ -239,15 +242,23 @@ when RENDER_BACKEND_OPENGL {
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gl.DeleteProgram(shader_program.backend.handle)
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}
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opengl_activate_material :: proc(material: ^Material, transform: linalg.Matrix4x4f32) {
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opengl_activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
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gl.UseProgram(material.shader_program.backend.handle)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
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transform_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_transform")
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transform_as_f32_array := transmute([16]f32)(transform)
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gl.UniformMatrix4fv(transform_loc, 1, false, &transform_as_f32_array[0])
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model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix")
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model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
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gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
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view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix")
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view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
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gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
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projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix")
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projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
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gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
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}
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opengl_draw_mesh :: proc(mesh: ^Mesh) {
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@@ -322,6 +333,15 @@ when RENDER_BACKEND_OPENGL {
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}
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opengl_delete_texture :: proc(renderer: ^Renderer, t: ^Texture) {
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gl.DeleteTextures(1, &t.backend.handle)
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}
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opengl_enable_depth_testing :: proc(renderer: ^Renderer, enable: bool) {
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if enable {
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gl.Enable(gl.DEPTH_TEST)
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}
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else {
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gl.Disable(gl.DEPTH_TEST)
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}
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}
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}
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