Draw the final screen texture in the centre with black bars

Only applies when the monitor aspect ratio is different to the game's aspect ratio.
This commit is contained in:
Sryder 2018-03-17 19:22:14 +00:00
parent 527df5c248
commit 31d1ef8db0
1 changed files with 23 additions and 5 deletions

View File

@ -2601,6 +2601,9 @@ EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
{
float xfix, yfix;
float origaspect, newaspect;
float xoff = 1, yoff = 1; // xoffset and yoffset for the polygon to have black bars around the screen
FRGBAFloat clearColour;
INT32 texsize = 2048;
if(screen_width <= 1024)
@ -2611,28 +2614,43 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
xfix = 1/((float)(texsize)/((float)((screen_width))));
yfix = 1/((float)(texsize)/((float)((screen_height))));
//pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
origaspect = (float)screen_width / screen_height;
newaspect = (float)width / height;
if (origaspect < newaspect)
{
xoff = origaspect / newaspect;
yoff = 1;
}
else if (origaspect > newaspect)
{
xoff = 1;
yoff = newaspect / origaspect;
}
pglViewport(0, 0, width, height);
clearColour.red = clearColour.green = clearColour.blue = 0;
clearColour.alpha = 1;
ClearBuffer(true, false, &clearColour);
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
pglBegin(GL_QUADS);
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Bottom left
pglTexCoord2f(0.0f, 0.0f);
pglVertex3f(-1, -1, 1.0f);
pglVertex3f(-xoff, -yoff, 1.0f);
// Top left
pglTexCoord2f(0.0f, yfix);
pglVertex3f(-1, 1, 1.0f);
pglVertex3f(-xoff, yoff, 1.0f);
// Top right
pglTexCoord2f(xfix, yfix);
pglVertex3f(1, 1, 1.0f);
pglVertex3f(xoff, yoff, 1.0f);
// Bottom right
pglTexCoord2f(xfix, 0.0f);
pglVertex3f(1, -1, 1.0f);
pglVertex3f(xoff, -yoff, 1.0f);
pglEnd();