Improved render to texture

Support render texture size different than screen size
This commit is contained in:
raysan5 2016-05-29 11:49:13 +02:00
parent 27df983ee0
commit ea5b00528b
5 changed files with 52 additions and 10 deletions

View file

@ -562,9 +562,8 @@ void Begin2dMode(Camera2D camera)
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
@ -627,11 +626,24 @@ void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlEnableRenderTexture(target.id);
rlClearScreenBuffers(); // Clear render texture buffers
rlEnableRenderTexture(target.id); // Enable render target
rlClearScreenBuffers(); // Clear render texture buffers
// Set viewport to framebuffer size
rlViewport(0, 0, target.texture.width, target.texture.height);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
}
// Ends drawing to render texture
@ -639,7 +651,21 @@ void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDisableRenderTexture();
rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size (screen size)
// TODO: consider possible viewport offsets
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Set target FPS for the game