Sat, 19 Apr 2025 12:18:43 +0200
implement view matrix in sprite shader
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "ascension/primitives.h" #include "ascension/error.h" #include "ascension/context.h" #include <GL/glew.h> void asc_primitives_init_plane(AscMesh *mesh) { if (mesh->vbo == 0) { if (mesh->vao > 0) { asc_dprintf("!!! Mesh with VAO %u has no VBO - this is most likely a programming error !!!", mesh->vao); } asc_mesh_allocate_buffers(mesh, 1); } asc_dprintf("Create plane in VBO %u and VAO %u", mesh->vbo, mesh->vao); mesh->vertices = 4; float data[8] = { 0.0f, 0.0f, // bottom left 0.0f, 1.0f, // top left 1.0f, 0.0f, // bottom right 1.0f, 1.0f // top right }; glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindVertexArray(mesh->vao); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(0); }