Review BeginTextureMode() usage
Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
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8 changed files with 113 additions and 143 deletions
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@ -46,11 +46,11 @@ int main(void)
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
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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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@ -59,35 +59,33 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
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ClearBackground(RAYWHITE); // Clear screen background
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BeginShaderMode(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, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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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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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload texture
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UnloadShader(shader); // Unload shader
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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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