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authoronelin <oscar@nelin.dk>2025-10-31 23:55:42 +0000
committeronelin <oscar@nelin.dk>2025-11-02 22:07:17 +0000
commitd38deeef3af2316a666f8fc0173940bd769b748e (patch)
tree6e30d4a9eea18daa5705c894f28cd99ff047e8f9 /src/rendering.c
parent6c077751982ea2c7bd2d9262b01b9f8602f80dc8 (diff)
Flatten project structure
This will make it easier to break up the code into smaller chunks again later. One would think doing this seems fun to me at this point.
Diffstat (limited to 'src/rendering.c')
-rw-r--r--src/rendering.c696
1 files changed, 696 insertions, 0 deletions
diff --git a/src/rendering.c b/src/rendering.c
new file mode 100644
index 0000000..54dc7b4
--- /dev/null
+++ b/src/rendering.c
@@ -0,0 +1,696 @@
+#include <stdio.h>
+#include <string.h>
+
+#include <glad/gl.h>
+#include <GLFW/glfw3.h>
+#include <cglm/cam.h>
+#include <cglm/vec2.h>
+#include <cglm/mat4.h>
+
+
+#include <daw/daw.h>
+#include <daw/utils.h>
+#include <daw/rendering.h>
+
+
+/* Extern globals */
+extern Instance* GLOBAL_PLATFORM;
+
+/* Globals */
+#define drawcall_limit (64 * 1024)
+RenderDrawCall drawcalls[drawcall_limit];
+i32 drawcall_len = 0;
+
+usize
+ShaderBufferDataType_size(u16 flags) {
+ const ShaderBufferFlag t = ShaderBuffer_get_data_type(flags);
+ switch (t) {
+ case ShaderBuffer_DataType_nil: return 0;
+ case ShaderBuffer_DataType_f32: return sizeof(f32);
+ case ShaderBuffer_DataType_f64: return sizeof(f64);
+ case ShaderBuffer_DataType_i8: return sizeof(i8);
+ case ShaderBuffer_DataType_i16: return sizeof(i16);
+ case ShaderBuffer_DataType_i32: return sizeof(i32);
+ case ShaderBuffer_DataType_i64: return sizeof(i64);
+ case ShaderBuffer_DataType_u8: return sizeof(u8);
+ case ShaderBuffer_DataType_u16: return sizeof(u16);
+ case ShaderBuffer_DataType_u32: return sizeof(u32);
+ case ShaderBuffer_DataType_u64: return sizeof(u64);
+ default: return 0;
+ }
+}
+
+ShaderBufferFlag ShaderBuffer_get_access_frequency(u64 flags) { return flags & (0b111 << 0); }
+ShaderBufferFlag ShaderBuffer_get_access_type(u64 flags) { return flags & (0b111 << 3); }
+ShaderBufferFlag ShaderBuffer_get_type(u64 flags) { return flags & (0b111 << 6); }
+ShaderBufferFlag ShaderBuffer_get_data_type(u64 flags) { return flags & (0b1111 << 9); }
+
+u32 ShaderBuffer_get_gl_type(u64 flags) {
+ switch(ShaderBuffer_get_type(flags)) {
+ case ShaderBuffer_Type_vertexData:
+ return GL_ARRAY_BUFFER;
+ case ShaderBuffer_Type_vertexPosition:
+ return GL_ARRAY_BUFFER;
+ case ShaderBuffer_Type_vertexIndex:
+ return GL_ELEMENT_ARRAY_BUFFER;
+ default:
+ return GL_ARRAY_BUFFER;
+ }
+}
+
+
+u32 ShaderBuffer_get_gl_accesstype(u64 flags) {
+ switch (ShaderBuffer_get_access_frequency(flags)) {
+ case ShaderBuffer_AccessFrequency_stream:
+ switch (ShaderBuffer_get_access_type(flags)) {
+ case ShaderBuffer_AccessType_draw: return GL_STREAM_DRAW;
