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Merge pull request #206 from joeld42/jbd_bugfix

Added SetupViewport so high-DPI fix applies to EndTextureMode
pull/210/head
Ray 8 years ago
committed by GitHub
parent
commit
673ea62b27
2 changed files with 22 additions and 15 deletions
  1. +1
    -0
      README.md
  2. +21
    -15
      src/core.c

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README.md View File

@ -193,6 +193,7 @@ features
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1** * Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1**
* Custom color palette for fancy visuals on raywhite background * Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL) * Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* Complete binding to LUA
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...). multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).

+ 21
- 15
src/core.c View File

@ -264,6 +264,7 @@ static void SwapBuffers(void); // Copy back buffer to f
static void LogoAnimation(void); // Plays raylib logo appearing animation static void LogoAnimation(void); // Plays raylib logo appearing animation
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
static void SetupViewport(void);
#endif #endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -744,8 +745,7 @@ void EndTextureMode(void)
rlDisableRenderTexture(); // Disable render target rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size (screen size) // Set viewport to default framebuffer size (screen size)
// TODO: consider possible viewport offsets
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
SetupViewport();
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION) rlLoadIdentity(); // Reset current matrix (PROJECTION)
@ -1776,19 +1776,8 @@ static void InitGraphicsDevice(int width, int height)
// NOTE: screenWidth and screenHeight not used, just stored as globals // NOTE: screenWidth and screenHeight not used, just stored as globals
rlglInit(screenWidth, screenHeight); rlglInit(screenWidth, screenHeight);
#ifdef __APPLE__
// Get framebuffer size of current window
// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
// is automatically reasized to adapt to new DPI.
// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
#else
// Initialize screen viewport (area of the screen that you will actually draw to)
// NOTE: Viewport must be recalculated if screen is resized
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
#endif
// Setup default viewport
SetupViewport();
// Initialize internal projection and modelview matrices // Initialize internal projection and modelview matrices
// NOTE: Default to orthographic projection mode with top-left corner at (0,0) // NOTE: Default to orthographic projection mode with top-left corner at (0,0)
@ -1805,6 +1794,23 @@ static void InitGraphicsDevice(int width, int height)
#endif #endif
} }
static void SetupViewport(void)
{
#ifdef __APPLE__
// Get framebuffer size of current window
// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
// is automatically reasized to adapt to new DPI.
// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
#else
// Initialize screen viewport (area of the screen that you will actually draw to)
// NOTE: Viewport must be recalculated if screen is resized
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
#endif
}
// Compute framebuffer size relative to screen size and display size // Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified // NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight) static void SetupFramebufferSize(int displayWidth, int displayHeight)

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