New object types for Image, Texture, RenderTexture, Camera2D, Camera3D and Shader.

This commit is contained in:
jussi
2023-10-27 22:53:56 +03:00
parent 4cb4edcaf0
commit 7ef87c8e2f
20 changed files with 967 additions and 2904 deletions

View File

@@ -9,40 +9,32 @@
*/
/*
> success = RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )
> RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )
Copy a block of pixels from one framebuffer object to another.
Use -1 RenderTexture for window framebuffer.
- Failure return false
- Success return true
*/
int lglBlitFramebuffer( lua_State *L ) {
if ( !isValidRenderTexture( L, 1, true ) || !isValidRenderTexture( L, 2, true ) || !lua_istable( L, 3 )
|| !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_isnumber( L, 6 ) ) {
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )" );
lua_pushboolean( L, false );
return 1;
}
RenderTexture2D srcTex = uluaGetRenderTexture( L, 1 );
RenderTexture2D dstTex = uluaGetRenderTexture( L, 2 );
// TOCO Currently doesn't support setting window render target because of luaL_checkudata.
RenderTexture *srcTex = luaL_checkudata( L, 1, "RenderTexture" );
RenderTexture *dstTex = luaL_checkudata( L, 2, "RenderTexture" );
Rectangle srcRect = uluaGetRectangleIndex( L, 3 );
Rectangle dstRect = uluaGetRectangleIndex( L, 4 );
int mask = lua_tointeger( L, 5 );
int filter = lua_tointeger( L, 6 );
int mask = luaL_checkinteger( L, 5 );
int filter = luaL_checkinteger( L, 6 );
if ( lua_tointeger( L, 1 ) == -1 ) {
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
}
else {
glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex.id );
glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
}
if ( lua_tointeger( L, 2 ) == -1 ) {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
}
else {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex.id );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id );
}
glBlitFramebuffer(
@@ -55,7 +47,5 @@ int lglBlitFramebuffer( lua_State *L ) {
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
lua_pushboolean( L, true );
return 1;
}