+ case ShaderBuffer_AccessType_read: return GL_STREAM_READ;
+ case ShaderBuffer_AccessType_copy: return GL_STREAM_COPY;
+ default: return 0;
+ }
+
+ case ShaderBuffer_AccessFrequency_static:
+ switch (ShaderBuffer_get_access_type(flags)) {
+ case ShaderBuffer_AccessType_draw: return GL_STATIC_DRAW;
+ case ShaderBuffer_AccessType_read: return GL_STATIC_READ;
+ case ShaderBuffer_AccessType_copy: return GL_STATIC_COPY;
+ default: return 0;
+ }
+ case ShaderBuffer_AccessFrequency_dynamic:
+ switch (ShaderBuffer_get_access_type(flags)) {
+ case ShaderBuffer_AccessType_draw: return GL_DYNAMIC_DRAW;
+ case ShaderBuffer_AccessType_read: return GL_DYNAMIC_READ;
+ case ShaderBuffer_AccessType_copy: return GL_DYNAMIC_COPY;
+ default: return 0;
+ }
+ default: return 0;
+ }
+}
+
+ShaderBufferFlag ShaderBuffer_get_gl_datatype(u64 flags) {
+ switch (ShaderBuffer_get_data_type(flags)) {
+ case ShaderBuffer_DataType_nil: return GL_NONE;
+
+ case ShaderBuffer_DataType_f32: return GL_FLOAT;
+ case ShaderBuffer_DataType_f64: return GL_DOUBLE;
+
+ case ShaderBuffer_DataType_i8: return GL_BYTE;
+ case ShaderBuffer_DataType_i16: return GL_SHORT;
+ case ShaderBuffer_DataType_i32: return GL_INT;
+ case ShaderBuffer_DataType_i64: return GL_INT64_ARB;
+
+ case ShaderBuffer_DataType_u8: return GL_UNSIGNED_BYTE;
+ case ShaderBuffer_DataType_u16: return GL_UNSIGNED_SHORT;
+ case ShaderBuffer_DataType_u32: return GL_UNSIGNED_INT;
+ case ShaderBuffer_DataType_u64: return GL_UNSIGNED_INT64_ARB;
+
+ default: return GL_NONE;
+ }
+}
+
+// `RenderBatch` is used for batch rendering. The struct is used as a
+// "management" parent structure to keep track of multiple `RenderObject`s that
+// are put into a final `RenderObject` to render.
+// `RenderObject`s are copied to the internal `models` array, to which the
+// pointer to the copied RenderObject is returned, or NULL if an error occurred.
+// If changes are made to a render object the batch should be refreshed.
+// Renderbatches assumes that all buffer layouts are the same.
+
+// renderbatch_new: Create a new render batch with space for `count` models.
+int renderbatch_new(RenderBatch* renderbatch, usize count) {
+ /* TODO: Make it such that you can add identical models with different
+ * transforms, so you instead of relying on renderobject[n] to copy to the
+ * renderobject we have something like
+ *
+ * model {
+ * renderobj_idx // index in renderobj[n] that this model represents
+ * transform {
+ * size;
+ * pos;
+ * rotation;
+ * };
+ * };
+ *
+ * For this to work we will likely need to extend the shaderbuffer struct to
+ * also hold what type of data the buffer contains, s.t. we can apply the
+ * transformation to only geometry data.
+ *
+ * We'll therefore have both data type and buffer type stored somehow,
+ * maybe like we did the ShaderBufferDataType.
+ * TODO: Also use shaderbuffertype.
