Renderer calculates NDC coordinates from screen coords

This commit is contained in:
2016-06-29 20:44:35 +10:00
parent fa83daac60
commit d8ee46611f
7 changed files with 108 additions and 111 deletions
+27
View File
@@ -43,3 +43,30 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
glBindTexture(GL_TEXTURE_2D, 0);
glCheckError();
}
RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
Texture *tex)
{
// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
// vertices v0, v1, v2, then v2, v1, v3 (note the order)
RenderQuad result = {0};
v4 quadRectNdc = quadRect;
quadRectNdc.e[0] *= renderer->vertexNdcFactor.w;
quadRectNdc.e[1] *= renderer->vertexNdcFactor.h;
quadRectNdc.e[2] *= renderer->vertexNdcFactor.w;
quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
v2 texNdcFactor = V2(1.0f / tex->width, 1.0f / tex->height);
v4 texRectNdc = texRect;
texRectNdc.e[0] *= texNdcFactor.w;
texRectNdc.e[1] *= texNdcFactor.h;
texRectNdc.e[2] *= texNdcFactor.w;
texRectNdc.e[3] *= texNdcFactor.h;
result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x, texRectNdc.y); // Top left
result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x, texRectNdc.w); // Bottom left
result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z, texRectNdc.y); // Top right
result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z, texRectNdc.w); // Bottom right
return result;
}