Working on shader stuff
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46
src/duskgl/display/shader/data/transforms.c
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46
src/duskgl/display/shader/data/transforms.c
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "transforms.h"
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#include "display/window.h"
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shaderbuffer_t TRANSFORMS_BUFFER;
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transformsdata_t TRANSFORMS_DATA;
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void transformsInit() {
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shaderBufferInit(&TRANSFORMS_BUFFER, sizeof(transformsdata_t));
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glm_mat4_identity(TRANSFORMS_DATA.projection);
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glm_mat4_identity(TRANSFORMS_DATA.view);
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}
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void transformsUpdate() {
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TRANSFORMS_DATA.resolution[0] = WINDOW_WIDTH;
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TRANSFORMS_DATA.resolution[1] = WINDOW_HEIGHT;
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glm_perspective(
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glm_rad(45.0f),
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TRANSFORMS_DATA.resolution[0] / TRANSFORMS_DATA.resolution[1],
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0.1f,
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100.0f,
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TRANSFORMS_DATA.projection
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);
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glm_lookat(
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(vec3){ 3, 3, 3 },
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(vec3){ 0, 0, 0 },
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(vec3){ 0, 1, 0 },
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TRANSFORMS_DATA.view
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);
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shaderBufferBind(&TRANSFORMS_BUFFER);
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shaderBufferSetData(&TRANSFORMS_BUFFER, &TRANSFORMS_DATA);
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}
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void transformsDispose() {
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shaderBufferDispose(&TRANSFORMS_BUFFER);
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}
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