Review BeginTextureMode() usage
Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
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f989048bda
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716e26aa37
8 changed files with 113 additions and 143 deletions
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@ -89,7 +89,7 @@ int main(void)
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// this moves thigns at 10 world units per second, regardless of the actual FPS
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float offsetThisFrame = 10.0f*GetFrameTime();
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// Move player 1 forward and backwards (no turning)
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// Move Player1 forward and backwards (no turning)
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if (IsKeyDown(KEY_W))
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{
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cameraPlayer1.position.z += offsetThisFrame;
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@ -101,7 +101,7 @@ int main(void)
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cameraPlayer1.target.z -= offsetThisFrame;
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}
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// Move player 2 forward and backwards (no turning)
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// Move Player2 forward and backwards (no turning)
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if (IsKeyDown(KEY_UP))
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{
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cameraPlayer2.position.x += offsetThisFrame;
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@ -116,7 +116,7 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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// Draw player 1's view to the render texture
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// Draw Player1 view to the render texture
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BeginTextureMode(screenPlayer1);
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ClearBackground(SKYBLUE);
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BeginMode3D(cameraPlayer1);
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@ -125,7 +125,7 @@ int main(void)
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DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
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EndTextureMode();
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// Draw player 2's view to the render texture
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// Draw Player2 view to the render texture
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BeginTextureMode(screenPlayer2);
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ClearBackground(SKYBLUE);
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BeginMode3D(cameraPlayer2);
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@ -134,21 +134,21 @@ int main(void)
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DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
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EndTextureMode();
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// Draw both view render textures to the screen side by side
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// Draw both views render textures to the screen side by side
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BeginDrawing();
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ClearBackground(BLACK);
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DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
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DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
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EndDrawing();
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(screenPlayer1);
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UnloadRenderTexture(screenPlayer2);
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UnloadTexture(textureGrid);
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UnloadRenderTexture(screenPlayer1); // Unload render texture
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UnloadRenderTexture(screenPlayer2); // Unload render texture
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UnloadTexture(textureGrid); // Unload 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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@ -105,30 +105,26 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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BeginTextureMode(target);
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ClearBackground(RAYWHITE);
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BeginVrStereoMode(config);
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BeginMode3D(camera);
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BeginTextureMode(target);
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ClearBackground(RAYWHITE);
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BeginVrStereoMode(config);
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BeginMode3D(camera);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(40, 1.0f);
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EndMode3D();
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EndVrStereoMode();
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EndTextureMode();
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(40, 1.0f);
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EndMode3D();
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EndVrStereoMode();
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(distortion);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
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(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -48,11 +48,11 @@ int main(void)
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Color colors[10] = { 0 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -79,37 +79,33 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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// Draw everything in the render texture, note this will not be rendered on screen, yet
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BeginTextureMode(target);
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ClearBackground(RAYWHITE); // Clear render texture background color
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for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
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DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
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DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
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DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(BLACK);
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ClearBackground(BLACK); // Clear screen background
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// Draw everything in the render texture, note this will not be rendered on screen, yet
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BeginTextureMode(target);
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ClearBackground(RAYWHITE); // Clear render texture background color
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for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
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DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
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DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
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DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
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EndTextureMode();
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// Draw RenderTexture2D to window, properly scaled
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// Draw render texture to screen, properly scaled
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DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
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(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
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EndDrawing();
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//--------------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(target); // Unload render texture
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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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