diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/rcore.c | 4 | ||||
| -rw-r--r-- | src/rlgl.h | 19 |
2 files changed, 20 insertions, 3 deletions
diff --git a/src/rcore.c b/src/rcore.c index 6cff9e18..d6faeabd 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -2348,8 +2348,8 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device) // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance) // ...but with lens distortion it is increased (see Oculus SDK Documentation) - //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale? - float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance); + float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale? + // float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance); // Compute camera projection matrices float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] @@ -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 |
