/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "frame.h" void pokerFrameInit(poker_t *poker, render_t *render) { frameBufferInit(&poker->frameWorld, render->width, render->height); frameBufferInit(&poker->frameGui, render->width, render->height); } void pokerFrameWorld(poker_t *poker, render_t *render) { // Update the frame buffer frameBufferResize(&poker->frameWorld, render->width, render->height); // Correct the aspect on the perspective camera for the world cameraPerspective(&poker->cameraWorld, 20, render->width / render->height, 0.001, 1000 ); shaderUseCamera(&poker->shader, &poker->cameraWorld); } void pokerFrameGui(poker_t *poker, render_t *render) { // Update FB frameBufferResize(&poker->frameGui, render->width, render->height); poker->guiWidth = ((float)POKER_GUI_HEIGHT/render->height) * render->width; // frameBufferUse(&poker->frameGui, true); // Correct aspect on the ortho camera cameraOrtho(&poker->cameraGui, 0, poker->guiWidth, POKER_GUI_HEIGHT, 0, 0.01, 100 ); cameraLookAt(&poker->cameraGui, 0, 0, 5, 0, 0, 0); shaderUseCamera(&poker->shader, &poker->cameraGui); } void pokerFrameRender(poker_t *poker, render_t *render) { }