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Fix for vr rendering not taking render target size into account (#2424)
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19
src/rlgl.h
19
src/rlgl.h
@@ -929,6 +929,11 @@ typedef struct rlglData {
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int framebufferWidth; // Default framebuffer width
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int framebufferHeight; // Default framebuffer height
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int viewportX; // Current opengl viewport offset x
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int viewportY; // Current opengl viewport offset y
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int viewportWidth; // Current opengl viewport width
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int viewportHeight; // Current opengl viewport height
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} State; // Renderer state
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struct {
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@@ -1232,6 +1237,11 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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// Set the viewport area (transformation from normalized device coordinates to window coordinates)
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void rlViewport(int x, int y, int width, int height)
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{
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RLGL.State.viewportX = x;
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RLGL.State.viewportY = y;
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RLGL.State.viewportWidth = width;
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RLGL.State.viewportHeight = height;
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glViewport(x, y, width, height);
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}
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@@ -2494,6 +2504,11 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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Matrix matProjection = RLGL.State.projection;
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Matrix matModelView = RLGL.State.modelview;
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int originalViewportX = RLGL.State.viewportX;
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int originalViewportY = RLGL.State.viewportY;
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int originalViewportWidth = RLGL.State.viewportWidth;
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int originalViewportHeight = RLGL.State.viewportHeight;
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int eyeCount = 1;
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if (RLGL.State.stereoRender) eyeCount = 2;
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@@ -2502,7 +2517,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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if (eyeCount == 2)
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{
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// Setup current eye viewport (half screen width)
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rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
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rlViewport(originalViewportX + eye * originalViewportWidth / 2, originalViewportY, originalViewportWidth / 2, originalViewportHeight);
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// Set current eye view offset to modelview matrix
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rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
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@@ -2601,6 +2616,8 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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glUseProgram(0); // Unbind shader program
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}
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if (eyeCount == 2) rlViewport(originalViewportX, originalViewportY, originalViewportWidth, originalViewportHeight);
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//------------------------------------------------------------------------------------------------------------
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// Reset batch buffers
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