b[i] = a[i];
}
-static void ui_flush( enum ui_shader shader ){
+static void ui_flush( enum ui_shader shader, f32 w, f32 h ){
u32 vertex_offset = vg_ui.vert_start*sizeof(ui_vert),
vertex_count = vg_ui.cur_vert-vg_ui.vert_start,
vertex_size = vertex_count*sizeof(ui_vert),
m3x3f view = M3X3_IDENTITY;
m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
- m3x3_scale( view, (v3f){ 1.0f/((float)vg.window_x*0.5f),
- -1.0f/((float)vg.window_y*0.5f), 1.0f } );
+ m3x3_scale( view, (v3f){ 1.0f/(w*0.5f),
+ -1.0f/(h*0.5f), 1.0f } );
if( shader == k_ui_shader_colour ){
glUseProgram( _shader_ui.id );
}
static void ui_image( ui_rect rect, GLuint image ){
- ui_flush( k_ui_shader_colour );
+ ui_flush( k_ui_shader_colour, vg.window_x, vg.window_y );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, image );
ui_fill_rect( rect, 0xffffffff, (ui_px[4]){ 0,256,256,0 } );
- ui_flush( k_ui_shader_image );
+ ui_flush( k_ui_shader_image, vg.window_x, vg.window_y );
}
static u32 v4f_u32_colour( v4f colour ){
vg_ui.wants_mouse = 1;
}
- ui_flush( k_ui_shader_colour );
+ ui_flush( k_ui_shader_colour, vg.window_x, vg.window_y );
if( !vg_ui.focused_control_hit ){
ui_defocus_all();