diff --git a/src/rlgl.h b/src/rlgl.h index 1bc07185..a77212eb 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -835,11 +835,11 @@ static bool vrStereoRender = false; // VR stereo rendering enabled/disab #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 -static int blendMode = 0; // Track current blending mode +static int blendMode = 0; // Track current blending mode // Default framebuffer size -static int screenWidth = 0; // Default framebuffer width -static int screenHeight= 0; // Default framebuffer height +static int framebufferWidth = 0; // Default framebuffer width +static int framebufferHeight = 0; // Default framebuffer height //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -1019,7 +1019,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear, #endif // Set the viewport area (transformation from normalized device coordinates to window coordinates) -// NOTE: Updates global variables: screenWidth, screenHeight +// NOTE: Updates global variables: framebufferWidth, framebufferHeight void rlViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); @@ -1714,8 +1714,8 @@ void rlglInit(int width, int height) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) // Store screen size into global variables - screenWidth = width; - screenHeight = height; + framebufferWidth = width; + framebufferHeight = height; TraceLog(LOG_INFO, "OpenGL default states initialized successfully"); } @@ -3235,7 +3235,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glBindFramebuffer(GL_FRAMEBUFFER, 0); // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); + glViewport(0, 0, framebufferWidth, framebufferHeight); //glEnable(GL_CULL_FACE); // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! @@ -3313,7 +3313,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) glBindFramebuffer(GL_FRAMEBUFFER, 0); // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); + glViewport(0, 0, framebufferWidth, framebufferHeight); irradiance.width = size; irradiance.height = size; @@ -3408,7 +3408,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) glBindFramebuffer(GL_FRAMEBUFFER, 0); // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); + glViewport(0, 0, framebufferWidth, framebufferHeight); prefilter.width = size; prefilter.height = size; @@ -3465,7 +3465,7 @@ Texture2D GenTextureBRDF(Shader shader, int size) glDeleteFramebuffers(1, &fbo); // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); + glViewport(0, 0, framebufferWidth, framebufferHeight); brdf.width = size; brdf.height = size; @@ -3508,7 +3508,7 @@ void BeginScissorMode(int x, int y, int width, int height) rlglDraw(); // Force drawing elements glEnable(GL_SCISSOR_TEST); - glScissor(x, screenHeight - (y + height), width, height); + glScissor(x, framebufferHeight - (y + height), width, height); } // End scissor mode @@ -3527,7 +3527,7 @@ void InitVrSimulator(void) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Initialize framebuffer and textures for stereo rendering // NOTE: Screen size should match HMD aspect ratio - stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false); + stereoFbo = rlLoadRenderTexture(framebufferWidth, framebufferHeight, UNCOMPRESSED_R8G8B8A8, 24, false); vrSimulatorReady = true; #else @@ -3655,8 +3655,8 @@ void ToggleVrMode(void) vrStereoRender = false; // Reset viewport and default projection-modelview matrices - rlViewport(0, 0, screenWidth, screenHeight); - projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); + rlViewport(0, 0, framebufferWidth, framebufferHeight); + projection = MatrixOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0); modelview = MatrixIdentity(); } else vrStereoRender = true; @@ -3694,12 +3694,12 @@ void EndVrDrawing(void) rlClearScreenBuffers(); // Clear current framebuffer // Set viewport to default framebuffer size (screen size) - rlViewport(0, 0, screenWidth, screenHeight); + rlViewport(0, 0, framebufferWidth, framebufferHeight); // Let rlgl reconfigure internal matrices rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix rlLoadIdentity(); // Reset internal projection matrix - rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix + rlOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix @@ -3742,8 +3742,8 @@ void EndVrDrawing(void) currentShader = defaultShader; // Reset viewport and default projection-modelview matrices - rlViewport(0, 0, screenWidth, screenHeight); - projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); + rlViewport(0, 0, framebufferWidth, framebufferHeight); + projection = MatrixOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0); modelview = MatrixIdentity(); rlDisableDepthTest(); @@ -4409,7 +4409,7 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) Matrix eyeModelView = matModelView; // Setup viewport and projection/modelview matrices using tracking data - rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); + rlViewport(eye*framebufferWidth/2, 0, framebufferWidth/2, framebufferHeight); // Apply view offset to modelview matrix eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);