+ * */
+ if (renderbatch == NULL) {
+ ERROR("renderbatch was null!");
+ return -1;
+ }
+
+ usize numisnstances = count;
+
+ if (count == 0) {
+ // Just allocate enough for a couple hundred
+ count = 256;
+ numisnstances = count * 4;
+ }
+
+
+ renderbatch->msize = sizeof(RenderObject) * count;
+ renderbatch->mcount = 0;
+ renderbatch->inst_size = sizeof(BatchModelInstance) * numisnstances;
+ renderbatch->inst_count = 0;
+ renderbatch->models = (RenderObject**)calloc(count, sizeof(RenderObject*));
+
+ if (renderbatch->models == NULL) {
+ ERROR("Failed to allocate %lu size of bytes for models array!", sizeof(RenderObject*) * count);
+ return -1;
+ }
+
+ renderbatch->instances = (BatchModelInstance*)calloc(numisnstances, sizeof(BatchModelInstance));
+
+ if (renderbatch->instances == NULL) {
+ ERROR("Failed to allocate %lu size of bytes for batch instances array!", sizeof(BatchModelInstance) * numisnstances);
+ return -1;
+ }
+
+ memset(&(renderbatch->renderobj), 0, sizeof(RenderObject));
+
+ return 0;
+}
+
+// Appends the data in src onto dst. More space for `data` is allocated if
+// necessary, in which case a pointer to the new ShaderBuffer is returned.
+ShaderBuffer* shaderbuffer_cat(ShaderBuffer* dst, ShaderBuffer *restrict src) {
+ if (dst == NULL) {
+ ERROR("dst is null");
+ }
+ else if (src == NULL) {
+ ERROR("src is null");
+ }
+
+ if (ShaderBuffer_get_data_type(dst->buffertype) != ShaderBuffer_get_data_type(src->buffertype)) {
+ ERROR("Failed to concatenate shader buffers, incompatible datatypes: %d != %d", dst->buffertype, src->buffertype);
+ }
+ if (dst->components != src->components) {
+ ERROR("Failed to concatenate shader buffers, incompatible number of components: %d != %d", dst->components, src->components);
+ }
+
+ // Assume that we single-handedly control the pointer to the data, copy and
+ // free the stuff.
+
+ // Verify the size
+ const usize sz_src = src->size_elem * src->count;
+ const usize sz_dst = dst->size_elem * dst->count;
+ if (dst->data == NULL || sz_dst + sz_src >= dst->size) {
+ const usize sz_new = (1 + ((sz_src + sz_dst) / 4096)) * 4096;
+ // Resize dst size
+ dst->data = realloc(dst->data, sz_new);
+ dst->size = sz_new;
+ }
+
+ memcpy(dst->data + sz_dst, src->data, sz_src);
+
+ dst->count += src->count;
+
+ return dst;
+}
+
+// Add a render object to the render batch.
+i32 renderbatch_add(RenderBatch* renderbatch, RenderObject* obj, Transform* t) {
+ // Check if its a valid renderbatch
+ if (renderbatch == NULL) {
+ ERROR("renderbatch was null!");
+ return -1;
+ }
+
+ // Check whether we have initialized models & instance memory
+ if (renderbatch->models == NULL) {
+ const usize sz = 8 * sizeof(RenderObject*);
+ renderbatch->models = calloc(8, sizeof(RenderObject*));
+ renderbatch->msize = sz;
+ renderbatch->mcount = 0;
+ }
+
+ if (renderbatch->instances == NULL) {
+ // Allocate enough for 4 times the models
+ const usize modelbufsz = renderbatch->msize / sizeof(RenderObject*);
+ const usize sz = 4 * modelbufsz * sizeof(BatchModelInstance);
+ renderbatch->instances = calloc(4 * modelbufsz, sizeof(BatchModelInstance));
+ renderbatch->inst_size = sz;
+ renderbatch->inst_count = 0;
+ }
+
+ // The index of the model
+ isize model_idx = -1;
+
+ // Find the model, to check if it already exists
+ for (usize i = 0; i < renderbatch->mcount; i++) {
+ // Compare the model pointers
+ if (obj == renderbatch->models[i]) {
+ model_idx = (isize)i;
+ break;
+ }
+ }
+
+ // Model doesn't exist, add it
+ if (-1 == model_idx) {
+ // Check if there's room enough
+ if ((1 + renderbatch->mcount) * sizeof(RenderObject*) > renderbatch->msize) {
+ // Realloc if necessary
+ const usize sz = renderbatch->msize * 2;
+ renderbatch->models = realloc(renderbatch->models, sz);
+ renderbatch->msize = sz;
+ }
+
+ // If this is the first model, we want to copy the renderobj, and
+ // shaderbuffer parameters.
