Renamed screenWidth & screenHeight
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1b249ac1e1
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65a21ab416
1 changed files with 19 additions and 19 deletions
36
src/rlgl.h
36
src/rlgl.h
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@ -838,8 +838,8 @@ static bool vrStereoRender = false; // VR stereo rendering enabled/disab
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static int blendMode = 0; // Track current blending mode
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// Default framebuffer size
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static int screenWidth = 0; // Default framebuffer width
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static int screenHeight= 0; // Default framebuffer height
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static int framebufferWidth = 0; // Default framebuffer width
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static int framebufferHeight = 0; // Default framebuffer height
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -1019,7 +1019,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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#endif
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// Set the viewport area (transformation from normalized device coordinates to window coordinates)
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// NOTE: Updates global variables: screenWidth, screenHeight
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// NOTE: Updates global variables: framebufferWidth, framebufferHeight
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void rlViewport(int x, int y, int width, int height)
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{
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glViewport(x, y, width, height);
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@ -1714,8 +1714,8 @@ void rlglInit(int width, int height)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
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// Store screen size into global variables
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screenWidth = width;
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screenHeight = height;
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framebufferWidth = width;
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framebufferHeight = height;
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TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
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}
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@ -3235,7 +3235,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, screenWidth, screenHeight);
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glViewport(0, 0, framebufferWidth, framebufferHeight);
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//glEnable(GL_CULL_FACE);
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// NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D!
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@ -3313,7 +3313,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, screenWidth, screenHeight);
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glViewport(0, 0, framebufferWidth, framebufferHeight);
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irradiance.width = size;
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irradiance.height = size;
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@ -3408,7 +3408,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, screenWidth, screenHeight);
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glViewport(0, 0, framebufferWidth, framebufferHeight);
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prefilter.width = size;
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prefilter.height = size;
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@ -3465,7 +3465,7 @@ Texture2D GenTextureBRDF(Shader shader, int size)
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glDeleteFramebuffers(1, &fbo);
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// Reset viewport dimensions to default
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glViewport(0, 0, screenWidth, screenHeight);
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glViewport(0, 0, framebufferWidth, framebufferHeight);
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brdf.width = size;
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brdf.height = size;
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@ -3508,7 +3508,7 @@ void BeginScissorMode(int x, int y, int width, int height)
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rlglDraw(); // Force drawing elements
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, screenHeight - (y + height), width, height);
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glScissor(x, framebufferHeight - (y + height), width, height);
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}
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// End scissor mode
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@ -3527,7 +3527,7 @@ void InitVrSimulator(void)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Initialize framebuffer and textures for stereo rendering
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// NOTE: Screen size should match HMD aspect ratio
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stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
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stereoFbo = rlLoadRenderTexture(framebufferWidth, framebufferHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
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vrSimulatorReady = true;
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#else
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@ -3655,8 +3655,8 @@ void ToggleVrMode(void)
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vrStereoRender = false;
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// Reset viewport and default projection-modelview matrices
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rlViewport(0, 0, screenWidth, screenHeight);
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projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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rlViewport(0, 0, framebufferWidth, framebufferHeight);
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projection = MatrixOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0);
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modelview = MatrixIdentity();
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}
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else vrStereoRender = true;
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@ -3694,12 +3694,12 @@ void EndVrDrawing(void)
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rlClearScreenBuffers(); // Clear current framebuffer
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// Set viewport to default framebuffer size (screen size)
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rlViewport(0, 0, screenWidth, screenHeight);
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rlViewport(0, 0, framebufferWidth, framebufferHeight);
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// Let rlgl reconfigure internal matrices
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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@ -3742,8 +3742,8 @@ void EndVrDrawing(void)
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currentShader = defaultShader;
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// Reset viewport and default projection-modelview matrices
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rlViewport(0, 0, screenWidth, screenHeight);
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projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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rlViewport(0, 0, framebufferWidth, framebufferHeight);
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projection = MatrixOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0);
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modelview = MatrixIdentity();
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rlDisableDepthTest();
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@ -4409,7 +4409,7 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
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Matrix eyeModelView = matModelView;
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// Setup viewport and projection/modelview matrices using tracking data
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
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rlViewport(eye*framebufferWidth/2, 0, framebufferWidth/2, framebufferHeight);
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// Apply view offset to modelview matrix
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eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
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