Increased code readability in EndVrDrawing
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@ -874,6 +874,7 @@ typedef enum {
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// VR Output Transformations
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typedef enum {
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VR_OUTPUT_ROTATE_NONE = 0x00000000, // Set to apply no rotation transform
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VR_OUTPUT_ROTATE_90 = 0x00000001, // Set to rotate the output stereo view by 90 degrees (clockwise)
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VR_OUTPUT_ROTATE_180 = 0x00000002, // Set to rotate the output stereo view by 180 degrees (clockwise)
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VR_OUTPUT_ROTATE_270 = 0x00000003, // Set to rotate the output stereo view by 270 degrees (clockwise)
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31
src/rlgl.h
31
src/rlgl.h
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@ -4005,41 +4005,44 @@ void EndVrDrawing(void)
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rlEnableTexture(RLGL.Vr.stereoTexId);
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// Extract transform flags
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bool shouldFlipH = RLGL.Vr.outputTransformFlags & VR_OUTPUT_FLIP_H;
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bool shouldFlipV = RLGL.Vr.outputTransformFlags & VR_OUTPUT_FLIP_V;
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int point = RLGL.Vr.outputTransformFlags & 0b11; // Extract lower bits from transform flags
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// Declare four UV coordinates with vertical and horizontal flips according to the flags
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float uvPoints[][2] = {
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{ (float)(shouldFlipH ^ 0), (float)(shouldFlipV ^ 1) },
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{ (float)(shouldFlipH ^ 0), (float)(shouldFlipV ^ 0) },
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{ (float)(shouldFlipH ^ 1), (float)(shouldFlipV ^ 0) },
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{ (float)(shouldFlipH ^ 1), (float)(shouldFlipV ^ 1) }
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{ (float)(shouldFlipH ^ 0), (float)(shouldFlipV ^ 1) }, // Bottom-left corner for texture
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{ (float)(shouldFlipH ^ 0), (float)(shouldFlipV ^ 0) }, // Bottom-right corner for texture
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{ (float)(shouldFlipH ^ 1), (float)(shouldFlipV ^ 0) }, // Top-right corner for texture
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{ (float)(shouldFlipH ^ 1), (float)(shouldFlipV ^ 1) } // Top-left corner for texture
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};
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int pointOffset = RLGL.Vr.outputTransformFlags & 0b11; // Extract lower bits from transform flags
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int point = 0;
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rlPushMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// Bottom-left corner for texture and quad
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// Bottom-left corner for quad
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point = (pointOffset + 0) % 4;
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rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
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point = (point + 1) % 4;
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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// Bottom-right corner for quad
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point = (pointOffset + 1) % 4;
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rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
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point = (point + 1) % 4;
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rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight);
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// Top-right corner for texture and quad
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// Top-right corner for quad
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point = (pointOffset + 2) % 4;
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rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
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point = (point + 1) % 4;
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rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight);
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// Top-left corner for texture and quad
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// Top-left corner for quad
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point = (pointOffset + 3) % 4;
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rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
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point = (point + 1) % 4;
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rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f);
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rlEnd();
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rlPopMatrix();
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