drop platform (OpenGL) specific codes

This commit is contained in:
Recep Aslantas
2017-02-27 16:30:32 +03:00
parent 4462a84f4a
commit a3b66f5b4c
4 changed files with 30 additions and 110 deletions

View File

@@ -9,7 +9,6 @@
#define cglm_vcam_h
#include "cglm-common.h"
#include "cglm-platform.h"
CGLM_INLINE
void
@@ -65,14 +64,9 @@ glm_ortho(float left,
CGLM_INLINE
void
glm_ortho_default(mat4 dest) {
int32_t rect[4];
float aspectRatio;
glm_platfom_get_viewport_rect(rect);
aspectRatio = (float)rect[2]/rect[3];
if (rect[2] >= rect[3]) {
glm_ortho_default(float aspectRatio,
mat4 dest) {
if (aspectRatio >= 1.0f) {
glm_ortho(-1.0f * aspectRatio,
1.0f * aspectRatio,
-1.0f,
@@ -80,27 +74,24 @@ glm_ortho_default(mat4 dest) {
-100.0f,
100.0f,
dest);
} else {
glm_ortho(-1.0f,
1.0f,
-1.0f / aspectRatio,
1.0f / aspectRatio,
-100.0f,
100.0f,
dest);
return;
}
glm_ortho(-1.0f,
1.0f,
-1.0f / aspectRatio,
1.0f / aspectRatio,
-100.0f,
100.0f,
dest);
}
CGLM_INLINE
void
glm_ortho_default_s(float size, mat4 dest) {
int32_t rect[4];
float aspectRatio;
glm_platfom_get_viewport_rect(rect);
aspectRatio = (float)rect[2]/rect[3];
if (rect[2] >= rect[3]) {
glm_ortho_default_s(float aspectRatio,
float size,
mat4 dest) {
if (aspectRatio >= 1.0f) {
glm_ortho(-size * aspectRatio,
size * aspectRatio,
-size,
@@ -108,15 +99,16 @@ glm_ortho_default_s(float size, mat4 dest) {
-size - 100.0f,
size + 100.0f,
dest);
} else {
glm_ortho(-size,
size,
-size / aspectRatio,
size / aspectRatio,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho(-size,
size,
-size / aspectRatio,
size / aspectRatio,
-size - 100.0f,
size + 100.0f,
dest);
}
CGLM_INLINE
@@ -142,12 +134,9 @@ glm_perspective(float fovy,
CGLM_INLINE
void
glm_perspective_default(mat4 dest) {
int32_t rect[4];
glm_platfom_get_viewport_rect(rect);
glm_perspective_default(float aspectRatio, mat4 dest) {
glm_perspective((float)CGLM_PI_4,
(float)rect[2]/rect[3],
aspectRatio,
0.01f,
100.0f,
dest);
@@ -155,14 +144,12 @@ glm_perspective_default(mat4 dest) {
CGLM_INLINE
void
glm_perspective_resize(mat4 proj) {
int32_t rect[4];
glm_perspective_resize(float aspectRatio,
mat4 proj) {
if (proj[0][0] == 0)
return;
glm_platfom_get_viewport_rect(rect);
proj[0][0] = (float)proj[1][1] * rect[3] / rect[2];
proj[0][0] = proj[1][1] / aspectRatio;
}
CGLM_INLINE