Reorganized the render target code, moving the viewport handling to the general code and adding software implementation.
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fb87e98b8a
commit
da686e5bd4
7 changed files with 260 additions and 342 deletions
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@ -54,6 +54,7 @@ static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_UpdateViewport(SDL_Renderer * renderer);
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static int GL_RenderClear(SDL_Renderer * renderer);
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static int GL_RenderDrawPoints(SDL_Renderer * renderer,
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@ -66,7 +67,6 @@ static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch);
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static int GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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@ -104,8 +104,6 @@ typedef struct
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SDL_bool GL_EXT_framebuffer_object_supported;
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GL_FBOList *framebuffers;
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SDL_Texture *renderTarget;
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SDL_Rect viewport_copy;
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/* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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@ -309,19 +307,19 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTexture = GL_UpdateTexture;
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renderer->LockTexture = GL_LockTexture;
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renderer->UnlockTexture = GL_UnlockTexture;
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renderer->SetTargetTexture = GL_SetTargetTexture;
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renderer->UpdateViewport = GL_UpdateViewport;
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renderer->RenderClear = GL_RenderClear;
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renderer->RenderDrawPoints = GL_RenderDrawPoints;
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renderer->RenderDrawLines = GL_RenderDrawLines;
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renderer->RenderFillRects = GL_RenderFillRects;
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renderer->RenderCopy = GL_RenderCopy;
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renderer->SetTargetTexture = GL_SetTargetTexture;
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renderer->RenderReadPixels = GL_RenderReadPixels;
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renderer->RenderPresent = GL_RenderPresent;
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renderer->DestroyTexture = GL_DestroyTexture;
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renderer->DestroyRenderer = GL_DestroyRenderer;
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renderer->info = GL_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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renderer->window = window;
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@ -399,11 +397,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
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data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
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SDL_GL_GetProcAddress("glBindFramebufferEXT");
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data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
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data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
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SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
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renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
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}
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data->framebuffers = NULL;
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data->renderTarget = NULL;
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/* Set up parameters for rendering */
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GL_ResetState(renderer);
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@ -465,74 +463,6 @@ GetScaleQuality(void)
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}
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}
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static int
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GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *texturedata;
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GLenum status;
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if (!renderer) return -1;
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GL_ActivateRenderer(renderer);
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if (! data->GL_EXT_framebuffer_object_supported) {
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SDL_Unsupported();
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return -1;
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}
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if (texture == NULL) {
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if (data->renderTarget != NULL) {
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data->renderTarget = NULL;
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renderer->viewport = data->viewport_copy;
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data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glViewport(renderer->viewport.x, renderer->viewport.y, renderer->viewport.w, renderer->viewport.h);
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data->glOrtho(0.0, (GLdouble) renderer->viewport.w, (GLdouble) renderer->viewport.h, 0.0, 0.0, 1.0);
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}
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return 0;
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}
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if (renderer != texture->renderer) return -1;
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if (data->renderTarget==NULL) {
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// Keep a copy of the default viewport to restore when texture==NULL
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data->viewport_copy = renderer->viewport;
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}
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texturedata = (GL_TextureData *) texture->driverdata;
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if (!texturedata) {
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if (texture->native && texture->native->driverdata) {
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texture = texture->native;
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texturedata = texture->driverdata;
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}
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else return -1;
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}
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data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
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/* TODO: check if texture pixel format allows this operation */
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data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
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/* Check FBO status */
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status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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return -1;
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}
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data->renderTarget = texture;
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renderer->viewport.x = 0;
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renderer->viewport.y = 0;
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renderer->viewport.w = texture->w;
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renderer->viewport.h = texture->h;
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glOrtho(0.0, (GLdouble) texture->w, 0.0, (GLdouble) texture->h, 0.0, 1.0);
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glViewport(0, 0, texture->w, texture->h);
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return 0;
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}
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static int
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GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -776,6 +706,33 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
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}
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static int
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GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *texturedata;
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GLenum status;
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GL_ActivateRenderer(renderer);
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if (texture == NULL) {
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data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return 0;
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}
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texturedata = (GL_TextureData *) texture->driverdata;
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data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
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/* TODO: check if texture pixel format allows this operation */
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data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
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/* Check FBO status */
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status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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SDL_SetError("glFramebufferTexture2DEXT() failed");
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return -1;
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}
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return 0;
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}
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static int
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GL_UpdateViewport(SDL_Renderer * renderer)
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{
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@ -791,10 +748,19 @@ GL_UpdateViewport(SDL_Renderer * renderer)
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glOrtho((GLdouble) 0,
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(GLdouble) renderer->viewport.w,
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(GLdouble) renderer->viewport.h,
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(GLdouble) 0, 0.0, 1.0);
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if (renderer->target) {
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data->glOrtho((GLdouble) 0,
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(GLdouble) renderer->viewport.w,
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(GLdouble) 0,
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(GLdouble) renderer->viewport.h,
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0.0, 1.0);
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} else {
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data->glOrtho((GLdouble) 0,
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(GLdouble) renderer->viewport.w,
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(GLdouble) renderer->viewport.h,
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(GLdouble) 0,
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0.0, 1.0);
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}
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return 0;
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}
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