REDESIGNED: Set rlgl internal framebuffer #2420
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dc553d1996
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2 changed files with 25 additions and 13 deletions
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@ -2201,8 +2201,10 @@ void BeginTextureMode(RenderTexture2D target)
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rlEnableFramebuffer(target.id); // Enable render target
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// Set viewport to framebuffer size
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// Set viewport and RLGL internal framebuffer size
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rlViewport(0, 0, target.texture.width, target.texture.height);
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rlSetFramebufferWidth(target.texture.width);
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rlSetFramebufferHeight(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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34
src/rlgl.h
34
src/rlgl.h
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@ -598,7 +598,9 @@ RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffer
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RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
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RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
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RLAPI int rlGetVersion(void); // Get current OpenGL version
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RLAPI int rlSetFramebufferWidth(int width); // Set current framebuffer width
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RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
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RLAPI int rlSetFramebufferHeight(int height); // Set current framebuffer height
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RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
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RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
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@ -927,10 +929,8 @@ typedef struct rlglData {
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int glBlendDstFactor; // Blending destination factor
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int glBlendEquation; // Blending equation
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int viewportX; // Current viewport offset x
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int viewportY; // Current viewport offset y
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int framebufferWidth; // Current viewport width (framebuffer)
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int framebufferHeight; // Current viewport height (framebuffer)
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int framebufferWidth; // Current framebuffer width
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int framebufferHeight; // Current framebuffer height
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} State; // Renderer state
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struct {
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@ -1235,11 +1235,6 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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// NOTE: We store current viewport dimensions
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void rlViewport(int x, int y, int width, int height)
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{
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RLGL.State.viewportX = x;
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RLGL.State.viewportY = y;
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RLGL.State.framebufferWidth = width;
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RLGL.State.framebufferHeight = height;
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glViewport(x, y, width, height);
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}
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@ -2227,6 +2222,22 @@ int rlGetVersion(void)
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return glVersion;
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}
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// Set current framebuffer width
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int rlSetFramebufferWidth(int width)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.framebufferWidth = width;
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#endif
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}
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// Set current framebuffer height
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int rlSetFramebufferHeight(int height)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.framebufferHeight = height;
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#endif
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}
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// Get default framebuffer width
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int rlGetFramebufferWidth(void)
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{
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@ -2510,8 +2521,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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if (eyeCount == 2)
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{
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// Setup current eye viewport (half screen width)
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// NOTE: We use glViewport() because rlViewport() stores viewport measures in RLGL.State
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glViewport(RLGL.State.viewportX + eye*RLGL.State.framebufferWidth/2, RLGL.State.viewportY, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
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rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
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// Set current eye view offset to modelview matrix
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rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
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@ -2612,7 +2622,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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}
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// Restore viewport to default measures
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if (eyeCount == 2) glViewport(RLGL.State.viewportX, RLGL.State.viewportY, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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//------------------------------------------------------------------------------------------------------------
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// Reset batch buffers
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