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https://github.com/recp/cglm.git
synced 2025-10-03 16:51:35 +00:00
move platform specific functions to platform header
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@@ -68,7 +68,7 @@ glm_ortho_default(mat4 dest) {
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GLint rect[4];
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float aspectRatio;
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glGetIntegerv(GL_VIEWPORT, rect);
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glm_platfom_get_viewport_rect(rect);
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aspectRatio = (float)rect[2]/rect[3];
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if (rect[2] >= rect[3]) {
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@@ -114,11 +114,11 @@ glm_perspective(float fovy,
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CGLM_INLINE
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void
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glm_perspective_default(mat4 dest) {
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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GLint rect[4];
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glm_platfom_get_viewport_rect(rect);
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glm_perspective((float)M_PI_4,
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(float)viewport[2]/viewport[3],
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(float)rect[2]/rect[3],
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0.01f,
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100.0f,
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dest);
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@@ -14,7 +14,7 @@
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CGLM_INLINE
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void
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glm_mat4_uniform(mat4 m, GLint location){
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glUniformMatrix4fv(location, 1, GL_FALSE, m[0]);
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glm_platform_uniform_mat4fv(location, m[0]);
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}
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#endif /* cglm_mat_opengl_h */
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@@ -8,6 +8,8 @@
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#ifndef cglm_platform_h
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#define cglm_platform_h
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#include "cglm-common.h"
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#ifdef __APPLE__
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# include <OpenGL/gl3.h>
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#else
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@@ -25,6 +27,23 @@ glUniformMatrix4fv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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extern
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void
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glGetIntegerv(GLenum pname, GLint *params);
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#endif
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CGLM_INLINE
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void
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glm_platform_uniform_mat4fv(int32_t location,
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const float *value) {
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glUniformMatrix4fv(location, 1, GL_FALSE, value);
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}
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CGLM_INLINE
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void
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glm_platfom_get_viewport_rect(int32_t *rect) {
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glGetIntegerv(GL_VIEWPORT, rect);
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}
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#endif /* cglm_platform_h */
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