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authorMaiko Steeman <[email protected]>2022-04-24 10:48:50 +0100
committerGitHub <[email protected]>2022-04-24 11:48:50 +0200
commitccfac59c60f292685cd4785233f1ac972bc74142 (patch)
treeadc200417b1fc1dddc73ee740586a9f6fef04ba0 /src/rlgl.h
parente1ee4b1466062d130b85e4a7763ceb7c3e05986f (diff)
downloadraylib-ccfac59c60f292685cd4785233f1ac972bc74142.tar.gz
raylib-ccfac59c60f292685cd4785233f1ac972bc74142.zip
Fix for vr rendering not taking render target size into account (#2424)
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h19
1 files changed, 18 insertions, 1 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 7acfe5cb..6f7004f7 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -929,6 +929,11 @@ typedef struct rlglData {
int framebufferWidth; // Default framebuffer width
int framebufferHeight; // Default framebuffer height
+
+ int viewportX; // Current opengl viewport offset x
+ int viewportY; // Current opengl viewport offset y
+ int viewportWidth; // Current opengl viewport width
+ int viewportHeight; // Current opengl viewport height
} State; // Renderer state
struct {
@@ -1232,6 +1237,11 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
void rlViewport(int x, int y, int width, int height)
{
+ RLGL.State.viewportX = x;
+ RLGL.State.viewportY = y;
+ RLGL.State.viewportWidth = width;
+ RLGL.State.viewportHeight = height;
+
glViewport(x, y, width, height);
}
@@ -2494,6 +2504,11 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
Matrix matProjection = RLGL.State.projection;
Matrix matModelView = RLGL.State.modelview;
+ int originalViewportX = RLGL.State.viewportX;
+ int originalViewportY = RLGL.State.viewportY;
+ int originalViewportWidth = RLGL.State.viewportWidth;
+ int originalViewportHeight = RLGL.State.viewportHeight;
+
int eyeCount = 1;
if (RLGL.State.stereoRender) eyeCount = 2;
@@ -2502,7 +2517,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
if (eyeCount == 2)
{
// Setup current eye viewport (half screen width)
- rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
+ rlViewport(originalViewportX + eye * originalViewportWidth / 2, originalViewportY, originalViewportWidth / 2, originalViewportHeight);
// Set current eye view offset to modelview matrix
rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
@@ -2601,6 +2616,8 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
glUseProgram(0); // Unbind shader program
}
+
+ if (eyeCount == 2) rlViewport(originalViewportX, originalViewportY, originalViewportWidth, originalViewportHeight);
//------------------------------------------------------------------------------------------------------------
// Reset batch buffers