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https://github.com/minetest/irrlicht.git
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Unify plain image drawing
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parent
79fdab0551
commit
4fba496917
@ -828,128 +828,8 @@ COpenGL3Driver::~COpenGL3Driver()
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if (!sourceRect.isValid())
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return;
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core::position2d<s32> targetPos(destPos);
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core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
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core::dimension2d<s32> sourceSize(sourceRect.getSize());
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if (clipRect)
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{
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if (targetPos.X < clipRect->UpperLeftCorner.X)
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{
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sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
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if (sourceSize.Width <= 0)
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return;
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sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
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targetPos.X = clipRect->UpperLeftCorner.X;
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}
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if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
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{
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sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
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if (sourceSize.Width <= 0)
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return;
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}
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if (targetPos.Y < clipRect->UpperLeftCorner.Y)
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{
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sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
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if (sourceSize.Height <= 0)
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return;
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sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
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targetPos.Y = clipRect->UpperLeftCorner.Y;
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}
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if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
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{
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sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
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if (sourceSize.Height <= 0)
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return;
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}
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}
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// clip these coordinates
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if (targetPos.X < 0)
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{
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sourceSize.Width += targetPos.X;
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if (sourceSize.Width <= 0)
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return;
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sourcePos.X -= targetPos.X;
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targetPos.X = 0;
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}
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const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
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if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
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{
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sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
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if (sourceSize.Width <= 0)
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return;
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}
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if (targetPos.Y < 0)
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{
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sourceSize.Height += targetPos.Y;
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if (sourceSize.Height <= 0)
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return;
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sourcePos.Y -= targetPos.Y;
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targetPos.Y = 0;
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}
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if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
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{
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sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
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if (sourceSize.Height <= 0)
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return;
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}
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// ok, we've clipped everything.
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// now draw it.
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = texture->isRenderTarget();
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const core::dimension2d<u32>& ss = texture->getOriginalSize();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const core::rect<f32> tcoords(
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sourcePos.X * invW,
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(isRTT ? (sourcePos.Y + sourceSize.Height) : sourcePos.Y) * invH,
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(sourcePos.X + sourceSize.Width) * invW,
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(isRTT ? sourcePos.Y : (sourcePos.Y + sourceSize.Height)) * invH);
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const core::rect<s32> poss(targetPos, sourceSize);
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chooseMaterial2D();
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if (!setMaterialTexture(0, texture ))
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return;
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setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
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f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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u16 indices[] = {0, 1, 2, 3};
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S3DVertex vertices[4];
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vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
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vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
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vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
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vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
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glEnableVertexAttribArray(EVA_POSITION);
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glEnableVertexAttribArray(EVA_COLOR);
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glEnableVertexAttribArray(EVA_TCOORD0);
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glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
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glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
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glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
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glDisableVertexAttribArray(EVA_TCOORD0);
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glDisableVertexAttribArray(EVA_COLOR);
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glDisableVertexAttribArray(EVA_POSITION);
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SColor colors[4] = {color, color, color, color};
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draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
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}
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@ -1083,6 +963,24 @@ COpenGL3Driver::~COpenGL3Driver()
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if (!texture)
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return;
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chooseMaterial2D();
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if (!setMaterialTexture(0, texture))
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return;
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setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
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const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
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if (clipRect)
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{
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if (!clipRect->isValid())
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return;
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glEnable(GL_SCISSOR_TEST);
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glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
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clipRect->getWidth(), clipRect->getHeight());
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}
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const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
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core::array<S3DVertex> vtx(drawCount * 4);
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@ -1095,82 +993,6 @@ COpenGL3Driver::~COpenGL3Driver()
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// This needs to be signed as it may go negative.
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core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
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if (clipRect)
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{
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if (targetPos.X < clipRect->UpperLeftCorner.X)
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{
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sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
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if (sourceSize.Width <= 0)
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continue;
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sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
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targetPos.X = clipRect->UpperLeftCorner.X;
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}
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if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
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{
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sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
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if (sourceSize.Width <= 0)
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continue;
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}
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if (targetPos.Y < clipRect->UpperLeftCorner.Y)
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{
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sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
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if (sourceSize.Height <= 0)
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continue;
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sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
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targetPos.Y = clipRect->UpperLeftCorner.Y;
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}
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if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
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{
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sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
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if (sourceSize.Height <= 0)
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continue;
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}
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}
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// clip these coordinates
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if (targetPos.X < 0)
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{
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sourceSize.Width += targetPos.X;
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if (sourceSize.Width <= 0)
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continue;
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sourcePos.X -= targetPos.X;
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targetPos.X = 0;
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}
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const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
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if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
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{
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sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
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if (sourceSize.Width <= 0)
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continue;
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}
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if (targetPos.Y < 0)
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{
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sourceSize.Height += targetPos.Y;
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if (sourceSize.Height <= 0)
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continue;
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sourcePos.Y -= targetPos.Y;
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targetPos.Y = 0;
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}
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if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
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{
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sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
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if (sourceSize.Height <= 0)
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continue;
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}
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// ok, we've clipped everything.
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// now draw it.
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core::rect<f32> tcoords;
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@ -1181,12 +1003,6 @@ COpenGL3Driver::~COpenGL3Driver()
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const core::rect<s32> poss(targetPos, sourceSize);
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chooseMaterial2D();
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if (!setMaterialTexture(0, texture))
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return;
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setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
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f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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