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-rw-r--r--src/renderer/render.c41
1 files changed, 33 insertions, 8 deletions
diff --git a/src/renderer/render.c b/src/renderer/render.c
index d9b45cf..83011f8 100644
--- a/src/renderer/render.c
+++ b/src/renderer/render.c
@@ -4,6 +4,7 @@
#include "animation.h"
#include "maths_types.h"
#include "mem.h"
+#include "transform_hierarchy.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
@@ -113,7 +114,31 @@ void model_destroy(model* model) {
}
}
-void draw_model(renderer* ren, camera* camera, model* model, transform tf, scene* scene) {
+typedef struct draw_ctx {
+ model_darray* models;
+ renderer* ren;
+ camera* cam;
+ scene* scene;
+} draw_ctx;
+bool draw_scene_node(transform_node* node, void* ctx_data) {
+ if (!node || !node->parent) return true;
+ draw_ctx* ctx = ctx_data;
+ model* m = &ctx->models->data[node->model.raw];
+ draw_model(ctx->ren, ctx->cam, m, &node->world_matrix_tf, ctx->scene);
+ return true;
+}
+
+void draw_scene(arena* frame, model_darray* models, renderer* ren, camera* camera,
+ transform_hierarchy* tfh, scene* scene) {
+ draw_ctx* ctx = arena_alloc(frame, sizeof(draw_ctx));
+ ctx->models = models;
+ ctx->ren = ren;
+ ctx->cam = camera;
+ ctx->scene = scene;
+ transform_hierarchy_dfs(transform_hierarchy_root_node(tfh), draw_scene_node, true, ctx);
+}
+
+void draw_model(renderer* ren, camera* camera, model* model, mat4* model_tf, scene* scene) {
// TRACE("Drawing model: %s", model->name);
mat4 view;
mat4 proj;
@@ -136,11 +161,11 @@ void draw_model(renderer* ren, camera* camera, model* model, transform tf, scene
}
// TRACE("Drawing mesh %d", i);
material* mat = &model->materials->data[m->material_index];
- draw_mesh(ren, m, tf, mat, &view, &proj);
+ draw_mesh(ren, m, model_tf, mat, &view, &proj);
}
}
-void draw_mesh(renderer* ren, mesh* mesh, transform tf, material* mat, mat4* view, mat4* proj) {
+void draw_mesh(renderer* ren, mesh* mesh, mat4* model_tf, material* mat, mat4* view, mat4* proj) {
shader lighting_shader = ren->blinn_phong;
// bind buffer
@@ -152,12 +177,12 @@ void draw_mesh(renderer* ren, mesh* mesh, transform tf, material* mat, mat4* vie
uniform_f32(lighting_shader.program_id, "material.shininess", 32.);
// upload model transform
- mat4 trans = mat4_translation(tf.position);
- mat4 rot = mat4_rotation(tf.rotation);
- mat4 scale = mat4_scale(tf.scale);
- mat4 model_tf = mat4_mult(trans, mat4_mult(rot, scale));
+ // mat4 trans = mat4_translation(tf.position);
+ // mat4 rot = mat4_rotation(tf.rotation);
+ // mat4 scale = mat4_scale(tf.scale);
+ // mat4 model_tf = mat4_mult(trans, mat4_mult(rot, scale));
- uniform_mat4f(lighting_shader.program_id, "model", &model_tf);
+ uniform_mat4f(lighting_shader.program_id, "model", model_tf);
// upload view & projection matrices
uniform_mat4f(lighting_shader.program_id, "view", view);
uniform_mat4f(lighting_shader.program_id, "projection", proj);