glBlitFramebuffer.
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65
src/gl.c
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65
src/gl.c
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#include "main.h"
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#include "state.h"
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#include "lua_core.h"
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#include "textures.h"
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#include "lgl.h"
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/*
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## OpenGL - Framebuffer management
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*/
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/*
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> success = RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )
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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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- Failure return false
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- Success return true
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*/
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int lglBlitFramebuffer( lua_State *L ) {
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if ( !lua_isnumber( L, 1) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 )
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|| !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_isnumber( L, 6 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )" );
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lua_pushboolean( L, false );
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return 1;
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}
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int srcTexId = lua_tointeger( L, 1 );
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int dstTexId = lua_tointeger( L, 2 );
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Rectangle srcRect = uluaGetRectangleIndex( L, 3 );
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Rectangle dstRect = uluaGetRectangleIndex( L, 4 );
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int mask = lua_tointeger( L, 5 );
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int filter = lua_tointeger( L, 6 );
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if ( ( !validRenderTexture( srcTexId ) && srcTexId != -1 ) && ( !validRenderTexture( dstTexId ) && dstTexId != -1 ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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if ( srcTexId == -1 ) {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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}
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else {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, state->renderTextures[ srcTexId ]->id );
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}
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if ( dstTexId == -1 ) {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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}
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else {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, state->renderTextures[ dstTexId ]->id );
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}
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glBlitFramebuffer(
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srcRect.x, srcRect.y, srcRect.width, srcRect.height,
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dstRect.x, dstRect.y, dstRect.width, dstRect.height,
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mask,
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filter
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// GL_COLOR_BUFFER_BIT, // mask
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// GL_NEAREST // filter
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);
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lua_pushboolean( L, true );
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return 1;
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}
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