Added support for render to texture (use RenderTexture2D)
Now it's possible to render to texture, old postprocessing system will be removed on next raylib version.
This commit is contained in:
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1136d4222f
commit
66b096d978
@ -3,8 +3,10 @@
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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out vec2 fragTexCoord;
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out vec4 fragTintColor;
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uniform mat4 mvpMatrix;
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@ -13,6 +15,7 @@ uniform mat4 mvpMatrix;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragTintColor = vertexColor;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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@ -1,11 +1,12 @@
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragTintColor;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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//uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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@ -41,7 +41,11 @@ int main()
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Shader shader = LoadShader("resources/shaders/base.vs",
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"resources/shaders/bloom.fs"); // Load postpro shader
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SetPostproShader(shader); // Set fullscreen postprocessing shader
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// NOTE: Old postprocessing system is not flexible enough despite being very easy to use
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//SetPostproShader(shader); // Set fullscreen postprocessing shader
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// New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Setup orbital camera
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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@ -65,15 +69,26 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginTextureMode(target); // Enable render to texture RenderTexture2D
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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Begin3dMode(camera);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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End3dMode();
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);
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SetCustomShader(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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SetDefaultShader();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
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DrawFPS(10, 10);
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@ -83,11 +98,12 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(dwarf); // Unload model
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(dwarf); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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22
src/core.c
22
src/core.c
@ -545,7 +545,7 @@ void BeginDrawing(void)
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if (IsPosproShaderEnabled()) rlEnablePostproFBO();
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rlClearScreenBuffers();
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rlClearScreenBuffers(); // Clear current framebuffers
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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@ -656,6 +656,26 @@ void End3dMode(void)
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rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
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}
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// Initializes render texture for drawing
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void BeginTextureMode(RenderTexture2D target)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlEnableRenderTexture(target.id);
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rlClearScreenBuffers(); // Clear render texture buffers
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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}
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// Ends drawing to render texture
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void EndTextureMode(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlDisableRenderTexture();
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}
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// Set target FPS for the game
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void SetTargetFPS(int fps)
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{
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11
src/raylib.h
11
src/raylib.h
@ -324,6 +324,13 @@ typedef struct Texture2D {
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int format; // Data format (TextureFormat)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture; // Font texture
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@ -565,6 +572,8 @@ void EndDrawing(void); // End canvas drawin
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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void EndTextureMode(void); // Ends drawing to render texture
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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@ -714,8 +723,10 @@ Texture2D LoadTexture(const char *fileName);
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
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Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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118
src/rlgl.c
118
src/rlgl.c
@ -785,6 +785,20 @@ void rlDisableTexture(void)
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#endif
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}
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void rlEnableRenderTexture(unsigned int id)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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#endif
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}
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void rlDisableRenderTexture(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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}
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// Enable depth test
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void rlEnableDepthTest(void)
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{
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@ -803,6 +817,16 @@ void rlDeleteTextures(unsigned int id)
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glDeleteTextures(1, &id);
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}
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// Unload render texture from GPU memory
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void rlDeleteRenderTextures(RenderTexture2D target)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDeleteFramebuffers(1, &target.id);
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glDeleteTextures(1, &target.texture.id);
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glDeleteTextures(1, &target.depth.id);
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#endif
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}
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// Enable rendering to postprocessing FBO
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void rlEnablePostproFBO()
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{
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@ -1163,7 +1187,7 @@ FBO rlglLoadFBO(int width, int height)
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glDeleteTextures(1, &fbo.colorTextureId);
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glDeleteTextures(1, &fbo.depthTextureId);
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}
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else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
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else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo.id);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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@ -1833,6 +1857,98 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
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return id;
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}
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// Load a texture to be used for rendering (fbo with color and depth attachments)
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RenderTexture2D rlglLoadRenderTexture(int width, int height)
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{
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RenderTexture2D target;
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target.id = 0;
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target.texture.id = 0;
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target.texture.width = width;
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target.texture.height = height;
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target.texture.format = UNCOMPRESSED_R8G8B8;
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target.texture.mipmaps = 1;
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target.depth.id = 0;
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_16BIT
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target.depth.mipmaps = 1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Create the texture that will serve as the color attachment for the framebuffer
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glGenTextures(1, &target.texture.id);
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glBindTexture(GL_TEXTURE_2D, target.texture.id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#define USE_DEPTH_RENDERBUFFER
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#if defined(USE_DEPTH_RENDERBUFFER)
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
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glGenRenderbuffers(1, &target.depth.id);
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glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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#elif defined(USE_DEPTH_TEXTURE)
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// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
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// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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glGenTextures(1, &target.depth.id);
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glBindTexture(GL_TEXTURE_2D, target.depth.id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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// Create the framebuffer object
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glGenFramebuffers(1, &target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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// Attach color texture and depth renderbuffer to FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
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#if defined(USE_DEPTH_RENDERBUFFER)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
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#elif defined(USE_DEPTH_TEXTURE)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
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#endif
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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TraceLog(WARNING, "Framebuffer object could not be created...");
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switch(status)
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{
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case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
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#if defined(GRAPHICS_API_OPENGL_ES2)
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
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#endif
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
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default: break;
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}
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glDeleteTextures(1, &target.texture.id);
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glDeleteTextures(1, &target.depth.id);
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glDeleteFramebuffers(1, &target.id);
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}
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else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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return target;
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}
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// Update already loaded texture in GPU with new data
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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11
src/rlgl.h
11
src/rlgl.h
@ -183,6 +183,13 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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int format; // Data format (TextureFormat)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// Material type
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typedef struct Material {
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Shader shader;
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@ -248,9 +255,12 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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@ -268,6 +278,7 @@ void rlglDraw(void); // Draw VAO/VBO
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
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@ -389,6 +389,14 @@ Texture2D LoadTextureFromImage(Image image)
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return texture;
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}
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// Load a texture to be used for rendering
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RenderTexture2D LoadRenderTexture(int width, int height)
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{
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RenderTexture2D target = rlglLoadRenderTexture(width, height);
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return target;
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}
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// Unload image from CPU memory (RAM)
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void UnloadImage(Image image)
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{
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@ -409,6 +417,17 @@ void UnloadTexture(Texture2D texture)
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}
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}
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// Unload render texture from GPU memory
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void UnloadRenderTexture(RenderTexture2D target)
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{
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if (target.id != 0)
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{
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rlDeleteRenderTextures(target);
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TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
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}
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}
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// Get pixel data from image in the form of Color struct array
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Color *GetImageData(Image image)
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{
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