Fix for vr rendering not taking render target size into account (#2424)

This commit is contained in:
Maiko Steeman
2022-04-24 10:48:50 +01:00
committed by GitHub
parent e1ee4b1466
commit ccfac59c60
3 changed files with 26 additions and 6 deletions

View File

@@ -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