Shapes, RLGL, Math, Gui and Easings to new style.
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14
src/gl.c
14
src/gl.c
@@ -15,25 +15,29 @@ Copy a block of pixels from one framebuffer object to another.
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Use -1 RenderTexture for window framebuffer.
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*/
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int lglBlitFramebuffer( lua_State *L ) {
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// TODO Currently doesn't support setting window render target because of luaL_checkudata.
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RenderTexture *srcTex = luaL_checkudata( L, 1, "RenderTexture" );
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RenderTexture *dstTex = luaL_checkudata( L, 2, "RenderTexture" );
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if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
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lua_pushnil( L );
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return 1;
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}
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Rectangle srcRect = uluaGetRectangleIndex( L, 3 );
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Rectangle dstRect = uluaGetRectangleIndex( L, 4 );
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int mask = luaL_checkinteger( L, 5 );
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int filter = luaL_checkinteger( L, 6 );
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if ( lua_tointeger( L, 1 ) == -1 ) {
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if ( lua_isnil( L, 1 ) ) {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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}
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else {
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RenderTexture *srcTex = luaL_checkudata( L, 1, "RenderTexture" );
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glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
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}
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if ( lua_tointeger( L, 2 ) == -1 ) {
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if ( lua_isnil( L, 2 ) ) {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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}
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else {
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RenderTexture *dstTex = luaL_checkudata( L, 2, "RenderTexture" );
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id );
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}
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