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-rw-r--r--src/config.h2
-rw-r--r--src/core.c132
2 files changed, 59 insertions, 75 deletions
diff --git a/src/config.h b/src/config.h
index 2ea4b438..77e936bd 100644
--- a/src/config.h
+++ b/src/config.h
@@ -50,6 +50,8 @@
#define SUPPORT_SCREEN_CAPTURE 1
// Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
#define SUPPORT_GIF_RECORDING 1
+// Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
+//#define SUPPORT_HIGH_DPI 1
//------------------------------------------------------------------------------------
diff --git a/src/core.c b/src/core.c
index f2978d77..6dd423fa 100644
--- a/src/core.c
+++ b/src/core.c
@@ -59,6 +59,9 @@
* #define SUPPORT_GIF_RECORDING
* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
*
+* #define SUPPORT_HIGH_DPI
+* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
+*
* DEPENDENCIES:
* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
@@ -437,7 +440,7 @@ extern void UnloadDefaultFont(void); // [Module: text] Unloads default fo
//----------------------------------------------------------------------------------
static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
static void SetupFramebuffer(int width, int height); // Setup main framebuffer
-static void SetupViewport(void); // Set viewport parameters
+static void SetupViewport(int width, int height); // Set viewport for a provided width and height
static void SwapBuffers(void); // Copy back buffer to front buffers
static void InitTimer(void); // Initialize timer
@@ -1175,6 +1178,7 @@ void BeginMode2D(Camera2D camera)
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
// Camera rotation and scaling is always relative to target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
@@ -1193,6 +1197,7 @@ void EndMode2D(void)
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
}
// Initializes 3D mode with custom camera (3D)
@@ -1246,6 +1251,8 @@ void EndMode3D(void)
rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
+
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
@@ -1284,22 +1291,8 @@ void EndTextureMode(void)
rlDisableRenderTexture(); // Disable render target
- // Set viewport to default framebuffer size (screen size)
- SetupViewport();
-
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
-
- // Set orthographic projection to current framebuffer size
- // NOTE: Configured top-left corner as (0, 0)
- rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // Reset current screen size
- currentWidth = GetScreenWidth();
- currentHeight = GetScreenHeight();
+ // Set viewport to default framebuffer size
+ SetupViewport(renderWidth, renderHeight);
}
// Returns a ray trace from mouse position
@@ -2336,12 +2329,11 @@ static bool InitGraphicsDevice(int width, int height)
currentWidth = width;
currentHeight = height;
+ screenScaling = MatrixIdentity(); // No draw scaling required by default
+
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
- // Screen scaling matrix is required in case desired screen area is different than display area
- screenScaling = MatrixIdentity();
-
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
@@ -2388,7 +2380,7 @@ static bool InitGraphicsDevice(int width, int height)
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
-#if defined(PLATFORM_DESKTOP)
+#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
// NOTE: If using external GLFW, it requires latest GLFW 3.3 for this functionality
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
#endif
@@ -2468,9 +2460,11 @@ static bool InitGraphicsDevice(int width, int height)
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
- // At this point we need to manage render size vs screen size
- // NOTE: This function uses and modifies global module variables:
- // screenWidth/screenHeight - renderWidth/renderHeight - screenScaling
+ // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
+ // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+ // Modified global variables: screenWidth/screenHeight - renderWidth/renderHeight - renderOffsetX/renderOffsetY - screenScaling
+ // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+ // HighDPI monitors are properly considered in a following similar function: SetupViewport()
SetupFramebuffer(displayWidth, displayHeight);
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
@@ -2494,12 +2488,6 @@ static bool InitGraphicsDevice(int width, int height)
if (windowPosY < 0) windowPosY = 0;
glfwSetWindowPos(window, windowPosX, windowPosY);
-
- // Get window HiDPI scaling factor
- float scaleRatio = 0.0f;
- glfwGetWindowContentScale(window, &scaleRatio, NULL);
- scaleRatio = roundf(scaleRatio);
- //screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
#endif
renderWidth = screenWidth;
renderHeight = screenHeight;
@@ -2886,23 +2874,23 @@ static bool InitGraphicsDevice(int width, int height)
}
#endif // PLATFORM_ANDROID || PLATFORM_RPI
- renderWidth = screenWidth;
- renderHeight = screenHeight;
-
// Initialize OpenGL context (states and resources)
- // NOTE: screenWidth and screenHeight not used, just stored as globals
+ // NOTE: screenWidth and screenHeight not used, just stored as globals in rlgl
rlglInit(screenWidth, screenHeight);
- // Setup default viewport
- SetupViewport();
+ int fbWidth = renderWidth;
+ int fbHeight = renderHeight;
- // Initialize internal projection and modelview matrices
- // NOTE: Default to orthographic projection mode with top-left corner at (0,0)
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
+ glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
+
+ // Screen scaling matrix is required in case desired screen area is different than display area
+ screenScaling = MatrixScale((float)fbWidth/screenWidth, (float)fbHeight/screenHeight, 1.0f);
+ SetMouseScale((float)screenWidth/fbWidth, (float)screenHeight/fbHeight);
+#endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI
+
+ // Setup default viewport
+ SetupViewport(fbWidth, fbHeight);
ClearBackground(RAYWHITE); // Default background color for raylib games :P
@@ -2912,21 +2900,32 @@ static bool InitGraphicsDevice(int width, int height)
return true;
}
-// Set viewport parameters
-static void SetupViewport(void)
+// Set viewport for a provided width and height
+static void SetupViewport(int width, int height)
{
-#if defined(__APPLE__)
- // Get framebuffer size of current window
- // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer is automatically reasized to adapt to new DPI.
- // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
- int fbWidth, fbHeight;
- glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
- rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
-#else
- // Initialize screen viewport (area of the screen that you will actually draw to)
- // NOTE: Viewport must be recalculated if screen is resized
+ renderWidth = width;
+ renderHeight = height;
+
+ // Set viewport width and height
+ // NOTE: We consider render size and offset in case black bars are required and
+ // render area does not match full display area (this situation is only applicable on fullscreen mode)
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
-#endif
+
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, renderWidth, renderHeight, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
+ // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
+ // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
+ currentWidth = screenWidth;
+ currentHeight = screenHeight;
}
// Compute framebuffer size relative to screen size and display size
@@ -2959,7 +2958,7 @@ static void SetupFramebuffer(int width, int height)
// Screen scaling required
float scaleRatio = (float)renderWidth/(float)screenWidth;
- screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
+ screenScaling = MatrixScale(scaleRatio, scaleRatio, 1.0f);
// NOTE: We render to full display resolution!
// We just need to calculate above parameters for downscale matrix and offsets
@@ -3705,24 +3704,7 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
- // If window is resized, viewport and projection matrix needs to be re-calculated
- rlViewport(0, 0, width, height); // Set viewport width and height
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
- rlClearScreenBuffers(); // Clear screen buffers (color and depth)
-
- // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
- // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
- // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
- screenWidth = width;
- screenHeight = height;
- renderWidth = width;
- renderHeight = height;
- currentWidth = width;
- currentHeight = height;
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
// NOTE: Postprocessing texture is not scaled to new size