+ if (renderbatch->mcount == 0) {
+ // Shader, VAO, modelviewprojection, and texture, are set when the shaderobj
+ // is actually created with RenderObject_new later.
+ // The number of buffers should be the same.
+ //renderbatch->renderobj.shader = obj->shader;
+ //renderbatch->renderobj.texture = obj->texture;
+
+ renderbatch->renderobj.buffer_len = obj->buffer_len;
+ if (renderbatch->renderobj.buffer == NULL) {
+ renderbatch->renderobj.buffer = calloc(obj->buffer_len, sizeof(ShaderBuffer));
+ } else {
+ ERROR("RenderObj buffer is already initialized!");
+ return -1;
+ }
+
+ // Copy each buffers parameters
+ for (usize i = 0; i < renderbatch->renderobj.buffer_len; i++) {
+ renderbatch->renderobj.buffer[i].buffername = 0;
+ renderbatch->renderobj.buffer[i].buffertype = obj->buffer[i].buffertype;
+ // Size and count should be zero
+
+ renderbatch->renderobj.buffer[i].components = obj->buffer[i].components;
+ renderbatch->renderobj.buffer[i].size_elem = obj->buffer[i].size_elem;
+ // Data should also be null
+ }
+ }
+
+ //// Only concatenate the buffers once we refresh
+ //for (usize i = 0; i < renderbatch->renderobj.buffer_len; i++) {
+ // shaderbuffer_cat(&renderbatch->renderobj.buffer[i], &obj->buffer[i]);
+ //}
+
+ model_idx = (isize)renderbatch->mcount;
+ renderbatch->models[renderbatch->mcount++] = obj;
+ }
+
+ // Create batch instance
+ // Check if there's room enough
+ if ((1 + renderbatch->inst_count) * sizeof(BatchModelInstance) > renderbatch->inst_size) {
+ // Realloc if necessary
+ const usize sz = renderbatch->inst_size * 2;
+ renderbatch->instances = realloc(renderbatch->instances, sz);
+ renderbatch->inst_size = sz;
+ }
+
+ BatchModelInstance inst = {
+ .model_idx = (usize)model_idx,
+ .transform = *t,
+ };
+
+ // Add it to the batch
+ renderbatch->instances[renderbatch->inst_count++] = inst;
+
+ // Return instance index
+ return (i32)renderbatch->inst_count - 1;
+}
+
+void renderbatch_transform(RenderBatch* renderbatch, usize obj_idx, Transform* t) {
+ // TODO: Combine transformation, ie. pos' += pos, etc.
+ const usize m = renderbatch->instances[obj_idx].model_idx;
+ const RenderObject* model = renderbatch->models[m];
+ renderbatch->instances[obj_idx].transform = *t;
+
+ if(renderbatch->inst_count < obj_idx) {
+ ERROR("renderbatch_transform: object index is outside range!");
+ return;
+ }
+ /* TODO: Update the model data, we might need to
+ * 0. Iteratively go through each renderobj buffer, to find a vertexPosition
+ * buffer,
+ * 1. Calculate the models start index in the renderobj,
+ * 2. Apply transformation to the model in the renderobj buffer.
+ * */
+ usize b;
+ for (b = 0; b < renderbatch->renderobj.buffer_len; b++) {
+ if (ShaderBuffer_Type_vertexPosition != ShaderBuffer_get_type(renderbatch->renderobj.buffer[b].buffertype)
+ || ShaderBuffer_DataType_f32 != ShaderBuffer_get_data_type(renderbatch->renderobj.buffer[b].buffertype)) {
+ continue;
+ }
+ }
+
+ usize offset = 0;
+ for (usize i = 0; i < obj_idx; i++) {
+ const usize idx = renderbatch->instances[i].model_idx;
+ offset += renderbatch->models[idx]->buffer->size_elem
+ * renderbatch->models[idx]->buffer->count;
+ }
+
+ float *data = renderbatch->renderobj.buffer[b].data;
+ data = &data[offset];
+ const usize len = model->buffer[b].count;
+
+ Transform tt = renderbatch->instances[obj_idx].transform;
+ if (model->buffer[b].components == 2) {
+ for (usize v = 0; v < len; v += 2) {
+ // scale
+ // rotate
+ // offset
+ glm_vec2_add(&data[v], tt.position, &data[v]);
+ }
+ }
+ else if (model->buffer[b].components == 3) {
+ for (usize v = 0; v < len; v += 3) {
+ // scale
+ // rotate
+ // offset
+ glm_vec3_add(&data[v], tt.position, &data[v]);
+ }
+ }
+}
+
+// renderbatch_refresh: Copy all instances/models in the renderbatch to the
+// batchs' model.
