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graphicscommand: Move OrthoProjectionMatrix to opengl package
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commit
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@ -18,23 +18,6 @@ import (
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"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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// orthoProjectionMatrix returns an orthogonal projection matrix for OpenGL.
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//
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// The matrix converts the coodinates (left, bottom) - (right, top) to the normalized device coodinates (-1, -1) - (1, 1).
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func orthoProjectionMatrix(left, right, bottom, top int) []float32 {
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e11 := 2 / float32(right-left)
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e22 := 2 / float32(top-bottom)
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e14 := -1 * float32(right+left) / float32(right-left)
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e24 := -1 * float32(top+bottom) / float32(top-bottom)
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return []float32{
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e11, 0, 0, 0,
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0, e22, 0, 0,
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0, 0, 1, 0,
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e14, e24, 0, 1,
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}
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}
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// framebuffer is a wrapper of OpenGL's framebuffer.
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type framebuffer struct {
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native opengl.Framebuffer
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@ -89,6 +72,6 @@ func (f *framebuffer) projectionMatrix() []float32 {
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return f.proMatrix
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}
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w, h := f.viewportSize()
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f.proMatrix = orthoProjectionMatrix(0, w, 0, h)
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f.proMatrix = opengl.OrthoProjectionMatrix(0, w, 0, h)
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return f.proMatrix
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}
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32
internal/opengl/matrix.go
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32
internal/opengl/matrix.go
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@ -0,0 +1,32 @@
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// Copyright 2018 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package opengl
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// OrthoProjectionMatrix returns an orthogonal projection matrix for OpenGL.
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//
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// The matrix converts the coodinates (left, bottom) - (right, top) to the normalized device coodinates (-1, -1) - (1, 1).
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func OrthoProjectionMatrix(left, right, bottom, top int) []float32 {
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e11 := 2 / float32(right-left)
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e22 := 2 / float32(top-bottom)
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e14 := -1 * float32(right+left) / float32(right-left)
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e24 := -1 * float32(top+bottom) / float32(top-bottom)
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return []float32{
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e11, 0, 0, 0,
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0, e22, 0, 0,
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0, 0, 1, 0,
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e14, e24, 0, 1,
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}
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}
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