Framebuffer first
This commit is contained in:
@@ -9,7 +9,6 @@
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#include "display/render.h"
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void cameraUIPush(void) {
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// Push the UI camera matrix onto the stack.
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glPushMatrix();
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glLoadIdentity();
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glOrtho(
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@@ -20,6 +19,32 @@ void cameraUIPush(void) {
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}
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void cameraUIPop(void) {
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// Pop the UI camera matrix from the stack.
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glPopMatrix();
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}
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void cameraScreenPush(void) {
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glPushMatrix();
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glLoadIdentity();
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#if RENDER_USE_FRAMEBUFFER
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int32_t windowWidth, windowHeight;
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SDL_GetWindowSize(RENDER_WINDOW, &windowWidth, &windowHeight);
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glViewport(0, 0, windowWidth, windowHeight);
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glOrtho(
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0.0f, (float_t)windowWidth,
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(float_t)windowHeight, 0.0f,
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-1.0f, 1.0f
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);
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#else
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glOrtho(
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0.0f, (float_t)RENDER_WIDTH,
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(float_t)RENDER_HEIGHT, 0.0f,
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-1.0f, 1.0f
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);
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#endif
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}
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void cameraScreenPop(void) {
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glPopMatrix();
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}
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@@ -17,3 +17,13 @@ void cameraUIPush(void);
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* Pops the UI camera matrix from the stack.
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*/
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void cameraUIPop(void);
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/**
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* Pushes the screen space camera matrix onto the stack.
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*/
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void cameraScreenPush(void);
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/**
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* Pops the screen space camera matrix.
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*/
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void cameraScreenPop(void);
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@@ -19,14 +19,12 @@
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#include "display/camera/camera.h"
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SDL_Window *RENDER_WINDOW;
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SDL_Renderer *RENDER_RENDERER;
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SDL_GLContext RENDER_GL_CONTEXT;
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bool_t RENDER_RUNNING;
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errorret_t renderInit(void) {
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// Init SDL
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uint32_t flags = SDL_INIT_VIDEO;
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#if INPUT_SUPPORT_GAMEPAD
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flags |= SDL_INIT_GAMECONTROLLER;
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#endif
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@@ -38,7 +36,7 @@ errorret_t renderInit(void) {
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);
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}
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// Set OpenGL attributes (optional, adjust as needed)
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// Set OpenGL attributes (Needs to be done now or later?)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Create window with OpenGL flag.
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@@ -48,7 +46,8 @@ errorret_t renderInit(void) {
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SDL_WINDOWPOS_UNDEFINED,
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RENDER_WINDOW_WIDTH_DEFAULT,
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RENDER_WINDOW_HEIGHT_DEFAULT,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
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SDL_WINDOW_OPENGL
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);
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if(!RENDER_WINDOW) {
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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@@ -60,13 +59,7 @@ errorret_t renderInit(void) {
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errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
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}
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// Enable VSync (optional)
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SDL_GL_SetSwapInterval(1);
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// No SDL_Renderer needed for OpenGL, set to NULL
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RENDER_RENDERER = NULL;
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// Disable GL crap we don't need
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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@@ -74,24 +67,18 @@ errorret_t renderInit(void) {
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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// To confirm: does this need to be done every frame?
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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spriteBatchInit();
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// Create back buffer.
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// renderBackBufferInit();
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renderTextInit();
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renderBackBufferInit();
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// Init other things
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renderTextInit();
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// renderSceneInit();
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renderSceneInit();
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// Mark ready.