+int renderbatch_refresh(RenderBatch* renderbatch) {
+ const usize bufs = renderbatch->renderobj.buffer_len;
+ usize *offsets = calloc(bufs, sizeof(usize));
+
+ // Reset renderobj buffers
+ for (usize b = 0; b < renderbatch->renderobj.buffer_len; b++) {
+ // Zero the old data
+ renderbatch->renderobj.buffer[b].count = 0;
+ memset(renderbatch->renderobj.buffer[b].data, 0, renderbatch->renderobj.buffer[b].size);
+ }
+
+ // Copy the instances models buffers, and vertex position buffers with translations applied
+ for (usize i = 0; i < renderbatch->inst_count; i++) {
+ const usize m = renderbatch->instances[i].model_idx;
+ const RenderObject* model = renderbatch->models[m];
+ Transform t = renderbatch->instances[i].transform;
+
+ for (usize b = 0; b < renderbatch->renderobj.buffer_len; b++) {
+ shaderbuffer_cat(&renderbatch->renderobj.buffer[b], &model->buffer[b]);
+
+ if (ShaderBuffer_Type_vertexPosition == ShaderBuffer_get_type(renderbatch->renderobj.buffer[b].buffertype)) {
+ if (ShaderBuffer_DataType_f32 != ShaderBuffer_get_data_type(renderbatch->renderobj.buffer[b].buffertype)) {
+ WARN("Buffer data type is not f32, skipping transformation...");
+ continue;
+ }
+ // Apply transformation in renderbatch buffer-memory
+
+ float *data = renderbatch->renderobj.buffer[b].data;
+ const usize len = model->buffer[b].count;
+ // Data points to the start of the model in renderobj
+ data = &data[renderbatch->renderobj.buffer[b].count - len];
+
+ if (model->buffer[b].components == 2) {
+ for (usize v = 0; v < len; v += 2) {
+ // scale
+ // rotate
+ // offset
+ glm_vec2_add(&data[v], t.position, &data[v]);
+ }
+ }
+ else if (model->buffer[b].components == 3) {
+ for (usize v = 0; v < len; v += 3) {
+ // scale
+ // rotate
+ // offset
+ glm_vec3_add(&data[v], t.position, &data[v]);
+ }
+ }
+ }
+ }
+ }
+
+ free(offsets);
+ return 0;
+}
+
+
+/* Implementations */
+
+/* Clear the screen,
+ * To be used inbetween draw calls */
+void render_begin(Window* w) {
+ glfwMakeContextCurrent(w->window);
+ ((GladGLContext*)(w->context))->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void render_present(Window* w) {
+ /* This is GL specific, TODO: move the GL-specific code elsewhere. Maybe make
+ * this whole present GL specific? assign it as a fn ptr in the Window struct? */
+ GladGLContext *restrict gl = w->context;
+ Camera c = *GLOBAL_PLATFORM->cam;
+
+ mat4 view; // view
+ vec3 angle; // viewing angle / direction of the camera
+ mat4 camera_matrix;
+
+ glm_vec3_sub(c.pos, c.dir, angle);
+ glm_lookat(c.pos, angle, GLM_YUP, view);
+ glm_mat4_mul(c.per, view, camera_matrix);
+
+ for (i32 drawcall_idx = 0; drawcall_idx < drawcall_len; drawcall_idx++) {
+ RenderDrawCall dc = drawcalls[drawcall_idx];
+ switch (dc.type) {
+ case RenderDrawCallType_Sprite: {
+ // TODO render a quad
