Improved render to texture
Support render texture size different than screen size
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@ -89,6 +89,8 @@ int main()
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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38
src/core.c
38
src/core.c
@ -562,9 +562,8 @@ void Begin2dMode(Camera2D camera)
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Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
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@ -627,11 +626,24 @@ 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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rlEnableRenderTexture(target.id); // Enable render target
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rlClearScreenBuffers(); // Clear render texture buffers
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// Set viewport to framebuffer size
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rlViewport(0, 0, target.texture.width, target.texture.height);
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
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}
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// Ends drawing to render texture
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@ -639,7 +651,21 @@ 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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rlDisableRenderTexture(); // Disable render target
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// Set viewport to default framebuffer size (screen size)
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// TODO: consider possible viewport offsets
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rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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}
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// Set target FPS for the game
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14
src/rlgl.c
14
src/rlgl.c
@ -404,6 +404,12 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
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#endif
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// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
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void rlViewport(int x, int y, int width, int height)
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{
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glViewport(x, y, width, height);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vertex level operations
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//----------------------------------------------------------------------------------
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@ -725,17 +731,25 @@ void rlDisableTexture(void)
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#endif
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}
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// Enable rendering to texture (fbo)
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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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//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
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//glCullFace(GL_FRONT);
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#endif
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}
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// Disable rendering to texture
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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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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_BACK);
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#endif
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}
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@ -247,6 +247,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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@ -1385,10 +1385,6 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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Vector2 origin = { 0, 0 };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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@ -1398,6 +1394,9 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co
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// NOTE: origin is relative to destination rectangle size
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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