Added translations.

This commit is contained in:
2025-11-26 11:32:12 +01:00
parent d987f31769
commit bd62b8a528
3 changed files with 29 additions and 5 deletions

View File

@@ -15,6 +15,9 @@ Pass :: struct {
Draw_Command :: struct {
mesh: Mesh,
material: Material,
position: [3]f32,
scale: [3]f32,
// TODO: SS - Add rotation.
}
add_command_to_pass :: proc(pass: ^Pass, command: Draw_Command) -> bool {

View File

@@ -1,5 +1,6 @@
package renderer
import "core:math/linalg"
import "core:fmt"
import "core:log"
@@ -81,8 +82,23 @@ render_frame :: proc(renderer: ^Renderer) {
for i in 0..<pass.draw_command_count {
command := &pass.draw_commands[i]
transform := linalg.identity(linalg.Matrix4x4f32)
activate_material(&command.material)
scale := linalg.matrix4_scale(command.scale)
rotation := linalg.matrix4_rotate(0, [3]f32 { 0, 0, 1 })
translation := linalg.matrix4_translate(command.position)
// Scale.
transform *= scale
// Rotate.
transform *= rotation
// Translate.
transform *= translation
activate_material(&command.material, transform)
draw_mesh(&command.mesh)
}
@@ -107,11 +123,11 @@ destroy :: proc(renderer: ^Renderer) {
free(renderer)
}
@(private) activate_material :: proc(material: ^Material) {
@(private) activate_material :: proc(material: ^Material, transform: linalg.Matrix4x4f32) {
assert(material != nil)
when RENDER_BACKEND_OPENGL {
opengl_activate_material(material)
opengl_activate_material(material, transform)
}
}

View File

@@ -1,6 +1,7 @@
#+private
package renderer
import "core:math/linalg"
import "core:bytes"
import "core:slice"
import "core:image"
@@ -238,11 +239,15 @@ when RENDER_BACKEND_OPENGL {
gl.DeleteProgram(shader_program.backend.handle)
}
opengl_activate_material :: proc(material: ^Material) {
opengl_activate_material :: proc(material: ^Material, transform: linalg.Matrix4x4f32) {
gl.UseProgram(material.shader_program.backend.handle)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
transform_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_transform")
transform_as_f32_array := transmute([16]f32)(transform)
gl.UniformMatrix4fv(transform_loc, 1, false, &transform_as_f32_array[0])
}
opengl_draw_mesh :: proc(mesh: ^Mesh) {