+ } break;
+
+ case RenderDrawCallType_Model: {
+
+ // bind shader program
+ // - set uniforms
+ // bind vertex array
+ // bind index buffer
+
+
+ RenderObject* o = dc.data.model.model;
+ vec3 pos;
+ glm_vec3_copy(dc.data.model.pos, pos);
+
+ gl->UseProgram(o->shader.program);
+ // TODO: Use texture atlas
+ gl->ActiveTexture(GL_TEXTURE0);
+ gl->BindTexture(GL_TEXTURE_2D, o->texture);
+
+ {
+ mat4 model = GLM_MAT4_IDENTITY_INIT;
+ mat4 modelviewprojection;
+
+ model[3][0] = pos[0];
+ model[3][1] = pos[1];
+ model[3][2] = pos[2];
+
+ // modelviewprojection = p * view * model
+ glm_mat4_mul(model, camera_matrix, modelviewprojection);
+
+ // TODO: Do this only once during initialization
+ gl->UniformMatrix4fv(o->mvp, 1, GL_FALSE, &modelviewprojection[0][0]);
+ }
+
+ // TODO the buffers need to be abstracted a bit more
+ gl->BindVertexArray(o->vao);
+
+ ShaderBuffer* ibo = NULL;
+ for (usize i = 0; i < o->buffer_len; i++) {
+ const u32 b_gl_type = ShaderBuffer_get_gl_type(o->buffer[i].buffertype);
+ if (b_gl_type == GL_ELEMENT_ARRAY_BUFFER) {
+ ibo = &o->buffer[i];
+ }
+
+ gl->EnableVertexAttribArray((u32)i);
+ gl->BindBuffer(b_gl_type, o->buffer[i].buffername);
+ gl->VertexAttribPointer(
+ // index of the attribute
+ (u32)i,
+ // number of component
+ (i32)o->buffer[i].components,
+ // type
+ ShaderBuffer_get_gl_datatype(o->buffer[i].buffertype),
+ // normalized?
+ GL_FALSE,
+ // stride
+ 0,
+ // array buffer offset
+ (void*)0
+ );
+ }
+
+ // Draw the model !
+ const i32 sz = (i32)(o->buffer->count * o->buffer->size_elem);
+ if (ibo) {
+ gl->DrawElements(
+ GL_TRIANGLES,
+ (i32)ibo->count,
+ ShaderBuffer_get_gl_datatype(ibo->buffertype),
+ (void*)0
+ );
+ } else {
+ // Starting from vertex 0; 3 vertices total -> 1 triangle
+ gl->DrawArrays(GL_TRIANGLES, 0, sz);
+ }
+
+ for (u32 i = 0; i < o->buffer_len; i++) {
+ gl->DisableVertexAttribArray(i);
+ }
+
+ gl->BindVertexArray(0);
+
+ //if (i == 8) {
+ // printf("\r obj: %.3f", (double)(get_time() - t) * 1000.);
+ //}
+ } break;
+ default:
+ break;
+ }
+ }
+
+ drawcall_len = 0;
+
+ glfwSwapBuffers(w->window);
+}
+
+void drawcall_reset(void) {
+ drawcall_len = 0;
+ memset(drawcalls, 0, sizeof(RenderDrawCall) * drawcall_limit);
+}
+
+void r_perspective(f32 fov, Camera *c) {
+ const f32 ratio = (f32)GLOBAL_PLATFORM->window->windowsize[0]
+ / (f32)GLOBAL_PLATFORM->window->windowsize[1];
+
+ c->type = Camera_Perspective;
+ c->parameters.perspective.fov = fov;
+
+ glm_perspective(glm_rad(fov), ratio, 0.1f, 100.0f, c->per);
+}
+
+void r_perspective_ortho(f32 sz, Camera *c) {
+ const f32 ratio = (f32)GLOBAL_PLATFORM->window->windowsize[0]
+ / (f32)GLOBAL_PLATFORM->window->windowsize[1];
+
+ c->type = Camera_Orthogonal;
+ c->parameters.orthogonal.sz = sz;
+
+ glm_ortho(-sz * ratio, sz * ratio, -sz, sz, -sz * 10.f, sz * 10.f, c->per);
