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
+7 -14
View File
@@ -35,10 +35,10 @@ int main()
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
v2 windowSize = V2(1600.0f, 900.0f);
v2i windowSize = V2i(1600, 900);
GLFWwindow *window = glfwCreateWindow(
CAST(i32) windowSize.x, CAST(i32) windowSize.y, "Dengine", NULL, NULL);
GLFWwindow *window =
glfwCreateWindow(windowSize.x, windowSize.y, "Dengine", NULL, NULL);
if (!window)
{
@@ -60,13 +60,9 @@ int main()
// regardless of success. Catch it once by calling glGetError
glGetError();
i32 frameBufferSizeX;
i32 frameBufferSizeY;
glfwGetFramebufferSize(window, &frameBufferSizeX, &frameBufferSizeY);
const v2 frameBufferSize =
V2(CAST(f32) frameBufferSizeX, CAST(f32) frameBufferSizeY);
glViewport(0, 0, CAST(i32)frameBufferSize.x, CAST(i32)frameBufferSize.y);
v2i frameBufferSize = V2i(0, 0);
glfwGetFramebufferSize(window, &frameBufferSize.w, &frameBufferSize.h);
glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
@@ -80,10 +76,7 @@ int main()
glCullFace(GL_BACK);
GameState worldTraveller = {0};
worldTraveller.width = CAST(i32)frameBufferSize.x;
worldTraveller.height = CAST(i32)frameBufferSize.y;
worldTraveller_gameInit(&worldTraveller);
worldTraveller_gameInit(&worldTraveller, frameBufferSize);
glfwSetWindowUserPointer(window, CAST(void *)(&worldTraveller));