Renamed internal variable

Probably required for HiDPI support
This commit is contained in:
Ray 2019-04-25 11:02:13 +02:00
parent e1cd4674e7
commit 04ed4dd40c

View file

@ -284,7 +284,7 @@ static int currentWidth, currentHeight; // Current render width and heig
static int renderOffsetX = 0; // Offset X from render area (must be divided by 2) static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2) static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) static Matrix screenScaling; // Matrix to scale screen
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
@ -1086,7 +1086,7 @@ void BeginDrawing(void)
previousTime = currentTime; previousTime = currentTime;
rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here rlMultMatrixf(MatrixToFloat(screenScaling)); // If downscale required, apply it here
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
// NOTE: Not required with OpenGL 3.3+ // NOTE: Not required with OpenGL 3.3+
@ -2307,8 +2307,8 @@ static bool InitGraphicsDevice(int width, int height)
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars... // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings) // ...in top-down or left-right to match display aspect ratio (no weird scalings)
// Downscale matrix is required in case desired screen area is bigger than display area // Screen scaling matrix is required in case desired screen area is different than display area
downscaleView = MatrixIdentity(); screenScaling = MatrixIdentity();
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback); glfwSetErrorCallback(ErrorCallback);
@ -2438,7 +2438,7 @@ static bool InitGraphicsDevice(int width, int height)
// At this point we need to manage render size vs screen size // At this point we need to manage render size vs screen size
// NOTE: This function uses and modifies global module variables: // NOTE: This function uses and modifies global module variables:
// screenWidth/screenHeight - renderWidth/renderHeight - downscaleView // screenWidth/screenHeight - renderWidth/renderHeight - screenScaling
SetupFramebuffer(displayWidth, displayHeight); SetupFramebuffer(displayWidth, displayHeight);
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
@ -2779,7 +2779,7 @@ static bool InitGraphicsDevice(int width, int height)
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
// At this point we need to manage render size vs screen size // At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
SetupFramebuffer(displayWidth, displayHeight); SetupFramebuffer(displayWidth, displayHeight);
ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat); ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat);
@ -2792,7 +2792,7 @@ static bool InitGraphicsDevice(int width, int height)
graphics_get_display_size(0, &displayWidth, &displayHeight); graphics_get_display_size(0, &displayWidth, &displayHeight);
// At this point we need to manage render size vs screen size // At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
SetupFramebuffer(displayWidth, displayHeight); SetupFramebuffer(displayWidth, displayHeight);
dstRect.x = 0; dstRect.x = 0;
@ -2921,10 +2921,9 @@ static void SetupFramebuffer(int width, int height)
renderOffsetY = 0; renderOffsetY = 0;
} }
// NOTE: downscale matrix required! // Screen scaling required
float scaleRatio = (float)renderWidth/(float)screenWidth; float scaleRatio = (float)renderWidth/(float)screenWidth;
screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
// NOTE: We render to full display resolution! // NOTE: We render to full display resolution!
// We just need to calculate above parameters for downscale matrix and offsets // We just need to calculate above parameters for downscale matrix and offsets