+}
+
+void r_set_camera(Camera* c) {
+ GLOBAL_PLATFORM->cam = c;
+}
+
+
+void r_reset_camera(Camera* c) {
+ if (c->type == Camera_Perspective) {
+ r_perspective(c->parameters.perspective.fov, c);
+ }
+ else if (c->type == Camera_Orthogonal) {
+ r_perspective_ortho(c->parameters.orthogonal.sz, c);
+ }
+}
+
+void engine_draw_sprite(Sprite* s, ivec2* pos, f32 scale) {
+ if (drawcall_len + 1 >= drawcall_limit) return;
+#ifdef _DEBUG
+ if (s == NULL) __asm__("int3;");
+#endif
+ drawcalls[drawcall_len++] =
+ (RenderDrawCall){.type = RenderDrawCallType_Sprite,
+ .data.sprite = {
+ .sprite = s,
+ .x = *pos[0],
+ .y = *pos[1],
+ .scale = scale,
+ //.mod = {0xFF, 0xFF, 0xFF, 0xFF},
+ }};
+}
+
+void engine_draw_sprite_ex(Sprite* s, ivec2* pos, f32 scale,
+ Engine_color colormod) {
+ if (drawcall_len + 1 >= drawcall_limit) return;
+#ifdef _DEBUG
+ if (s == NULL) __asm__("int3;");
+#endif
+ drawcalls[drawcall_len++] = (RenderDrawCall){
+ .type = RenderDrawCallType_Sprite,
+ .data.sprite = {
+ .sprite = s,
+ .x = *pos[0],
+ .y = *pos[1],
+ .scale = scale,
+ //.mod = {colormod.r, colormod.g, colormod.b, colormod.a},
+ }};
+}
+
+void engine_draw_model(RenderObject* o, vec3 pos) {
+ if (drawcall_len + 1 >= drawcall_limit) return;
+#ifdef _DEBUG
+ if (o == NULL) __asm__("int3;");
+#endif
+ RenderDrawCall dc = {
+ .type = RenderDrawCallType_Model,
+ .data.model = {
+ .model = o,
+ .scale = 1.f,
+ }};
+
+
+ glm_vec3_copy(pos, dc.data.model.pos);
+
+ drawcalls[drawcall_len++] = dc;
+}
+
+Sprite sprite_new(u64 tid, u8 coord) {
+ const i32 ts = 16;
+ // FIXME; used to be
+ //((struct Resources*)GLOBAL_PLATFORM->data)->textures[tid]->tilesize;
+ return (Sprite){
+ .texture_id = (u32)tid,
+ {
+ ts * (coord & 0x0F),
+ ts * ((coord & 0xF0) >> 4),
+ }};
+}
+
+Texture createTextureFromImageData(unsigned char* image_data, i32 width, i32 height, u8 components) {
+ Window* restrict w = GLOBAL_PLATFORM->window;
+ Texture t;
+ t.width = width;
+ t.height = height;
+
+ if (w->renderer != WINDOW_RENDERER_OPENGL) {
+ ERROR("createTextureFromImageData not implemented for chosen renderer!");
+ return (Texture){.id = 0, .width = 0, .height = 0};
+ }
+
+ const GladGLContext* gl = w->context;
+
+ gl->GenTextures(1, &t.id);
+ gl->BindTexture(GL_TEXTURE_2D, t.id);
+ u32 err = gl->GetError();
+ if (err) {
+ ERROR("Failed to bind texture from image data!");
+ }
+
+ /* TODO: Support more formats than rgb and rgba, such as gray, gray/alpha, etc.*/
+ u32 format = GL_RGB;
+ if (components == 4) format = GL_RGBA;
+
+ /* TODO: Don't force internal format to RGB */
+
+ gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format,
+ GL_UNSIGNED_BYTE, image_data);
+
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ gl->BindTexture(GL_TEXTURE_2D, 0);
+
+ return t;
+}