ADDED: rlActiveDrawBuffers()
#1911
- ADDED: rlEnableColorBlend()/rlDisableColorBlend()
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src/rlgl.h
56
src/rlgl.h
@ -525,8 +525,11 @@ RLAPI void rlDisableShader(void); // Disable shader progra
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// Framebuffer state
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RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
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RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
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RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
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// General render state
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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RLAPI void rlDisableColorBlend(void); // Disable color blending
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RLAPI void rlEnableDepthTest(void); // Enable depth test
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RLAPI void rlDisableDepthTest(void); // Disable depth test
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RLAPI void rlEnableDepthMask(void); // Enable depth write
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@ -1544,6 +1547,49 @@ void rlDisableFramebuffer(void)
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#endif
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}
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// Activate multiple draw color buffers
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// NOTE: One color buffer is always active by default
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void rlActiveDrawBuffers(int count)
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{
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#if (defined(GRAPHICS_API_OPENGL_33) && defined(SUPPORT_RENDER_TEXTURES_HINT))
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// NOTE: Maximum number of draw buffers supported is implementation dependant,
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// it can be queried with glGet*() but it must be at least 8
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//GLint maxDrawBuffers = 0;
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//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
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if (count > 0)
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{
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if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
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else
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{
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unsigned int buffers[8] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3,
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GL_COLOR_ATTACHMENT4,
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GL_COLOR_ATTACHMENT5,
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GL_COLOR_ATTACHMENT6,
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GL_COLOR_ATTACHMENT7,
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};
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glDrawBuffers(count, buffers);
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}
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}
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else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
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#endif
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}
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//----------------------------------------------------------------------------------
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// General render state configuration
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//----------------------------------------------------------------------------------
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// Enable color blending
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void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
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// Disable color blending
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void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
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// Enable depth test
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void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
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@ -1588,11 +1634,9 @@ void rlDisableWireMode(void)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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}
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// Set the line drawing width
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void rlSetLineWidth(float width)
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{
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glLineWidth(width);
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}
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void rlSetLineWidth(float width) { glLineWidth(width); }
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// Get the line drawing width
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float rlGetLineWidth(void)
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@ -3209,10 +3253,10 @@ void rlDisableVertexBufferElement(void)
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// Update GPU buffer with new data
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// NOTE: dataSize and offset must be provided in bytes
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void rlUpdateVertexBuffer(unsigned int bufferId, void *data, int dataSize, int offset)
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void rlUpdateVertexBuffer(unsigned int id, void *data, int dataSize, int offset)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindBuffer(GL_ARRAY_BUFFER, bufferId);
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glBindBuffer(GL_ARRAY_BUFFER, id);
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glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
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#endif
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}
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