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@ -66,17 +66,12 @@ constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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/// Vertex structure that the drawn screen rectangles are composed of.
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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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position[0] = x;
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position[1] = y;
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tex_coord[0] = u;
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tex_coord[1] = v;
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}
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constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
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: position{{x, y}}, tex_coord{{u, v}} {}
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GLfloat position[2];
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GLfloat tex_coord[2];
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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};
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/**
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@ -383,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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static_cast<f32>(screen_info.texture.height);
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}
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std::array<ScreenRectVertex, 4> vertices = {{
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const std::array vertices = {
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ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
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ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
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ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
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ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
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}};
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};
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state.textures[0] = screen_info.display_texture;
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state.framebuffer_srgb.enabled = screen_info.display_srgb;
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state.AllDirty();
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state.Apply();
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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state.framebuffer_srgb.enabled = false;
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