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