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Fix incorrect viewport location when not using fullscreen HUD
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parent
d3457f4508
commit
a6354c74cf
5 changed files with 17 additions and 19 deletions
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@ -198,7 +198,7 @@ void FGLRenderer::BloomScene()
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// Add bloom back to scene texture:
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mBuffers->BindSceneTextureFB();
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -185,6 +185,7 @@ void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
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{
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mOutputViewport = *bounds;
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mOutputViewportLB = *bounds;
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mScreenViewport = *bounds;
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return;
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}
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@ -209,6 +210,12 @@ void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
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int vw = viewwidth;
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int vh = viewheight;
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// The entire renderable area, including the 2D HUD
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mScreenViewport.left = 0;
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mScreenViewport.top = 0;
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mScreenViewport.width = framebuffer->GetWidth();
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mScreenViewport.height = framebuffer->GetHeight();
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// Letterboxed viewport for the main scene
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mOutputViewportLB.left = viewwindowx;
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mOutputViewportLB.top = trueheight - bars - (height + viewwindowy - ((height - vh) / 2));
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@ -242,12 +249,8 @@ void FGLRenderer::Begin2D()
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mBuffers->BindSceneFB();
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else
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mBuffers->BindHudFB();
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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}
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else
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{
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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}
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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gl_RenderState.EnableFog(false);
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gl_RenderState.Set2DMode(true);
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@ -106,6 +106,7 @@ public:
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FSkyVertexBuffer *mSkyVBO;
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FLightBuffer *mLights;
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GL_IRECT mScreenViewport;
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GL_IRECT mOutputViewportLB;
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GL_IRECT mOutputViewport;
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bool mDrawingScene2D = false;
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@ -157,10 +157,7 @@ void FGLRenderer::SetViewArea()
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void FGLRenderer::Reset3DViewport()
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{
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if (FGLRenderBuffers::IsEnabled())
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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else
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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}
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//-----------------------------------------------------------------------------
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@ -171,20 +168,16 @@ void FGLRenderer::Reset3DViewport()
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void FGLRenderer::Set3DViewport(bool toscreen)
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{
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const auto &bounds = mOutputViewportLB;
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if (toscreen && FGLRenderBuffers::IsEnabled())
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{
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mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
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mBuffers->BindSceneFB();
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glViewport(0, 0, bounds.width, bounds.height);
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glScissor(0, 0, bounds.width, bounds.height);
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}
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else
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{
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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}
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const auto &bounds = mOutputViewportLB;
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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glEnable(GL_SCISSOR_TEST);
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#ifdef _DEBUG
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@ -233,7 +233,8 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
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if (FGLRenderBuffers::IsEnabled())
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{
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GLRenderer->mBuffers->BindHudFB();
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glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
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const auto &bounds = GLRenderer->mScreenViewport;
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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}
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bool done = ScreenWipe->Run(ticks, this);
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