Expose scissor functionality
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8e86f3586d
commit
addbd88833
17
src/core.c
17
src/core.c
@ -1392,6 +1392,23 @@ void EndTextureMode(void)
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currentHeight = GetScreenHeight();
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}
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// Begin scissor mode (define screen area for following drawing)
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// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
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void BeginScissorMode(int x, int y, int width, int height)
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{
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rlglDraw(); // Force drawing elements
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rlEnableScissorTest();
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rlScissor(x, GetScreenHeight() - (y + height), width, height);
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}
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// End scissor mode
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void EndScissorMode(void)
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{
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rlglDraw(); // Force drawing elements
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rlDisableScissorTest();
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}
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// Returns a ray trace from mouse position
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Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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{
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@ -904,6 +904,8 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes
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RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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RLAPI void EndTextureMode(void); // Ends drawing to render texture
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RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
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RLAPI void EndScissorMode(void); // End scissor mode
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// Screen-space-related functions
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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@ -1324,8 +1326,6 @@ RLAPI void BeginShaderMode(Shader shader); // Beg
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
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RLAPI void EndScissorMode(void); // End scissor mode
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// VR control functions
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RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
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51
src/rlgl.h
51
src/rlgl.h
@ -457,6 +457,9 @@ RLAPI void rlEnableDepthTest(void); // Enable depth te
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RLAPI void rlDisableDepthTest(void); // Disable depth test
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RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
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RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
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RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
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RLAPI void rlEnableWireMode(void); // Enable wire mode
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RLAPI void rlDisableWireMode(void); // Disable wire mode
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RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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@ -1344,28 +1347,25 @@ void rlDisableRenderTexture(void)
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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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glEnable(GL_DEPTH_TEST);
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}
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void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
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// Disable depth test
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void rlDisableDepthTest(void)
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{
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glDisable(GL_DEPTH_TEST);
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}
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void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
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// Enable backface culling
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void rlEnableBackfaceCulling(void)
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{
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glEnable(GL_CULL_FACE);
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}
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void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
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// Disable backface culling
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void rlDisableBackfaceCulling(void)
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{
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glDisable(GL_CULL_FACE);
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}
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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// Enable scissor test
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RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
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// Disable scissor test
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RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
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// Scissor test
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RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
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// Enable wire mode
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void rlEnableWireMode(void)
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@ -1698,7 +1698,6 @@ void rlglInit(int width, int height)
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// Initialize OpenGL default states
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//----------------------------------------------------------
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// Init state: Depth test
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glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
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glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
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@ -3524,24 +3523,6 @@ void EndBlendMode(void)
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BeginBlendMode(BLEND_ALPHA);
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}
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// Begin scissor mode (define screen area for following drawing)
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// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
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void BeginScissorMode(int x, int y, int width, int height)
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{
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rlglDraw(); // Force drawing elements
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, framebufferHeight - (y + height), width, height);
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}
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// End scissor mode
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void EndScissorMode(void)
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{
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rlglDraw(); // Force drawing elements
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glDisable(GL_SCISSOR_TEST);
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}
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#if defined(SUPPORT_VR_SIMULATOR)
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// Init VR simulator for selected device parameters
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// NOTE: It modifies the global variable: stereoFbo
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