universe@37: /* universe@37: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@37: * Copyright 2023 Mike Becker. All rights reserved. universe@37: * universe@37: * Redistribution and use in source and binary forms, with or without universe@37: * modification, are permitted provided that the following conditions are met: universe@37: * universe@37: * 1. Redistributions of source code must retain the above copyright universe@37: * notice, this list of conditions and the following disclaimer. universe@37: * universe@37: * 2. Redistributions in binary form must reproduce the above copyright universe@37: * notice, this list of conditions and the following disclaimer in the universe@37: * documentation and/or other materials provided with the distribution. universe@37: * universe@37: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@37: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@37: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@37: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@37: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@37: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@37: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@37: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@37: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@37: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@37: * POSSIBILITY OF SUCH DAMAGE. universe@37: */ universe@37: universe@37: #include "ascension/camera.h" universe@37: universe@47: void asc_camera_ortho(AscCamera *camera, asc_recti rect) { universe@47: asc_mat4f_unit(camera->view); universe@47: float left = (float) rect.pos.x; universe@47: float right = left + (float) rect.size.width; universe@47: float top = (float) rect.pos.y; universe@47: float bottom = top + (float) rect.size.height; universe@41: asc_mat4f_ortho(camera->projection, left, right, bottom, top, -1, 1); universe@37: }