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Renamed screenWidth & screenHeight

pull/897/head
Ray 5 lat temu
rodzic
commit
65a21ab416
1 zmienionych plików z 19 dodań i 19 usunięć
  1. +19
    -19
      src/rlgl.h

+ 19
- 19
src/rlgl.h Wyświetl plik

@ -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]);

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