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RENDER_RUNNING = true;
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errorOk();
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}
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@@ -109,25 +96,25 @@ errorret_t renderDraw(void) {
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}
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// Bind the backbuffer
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// renderBackBufferBind();
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renderBackBufferBind();
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// Draw everything
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// renderSceneDraw();
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renderSceneDraw();
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// Unbind the backbuffer
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// renderBackBufferUnbind();
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// renderBackBufferDraw();
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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cameraUIPush();
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renderConsoleDraw();
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spriteBatchFlush();
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cameraUIPop();
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SDL_GL_SwapWindow(RENDER_WINDOW);
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// Finish rendering
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spriteBatchFlush();
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renderBackBufferUnbind();
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// Draw the back buffer to the window
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renderBackBufferDraw();
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SDL_GL_SwapWindow(RENDER_WINDOW);
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errorOk();
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}
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@@ -7,6 +7,8 @@
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#include "renderbackbuffer.h"
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#include "render.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/camera/camera.h"
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#if RENDER_USE_FRAMEBUFFER
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SDL_Texture *RENDER_BACKBUFFER;
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@@ -16,20 +18,20 @@
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errorret_t renderBackBufferInit(void) {
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#if RENDER_USE_FRAMEBUFFER
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RENDER_BACKBUFFER = SDL_CreateTexture(
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RENDER_RENDERER,
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SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_TARGET,
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RENDER_WIDTH,
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RENDER_HEIGHT
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);
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// RENDER_BACKBUFFER = SDL_CreateTexture(
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// RENDER_RENDERER,
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// SDL_PIXELFORMAT_RGBA8888,
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// SDL_TEXTUREACCESS_TARGET,
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// RENDER_WIDTH,
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// RENDER_HEIGHT
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// );
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if(!RENDER_BACKBUFFER) {
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errorThrow("SDL_CreateTexture failed: %s", SDL_GetError());
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}
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// Make sure we unbind the back buffer after creation
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SDL_SetRenderTarget(RENDER_RENDERER, NULL);
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// SDL_SetRenderTarget(RENDER_RENDERER, NULL);
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#else
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// No back buffer needed for window rendering
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#endif
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@@ -39,30 +41,31 @@ errorret_t renderBackBufferInit(void) {
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void renderBackBufferBind(void) {
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#if RENDER_USE_FRAMEBUFFER
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SDL_SetRenderTarget(RENDER_RENDERER, RENDER_BACKBUFFER);
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// SDL_SetRenderTarget(RENDER_RENDERER, RENDER_BACKBUFFER);
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#endif
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// Fill background with cornflower blue.
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SDL_SetRenderDrawColor(RENDER_RENDERER, 100, 149, 237, 255);
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SDL_RenderClear(RENDER_RENDERER);
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void renderBackBufferUnbind(void) {
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#if RENDER_USE_FRAMEBUFFER
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SDL_SetRenderTarget(RENDER_RENDERER, NULL);
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// SDL_SetRenderTarget(RENDER_RENDERER, NULL);
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#endif
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}
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void renderBackBufferDraw(void) {
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#if RENDER_USE_FRAMEBUFFER
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// Clear background black
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SDL_SetRenderDrawColor(RENDER_RENDERER, 0, 0, 0, 255);
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SDL_RenderClear(RENDER_RENDERER);
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// Create a quad that is scaled to fit but maintain original aspect ratio
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int32_t windowWidth, windowHeight;
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SDL_GetWindowSize(RENDER_WINDOW, &windowWidth, &windowHeight);
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// Set viewport to match window size
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cameraScreenPush();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Create a quad that is scaled to fit but maintain original aspect ratio
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int32_t renderWidth, renderHeight, renderX, renderY;
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if(RENDER_WIDTH * windowHeight > RENDER_HEIGHT * windowWidth) {
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renderWidth = windowWidth;
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@@ -77,8 +80,16 @@ void renderBackBufferDraw(void) {
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}
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// Draw the back buffer texture
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SDL_Rect destRect = { renderX, renderY, renderWidth, renderHeight };
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SDL_RenderCopy(RENDER_RENDERER, RENDER_BACKBUFFER, NULL, &destRect);
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spriteBatchClear();
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spriteBatchPush(
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NULL,
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renderX, renderY,
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renderX+renderWidth, renderY+renderHeight,
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0xFF, 0x00, 0xFF, 0xFF,
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0, 0, 1, 1
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);
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spriteBatchFlush();
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cameraScreenPop();
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#else
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// No back buffer to draw
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#endif
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