forked from Mirrorlandia_minetest/irrlicht
Fix getViewPort
returning incorrect results
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b43f9b96e0
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78d1a3f73e
@ -2099,6 +2099,13 @@ COGLES2Driver::~COGLES2Driver()
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}
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}
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void COGLES2Driver::setViewPortRaw(u32 width, u32 height)
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{
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CacheHandler->setViewport(0, 0, width, height);
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ViewPort = core::recti(0, 0, width, height);
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}
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//! Draws a shadow volume into the stencil buffer.
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//! Draws a shadow volume into the stencil buffer.
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void COGLES2Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
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void COGLES2Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
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{
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{
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@ -2460,7 +2467,7 @@ COGLES2Driver::~COGLES2Driver()
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destRenderTargetSize = renderTarget->getSize();
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destRenderTargetSize = renderTarget->getSize();
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CacheHandler->setViewport(0, 0, destRenderTargetSize.Width, destRenderTargetSize.Height);
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setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
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}
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}
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else
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else
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{
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{
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@ -2468,7 +2475,7 @@ COGLES2Driver::~COGLES2Driver()
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destRenderTargetSize = core::dimension2d<u32>(0, 0);
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destRenderTargetSize = core::dimension2d<u32>(0, 0);
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CacheHandler->setViewport(0, 0, ScreenSize.Width, ScreenSize.Height);
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setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
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}
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}
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if (CurrentRenderTargetSize != destRenderTargetSize)
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if (CurrentRenderTargetSize != destRenderTargetSize)
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@ -379,6 +379,9 @@ namespace video
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bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);
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bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);
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//! Same as `CacheHandler->setViewport`, but also sets `ViewPort`
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virtual void setViewPortRaw(u32 width, u32 height);
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COGLES2CacheHandler* CacheHandler;
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COGLES2CacheHandler* CacheHandler;
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core::stringw Name;
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core::stringw Name;
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core::stringc VendorName;
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core::stringc VendorName;
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@ -2330,6 +2330,13 @@ void COGLES1Driver::setViewPort(const core::rect<s32>& area)
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}
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}
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void COGLES1Driver::setViewPortRaw(u32 width, u32 height)
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{
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CacheHandler->setViewport(0, 0, width, height);
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ViewPort = core::recti(0, 0, width, height);
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}
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//! Draws a shadow volume into the stencil buffer.
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//! Draws a shadow volume into the stencil buffer.
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void COGLES1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
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void COGLES1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
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{
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{
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@ -2779,7 +2786,7 @@ bool COGLES1Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SCol
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destRenderTargetSize = renderTarget->getSize();
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destRenderTargetSize = renderTarget->getSize();
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CacheHandler->setViewport(0, 0, destRenderTargetSize.Width, destRenderTargetSize.Height);
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setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
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}
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}
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else
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else
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{
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{
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@ -2805,7 +2812,7 @@ bool COGLES1Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SCol
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destRenderTargetSize = core::dimension2d<u32>(0, 0);
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destRenderTargetSize = core::dimension2d<u32>(0, 0);
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CacheHandler->setViewport(0, 0, ScreenSize.Width, ScreenSize.Height);
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setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
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}
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}
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if (CurrentRenderTargetSize != destRenderTargetSize)
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if (CurrentRenderTargetSize != destRenderTargetSize)
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@ -342,6 +342,9 @@ namespace video
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//! \param[in] lightIndex: the index of the requesting light
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//! \param[in] lightIndex: the index of the requesting light
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void assignHardwareLight(u32 lightIndex);
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void assignHardwareLight(u32 lightIndex);
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//! Same as `CacheHandler->setViewport`, but also sets `ViewPort`
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virtual void setViewPortRaw(u32 width, u32 height);
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COGLES1CacheHandler* CacheHandler;
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COGLES1CacheHandler* CacheHandler;
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core::stringw Name;
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core::stringw Name;
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@ -3240,6 +3240,13 @@ void COpenGLDriver::setViewPort(const core::rect<s32>& area)
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}
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}
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void COpenGLDriver::setViewPortRaw(u32 width, u32 height)
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{
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CacheHandler->setViewport(0, 0, width, height);
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ViewPort = core::recti(0, 0, width, height);
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}
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
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//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
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@ -3872,7 +3879,7 @@ bool COpenGLDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SCol
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destRenderTargetSize = renderTarget->getSize();
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destRenderTargetSize = renderTarget->getSize();
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CacheHandler->setViewport(0, 0, destRenderTargetSize.Width, destRenderTargetSize.Height);
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setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
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}
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}
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else
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else
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{
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{
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@ -3898,7 +3905,7 @@ bool COpenGLDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SCol
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destRenderTargetSize = core::dimension2d<u32>(0, 0);
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destRenderTargetSize = core::dimension2d<u32>(0, 0);
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CacheHandler->setViewport(0, 0, ScreenSize.Width, ScreenSize.Height);
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setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
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}
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}
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if (CurrentRenderTargetSize != destRenderTargetSize)
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if (CurrentRenderTargetSize != destRenderTargetSize)
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@ -3972,7 +3979,7 @@ IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RE
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if (format==video::ECF_UNKNOWN)
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if (format==video::ECF_UNKNOWN)
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format=getColorFormat();
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format=getColorFormat();
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// TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
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// TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
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if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
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if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
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return 0;
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return 0;
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@ -428,7 +428,7 @@ namespace video
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virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;
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virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;
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virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;
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virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;
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//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
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//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
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inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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@ -456,6 +456,9 @@ namespace video
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void renderArray(const void* indexList, u32 primitiveCount,
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void renderArray(const void* indexList, u32 primitiveCount,
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scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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//! Same as `CacheHandler->setViewport`, but also sets `ViewPort`
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virtual void setViewPortRaw(u32 width, u32 height);
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COpenGLCacheHandler* CacheHandler;
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COpenGLCacheHandler* CacheHandler;
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core::stringw Name;
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core::stringw Name;
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